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Draco's "fun" SF quest of fun questing!


Draco
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You look around the village, looking for the mayor's house. In the heart of the village, there's a slightly bigger house that isn't in the sky for some reason, but on the ground.

You grip your fingers on the handle, twist it clockwise, and push it slightly forward. With the door open a crack, you slowly peek your face inside. The room is pitch black, save for some really unsettling red eyes farther in. Your heart stops and everything goes blank for about a second. But, when you come to, you realize that the room is actually lit by a few desk lamps and a fireplace. What happened there...? You know what you saw...

You nervously ask to come in, and the mayor twist back forwards in your direction with the chair he was sitting in. Regardless, he lets you in.

He, like the villagers, is bald. He has a stern, almost evil look in his eyes. His voice is a really low pitch.

You ask if there's anything to do here; jobs to work, sights to see, things to do and the like.

"I see, Anabelle. You must be bored here. Is that going to be a problem?" he says with a threatening tone. He also seems to know your name! What is even going on with this guy? What's next, he's a... a-a demon?

Well, regardless, he tells you of a disturbance in the heart of the desert. He suggests "taking care of it" if you "want to make it here". He also says you can come back once you're done with it "for a little reward".

When you begin to walk toward the exit, he stops you. That's not the only thing that stops. He calls for an assistant. You brace for impact and expect the worst...

Actually, they want to give you a little "achievement system". When you do one of the achievement things, you can talk to the mayors or highest authority of whatever villages you come across for a little reward. The reward, however, is a surprise. Almost all of them are awesome, though.


Mysterious Substance: Obtain a piece of Dark Matter.
Godslayer: Annihilate the Annihilator.
Sleet Sage: Master Ice magic.
Cyclone Sage: Master Wind Magic.
Flare Sage: Master Fire Magic.
Blitz Sage: Master Lightning Magic.
Shadow Sage: Master the Dark Arts.

Necromancer: Summon the dead.
Desert Disturbance Destroyer: Completely purify the Desert Palace.
Christian: Pray a few times.
Sister Sword: Obtain the ultimate katana.
Brother Blade: Obtain the ultimate broadsword.
The Dreaded: Obtain a title~!
Dry, but Peaceful Peace: Uncover and take care of the... scandal...
Good Karma: Obtain the best possible reputation.
Bad Karma: Obtain the worst possible reputation.
Sidejacked: Embark on 5 sidequests.
Helper: Embark on 10 sidequests.
Slave: Embark on 20 sidequests.

As you twist the handle on the door, the Mayor stops you again.

"Oh, and by the way?"

"Beware of mirages."

>Find the heart of the desert >Throw noodle at a villager{...?} >Rob a house >Get better water from oasis >Dig around

Edited by Anguis
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It looks like there's two of them. (oasis...es.) You decide to head the the one that's closer to you.

The water is... weirdly delicious. It's kinda cold too. Nice.

You dump the warm water in the flasks behind you, turn back around, scoop it into the water, and screw the cap back on. This should last you awhile. You do it again with the other flask. You figured the water would be cursed or something, but this one isn't.

+x2 Flask of Cold Water

-x2 Flask of Warm Water

You travel back to the village.

>Rob a house >Bust into musical number >Throw noodle >Find heart of desert >Dig around

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As you walk back into the village, you have a new goal in mind. To progress throught the main story to find the heart of the desert! In the middle of the village, you look around in all directions and find something that wasn't there before. Straight forward from where you're looking, beyond the gate to an exit to the village, an aura or magic force or something shoots forward at a high speed, leaving a bunch of arcane runes behind. The mountains push backwards to make more room for the desert path here. Weird.

You remember what the Mayor told you.

As you twist the handle on the door, the Mayor stops you again.

"Oh, and by the way?"

"Beware of mirages."

You walk through the gate and through the path.

