Ragnos, Guardian of the Gust Diamond (deceased)
+2
Sir Kandarin
The Empty Lord
6 posters
Page 1 of 1
Ragnos, Guardian of the Gust Diamond (deceased)
Okay, this is what I have so far!
I'm also editing the previous segment to include where Atlas may contact you.
¡! Ragnos, Guardian of the Gust Diamond !¡
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Accommodation
Crandor would receive a second visit from the Makeover Mage, although a re-constructive surgeon might be more appropriate. Crandor's geography would focus around a single mountain-plateau rather than a crater; a single pathway encircling its breadth twice before arriving at a large cave opening in the rock face. Within is Elvarg's nest (Dragon Slayer being updated slightly to accommodate the obvious change). For players who have completed Dragon Slayer will find the port town of Husterlow on it's South-East shore - there could be a quest where the player helps build Husterlow, although, it's very RuneScape to have things just appear.
At the base of the mountain are a series of mine shafts that connects to a tunnel system beneath the island and to Karamja. The shortcut to Karamja is no longer a hidden doorway, but a pathway created if the player breaks the pit-props supporting the wall at the end of the tunnel.
A small beach, visible on the map, is cut off from the rest of the island via a cliff-face. If you angle the camera right you should be able to make out a large archway protruding from the wall - like a doorway (only completely sealed). Within the mine shafts, ignoring the many dead-ends, one leads to what will be an eventual passageway to the beach and dungeon in between. However, this can only broken through from the other side, or from this side but only after completing this segmant of the quest! (unlike Crandor's current shortcut which, if missed, can never be used after the quest).
Prologue
Many winters have passed since Elvarg met her fate. The embers of a once great colony only begining to rekindle. With the demons and hobbs forced back into the mines; the port town of Husterlow has set anchor. Peace, once again, has found itself on Crandor. If only. Dedicated to the quest at hand, our adventurer disturbs the sole hatchling of Elvarg's presumed-vacant nest: Delnor, whose presence threatens Crandor as his mother's did before him. Current affairs aside, it's time to finished what we started...
Requirements;
• A Tale Of Two Cats
• 65 Mining
• 60 Thieving
• 75 Ranged
Using his sleeve, Callum rubs the grime off the mirrors once-shiny surface. Grasping the frame with both hands, Callum peers into the mirror. Darkness envelopes him, the same gut wrenching feeling churning his insides as colour and sound swirls around. Crandor? Callum pauses for thought - racking his brain for anything on Crandor that might hold a key. Elvarg? Like surfacing from near-drowning, Callum splutters and stumbles back from the mirror's surface.
Shrugging off Atlas' remark, Callum flips through a copy Varrock Herald. He knew he'd read something. Hmmm. YES! Callum, read from an article on page four so that Atlas may hear - a small port-town, by the name of Husterlow, was being constructed on Crandor. Callum made his way to Port Sarim to pay a visit to his old pal Klarense in the hope to bribe passage to Crandor. To Callum's disgust, Klarense refuses - stating that Klarense's Cruiser has been commissioned by the workers on Crandor and he cannot allow any to board. Bummed, Callum spies a large stockpile of crates waiting to be stowed. Prying one open with his sword, Callum clambers inside atop a bed of nails.
After waiting what felt like hours, Callum heard rummaging outside followed by the groaning of several labourers as they piled the crates onto the ship. When seasickness overcame him, Callum knew they must be at sea. Kicking awkwardly at the top of the box, Callum knocked the lid off and clambered out.
Callum made his way to the window, hoping to see Crandor on the horizon, but was forced to the floor when the ship mauled itself on the rocks. Panicking, a huge hole in front of him, and frantic screaming from above, Callum ripped open the nearby crates and began make shift repairs on the hull. Minutes passed, the boat filling with water, and a couple of burly crew members lowered themselves into the cargo room. Ignoring the obvious stowaway, they waded their way over and helped nail on the plank.
