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To Be a Pirate King

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Ruy112
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Post by Jeeves Thu Jun 25, 2009 6:03 am

First topic message reminder :

Hey there, everyone! Found these forums and figured that I might as well post some of my stuff in here since it'll probably get better reception than in the real Runescape forums. Anyway, this'll basically just be a reposting of all the stuff in my five threads, just in one big thread. So, there might be some extra things that I didn't do in the actual thread: touching up cutscenes, chapter starts, bosses, that sort of thing...Enjoy! Very Happy

Okay, back early from the camping trip (ticks, blisters, 21 miles in one day, etc) so I should be able to keep going on the quests.

Also, someone requested a summary of everything because they couldn't be bothered to read the whole thing...fair enough, but I'm warning you that you'll be missing out on a lot of stuff.

SUMMARY:

While on a strange pirate island (also inhabited by members of the upper crust), a plot is discovered to murder the governor of the island. After defeating the leader of the plot, you discover a strange message in his base, which the governor sends you out to check on. Upon arriving at the location in the message, you discover that the would-be assassin is begging before the four Lords of the Pirate Council for their assistance. They reluctantly agree, so now your objective is to kill all four of the Lords. The first three fall before your blade but the last one opens your eyes to what is really going on. The governor of the island is not who he claims he is, but is rather an old pirate god, fallen from his aggressive and bloody glory, only to be replaced by a kinder, gentler pirate god. The four Pirate Lords each have in their possession an artifact that, when joined together, can provide (or close) a bridge to the gods' realm. Armed with this new information, you must find the other three artifacts and return them to the fourth Lord, who will go about searching for new Lords to take the artifacts. Finally, you and your allies arrive at the island housing the bridge just in time to see the governor disappearing into the bridge he created through his own magic. You and the one remaining Lord follow him up into the gods' realm and, after a heated battle, the governor falls. Hooray!

That summary takes up five quests, so it has just about no detail at all and some bits have been overly-simplified for the summary's sake. If you want the whole quest, you probably should read the whole quest.


Last edited by Jeeves on Sat Jun 27, 2009 1:15 am; edited 3 times in total
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Post by Jeeves Sun Jun 28, 2009 6:15 am

68. To get the clipboard (which you are incredibly keen on doing), it’s evident that you must melt and then drain the cauldron. Check around the room and you’ll eventually find a book labeled Production Manual sitting on a damaged desk near the door at the opposite end of the chamber. Open it up and read the first few pages to learn all about the Smelting Chamber.

69.
In order to melt the metal in the pot (a new ore called Steem), you need the perfect combination of heat and (guess what?) steam! To make sure that fire is just right, you need to add tons of coal to the furnace pit below the cauldron and light it up. However, the heat by itself will not do the trick, and you need to moisten the solid Steem with some vapor. Add buckets of water to the vat next to the cauldron and put some logs beneath the vat. Light everything up and let it do its magic.

70. However, you can’t have too much heat or too much steam or else the Steem will not melt correctly. Add logs, take away coal, add more water, and everything else to keep the little arrow on the melting gauge always in the green. If it hits the white or the red, the entire process will be a failure and you’ll have to start over. Logs, coal, and buckets can all be found in the storage boxes along the edge of the room and water can be gotten from the stagnant pool in the corner.

71. Once the whole thing is melted, you’re going to need to drain the stuff. This is easy enough to do. The cauldron has a spout that drains into a sort of sluice that stores the molten metal. Pull the lever beneath the cauldron and the entire contents pour out into the trench, but they don’t solidify (which is good!). Now, climb back up the ladder and wrench the clipboard from the charred hands of the skeleton.

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Post by Jeeves Sun Jun 28, 2009 6:16 am

72. The first thing you notice about the clipboard is that it has words scribbled all over it in big red letters. It seems to be part of a passage from Saradomin’s Holy Book: “And in the time when Zamorak’s flame threatened to consume the world, Saradomin lifted up the loyal and they claimed their reward in-” The words cut off there suddenly. Nervously, you flip the page and see what looks like a code for something. A whole row of different colors are listed, but you don’t know what it means.

73. Scout out the rest of the Smelting Chamber and find the door that leads to the next area. Lo and behold, there’s a locking mechanism that deals with a circle of five different
colors! Use your newly acquired code to open the door. As soon as it slides open, the steam vents shift from their “Waiting” call to their alarm call again. You hear clanking sounds from inside the new room and then a level 67 Steam Contraption starts attacking you in a clunky manner.


