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Guild Night 12/18/2008 - Fun in the Desert
A few of us (Izzy [14 Wizard] , Sophifina [13 Cleric]; Braknor [12 Paladin]) started out the night by getting our next rank of Slayer quests knocked out in the Sands of Menechtarun
 
Once we had a full group we headed into the Raid of Vulkoorim [LV11], which really isn't a raid.  This quest was full of scorpions and poison resist was a must.  This was the 1st time most of us (Sophifina; Keegen [14 Paladin]; Izzy; Jannus [13 Bard]; Braknor; Frizzit [12 Sorcerer] and one other?) had done this quest. Thanks for the suggestion Kendall!
 
After that quest we (Sophifina; Shuned [16 Ranger]; Keegen; Izzy; Jannus; Braknor; Frizzit) headed into The Chamber of Raiyum [LV12], the final one that Braknor needed to be Demon Queen ready. Since we had a good group we deciced to attempt this one hard Hard.  It went very smooth, with only one party wipe at the the last guy.  We learned that on hard King Raiyum is immune to all the spells that Izzy & Frizzit could cast.  So on the next take, after the wipe, we focused 100% on keeping Keegen &  Braknor up.  This ended up working out well and I know Izzy got over 7K EXP for this quest.
 
After that Izzy, Sophifina, Frizzit, & Braknor headed back out to Sands of Menechtarun to knock out the last two explorer's that Izzy need and 2 of the last 3 that Sophifina needed.  Sophifina last one was is right by the Against the Demon Queen quest, so she will get it when she does that quest.
 
For the entire night Izzy got over 12K EXP, about 5K of that was just from the desert Explorer/Slayer quest.
Guld Night 12/11/08:  Let Sleeping Dust Lie
Due to other circumstances we were not able to break into two groups as planned.  However, Kwei Li [12/4 Ranger fighter]; Fweng Li [16 Fighter]; Keegen [14 Paladin]; Lanford [15 Cleric]; Sympl [10/3/1 Rogue/Barbarian/Wizard]; Frizzit [12 Sorcerer]; Braknor [12 Paladin]  took on the quest The Vale (3) - Let Sleeping Dust Lie [LV16]  , in the Vale of Twilight, one of the quests needed to flag for the Shroud Raid.  It would be the 1st run for all of us.
 
Underwater action item is a must!  The first part is a short underwater maze, which isn't too difficult to navigate, but it is easy to get turned around.  Once on dry land again, you quickly learn that there is a fiendish plot by Ogres and their Rakasha overlords to control the Crimson Foot Spiders in the Vale.
 
Patrolling mobs of Ogres and their controlled spiders are what you face in the quest.  Once you kill the Ogre, the spiders are no longer hostile.  After reading the 1st Journal, you can not kill anymore than 5 additional spiders for the rest of the quest!  After reading the journal, you have to seek out and kill an Orange named Ogre mage and likewise find the 2nd journal and kill a seconded named Ogre mage.  This last named Ogre, drops a key which opens up the prison where the Crimson Foot Queen in being held.  Our job was to defend her, and we did successfully!
 
After saving the Queen, we noticed a hole in the floor nearby, jumping down into it, we fought our way through Ogres, Rakasha and traps.  An Oranged named Rakasha drops the key which opens the room to the final battle.  Along the walls were plates, with colors and symbols to drop the final barrier in the room.
 
The final battle is extremely difficult.  There are 4 hostile spiders (we only had 3 left before we failed), an Ogre Mage, a Rakasha and a red-named Rakasha.  Frizzit did a great job Flesh to Stoning the Spiders and the Ogre Mage and the second Rakasha were picked off quickly, which left the red named and the spiders.  At one point we had the Rakasha 'bugged' (Keegen was hitting him from the front, Fweng from the back, so his agro kept switching between the two and he couldn't fight back) but Fweng was using "cloudburst" a named Great Sword from the Reaver Raid and was doing massive amounts of damage, but was also hitting the spiders too much.  Forced to move away, this unbugged the Rakasha and he proceeded to wipe the floor with the party (we had taken down more than 50% of his health!)  We tried our best to avoid the spiders, but accidental hits started taking their toll, and we soon lost our final 3 spiders and thus failed the quest.
 