The crew passed Callum up deck where he bumped into Klarense; "WHAT DID I TELL YOU?!". Callum hesitantly stood up for himself, and declared that the vessel was his and Klarense had no right to deny him passage. Furious, but embarrassed at his steering, "overlooks" Callum's outburst and permits him to spend the remainder of the journey in the captain's quarters.
"LAND HO!"
It wasn't long before Callum was making that oh-to familiar trek up Mt Crandor - spiralling around and around until he stood before the fabled cave opening he'd found himself at only once before. Quietly, Callum stepped inside. Unsure if to expect anything, Callum clutched his sword tenderly before igniting his bullseye lantern. (a light-source isn't required, entering the cave will trigger a cutscene)
RRRRRRrrrrrrrrrrrrrrrrrrrrrooooooooooooooooooooooooAAAAAAAAAAAAAAArrrrrrrrrRRRRR!!!!!
A jet of flame illuminates the cave and Callum quickly skirts outside and presses himself tightly against the mountain wall. A brilliantly green dragon bursts from the cave opening and flies out over Crandor. Callum watches in horror as the beast attacks the builders and ignites the Lady Lumbridge.
With haste, Callum sprints down the hill and into the old mine shafts where he finds several of the would-be villagers cowering - deciding if their chances are better with the demons within the tunnels. Without hesitation, Callum leads the group one-by-one through and on to Karamja via a weak wall he collapsed in one of the southern shafts. With all the workers and helpful would-be townsfolk safely sat at the pub in Musa Point, Callum decides he should go see Oziach.
Oziach confirms our suspicions; mystery-dragon besieging Crandor must be an heir to Elvarg's legacy. Well, at least we can confirm she was female. Calling dibs on the name, Oziach warns Callum that slaying Delnor will be a much greater task than slaying her mother. Why? Elvarg confined herself to the nest - Callum diducing she was probably protecting her brood - whilst Delnor fends the skies, making it an impossible feat for swords.
Oziach continues to ask Callum if he has heard of fabled Robert the Strong, slayer of the dragon's kin. Moreover, whether Callum has heard of Robert's bow - used to slay his draconic foes. Callum presumes it's Oziach’s plan is to recover the ancient relic, and have him use it to bring down the flighted-menace! Callum racks his thoughts, thinking back to his perils with Bob's memories, and thinks it appropriate to mention Bob, the Jublex Cat. Callum informs Oziatch that he onced help Bob delve into his past incarnation of Robert the Strong, and distinctly remembers his choice of weapon. (the player relives a short cutscene at this point) Oziach suggests that Bob is definately one-up on where he was going to send Callum looking. Confused, Callum doesn't pry and sets off to find the wandering feline.
After failing to convince Atlas to spill, Callum curses and heads to the nearest bank. Rumourging through, Callum procures his Amulet of Catspeak. Callum fiddles with the mechanism, and waits as it hums and clicks. Soon after, the eyes turn to locate Bob. After hours of triangulating, teleporting between locations to try and find a mid-point, Callum spies Bob stalking a wild mouse. Trying not to spook the little critter, Callum whispers to Bob.
Startled, Bob lashes out. Half a box of tissues and spot of vodka later, Callum apologises to Bob for spoiling his lunch. Bob, somewhat bemused by the bits of tissue stuck to Callum's face, pondificates. Bob, still mostly clueless to his past life, suggests a merely logical location;
"Perhaps it lies where I fell?"
The cat growls at the amulet, and Callum quietly hides it. Eyeing up Callum, Bob offers to follow him and the pair headed south to Sophanem. Only too pleased to see Bob again, the Shpinx agrees to help. She helps Bob remember-- playing with a ball of yarn. Callum, destained, frowns at Bob... further back than that, if you please. Smirking, Bob concentrates. His memories take him back to the castle, he rewinds his thoughts and you follow as Robert comically walks backwards until you spy a recognisable relic - a Teleportation Obelisk!