74. It’s another easy fight, but you’re shaken by its presence nonetheless. Continue into the next room, which the plaque next to the door has deemed “Pressing Chamber”. In this room, the dominating feature is the giant press that is pushed against the floor. It looks like it would be used for stamping molten metal into bars if it were fully functional.

75. Across the room is another door which has the same sort of lock scheme as the previous door, although the code from the clipboard doesn’t work. Take a look at the board and see that the page with the code has been ripped. Search the room and you’ll find a piece of paper trapped underneath the press (what luck…). It could be the missing page from the clipboard with the code on it. But first you’ll have to find a way to lift the press.
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Post by Jeeves Sun Jun 28, 2009 6:18 am

76. Read a bit more of your Production Manual and you’ll find that the press (like most things on Mooncog Isle) is steam-driven. In order to build up enough pressure and raise the press, you’ll need to put coal into vents and constantly readjust three valves in order to increase and decrease pressure to get it just right. Mess around with the valves until you find out how each wheel controls each one. Once you’ve figured that out, just turn the wheels to get the pressure specified in the book (different for everyone).

77. The press lifted, run underneath and grab the page. Like you suspected, it’s the code for the next door. Enter it in and the door will open, letting a level 99 Steam Contraption enter to attack. The pipes burst into alarm and you’ll have to fight. This guy’s got some high defense but incredibly weak attacks, so it shouldn’t be a problem. Once he’s finished enter the room known as “Testing Chamber”.

78. Inside the testing chamber, hundreds of vials are smashed on the floor and bits of the ground seem to have been eaten away by whatever was in the vials. There are also two huge vats filled with a different chemical each. The door across the way does not have a color lock and doesn’t seem to be openable from this side. All your attempts to open it fail, but examining it does reveal that the door is made of Steem. Now, check your Production Manual one more time to learn about the Testing Chamber.

79. In the Testing Chamber, work is done to find the perfect blend of chemicals in order to cut through Steem and shape it how you like. Scribbled in the back of the manual are several numbers and equations, though you can’t make much sense of them. However, you must use what little information you can garner from the notes in the back in order to successfully make the Steem-eating potion and get through the door.
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Post by Jeeves Sun Jun 28, 2009 6:19 am

80. The proper formula is different for everyone and requires knowledge and skill with numbers. Once you’ve figured it out, simply take a vial and use it with either the vat full of Chemical A or B and specify how much you’d like to take. Then, mix the two vials together and hopefully you’ll get an Acidic Potion. Use this on the door to melt it down. This time, no Contraption comes to get you and you waltz on through out of the Chamber and into your next destination.

81. You step out of the Chamber and emerge into an enormous cavern. You are standing up on a ledge that looks out over a vast valley filled with stone houses that are all in various stages of destruction. It doesn’t seem that any of them are inhabited and the numerous skeletons littering the streets and alleys seem to confirm this suspicion. All the ladders leading down to the “city” below are broken and there is no easy way to repair them from up here.

82. The ledge continues for quite a ways before vanishing into the darkness. There is a side passage that you decide to take first. You follow it for a bit, able to see your way by the flickering lanterns hanging on the ceiling. Finally, the lanterns end, but you can see an opening farther down. As you approach, you hear the sound of pouring rain and the occasional burst of thunder, accompanied by a flash of light at the opening. As you near the end of the passage, you notice that the floor is crunching underneath your feet.

83. A sudden flash of lightning and you notice that the entire floor of the tunnel is littered with bones. At the end of the passage is the gate you encountered earlier with the mound of skeletons pressed up against it. Although you don’t want to get any closer, you feel that you should open the gate in case you need a quick getaway. Reach over the mound of bones and push the gate. It shifts and retracts into the ceiling, spilling the bones across the ground.
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Post by Jeeves Sun Jun 28, 2009 6:22 am

84. Now, you have a much easier path from inside the hills to Stan’s ship. Head back inside and follow the ledge into the darkness. Eventually, you will reach an enclosed room with high walls that stretch up as far as you can see. Only one other door leads out of here and it is sealed shut. As you walk towards it, you are suddenly stopped by a whirring sound followed by a bellowed, “Stop!”

