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The Cursed Crypt 1/29/09
We got going a little late and having an odd number of people meant we had to break into two groups.  In the 1st Group, Frizzit, Lanford, Izzy and Dreale did the ever popular Tomb of the Forbidden and happily fed zombie meat to rats.  Group 2, Moncton, Morrgane, Braknor and Sympl started the Cursed Crypt and made good progress up to the 1st battle with the vampire, where we wiped.    After regrouping quikcly we (the quest is timed) made another organized attack on him and again failed.  It was then decided we could not do this quest without a least one caster.
 
While the 1st group worked through their rat maze, Group 2 took on an easier task with Tomb of the Shadow Knight.  Being nearly twice the level of the quest, we breezed through it pretty quickly, Moncton dual wielding disruptors helped a LOT!  However traps are traps and they got us in a couple of spots.  At 11pm EST, Sympl had to leave for work was replaced by Frizzit who joined after the 1st group finished their quest.  Frizzit arrived just in time to BBQ the mummy and that was that.
 
Once back in the Necropolis, people still wanted to play.  Dreale left for the night, leaving Frizzit, Moncton, Lanford, Izzy, Braknor and Morrgane.  We decided to try the Cursed Crypt again.
 
Using the knowledge we had from the 1st run earlier in the evening, we quickly cleared up to the 1st battle with the Vampire.  With 2 casters and Morrgane, we were able to control the Silver Flame people who we can't kill and work on getting the Vamp down (note to all Wand of Force Missle works well here).  We cleared both the left and right sides in similar fashion.
 
We then proceeded up to the 2nd floor, where traps and other dangers abound.  Lanford, Frizzit and Braknor took one side and Izzy, Morrgane and Moncton took the other.  We needed to defeat 3 Red Named Wardens (Skeletons) and turn off 3 altars.  Time was also against us.  Amazingly we cleared through all 3 wardens and all 3 altars with about 8 minutes left.  We regathered in the center, shrined and buffed leaving 6 mintues to defeat the Vampire for the 3rd and final time. Like the previous 2 battles, the Vampire has Silver Flame people under his mind control and we can't kill them.  However these Silver Flame folk were doing their best to resist the Flesh to Stone and other crowd control spells.  After 3 mintues (3 mintues to go!) we were down to 1 Silver Flame guy and the Vampire and we made a full court press on the Vampire and somehow vanquished him with about 2 minutes left and the silver flame guy down to almost no health.
 
No particularly interesting loot dropped, but many of us were able to upgrade our silver flame trinkets.
 
Afterwards, Lanford, Izzy and Morrgane ran some of the lower level Tomb Series for Favor before calling it a night.
Guild Night 1/8 - Group 2 - Rainbow in the Dark

Quest: The Vale (2) - Rainbow In The Dark [LV16]

 

Our adventure began with Marsalle [15 Sorcerer] , Sophifina [13 Cleric] , Keegen [14 Paladin] and Sympl [10/3/1 Rogue/Barbarian/Wizard] meeting in Meridia and heading north towards the quest entrance. Since this was the first time for Sympl and Sophifina we cleared a path to the entrance (slow) rather than just running (Fast). Once at the quest entrance Marsalle and Sophi back tracked a bit to shrine and top off before entering.  This quest is unique in that 99% of the dungeon is completely dark and the only good source of light is a scepter that one of the characters takes from a podium at the beginning of the quest and equips. Once equipped, it lights a defined radius around the character holding it. Un-equip it and the dungeon goes dark.  My initial plan was to have Sophifina hold the scepter but she was only 13th level, so Marsalle took it.