The Sphinx hesitates to add that Robert's adversaries may have made well to hide the weapon, or at least protect it. Callum only wonders why villians never just destroy what they fear and it be over and done with. Leaving Bob, Callum prepares for a venture into the darkest depths of the Wilderness. Deciding that the Deserted Keep might be his safest bet, Callum travels via Ardougne.
Arriving instantaneously, Callum sprints through the gates and toward the ruined fortress.
Callum points to Jennica's Ring, ignoring the familiar vibrating sensation when in the vacinity of a spirit rift, and briefly explains the Spirit Realm. After a quick once-over, Callu, doesn't notice anything he hadn't when investigating the spirit rifts after the Spirit of Summer. Bored by this point, Callum holds his arm out to the rift and allows the spirit realm to consume him. Again, Callum looks around. In awe, Callum throws himself at the floor and tries to wrench open a trapdoor he hadn't formally noticed. It wouldn't budge, even the lock was too warped to pry. Frustrated, Callum gives the door an almighty boot. OW! A rock from nearby wall had come loose and struck Callum on the head.
Cursing at Atlas for not pointing out the trapdoor; epiphany! Callum remembered that the Spirit Realm and Wilderness mirrored each other! Retreiving his pickaxe, Callum hacks away at the based of the wall until it begins to sway in the ethereal breeze. Running behind, Callum hurls himself at the wall and crashes down with it. Bruised, Callum grins. But this glee was shortcoming, as, despite having cleared the rubble, the trapdoor was still locked!
Of course, no adventurer hasn't dabbled with a lockpick, and whilst it's doppelganger might have been too tarnished to pick, the real-world trapdoor isn't as wretched. Ascending into the depths below, Callum strikes a match. A long tunnel leads off into the unseen distance, dragon skulls lining the walls (though unmistakable larger than the skull of any dragons Callum has ever slain).
*CLICK*
One step into the corridor and Callum already regretted it. It would seem the corridor is boobytrapped, and each of the dragon skulls began erupting fire into the corridor at periodic intervals. Callum, frowning at this point, peers around to check for further obsticals - but sees none. Grimacing, Callum jolts down the corridor... skirting around the jets of fire, only singing the hem of his cape. Finally, Callum reaches the end of the corridor - a dead end. The only characteristic is a dragonhead carved upon the wall.
Feeling around, Callum notices the dragons mouth opens to reveal a small passageway. Nervous, Callum pushes his arm into the crevice and finds a handle. Clasping it firmly, Callum pulls and feels it sliding toward him before it catches. Callum struggles with it for a second before it rotates ninty-degrees and slides forward once more. It would seem there is some sort of path within the crevice - but Callum soon found that some rotations lead to dead-ends, and it was a clautrophobic few minutes before he finally cracked the code and reprised the handle from the wall. And, with a loud clunk, the wall swings forward to reveal a large chamber.
In this room Callum spies a large dragonhead on the far fall, spewing lava into an intricate design of rivulets carved into the floor. About the room are four dragon head staues; one's eyes lit, the others dark - Callum identifies that the apparently-active dragon is the only one being fed by the lava-stream. Making up the design are half-a-dozen discs, and around the edge are four turnstalls. Curious, Callum wanders over to a turnstall and pushes. One of the discs rotates 180 degrees.
Each of the four turnstalls controls the discs differently - each only moving specific discs, and by specific amounts with each push (90, 180, 270 and 360 degrees). Each disc acts as a four-way crossroads for the lava - allowing the lava to pass through either one, two, three, or all four directions. There is a master reset switch upon the fall near the door, pulling this will cause all discs to revert back to their original positions.
FROM THIS POINT ON NEEDS TO BE RE-WRITTEN.
After what felt like hours, Callum was glad to pass into the next chamber. After what felt like hours, Callum quickly retreated and flung himself against the fall breathing heavily. In, what appears to be the final chamber, appears to be the lair of an enormous red dragon - a dragon whose skull could quite easily line the first corridor, large wings cluttering the chamber and tail trailing all over the place. Fortunately, this red beast is slumbering. Unfortunately, it would seem Robert's Strongbow lies upon the wall above the dragon.
