Tenkarrdum Foundry

 

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Second Summary

Second Assault: Tenkarrdum Foundry

Written by Brell October 26th, 2000:

Greetings all,
 
It has now been a few days since our last visit to Aerlinthe, and as mentionned in my "Brell Clan Aerlinthe Report (Part One)" - I wanted to outline a few things, that may help us when we go for the second step on this journey: the securing of the Sluice Gate Bar found in the Tenkarrdum Foundry. So to keep all of this mooving I suggest the following
 

Attack on Tenkarrdum Foundry, Friday October 27th. at 7pm PST

 
This will then be the second part of the Brell Clan attack on Aerlinthe. But before diving into what we hope to achieve on this our second trip to Aerlinthe, I will first spend some time focusing on the lessons we learned during our last visit to Aerlinthe:
First and foremost, we learned that we depend heavily on Life Mages, who are able to hit the critters like Silver Tuskers, Vapor Golems, Hellfires and Coral Golems with Imperril and vuln spells. Take good care of your mages.
We need mages that may not be able to do a whole lot of damage to a Vapor Golem, but who can buff and heal an assigned Archer or Fighter.
We need Archers, because they (with their option to increase accuracy at the cost of speed) can actually do consciderable damage to the critters with very high missile and melee defence.
We need to assign a "Mission Commandor" (lol - for lack of better name), somone that wil be adhered to at all times. He is the one who calls the shots, say when we buff etc.
Noone mooves ahead of the group - after buffing last time, af few who were done quickly, went ahead and pulled critters back to the rest that were still buffing - this is no good. When we reach a designated buff-spot, everyone stays there untill MC (Mission Commandor), tells us to proceed.
Defend the mages. This is VITAL - everything went down-hill when a couple of the mages had to recall (with very little health left) and only one or two were left last time. So protect the mages. Form defencive lines, that they can step behind.
IF you are hit bad - be VERY carefull where you run (even small circles may attract critters). Instead type "hhhhhhhh" well in advance of things getting critical.
Passing the spots with Diamond Golems, some of us are BOUND to be hit with Imperril, Bludg Vuln. and a selection of level VI Ineptitude debuffs. If you are hit by either one of the first two - DO be sensible and let the group know - and moove to the back!
Look at the following Critter Vuln List, and study it carefully (print it out). Be sure to buff ALL weapon types - ie. Buff BOTH you Fire, Frost and Bludg weapon in your buff-cycle, so you can switch quickly. Archers Naturally need to bring Greater Frost, Greater Fire and Greater Bludgoening arrows!
Please do not abandon the group untill we have reached the designated target. Naturally r/l is allways more important than AC - but make the effort to commit yourself to this quest for 3-4 hours. We might be done sooner!
Leave all your valuable items behind. You may not be at your 100% best without them, but much rather that, than to be in a situation, where you loose something VITAL to you everyday life in Dereth.
 
What do we hope to achive on Fridays quest?
 
We are aiming to reach the Tenkarrdum Foundry, where we will recover a number of the "Sluice Gate Bar's". In the singed note that Smith Ejan is carrying it is hinted that "Specifically, I need a new set of bellows for the upper forging mechanism, up here in the caldera of Tenkarrdun. If you think that's bad, I also have to get a golem to replace the bars on one of the lower magma sluices". The Bellows, we will recover next week, where we will be utilizing those in the clan under level 45 - who might want participate, since these are not found on Aerlinthe but rather in Crater Cave (at Crater Lake).
 
The "Sluice Gate Bar" is found in a lower section of the "Tenkarrdum Foundry" dungeon (88.9n 42.7e). The bar is in the forge room on level 4 that has a number of the same ovens that are at the Crater and a lever that nonne has figured out the use for yet. A map of the upper and lower parts of the Foundry can be found at http://www.geocities.com/ltropak/tenkarrdum.htm - print these out and have them next to your PC as we go through the dungeon.
 
The Forge Room is campable, and all those who eventually want the "Black Boulder" should at least retrieve one. Mages do not nescessarily need to retrieve them, because allthough access to Aerfalle Keep (where we will find the Staff of Aerfalle and Aerfalle's Pallium) is triggered through the activation of the forge (and consecutive completion of the entire quest), it is only reset when completed. So to put this in other words. We have to complete the quest for each time we want a Black Boulder, SoLL Infusions, or the Aerfalle items. But we might as well have the Sluice Gate Bar's for the Repair Golem NPC and the Pyreal Bellows for the Smithing Golem NPC - BEFORE we enter the Aerlinthe Reservoir Dungeon (85.5n 43.4e), where we will find both NPC's. And it is with THESE steps we actually trigger the spawning of Behemonth in the caldera of Tenkarrdum.
 
But for Fridays Quest, we will ONLY be trying to retrive a number of Sluice Gate Bar's - that's it - we won't head to the Reservoir untill next week, when we also have the Pyreal Bellows.
 
 
So where do we meet?
 
The rally point will be the tent near the Lifestone at Chalicmere Castle (18.1S, 56.9W). As you approach this place - PLEASE do not drag a bunch of critters with you - but be sure to shake them before arriving. People will be there unbuffed (or debuffing), so DONT get them killed! If you approach this area from the South, you should be fairly certain of not dragging stuff there. We will rally at 7pm PST, and please do not be late!
 
 
Vulnerabilities of the critters we will meet:
Coral Golems: Bludgoening
Wasps: Bludgoening
Rats: Bludgoening
Silver Tuskers: Fire
Vapor Golems: Frost
Plasma Golems: Frost
Diamond Golems: Bludgoening
Boners (any type): Bludgoening
Hellfire and Fire Wisps: Piercing (Works, but not 100% certain)
Magma Golems: Frost
Plasma Golems: Frost
Fire elementals (Varuious): Frost
 

 
I am REALLY looking forward to us taking this one step further, wouldn't it be AWESOME if we as a clan could complete this quest?
 
See ya all out there, Brell
 


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