 

NOTE: Scepter = +5, transmuting, greater potency VII, Arch Magi (+200sp), level 14 required

 

As we proceeded into the dungeon it became very clear that we had to move together. There were a few places where jumping up ledges are required. If the light bearer didn’t stay in the middle it was easy to miss a jump and fall into the darkness. Luckily with a few tries everyone made it past the first ascension. There were lots of dense earth elementals and rust monsters along the way. We also encountered a beholder. While this isn’t normally a big deal, having turned a corner in the dark to come face to face with it is a bit different. Not to mention the spiked pits in the floor that you can’t see if you move outside the radius of light. Since this was not a full group, and we were below the level of the dungeon, Marsalle contracted the help of Rage, a 10th level warforged barbarian (hireling) and Sophifina summoned her pet “Daisy”, an Efretti. With the 6 of us, we plodded forward killing everything in our path until we met the Gelatinous Cube. While fighting the cube, several bearded devils, Orthons and a few other things mixed in, we had or first party wipe.

 

This is where it got really interesting. Since Marsalle died one third of the way into the dungeon, that meant the light source dropped adjacent to his stone. If we re-entered the dungeon without a reset, we would be plodding along in the dark. With that in mind, only Marsalle and Sophifina released. Characters that didn’t need the spell points remained in the dungeon to hold the instance.

 

Since this was no longer our first try, Marsalle and Sophi ran past everything in the vale to the dungeon entrance and hopped right in. The first room has a few glowing features but after that it was just dark. I mean pitch black! We were navigating using our expanded map and test jumping from memory. The feather falling down wasn’t a big deal but the ledge to ledge ascension was ridiculous. We tried blinding light (Everbrite weapons), searing light, firewall and everything else we could think of to light the room enough to see where the heck we were going. The only thing that remotely helped was the disco ball. Marsalle threw 7 or 8 disco balls in that room alone. We would jump, throw a ball or two, jump and throw another one. We couldn’t actually see the ledge but if you placed the disco ball correctly and pan the view of your character correctly you can impose the ledges into the light of the disco balls and figure it out.

 

Once the ascension was behind us we were able to make it to the fallen party. Just as we were approaching the party Tweek [13/3 Fighter/Ranger] joined us to lend a hand. Sophi raised dead on everyone and Marsalle backtracked to light the way from Tweek. Twenty minutes later, we party wiped again. Another mob, another gelatinous cube. This time, we all recalled and started over. Break party, regroup, haste, sprint to the entrance, jump inside.

 

With Tweek along and everyone more familiar with the mechanics of the dungeon, we moved forward at a faster pace. At least until we progressed beyond our earlier attempts. This time, deep into the dungeon we decided to try an optional hallway that puts us face to face with many rust monsters and a named beholder. We lasted a reasonable amount of time but Marsalle was feebleminded for the majority of the time and unable to get any spells off. Sophifina was only 13th level so her spells were being resisted. With limited healing and support spells it was only a matter of time before the beholder overcame us. We party wiped for the third time and called it a night.

 

Overall it was a very very enjoyable guild night for group 2. We kept the pace slow for the first times and limited the spoilers to party wipe avoidance stuff. (Yes they were warned about the beholder). Even though we didn’t complete the dungeon, it was a fun time for all. Everyone is looking forward to another attempt.
Guild Night 1/8 - HIPS and Rainbows
Group 1 attempted Hiding In Plain Sight [LV10] (HIPS)  since at least three characters needed it.   
 
Group Members:
Since this was a level 10 quest and the highest in the group was only LV8, this turned out to be a tough quest.  We wiped twice early on and then regrouped and strategized.  With Amel in the lead and finding traps and mobs we moved slower though the quest but did much better.  Once Amel spotted a mob he backed off and Scatach got the argro and brought the mobs back to Tavvi's solid fog.
 
The casters in here were pretty nasty with lighting and fire.  Also had to kills lots of spiders along the way.
 
At one point we had to swim though a bunch of spinning spike traps so Amel went ahead to try to disable them.  He found a value, but we too weak to turn it :(  Once a stronger member got to it we proceeded ahead.
 
Crowd control was a huge help between Solid Fog and Fear, Tavvi help keep things under control.  Near the end we had another wipe at a named caster.  After trying to regroup a couple of times we realized that we just couldn't damage him quick enough while he was dropping Blade Barrier and Comet Fall on us.  Since this wasn't even the hardest battle we had to tuck our trail between our legs and give up.  But we will be back another night with a few more levels under out belts.
 
Group 2:
 
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]

 

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