It would seem, to Callum's dismay, the only way to the Strongbow is via a complex Agility course about the room - climbing the wall onto ledges, ducking under the dragons tail, running along the wall, etc, until finally it's just a tip-toe across the dragons back - falling at any other point will cause only minimal damage, but if you fall whilst upon the dragon (or at any other point the obstacle is the dragon), Fanfir will awaken and you will be expelled from the room in a blaze of dragonfire.
Armed with the legendary bow, Callum makes his way to Port Sarim and the Klarense's Cruiser. However, upon making voyage, Delnor beseatches the vessel - Callum raises the bow and fires and mystical shot into the Dragon, piercing one of its wings. Enraging it. The boat makes an emergancy stop at a segmant of Crandor unaccessible from the mainland. Exiting the boat, Callum runs toward the clifface and turns in time to see Delnor flying toward him. Raising the bow once more, Callum takes a shot - missing Delnor, but causing him to rear up and circle back!
This entire sequence is a cutscene, ending with the player standing by the cliff. Whilst within a few steps of the cliff, the players viewing angle is greatly increase to allow for good sight of the airbourne foe! Only the Strongbow may be used in this fight. Delnor fights with solely dragonfire, but will occasionally thrust himself into the cliff-face causing rocks to fall on you. The death-shot will trigger a final cutscene.
Callum raises the bow, pulls torte, and releases! With an painstaking roar, Delnor writhes up and comes crashing toward the cliff-face. Panicing, Callum dives out of the way and Delnor crashes through the huge archway in the cliff-face.
Pulling himself up, Callum creeps toward the gaping hole and peer through. In awe, Callum graces his eyes over what appears to be a draconic crypt - generations of dragon skeletons of all sizes, including a couple wyverns and wyrms. Delnor's body crumpled to the side. Miandering through the ribcage of a colossal beast, Callum notices something... a shiny something bore into the skull of the largest beast within the chamber - a beast mostly hidden by the rock. Climbing up its extended arm, Callum swings over its snowt and clasps the diamond in his hands.
The mighty dragonhead suddenly lurches, an almight sounded echoing about the chasm and Callum falls to the floor - the diamond in hand. Petrified, Callum turns and runs toward the cave opening as each of the skeletons echoes into life - but watches in horror as the entrance is swarmed by a clumbsy three-legged monster. Turning, without stopping, Callum heads towards to the side - spying a boarded up passageway.
CRAAASSSSSHHH!
Callum hurls himself at the wooden boards and collapses into a mineshaft on the otherside. Terrified, Callum wastes no time and follows the mineshat up and eventually bumps into the refugees.
Players may teleport away should they wish. Delnor's remains can be found within the cave should you ever return (not animated, a drop). The draconic crypt can be accessed from its discovery onwards, allowing players access to its skeletal inhabitants. Skeletal dragons, relative to size, drop an amount of bones - but, unfortunately, do not drop hide. They do drop a handful of miscellanious goodies, the odd trinket lodges between its ribs. Ragnos, the collosal dragon half trapped within the rock, cannot be killed. These fire breathers no longer breathe fire, however, their melee is frightfully strong and they are all capable of producing the Gust spell.
After dealing the final blow to Delnor, Robert's Strongbow will break. The string detaching itself from the hilt. To repair the bow will cost you a heft amount, or, alternatively, you could use your fletching skill to bend it back together!
Rewards
• Robert's Strongbow
• Gust Diamond
I'm also editing the previous segment to include where Atlas may contact you.
¡! Ragnos, Guardian of the Gust Diamond !¡
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Accommodation
Crandor would receive a second visit from the Makeover Mage, although a re-constructive surgeon might be more appropriate. Crandor's geography would focus around a single mountain-plateau rather than a crater; a single pathway encircling its breadth twice before arriving at a large cave opening in the rock face. Within is Elvarg's nest (Dragon Slayer being updated slightly to accommodate the obvious change). For players who have completed Dragon Slayer will find the port town of Husterlow on it's South-East shore - there could be a quest where the player helps build Husterlow, although, it's very RuneScape to have things just appear.