All in all it was challenging and fun.  Our group might have been a little too low level overall with two level 12, but we almost completed it anyway.  At least we know how the quest works and how to do it next time!
Guild Night December 4, 2008
Guild Night started at approximately 7:30pm with Izzy, Moncton, Sympl and Lanford meeting in the Phoenix Tavern for some warm up PvP and combat testing.  A short time later, Phlee and Kwei arrived and we did PvP Caputre the Flag on the Desert Map.  It was Izzy, Sympl and Moncton against Lanford, Phlee and Kwei.  Despite an early score by Moncton and communication issues on Lanford's team, Lanford, Kwei and Phlee emerged victorious from the match.
 
At this point Schyv and Sophifina joined and we ran a second Capture the flag match.  This time it was Phlee, Kwei, Moncton and Sophifina against Lanford, Izzy, Sympl and Schyv.  Lanford's team emerged victorious again, with Izzy scoring 17 kills thanks to PK/Disintergrate/Finger of Death.  As the match ended Phlee who had been stoned by Izzy, remained in that state by the auctioneer in the Marketplace for all of Thelanis to see.
 
Schyv switched to Staunch and he along with Sophifina, Braknor, Izzy, Moncton and Phlee did the desert open area for slayers/rares/explorers and general exp.  We were very unlucky when it came to rares.  Frizzit joined later and he, Lanford and Sympl did the Tomb of the Astrologer in the Desert.
 
Around 10pm, Izzy and Staunched and Phlee logged off and the two groups merged, first finishing the Tomb of the Astrologer and then we headed out to Gianthold to do Foundation of Discord.  Lanford switched to Jannus and we ran the quest on Hard.  Most of the quest went well, however a lack of spell points and people getting tired, led to a protracted end fight, but we emerged victorious.
 
All in all many people enjoyed the warm up capture the flag event, and we will continue getting everyone flagged for raids which do not require re flagging, such as Titan, Reaver and Shroud.
Tempest Spine RAID
More to come... Place holder for now
 

Characters:

  1. LaZar [9 Ranger]
  2. Kirinleigh [8 Bard]

RSVP List

Vault of Night 1 & 2: Tharashk Arena & The Prision of Mind
We had eight guild mates on and split into two groups.  Then each group picked up two more random players.
 
We (Group 1) started with VoN (1) - Tharashk Arena [LV8] and didn't have much of a problem.  Then we did  VoN (2) - Prison of the Mind [LV8].  We had many reset due to the winds.  It ended up taking us (Group 1) about 4 hours to do both, but we had fun doing it (well maybe not Kendall by the 3rd hour :).
 
Group 1:
PuC: Paladin (quit after 1st hour)
Lanford [9 Cleric] (joined after 3rd hour)
 
 
Resets: 4
Beholder Deaths:
  1. Lazar: 2
  2. Sophifina: 3
  3. Frizzit: 2
  4. Keegen: 1
  5. Sympl: 2
  6. Lanford: 1

Falling

  1. Lazar: 1
  2. Sophifina: 3 (Jumping, Air)
  3. Keegen :1
  4. Frizzit: 1 (Air)
  5. Sympl: 1 (Beholder)
 
Group 2:
PuC: Rogue
PuC: Wizard
PuC: Ranger
Guild Night: 3/8 - Getting Ready for Twilight Forge
The first quest you have to do is Hiding in Plain Sight, which is given in the Wayward Lobster, and takes you back to the place you did the early LV2 ones for Baudry Cartamon's warehouse.  This one had various traps, have to go slow and let the rogue (which is a must) to their job.
 
Once you get HPS done you then can take the airship to the Restless Isle.  The Foothold is the zone you get to after you talk to the guy in the Market Place by the airship.  This is the same person that takes you to the Desert.
 
At this point you have to talk to the half-ling which can be intimated, bluffed, something else, or paid 10K GPs to let you talk to a "Access" quest giver.  Until you talk to the halfling you can't get to any of the other quest, bind, or sell\buy stuff here.
 
