Tag Archives: Kelari Refuge

Stalking Death Rifts in Freemarch

Saturday night found most of in Rift.

Earl was back, having survived the cold, the snows, and the broken branches.

Big Earl is looking a bit blue

However Jollyreaper was nowhere to be found online, so the question came up as to what we should do.

We started off with some quests, just to warm up, knocking out the quest line at Kelari Refuge, which involved, among other things, trapping flaming squirrels.

Flaming Squirrel!

That lead to a series of squirrel and squirrel bite related stories.  The general consensus in the group: squirrels are to be avoided and that flaming squirrels would be like a plague.

Kelari Refuge went by quickly and we moved to the next quest hub.

Kelari Refuge

Once there we held up after a couple of quests.  We decided we did not want to get too far ahead of Jollyreaper in the quest line.  We decided, instead, to pursue rifts.

We actually started the evening with a nearby rift to bring Earl up to speed on the structure.  His first rift was a water related one.

Like fighting in an aquarium

But we decided to make them our target for the night, which turned out to be well timed as just about then a zone-wide invasion event kicked off.  Death invaders and death rifts were the flavor of the evening.

We started moving towards one of the ward stones that had been taken over by the forces of death, but in moving up the road we ended up battling wave after wave of death invasion teams.  It was a running battle from group to group until we finally made it to the besieged camp.

Camp to be freed

I couldn’t help but think of Zerg creep when I saw the camp.

The fight there was short and easy.  Ward stone take overs seem to be designed as solo encounters for the most part, probably so you can free up your own damn quest hub should it be overrun.

We then turned to death rifts, as the event required 10 to be defeated before it would advance, and there were still 9 to go at that point.

Death rifts look… like death.

That's some big undead...

We chopped our way through a number of death rifts.  The four of us did not seem to have much problem with any given encounter, though there were a couple we almost blew because we jumped in to combat before figuring out the actual objective of that stage.  We generally prevailed, and closed a number of death rifts on our own.

Rift Sealed!

We finally got the message that the first objectives had been accomplished and that the Harbinger of Alsbeth had arrived and needed to be resisted.

Marked on clearly on the map and thankfully not to far away from our current position, we went riding off in pursuit of the Harbinger in hopes of zeroing it out.

Arriving there, we found another group already engaged.  The “join groups” button showed up at the top of the screen and I clicked it, bringing us all together into a raid.

The fight itself was short, though not necessarily a cake walk.  Hakawati got stomped at one point, but was able to soul walk and come back before the fight was over.  But we were able to defeat the Harbinger.

The Harbinger of Alsbeth Defeated

We collected our little piles of planarite and such, and then I started looking to get us out of this raid and back into our original group.  I was about to tell people on Skype that we should just all leave the raid and reform a fresh group, when I found the option to unmerge the group from the raid.

And it worked like a charm.  Nifty.  We were back in our original little group.

We ran around for a bit more after that, picking off a foothold or two, but activity was tapering off.

Group picture after one last rift

We ended up back at Kelari Refuge to train and sell off the excess in our bags.  We each ended up a couple of levels ahead at the end of the night, but not so much that Jollyreaper cannot catch up.

If we can all get on this coming week, we ought to be able to make it to Meridian.

Baby Steps in Telara – A Guild is Formed

We couldn’t quite get the group together Halloween weekend.

Earl, who lives in New York, informed us via the magic of iPhone that he was otherwise without power or internet connectivity.  So we had to leave him to the hum of his generator along with the almost non-stop sound of breaking tree branches while we figured out what to do in Rift without him.

And the rest of us got on a bit late.  There were pets and patches and updates to deal with.  Jolly joined the rest of us in getting the collector’s edition of the game.  Like Earl, he got the spider mount that now comes with the CE, as opposed to the turtle that was the previous reward mount.

Getting on late and being a player short, we needed something to do.

Being a fan of obtainable goals, I suggested we try to form a guild.  Potshot and I had already gone through the usual preamble of silly guild names and had come up with one to foist on our unsuspecting future guild mates.

The question was whether just the four of us could form a guild.

It turns out that two people with enough alts can manage guild formation just fine.

Potshot logged into Zahihawass, one of his higher level alts (his naming theme for Rift seems to be “unpronounceable meets unspellable”), picked up a charter in Meridian, and invited us all to sign.  This did not even require physical proximity, though we were one signature short.

However, I was able to log out and back in with an alt of my own, sign the remaining line, and there we were.

Guild Charter Complete

The Batsmen of the Calamari is both a Monty Python reference as well as a Rift reference.

Then we set about getting people set up at appropriate ranks within the guild.  Rift seems to come with more guild ranks than I would imagine anybody might need by default.

We have many ranks from which to choose!

I am sure there are guild out there that need ranks beyond a default “recruit, member, officer, leader,” but how many guilds need 10 ranks?

And there was also a tab about guild perks.

Tell me of these perks!

I will have to go read up on those.

As we were doing this, I also got a whisper from Harbinger Zero pkudude99 who is also on the Alsbeth server.  He sent Earl and I some armor he crafted, which was better than the quest reward items I had accumulated up to that point.  So a big thanks goes out for that.

With the guild formed, we decided to run down the starter quest chain a bit.  Earl had actually gotten a bit ahead, and he can be an MMO machine when he puts his mind to it, so we figured he would have no problem catching up if we got a quest hub or two ahead of him.

So we cleared out the quests from the first hub, which included yet another sample “here is how rifts work” event, calamari tentacles and all.

Finishing up the training rift

We pushed on from there and eventually ended up at the Kelari Refuge, where we decided to call it a night.

Kelari Refuge on the Water

But we now have a guild and a silly guild name floating above all or our heads.

Batsmen of the what?

Next week we hope to be stuck into Freemarch proper.