The runes beneath your feet keep glowing and spreading around. As you walk through, the closer you get to the mountain, the farther it moves back and the more the runes move forward, laying out the path for you. Once you keep going, you begin to see what appears to be a palace. As the mountain keeps going, and you keep going with the runes going at the same pace forward as you, you discover it was mearly a mirage. Of course.

A few minutes later, you start the get kinda tired. How long will this keep going?

Eventually, the mountain finally stops in an area that's a large circle shape, still with sand everywhere. The runes catch up to you and twist around the circle shape. One side of it goes one way, the other part of the rune goes the other way. Eventually, the inside of the circle shape begins to change shape and add magic runes to it. (think along the lines of TTYD, when you go in front of the 1000-year-old door to find the location of the next crystal star)

It changes shape some more and heightens. The ground rumbles as it begins to heighten even more into the sky. You've found the Desert Palace!

The bulding is mostly red and brown. The entrance begins rumbling as the door to it rises up into an alcove and holds in place, allowing you go in.

Enter?

>Y >N

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ADVENTURRRRRRE YAYYYYYYYYYYYYY



You head through the arch-shaped door and take a look around. Right in front of you is a staircase down into the same room, but just lower down. Like /everywhere/ in the desert, sand is everywhere, but like the village, most of the ground is sandstone and piles of sand are mostly apparent in the corners of the room. The color brown is everywhere here. The room, and presumably the whole place, is dimly lit, only lit by some torches spread throughout the room. A large Buddha style statue is down the stairs and directly in front of you when you get off the stairs. The eyes glow red for about a second. There's 2 rooms you can go to at the moment: one on the left, and one on the right of you. There's also a trap door in an alcove under the stairs.
[spoiler=crappy map]
. . . . . S . . . . .
. .
. . . . . .
- . . ^ . . -
. . ^. .
- . . ^. . -
. . . ^ . . .
. . . ^ . . .
. . . . . E . . . . .


KEY
- = doors
. = walls

^ =stairs
E = entrance
O = trapdoor
S = statue


>Enter left door >Enter right door >Examine statue >Walk on trapdoor

Edited by Anguis
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oh whoops forgot about this

This is amusing.

Thanks! But if I may ask, how so?

You walk up closer to the statue and take a better look. It's a big Buddha style statue. A short, but chunky human that's standing up covers what you can only guess is a passageway. It has 3 eyes; 2 in the places you'd expect them to be, and one that is on the forehead. The 2 eyes glow red for about a second. Unlike the sight you saw in the Mayor's house, this isn't very frightening.

>Walk on trapdoor >Enter right room >Enter left room >Hump the statue

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oh dear lord no

Welp, here we go.


You place our right leg on the statue's left leg and begin thrusting forward repeatedly. The statue's eyes glow red and it's mouth starts moving!

"It's not like I like you, o-or anything... b-baka..."

The statue begins sliding backward. From what you see at this immediate moment, you were correct in your assumption that there was something behind the statue.

Atmosphere music for what you're about to read:

A small hallway with sand /everywhere/ on the floor is now visible. As the statue slowly slides backwards, giving you more room to walk, you follow it more into the hall. The statue stops sliding and stops in a little crevice. Directly to the right of this is another hallway. You begin to feel a sense of dread...

You take a right and then look back to the left and start walking that way. After a bit of walking, the sand is at a lower elevation, making a bit of a hill that you slide down. A big steel door closes behind you. A big room still filled entirely with sand awaits you here with a big steel door across the room. On the ceiling and walls, it's mostly brown and a material you can't identify from far away. On the ceiling is what looks like a trapdoor! That's not good...

[spoiler=like this]

. . . . . . . . . D . . . . . . . . .
. .
. .
. .
. . . . . . . . . . . . . . . . . .

. .

. .

. .

. L . . . . . . . .

. .
. . . . . . . . . ..
. .
. .
. .
.W .

Key:
W - where the statue originally was and where you begin walking
L - the statue's location. It slides backwards into that crevice there.
D - a locked door
. - the walls



>Kick the sand >Dig the sand >Examine the doors

Edited by Anguis
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Thanks! But if I may ask, how so?

