Chamber of the Crossroads

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The Chamber of the Crossroads
Region: Moria
Area: Durin's Way
Location: [5.1S, 112.1W]

Location

The Chamber of the Crossroads is a settlement at the southwest corner of Durin's Way in Moria [5.1S, 112.1W].

Now a guardroom, this was a major intersection in the maze of Khazad-dûm, linking Durin’s Way to the Great Delving. A well here nearly proved to be the doom of Merry and Pippin, and the guardroom also provided shelter for the Fellowship on their journey through the darkness. This well drops down into the Water-works directly below.

Services

The following services can be found within the settlement of the Chamber of the Crossroads:

Function Coords
Provisioner [3.5S, 103.3W]
Healer [3.5S, 103.3W]
Forge-master - Frírek [5.2S, 111.9W]

Mailboxes

Travelling

Destination Region Cost Prerequisites
Durin's Threshold The Great Delving 30 Silver  Min. Level: 45
Dolven-view The Great Delving 30 Silver  Min. Level: 45
Twenty-first Hall Zelem-melek 30 Silver  Min. Level: 45
Twenty-first Hall (Swift) Zelem-melek 30 Silver  Min. Level: 45

Tasks Bulletin Board

Deeds

The following deeds can be obtained by visiting this place:

Quests

The following quests start in, or involve this area.

  1. [52] Líkmund's Companions
  2. [52] Plenty to Go Around
  3. [53] Emissaries of the White Hand

Examine the Ornate Chest-piece on the ground east of Dolven-view to start this series:

  1. [53] Unexpected Treasure
  2. [53] Heralds of Corruption
  3. [53] Scraps of Shadow
  4. [54] To Jazârgund

Epic Quests

Previous: Volume II, Book 1

Volume II, Book 2: Echoes in the Dark

  1. [53] Foreword: Echoes in the Dark - Optional
  2. [53] Chapter 1: New Residents
  3. [53] Chapter 2: Store-houses of the Western Halls
  4. [53] Chapter 3: Zigilburk the Unrivaled
  5. [53] Chapter 4: Enemies in the Ever Dark
  6. [53] Chapter 5: Half a Riddle
  7. [54] Chapter 6: Goblins in the Western Halls
  8. [54] Chapter 7: The Empty Passage - Solo Only
  9. [54] Chapter 8: The Twenty-first Hall

Next: Volume II, Book 3








The Water-wheels

The Hall of Mirrors

Involving
  • (Pending)

NPCs

Services & Supplies

NPC Function Coords
Frírek Forge-master [5.2S, 112.0W]
Siggir Provisioner [5.1S, 112.1W]
Sori Healer [5.1S, 112.1W]
Styrlak Stable-master [5.2S, 112.1W]

Others

NPC Function Coords
Bósi Quest [5.1S, 112.1W]
Dór Quest [5.2S, 112.0W]
Fostólf Quest [5.1S, 112.1W]
Frár Quest [5.2S, 112.0W]
Gansi Quest [5.1S, 112.0W]
Hrólfur Quest [5.2S, 112.0W]
Líkmund Quest [5.1S, 112.1W]
Rambi Quest [5.2S, 112.0W]
Rink Quest [5.1S, 112.1W]
Sigdan Quest [5.2S, 111.9W]
Slóthi Quest [5.2S, 112.2W]
Thálfi Quest [5.1S, 112.0W]


Lore

The ancient guard room controls the passages leading up into Durin's Way, as well as the ones east, towards the Twenty-first Hall. It is now occupied by part of the dwarf expedition to re-take Moria from the Orcs and goblins.
Once this hall was a major intersection in the maze of Khazad-dûm, linking Durin's Way to the Great Delving. A guardroom here includes a well that nearly proved to be the doom of Merry and Pippin, and also provided shelter for the Fellowship on their journey through the darkness.
Now the guardroom is commanded by Brogur's cousin, Bósi who is forging plans to rid this region of the White Hand of Saruman and other vile creatures. Bósi agrees with Brogur that the White Hand Uruks need to be purged from their encampment at Ninknakh Faltor. He is concerned, however, that Brogur is overconfident and may suffer a fate similar to Balin. Bósi also believes that the discovery of the collapsed Chamber of Mazarbul and recovery of the Book of Mazarbul are keys to defeating the White Hand and what lies beneath. To this end, Bósi and his Dwarf comrades have come up with a daring series of missions to help crush the White Hand. [1]