The 1st quest we decided to do was Bring Me the Head of Ghola-Fan
 
To get this quest you have to go from Island to Island in the Restless Isles.  You have to get a keys to open various doors that let you get to various areas.  I wish I could provide more info but we were pretty much led though this one and didn't get to stumble around and find things :(
 
Review of this one on the forms:
 
This one has VERY tough traps that CANNOT be disabled (at least as far as I can tell).
 
It was full of humanoids so CC works pretty well.
 
Next week we might do some of the other quested needed.
 
PUG: Cleric, Rouge, and Pally
Guild Night 2/8 (1st part of the night): Redwillow's Ruins
We are going to start the night out with Redwillow's Ruins.  Chrissy will be playing the 1st part of the night and her highest character is only 7th so that limits the max level to 10th.  Once we get done with Redwillow's we will switch to our Cadillac's and do some higher level stuff.

Currently Characters (For 1st part of the night)

  1. Kirinleigh [7 Bard]
  2. Amel [6/1 Rogue/Fighter]
  3. Lanford [7 Cleric]

 

Guild Night 2/1: Invaders!
Who's ready for a tough 12th quest?  I've heard\read this is one!  There are some really good drops that make this one worth it.  See the Quest Info link below.  You HAVE to be level 10 to even get this quest.  So this is a high level only quest.

Well we did this one on Normal with the group below and then repeated on Hard, Khalmyr had to exit the group after the Normal run.  The real trick to this one is to have a wizard with Extend (that was me) and to cast Cloud Kill on the Beholders (6-8 of them I belive) from a distance.  You've got to make sure not to be seen, which happened once when we did it on Hard and almost caused a party wipe.  We had a few deaths on Normal but no party wipes, our cleric was really good.  On Hard things got alot harder and I heard from multiple people that this on is NEVER worth doing on Elite.  On Hard we had one party wipe and more deaths but still had a great time.

The chest rewards are pretty good but the real reason to repeat this quest, besides the great EXP (7k+) is to get 25 tokens which can then be turned in for a special item.  I don't have a link that talks about this these items but here's a list of the possiable unique end loot items.

See the quest info link for more info.

Group:
Izzy [10 Wizard]
Brockson [10 Fighter]
Ckaos [10 Wizard]
Eduardo [12 Ranger]
Khalmyr Celeron [12 Bard]
PuG Cleric - 11th

Sunday 1/28 - PuG or guild night? - Invaders!
Depends on who shows up.  Sent out this -mail about doing something this Sunday @ 4PM or so.
 
This is a level 12 quest in Waterworks, yeah the same one as in the habor.
 
1/31 Updated: I ended up doing one of the Desert quest instead.  It's tough out there in the desert!
Guild Night 1/25: Starting the Shadow Crypt series
We ended up only doing Shadow King.  Had planned on doing multiples but one of the PuG members that joined had done all but Shadow King.  Well, he had yet succeeded.  Now I know why, more on that in a bit.
 
This one is from the new series release this week and are based out of the Necropolis area.

Only Izzy & Ashard from the guild made it and after waiting for awhile we got 2 clerics, a fighter, and a rogue.  Both the clerics had DV 14x a day so that was very nice!  Wish we had know others weren't going to show up since Myron and Steve Y. were on with their 12th level characters but we had limited the group to LV10 max earlier with the assumption that others would be on.

Basic quest info

We didn't know how to solve this quest so we ended up dying many times, since all mobs re-spawn, while running around trying to figure it out!  One of the group members finally talked to a guildmate who had done it and told us the trick.  Which was to pull the final mob, which we didn't know where he was at, to the room to the east with gates that would drop and turn light onto the boss mummy.

We then put up 2 firewalls (by this point we had lost and gained 2 new members, one of which was another wizard) and we killed the final mob in a few moments.

Firewalls and fire is a must.  I ended up with 133 kills, with the next closest having only 55.  Must have a cleric to death ward and rez the group members!  A rogue is also must due 2-4 VERY tough spike traps.

I finished with -4,875 and 0 EXP from the quest, due to re-entries.  Another member of the group was down -13K EXP!

We all had a good time though since it was the 1st time most of us had tried this quest and it was different from others.  Next time through I am sure it will go much smoother, but you will still have to deal with the tons of re-spawns while putting out the torches.

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