It just feels like one of those old text adventure games to me, but more sophisticated. Do you already have a vague idea planned out or are you making this up as you go along?

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It just feels like one of those old text adventure games to me, but more sophisticated. Do you already have a vague idea planned out or are you making this up as you go along?

Both, sorta; but more on the former. I know how the basic plot and all the big stuff is gonna unfold, but the little stuff I make up as I go along.

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>Dig in the sand Like my two year old self playing tee ball!

D'aww.

You take the shovel off your back and grip your hands firmly on the handle. You shove it into the sand below your feet and begin throwing the piles behind you. You repeated this process until you saw something that was a different shade of brown than the sand. You raised an eyebrow and began digging a little bit more to make it more visible. You accidentally hit it once with the shovel, making it shake a bit; the whole room shakes a bit, with it. (Rhyme intentional.)

>Smack the thing with a shovel >Smack the thing with a shovel >Smack the thing with a shovel >Examine the doors

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You raise the shovel above your head and smack the thing with lots of force. It the whole room shakes violently, as a sand worm pops out! Oh no!

>Use Ice Magic >Bash it to death with the shovel >Pray

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You recall that you had been trained for situations like this, and remember that you actually know some Ice magic! The "coolest" of all of them!

You remember mastering a basic Ice magic known as Sleet, and that it would probably be effective against this monstrosity.

(The way magic works in this is weird, but hopefully you can follow it)

You begin by drawing a circle in the air right in front of you, and tap various areas of it, forming arcane runes. The circle disappears, but shards of ice just now appear. The ice keeps appearing and striking the worm. Eventually, it freezes it completely; the worm is now motionless and very, very vulnerable.

>Beat it up with a shovel >Stab it with dagger >Attempt to combine magic and arrows

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You unclip one of the daggers from a slot on your belt, throw it in the air, and catch it. You stab the worm multiple times, and it looks like you hit a weak point. The area you stab shatters, and the rest of the worm is cracked. You keep stabbing it at various points, until it completely shatters. Thus is the power of Ice magic.

With the worm dead, the room is eerily silent. But, the trapdoor on the ceiling opens and begins pouring out sand!

You run to the steel door that was across the room from you when you first went in. As you run through, the door closes right there. You just barely made it. You still hear the sound of the sand flowing into the room, until a couple seconds later where it stops... looks like you'll never get in /there/ again...

But, in here is another brown room with lots of clay pots and the like. You could probably break them to get a few goods. Straight forward is a staircase leading up to an alter containing a treasure chest. To the right and to the left of the alter on the ground are 2 smaller chests.

Select all the ones you want.

>Break the pots >Open left chest >Open right chest >Open the big center chest that's up the stairs

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You pull out the shovel again and bash it against the pots.

You obtained:

x2 Grenade

x4 Arrows

x28 rupees coins

You decide it's time to claim your reward. You start on the left chest, grip your fingers on the handle, and push it forward. It contained:

x4 Rare Metal

x2 Tektite

You then go to the right chest and open it.

x1 Bowgun

Then, the biggest chest of all. You step up the stairs and open the big chest, decorated more with jewels and the such.

OBTAINED KEY ITEM: Brown Gem

LEVEL UP!
+1 Badass
+2 Luck
+2 Paranormal
+1 Agility

A portal begins to form behind you, down the flight of stairs. Since the steel door is completely shut, you have no other choice but to go through the portal. You step down the stairs and jump through it, praying nothing bad happens...

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Once you resurface, you find that you're back in the Desert village. Everything looks a little smaller, though. But then you realize: you're up in the air...

You begin falling down at a startling speed! Is this the end for you?!

Apparently not. As you near the ground, some magic runes that you've been seeing everywhere lately begin surfacing around you. They appear to be a green color. It slows down your speed as you gracefully land on the ground. How curious...

>Report to the mayor >Rob a house

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