At the base of the mountain are a series of mine shafts that connects to a tunnel system beneath the island and to Karamja. The shortcut to Karamja is no longer a hidden doorway, but a pathway created if the player breaks the pit-props supporting the wall at the end of the tunnel.
A small beach, visible on the map, is cut off from the rest of the island via a cliff-face. If you angle the camera right you should be able to make out a large archway protruding from the wall - like a doorway (only completely sealed). Within the mine shafts, ignoring the many dead-ends, one leads to what will be an eventual passageway to the beach and dungeon in between. However, this can only broken through from the other side, or from this side but only after completing this segmant of the quest! (unlike Crandor's current shortcut which, if missed, can never be used after the quest).
Prologue
Many winters have passed since Elvarg met her fate. The embers of a once great colony only begining to rekindle. With the demons and hobbs forced back into the mines; the port town of Husterlow has set anchor. Peace, once again, has found itself on Crandor. If only. Dedicated to the quest at hand, our adventurer disturbs the sole hatchling of Elvarg's presumed-vacant nest: Delnor, whose presence threatens Crandor as his mother's did before him. Current affairs aside, it's time to finished what we started...
Requirements;
• A Tale Of Two Cats
• 65 Mining
• 60 Thieving
• 75 Ranged
Using his sleeve, Callum rubs the grime off the mirrors once-shiny surface. Grasping the frame with both hands, Callum peers into the mirror. Darkness envelopes him, the same gut wrenching feeling churning his insides as colour and sound swirls around. Crandor? Callum pauses for thought - racking his brain for anything on Crandor that might hold a key. Elvarg? Like surfacing from near-drowning, Callum splutters and stumbles back from the mirror's surface.
Atlas wrote:These mirrors are most bemusing; they reflect a location that is not here. Where does this one lead us, Callum?
Shrugging off Atlas' remark, Callum flips through a copy Varrock Herald. He knew he'd read something. Hmmm. YES! Callum, read from an article on page four so that Atlas may hear - a small port-town, by the name of Husterlow, was being constructed on Crandor. Callum made his way to Port Sarim to pay a visit to his old pal Klarense in the hope to bribe passage to Crandor. To Callum's disgust, Klarense refuses - stating that Klarense's Cruiser has been commissioned by the workers on Crandor and he cannot allow any to board. Bummed, Callum spies a large stockpile of crates waiting to be stowed. Prying one open with his sword, Callum clambers inside atop a bed of nails.
Atlas, if you've completed Merlin's Crystal wrote:You've done this before, haven't you? You sneaky chappy, you. Humans are quite a spectacle, they have magic, yet they still insist on manual labour! Teleportation, boy; telekinesis! My words are lost on you, I can tell.
After waiting what felt like hours, Callum heard rummaging outside followed by the groaning of several labourers as they piled the crates onto the ship. When seasickness overcame him, Callum knew they must be at sea. Kicking awkwardly at the top of the box, Callum knocked the lid off and clambered out.
Callum made his way to the window, hoping to see Crandor on the horizon, but was forced to the floor when the ship mauled itself on the rocks. Panicking, a huge hole in front of him, and frantic screaming from above, Callum ripped open the nearby crates and began make shift repairs on the hull. Minutes passed, the boat filling with water, and a couple of burly crew members lowered themselves into the cargo room. Ignoring the obvious stowaway, they waded their way over and helped nail on the plank.
The crew passed Callum up deck where he bumped into Klarense; "WHAT DID I TELL YOU?!". Callum hesitantly stood up for himself, and declared that the vessel was his and Klarense had no right to deny him passage. Furious, but embarrassed at his steering, "overlooks" Callum's outburst and permits him to spend the remainder of the journey in the captain's quarters.
"LAND HO!"
Atlas wrote:Must he shout so loud? We can see!