85. Look up and see that in a small recess high up on the wall, a cloaked figure is standing. Ask him who he is and he will reply in a very strange voice (stiff, high-pitched, almost mechanical) that he is Lord Steam, master of these hills. Ask him what he’s doing and he will reply the same thing. Then, when you ask him to show himself he will refuse.

86. As you walk closer to the wall, a loud bang echoes throughout the chamber and something whizzes past your ear. Lord Steam then tells you that in these chambers, he has invented a steam-powered mini-cannon, capable of firing miniature cannonballs across long distances with minimal effort. Before you can ask why everyone is dead or anything else, Lord Steam proclaims you to be dead and resumes firing at you.

87. It is futile to shoot an arrow or use magic, since Lord Steam is too high up for it to reach. All your arrows and magic blasts will fall short if you attempt it. It seems that in order to hit him, you’re going to need to use one of his own inventions against him. Search the room but be careful. Every ten or so seconds, Steam will fire his weapon at you and you will always take five damage, and nothing can stop this.
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Post by Jeeves Sun Jun 28, 2009 6:24 am

88. In a small storage room off of Steam’s main chamber, you find lots of useless items, but a few that might come in handy. Grab a bucket and scoop up some black powder from the small box. Also, cast telekinetic grab on the metal pipe up on the shelf. Searching the rest of the chamber only reveals that there are several steam vents that don’t seem to venting anything. Now, head out of the chamber and back outside into the storm.

89.
It’s time to head back to the rockslide you encountered when you first arrived on the island. Place the bucket of black powder among the rocks and stick the metal pipe into a nearby crevice. Then, step back and wait for the lightning.

90. Once the lightning strikes, the powder is ignited, and the entire rockslide is blasted to smithereens, you can proceed down the path. After walking for a good bit, you’ll come to what looks like the remains of a harbor. Rotted wooden planks are drifting in the surf and ropes, driftwood, and broken glass litter the shore. However, nothing seems intact except for a single frigate that is half-sunk in the shallows.

91. Use some planks to make a bridge that’ll take you across the rocks into the hull of the ship. Once you’re in, climb up the ladder onto the bridge and force your way into the captain’s quarters. Inside, you’ll find a desk that’s got the captain’s journal in it. Read it to gain some insight into the atrocities that happened on Mooncog Isle (will post after quest).

92. Along with the journal, you find the blueprints to a version of the mini-cannon along with all the materials needed to construct it. To make the most basic version, you need three bars of Steem, a main body chamber (apparently found somewhere in the Production Chambers), water, fire, and three mini cannonballs. Time to make some weapons!
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Post by Jeeves Sun Jun 28, 2009 6:25 am

93. The Smelting Chamber should be your first stop. In there, you’ll see that the melted Steem from before is still in the trench. Notice that the gully leads into the next room via a pipe of sorts. Simply flip the lever next to the pipe to let a small amount of Steem through. In the Pressing Chamber, you’ll find that the melted metal is now waiting underneath the press, ready for you to stamp it.

94. Adjust the pressure valves (like before, except now you’re lowering it) to flatten the metal and then re-raise the press. Now you have your first piece of Steem! Do this two more times to get the necessary materials. While you’re in here, search the ground until you find a trapdoor and open it up to find the storage room for the cannons’ main bodies. Grab one and check it off the list.

95. Water is easy enough to find; just fill a bucket or three with it, and fire is made just by having a tinderbox handy. Return to Steam’s chamber, brave his cannonballs, and head into the storage room. Search the boxes again and you’ll pick up a variation of the dwarf cannon's cannonball mould. Use the furnace in the Smelting Chamber (under the cauldron) to melt some iron (can be mined in the tunnel from the Chambers) and get four mini-cannonballs.

96. Check the blueprints again and see that you have to form the Steem into three chambers that can be attached to the main body in three different places (all in a row on the back). Use an anvil (found in pressing room) and make the chambers. Then, following the blueprints, pour the water into each one before attaching it to the body. Then, put all the ammo into the front of the body where a long tube is sticking out.

97.
Finally, according to the blueprints, just hold the weapon over a fire for a few minutes to boil the water and turn it into steam. Then, the thing will be primed and ready for action. Do this and you will have your very own steam-powered mini-cannon! Now, head back to Steam’s room for a showdown.
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Post by Jeeves Sun Jun 28, 2009 6:27 am

98. Once you’re there, equip the cannon and start firing at Steam. It only takes a few shots before he ceases to fire and takes a knee (NOTE: It is a good idea to make more than one set of ammunition). Then, without a word, he flees backwards into the recess and presumably into the next room. All the vents in this room suddenly burst into life, screaming “Protect our lord!” in their steam voices.

