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Knights and Maidens Guild Kingdom of Drakkar LORD KOSS, THE DOOMBRINGER Audience with Duke Talinar: Ztinktoof, Champion of Carenna, is summoned by Duke Talinar. His Lordship has a dire quest. You do not have to be a Champion of Carenna to fight Lord Koss. Those wishing to test their mettle can enter the lair as outlined below. Blocked by a Guardian: The castle foyer is blocked by a mysterious skull. "Sever" your ties with evil by talking to Koron, then the skull will let you pass. Mujaba's key unlocks the door but it promptly slams unless you open and move onto the door in one turn. EACH player wishing to enter the lair must have their own key. Each player should get two keys and locker one in case something goes terribly wrong. The keys tie! So you cannot use someone else's key. You cannot twig out or into the castle beyond this point. Undead Oppose Your Every Turn: Lord Koss's elite guards give you a taste of what awaits in the lair on the 3rd floor of the castle. This is the second floor. You must answer three riddles before you may pass the skull. Click on Hessen's talk button to get started. Say Hes, Question to get a question, then tell hess the answer. Do this three times successfully and you may advance to the stairs to the third floor. Before going up take a peek inside the rooms to the south of the stairs. Lord Koss has created a shrine to the first evil players in the land to bring him the head of Duke Talinar. Old time players may recognize some of the names and guilds. Koss calls them his DOOMBRINGERS. Desperate battle: The SUU guild, aided by Ztinktoof of KaM, engage the evil necromancer. Featherfall and infravision are the basic protections needed before advancing into the lair. First order of business is to destroy all his guards. By far the most dangerous are the FALLEN. Kill them first. These are percent hitters that need just two hits to slay even the largest players. Luckily, they die fast. Lord Koss heals when he hits with his morningstar. Plus he has a large number of hit points. Unless you have several big sticks, expect a very long and bloody fight. On a proning blow, he can hit for 500 through multiple pieces of energyshield gear, but his typical hit is much less than that. At least one healer is HIGHLY recommended. Power Word Heal isn't needed, but the healer must pay close attention to who is being attacked and chain HEAL that player until Koss switches. A mentalist should be part of the party to refresh featherfall and infravision, and to control the occasional guard that regenerates during the fight. For this hunt, the basic strategy was disarm and prone. If you do not have a disarm paladin, expect a much longer and bloodier fight. I suggest multiple proning sticks. But be warned: Lord Koss has powerful armor and shield. I tried armorstrike for sometime to try and break either, but switched to disarm. After the fight, the armor and shield were in poor condition, so maybe I should have persevered a bit longer. Spoils of the Victors: The SUU guild hold aloft their trophies: a cruel morningstar and fieldplate. The morningstar is +6, evil and pools hit points. The fieldplate gives +15 hits. Koss's shield ties, but no special effects could be sensed or observed when wielded. Further testing is underway. |