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Showing posts with label devourers. Show all posts
Showing posts with label devourers. Show all posts

Thursday, January 26, 2012

Ruins of Surmia



I arrived in Surmia with little trouble.  Just some hostile grawl which weren't a problem.  Captain Miken greets me at the gate and briefs me on the mission.  I am to meet the Prince inside, there we will fight together to the prisoner camps and free our people.  Once freed they will return to the gate, as we have cleared the way.  Sounds easy, assuredly it will not be.   We meet the Prince immediately and he puts me in lead.  It is an honour for me. Perhaps another promotion will come.  I get a chance atleast to take out my new smiting rod for a spin.


We are swarmed by mobs of devourers.  Where did they all come from? I see a mother devourer and my question is answered. They have set up camp and spawned on the steps of Surmia. Sohothin, the princes great fire sword, an Orrion relic whos sister sword is owned by his father, cuts through them like it would a moa breast fillet.

Then come the charr.  The vision of the charr throws Rurik in a rage. He screams at them, how he will dance on their corpses.  We reach the first gate, it is protected by Fling Bloodpelt.  A ranger boss.  He is no match for the great Prince, and his great Sohothin.  The second prison protected by Scaar Sternclaw, a monk.  We are quickly outnumbered by healers.  I have an ace up my sleeve.  I pop the stone I recieved long ago, before the searing. It still works. We free the next set of prisoners, but there are more.  We head to the third jail, and guarding it was a devourer.  If the charr and devourers are working together we are indeed in trouble.

Erol and Rurik
 Within the third jail we find Erol.  A flaming scepter mage.  He tells the Prince that there are more captives.  The remainder of his unit are in Drascir.  To Drascir we go.  It will be nightfall soon, but we agree with Rurik that they must not be left there. They have been imprisoned for over two years. We arrive at the gate, but the drawbridge is raised.  We must lower it, but in order to do so Rurik and Erol must wait at the other side of the chasm, while we trip the lever from the other side.

the Flame Altar
 On the way we find Breena Stavinson.  She warns us of the flame legion.  They march to the Flame corridor to light the effigy in praise. A small detour will not hurt.  We decide to follow the torch bearers, we will dampen their resolve.  As soon as they foolishly open the gate to their place of worship we kill them, then we kill all their priests. It is oddly unsatisfying.

Victory.
With that we must return to our task at hand.  We make our way to the lever across the chasm and open the path for our Prince. He leads us to Drascir and we find the mages are not captive as we thought, but sealed in safely withstanding the attacks.  Given courage by the site of Rurik they abandon their safe haven and take thier positions on the flaming mage podiums.  We are greeted with waves of charr, and we lay down waves of corpses.  We have won this day, but victory is short as a mob that outnumbers us greatly approaches.  we run to the mages safehold, and Rurik summons a magical doorway.  I knew not he had this power, it leaves me in awe.  Before we jump in to the portal, he is called by Erol.  We have the mouthpiece for Stormcaller.  This could be our salvation.  Atlast. I hope we are not too late.


Wednesday, January 25, 2012

Defend the Wall

I've been sent on a mission.  I'm to find the Squire Zachary by the Great Northern Wall.  I am to rally a party, and I am to go on a scouting mission.  Captain Calhaan is in charge, and he is a man that is to the point.  I am sure as soon as I see him he will send me directly in to danger.  Reyna, Alesia and Orion choose to join me.  We are fast becoming a regular group.  I make the decision to leave Alesia in charge of healing, so I can aide with the damage.

Captain Calhaan
 Captain Calhaan sends us after Bonfazz Burntfur, General of the Flame legion.  We are to scout only.  I suppose that is why we were chosen.  Some veterans help us leave the gates unseen, by charr that is.  The path to the lookout point is swarming with devourers, gargoyles and grawl.


I am lucky to have my team, my friends, even if they are hired help. Strangely on our way, I noticed small rock and wood formations.  They appear far too perfect to be laid there by destruction.  Upon closer inspection, they were hiding treasures.  Kilnns Testibrie's treasures. His entire armour set it appears.   Kilnn Testibrie was a champion of Surmia of old. He wanders what was the palace, looking for a worthy champion to retrieve and return his armour to him in death.  I put the treasures in my sack.
Luckily I picked up the pieces
We return his armour to him, he is greatful. We must be on our way though, and I know I am leading in the right direction because soon enough we come across small groups of charr.  In small groups, they are much more pleasant.


Bonfazz is where we thought he would be. It is bad. He is rallying hoardes of charr.  They see us.  We must warn Calhaan and our people.  We must run.