99. At that time, the door will open and a legion of Steam Contraptions will march out, all level 45. It’s a multi-combat fight but not that hard. Prayer is useful and you can easily dispatch all the machines. After they’re gone, head through the door to emerge into the next room.

100.
Here, Lord Steam is standing across the room, his mini-cannon at his
side. He taunts you for a few seconds before daring you to come across the room. As you start to step onto the floor, all the tiles start turning red and heating up. You leap off the floor just as the tiles start to hiss. Suddenly, they all return to normal. Lord Steam tells you that all the steam on the isle is created by deposits of magma that are right under this room.


101.
Now, you need to somehow navigate across the room without getting caught up on one of the heating tiles. It’s sort of like a shifting maze that you need to work through. All the while, Lord Steam will be firing off the occasional cannonball to do five damage to you. Once you’re across, you need to shoot at him three times before you close in for melee combat.
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Post by Jeeves Sun Jun 28, 2009 6:29 am

102. Before you start to fight, you rip off Steam’s cloak and recoil in shock. Lord Steam, the mastermind behind the mini-cannon and the machines, is not all human. His right half is normal enough, but his entire left side is a whirring blend of clockwork, steam, and metal parts. Lord Steam, noticing this, tells of how once he was flesh like you, but realized the superiority of clockwork, the utter perfection, and desired to be like them. So he had himself “assimilated” and has never once looked back.

103.
Now, it’s finally time to actually fight Lord Steam, rather than just firing at him from a distance. Lord Steam is level 188 and a tough enemy. He doesn’t have a melee weapon per sé, but his mechanical arm is as strong as any weapon you’ve seen. It can slightly hit through prayer, but that’s not a problem if you’ve got decent food with you. Once he’s down to about half health, he’ll cry out and call for guards. Then, he’ll temporarily stun you and limp out through the door behind him, his leg spurting steam.

104. From behind you, you hear a guttural roar. Turn to face a level 175 Steam Goliath, a massive machine with hulking limbs that look like they would hurt. The door that Lord Steam went through hisses shut behind you and the only way to open it is likely by defeating the Goliath (since that’s the way these things work).

105.
Fight the Goliath (preferably not with the cannon) and once it’s destroyed, pick up the Locking Mechanism and use it on the door to open it. Once the door is open, hurry after Lord Steam before he can get too far away. Hurry up the staircase you’ll come to and halfway up, start shooting at Lord Steam, who you can see at the top.
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Post by Jeeves Sun Jun 28, 2009 6:30 am

106. After using up three more bullets, you’ll notice that all the steam canisters are empty and that you’ll need to recharge them in order to use the cannon again. No matter, since you still have other weapons to use. At the top of the stairs, you’ll see that you have arrived in an office of sorts and that there is no other exit. At the far end, a massive window overlooks the destroyed remains of the city you saw earlier. Lord Steam is standing by the window, staring at you.

107. He comments on how intent you are on destroying him, and then he draws his cannon. Launch yourself at him and fight to the death. He’s got the same stats as before, so just employ the same strategy that you used. Once you’ve got him down to no health, he’ll collapse to the ground, whirring and spitting.

108. As he lies there, dying, Lord Steam asks who it was that sent you to assassinate him. Reply that it was Daca Moore, the governor of Nautarum. At the mention of the name, Lord Steam starts shrieking and then begins to quote very fast the same passage from the Saradomin Holy Book that you saw written on the clipboard in the Smelting Chamber. All the pipes in the system start hissing the same thing “AndinthetimewhenZamorak’sflamethreatened…”. Amidst the hisses of the pipes and the dying shrieks of Lord Steam, make your way out of the Mooncog Isle catacombs.

109. As you leave the tunnels of the island, the hills erupt in a cloud of steam. Spurts of fog blast up into the sky from all across the hills. Finally, a massive geyser explodes from where you imagine Lord Steam’s office was. Once all the condensation has vanished, the storm starts to clear. Unfortunately, the elements say otherwise and the clouds return along with the thunder and lightning.
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Post by Jeeves Sun Jun 28, 2009 6:34 am

110. Hitch up your sloop and return to Stan’s boat. Tell him all about what happened including what occurred when you mentioned Daca's name. The rest of your crew still believes that Daca can do no wrong and that you should go tell him of your progress and see if he has any more leads about the Pirate Council's members. Tell Stan to set sail for Nautarum and sit back to think about the occurrences of Mooncog Isle.

