Uskius -> RE: Rebel One, Bring the Action! (4/7/2020 16:50:50)
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April Fool's Location: A new April Fool's quest. Quest: It starts off with a normal day near Battleon: the player battles a few forest monsters, and then plays a tree-climbing minigame(like the running and jumping one but vertical) to rescue an old lady's cat from a tall tree. The simple job done, the player heads in to town to get a meal and rest up at Yulgar's Inn- and Warlic meets them on the way there. He says there's been a breakthrough with the maze and magic of Dragonclaw Isle, and that Beleqwaya is ready to take on a disciple to help him maintain the island's magic. Once there, the player meets Beleqwaya, who talks to them about the ancient order of ArchMages, and how resurrecting the order will start with training you to assist in the care and maintenance of Dragonclaw Isle's magical climate. This brings up the class hub, where you can talk to Beleqwaya about what an ArchMage is, reset your class level, go on a quest, or leave. The first quest is almost prohibitively complex, in that it requires the player to mix and match(like a puzzle) glyphs to create the proper diagram that will simulate a natural power circle like the one beyond the maze. The second part is like the target practice mini game: the player is in a magical landscape, and is trying to capture the correct symbols to power the circle. Next, the player is shown a long sequence of the glyphs, and has to have them memorized and pick them in the right order to begin the circle's activation. With that done, the player is now an ArchMage, and Beleqwaya loans them the order's robes for the next quest so everyone will see that the player is on official order business. ((The robes would look like Beleqwaya's and are color custom, be Neutral lean, and the class title bonus is a max boost to INT. The rest of the skills are blank with ???)) The second quest would involve going to the Isle d'Oriens to acquire a Dream Shard, an artifact that is the raw essence of the realm infused with pure mana, in a way similar to Mana Ice- these things are invisible, and are also thought to be what Wizard kenns were based off of. The player asks Lady Tomo about where to find one, and she is alarmed- Dream Shards are what keep the Isle d'Oriens up and running. The player explains about their ArchMage training, and Lady Tomo reluctantly tells the player where they can find one of the reserve shards. On the storehouse are difficult magical locks, except, there is something very familiar about them, and with only an INT check and a LUK check, they are opened. When the player comes into contact with the Dream Shard it triggers a battle with it. The battle with the Dream Shard is abstract and unconventional. When the shard attacks, it sends out a few very slow moving glyphs the player can click on: one will damage the player, one will do nothing, and one will stop the attack; if the shard is damaged or immobilized by the player, the speed of the glyphs increases. The shard has a skill that sends out a long sequence of glyphs which can be clicked like its normal attack, however, the glyphs must be clicked in a specific order to fully negate the skill, which will otherwise put the player to Sleep for several rounds and deal a percentage of their health in Harm damage. If the player is put to sleep by the skill, instead of glyphs the shard sends out mirages of Loco(will damage the player), Warlic(does nothing), and Beleqwaya(stops the attack); when clicked, a pop-up message from the mirage will appear. If the player is sleeping when the shard uses its skill or successfully negates the skill twice, it then morphs into Lady Tomo, who has a conversation with the player about the Dream Shard. The player will have a couple response choices, one of which lowers the difficulty of the following CHA check, and the other increases it; at the end of the conversation there is a CHA check; passing it ends the battle, and failing it reloads it/starts it over. The player is weirded out by the encounter, but nonetheless makes their way back to Dragonclaw Isle with the Dream Shard in tow. Beleqwa is oddly pleased and ecstatic with their success, and makes the player a level one ArchMage(the level one skill is Power Word Whoops, which is an HP cost spell that inflicts the monster with a 9999 turn count tremendously powerful Death element Spiritual Seed). Beleqwaya announces he'll take care of the ritual with the Dream Shard, and at that moment, the player is accosted by waves of Angry Protesters and Rogue Mages. After defeating them the player asks Beleqwaya what's going on, but the mage is interrupted by a massive bolt of lightning streaking in and striking the Dream Shard, breaking off a few fragments. Warlic, Lady Tomo, and the real Beleqwaya walk in. Warlic says he's impressed they got this far, and that maybe someday the player really will be ready to be an ArchMage. The real Beleqwaya explains that the player didn't help construct an actual power circle simulation, but a dimensional sealing gate- one that would have permanently shut off the Ethereal Realm from Lore. The player sighs, now knowing that they were tricked by Loco, who was the "Beleqwaya" they had been training with. They have a few choice words for Loco, and make to battle him- but Lady Tomo cuts in and points out that with the power of the Dream Shard, the battle should be much easier. So, the player has a choice of an ultra-hard/unbeatable boss battle against Loco without the shard, or a much easier one where most of his attacks phase through the player and the shard attempts to put him to sleep each turn. The battle over and Loco weakened, Warlic and Beleqwaya and Lady Tomo force him back into his seal a little early. Warlic explains a little more about Dream Shards, and Lady Tomo compliments the player on being able handle the shard properly. The quest now over, Lady Tomo departs for the Isle d'Oriens, and the player briefly reflects on their greed and thirst for power before the shop opens: the player can buy a Dream Shard Fragment(misc that boosts INT and Magic defense, reduces all incoming Magic damage, built-in spell to put monster to sleep), Power Word Whoops(less silly version of the temp. armor's skill), or "ArchMage" robes(an armor with an INT drive and trades some Melee/Ranged defenses to gain some mana each turn).
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