111. Once you arrive back at Nautarum, you notice that things are a little different. As you approach the back end of town, you see that every man and woman in the coastal town is out in the forest digging holes. In fact, there is very little ground that doesn’t have a six foot hole in it. You put it in your mind to question the governor about this.

112. At Daca's mansion, enter his room and he is overjoyed to see you. When he asks about your progress, tell him that Raleigh Thorpe and Lord Steam are both dead, but that you have no clue who or where the other two members are. Daca is glad that two are dead and assures you that he will spare no resources in tracking down the remaining two Lords.

Who are the other Pirate Lords?
Where will our hero go next?
Why is Daca so feared by the previous Lords?
What is so special about the digging?
And when will we finally find out what it takes to be a pirate king?

FIND OUT IN THE NEXT INSTALLMENT OF 'TO BE A PIRATE KING'


Rewards:

10k xp in every skill used (except Sailing); Ability to use sloops; 50k coins; Ability to make SPMCs; Access to Heraldic Mysteries miniquest; Access to Secrets of Mooncog Isle miniquest; Access to Mooncog Isle and Batterman Bay; Pirate Mate emote; 2 QP

Miniquest descriptions to come later!
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Post by Jeeves Sun Jun 28, 2009 6:35 am

Captain's Journal:

The following is the captain's journal, found in a ship in the docks on Mooncog Isle.


Last edited by Jeeves on Sun Jun 28, 2009 6:39 am; edited 1 time in total
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Post by Jeeves Sun Jun 28, 2009 6:38 am

Captain wrote:Day 1: Today I bought this journal that they were selling in the general store. Don’t know what to write in it so I will write about my day. Fine sailing today as it has been for weeks. Our ancestors sure were in their right minds when they stopped following the ways of ****amur (illegible) and began to follow Jolly Roger, our benevolent pirate god. For it is he who makes the seas calm and the wind blow strong and free.

Day 3: Lord Steam has been requested to attend the next Pirate Council in a week. He has told me that I will be one of the captains who will sail with him to the council. Looking forward to getting out of Mooncog for the time. Being around all these strange clanking machines is eerie…

Day 7: Sailing out tonight. First Mate says a storm might be coming. Lord Steam says we sail anyway.

Day 15: I haven’t been able to write for a while. Council is over and Lord Steam is angry at the other Lords for not valuing his opinion. He shut himself in his chambers and us captains are going to get drunk in the bar. First Mate was right about the storm. It still hasn’t ended.

Day 19: Blast those machines!! Those contraptions that Lord Steam has been making are nothing but scrap! He says that they can mine ten times as fast as us, but they break down so often that they hardly mine any Steem ore at all. Milord still has not come out of his chambers, but I’ve been given permission to sail the seas for a week or two. Perhaps I shall visit E*-***ra** or Ca**ain ****** (illegible).

Day 34: Forgot my journal when I went away. Must remember to store it in my quarters instead of my land home. Strange things while I was away. Some of the machines seem to have gotten more efficient. Lord Steam’s work must have paid off; Steem gathering has nearly doubled from what the miners tell me…

Day 38: People are missing and no one knows where they have gotten to. Lord Steam calls them to his office and they never return. He says that he gave them an assignment but they turned it down and left the island. Not sure what’s happening. More old machines are being replaced, I think.

Day 45: Nothing much happening recently. The disappearances have continued but the captains aren’t worried. It’s just the miners, not the citizens or the sailors. No Pirate Councils recently nor any to come for a while. The Seas are calm and quiet, but First Mate says more storms are brewing. I think he might be right.

Day 46: By Jolly Roger, himself I fear for my life on this island…Today, I went to the mines and saw the machines working better than ever. Tripped on one and it went sprawling. Picked it up and saw its head covering starting to come off. Ripped it off so it would not flap and…by the Gods! A man’s face stared back at me, eyes wide! A man, made into a machine to mine the ore from this island! Milord surely is behind this but I cannot fathom why or how. I must find out but I fear that all on this island are soon to be gone. Surely he has gone mad…

Day 50: I was called into Lord Steam’s chamber today and asked if I would not sail abroad for a while. I agreed but fear that I have signed my own death. I will voice my concerns to him tomorrow for I cannot let this continue. Soon, will not just be the miners but the citizens and, when we have lost our use, us captains.

Day 51: I meant to tell Lord Steam of my fears, but he has locked himself in his office again and I cannot get through to him. I will tell the other captains of my findings and perhaps they will have a look. This storm prevents us from leaving and I am worried that if I do not leave soon then we shall all be dead…

Day 54: Tomorrow I sail…Lord Steam still has not revealed himself and no news has come from his chambers, but many strange sounds have been. The machines (or should I call them men) have been working harder than before and the steam vents are acting oddly. The other captains share my thoughts and are readying their crews. Mooncog Isle shall be at our backs by nightfall tomorrow. May Jolly Roger keep us alive until then and stop this storm that plagues our island.

Day 55: The Gods have turned against us all…Jolly Roger save us from Zamorak’s flames.
Today, Lord Steam has gone mad. Across all the pipes in the city, voices came out and told everyone that we would be undergoing an “assimilation” and that the surgeons performing this were waiting for us in his office. The citizens ran in terror and attempted to flee the city. The captains were already preparing the boats for departure and we took any men we could on board. We watched as the gates to the city slammed shut, trapping the rest of the citizens inside. The machines or men or whatever they are started firing the cannons from up on top of the hills and the cannonballs dropped everywhere. Now, as I write, First Mate is trying to hoist the sails for departure. The storm has not ceased, nor do I think it ever will at this point. I fear that we shall never depart from Mooncog Isle and so this journal shall have my last words ever. I now lay down my pen and pray that I might live to write in this journal another day.

(That is the last entry and from the looks of it, it was written several months ago)

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Post by Jeeves Thu Apr 22, 2010 12:25 pm

Well, I've recently decided to do a sort of novel interpretation of Pirate King, which should end up being pretty long... Er, there's not much else to it except that. I was going to try my hand at a sort of survival-horror quest, but the idea I had for the plot was just really unworkable given the current mechanics of Runescape.

Anyways, just updating you guys on my status. Once SAT studying/AP test studying/May is over, I should be able to be on more.
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Post by Dark Avorian Thu Apr 22, 2010 9:29 pm

*shudders* what AP's?
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Post by Jeeves Fri Apr 23, 2010 7:37 am

Psychology, English, Chem, and Calc AB...with Psych and Chem on the same day, I'll be lucky if I make it out of school alive. To Be a Pirate King - Page 3 244407
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Post by trixtor Fri Apr 23, 2010 9:18 am

Wooooooooooooooooooooot!!!! Jeeves is back writing/reposting! *ahem* Now that my childish display of happiness is over... No, it isn't. Woooooooooooooooooooooooooot!!!!!! Okay, now it is.
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Post by The Empty Lord Fri Apr 23, 2010 9:31 am

I really love it Jeevies! Grin

I miss the Pirate King! Sad
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Post by TATORZ Fri Apr 23, 2010 9:35 am

Argh. Wink
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Post by Dark Avorian Fri Apr 23, 2010 9:41 am

*high fives on AB Calc exam*

I'm taking that one...No others...
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Post by Jeeves Fri Apr 23, 2010 10:01 am

I'm not too worried about the Calc one, actually...

Hmm, I should really start writing this thing. It'll take me a while, I think, since I'm planning on doing a full-fledged novel of it.
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Post by Dark Avorian Fri Apr 23, 2010 10:39 am

Neither am I, calc is by far and away my best subject...I get over 100% on tests, have an A+ in the class...and I'm taking it as a sophomore...
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Post by Jeeves Fri Apr 23, 2010 10:44 am

To Be a Pirate King - Page 3 761690 Impressive! My school only goes up to Calc BC, so there wouldn't be anything for you after your junior year over here Tongue
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Post by Dark Avorian Fri Apr 23, 2010 10:59 am

I'm taking an accelerated year long in Abstract Algebra, then I'm Taking BC senior year...(well actually it goes past BC but whatevs...)
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Post by Jeeves Fri Apr 23, 2010 11:13 am

Ha, I wish we had that sort of math over here...but what with the budget cuts we're having now, we might not even have Calc BC next year Sad
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Post by Dark Avorian Sun Apr 25, 2010 4:42 am

Just took a mock-AP, wasn't that bad actually
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