It wasn't long before Callum was making that oh-to familiar trek up Mt Crandor - spiralling around and around until he stood before the fabled cave opening he'd found himself at only once before. Quietly, Callum stepped inside. Unsure if to expect anything, Callum clutched his sword tenderly before igniting his bullseye lantern. (a light-source isn't required, entering the cave will trigger a cutscene)
RRRRRRrrrrrrrrrrrrrrrrrrrrrooooooooooooooooooooooooAAAAAAAAAAAAAAArrrrrrrrrRRRRR!!!!!
A jet of flame illuminates the cave and Callum quickly skirts outside and presses himself tightly against the mountain wall. A brilliantly green dragon bursts from the cave opening and flies out over Crandor. Callum watches in horror as the beast attacks the builders and ignites the Lady Lumbridge.
Atlas wrote:Beautiful creatures, Dragons. Their kin are, too, quite powerful. Have you met them? Not the most attractive I must say, not like Dragons. Most beautiful.
With haste, Callum sprints down the hill and into the old mine shafts where he finds several of the would-be villagers cowering - deciding if their chances are better with the demons within the tunnels. Without hesitation, Callum leads the group one-by-one through and on to Karamja via a weak wall he collapsed in one of the southern shafts. With all the workers and helpful would-be townsfolk safely sat at the pub in Musa Point, Callum decides he should go see Oziach.
Atlas wrote:Are you sure this man knows what he's doing? He doesn't smell like renown hero; there's not a scent of blood on him, and no human washes that well.
Oziach confirms our suspicions; mystery-dragon besieging Crandor must be an heir to Elvarg's legacy. Well, at least we can confirm she was female. Calling dibs on the name, Oziach warns Callum that slaying Delnor will be a much greater task than slaying her mother. Why? Elvarg confined herself to the nest - Callum diducing she was probably protecting her brood - whilst Delnor fends the skies, making it an impossible feat for swords.
Oziach continues to ask Callum if he has heard of fabled Robert the Strong, slayer of the dragon's kin. Moreover, whether Callum has heard of Robert's bow - used to slay his draconic foes. Callum presumes it's Oziach’s plan is to recover the ancient relic, and have him use it to bring down the flighted-menace! Callum racks his thoughts, thinking back to his perils with Bob's memories, and thinks it appropriate to mention Bob, the Jublex Cat. Callum informs Oziatch that he onced help Bob delve into his past incarnation of Robert the Strong, and distinctly remembers his choice of weapon. (the player relives a short cutscene at this point) Oziach suggests that Bob is definately one-up on where he was going to send Callum looking. Confused, Callum doesn't pry and sets off to find the wandering feline.
Atlas wrote:Your memories are fascinating, dear Callum. So many, and some aren't even yours - how is this possible? Ooh, this one's quite interesti--
After failing to convince Atlas to spill, Callum curses and heads to the nearest bank. Rumourging through, Callum procures his Amulet of Catspeak. Callum fiddles with the mechanism, and waits as it hums and clicks. Soon after, the eyes turn to locate Bob. After hours of triangulating, teleporting between locations to try and find a mid-point, Callum spies Bob stalking a wild mouse. Trying not to spook the little critter, Callum whispers to Bob.
Startled, Bob lashes out. Half a box of tissues and spot of vodka later, Callum apologises to Bob for spoiling his lunch. Bob, somewhat bemused by the bits of tissue stuck to Callum's face, pondificates. Bob, still mostly clueless to his past life, suggests a merely logical location;
"Perhaps it lies where I fell?"
Atlas wrote:This cat is old, much older than it appears. Wait... I'm getting something... Z-- Za-- nope, lost it.
The cat growls at the amulet, and Callum quietly hides it. Eyeing up Callum, Bob offers to follow him and the pair headed south to Sophanem. Only too pleased to see Bob again, the Shpinx agrees to help. She helps Bob remember-- playing with a ball of yarn. Callum, destained, frowns at Bob... further back than that, if you please. Smirking, Bob concentrates. His memories take him back to the castle, he rewinds his thoughts and you follow as Robert comically walks backwards until you spy a recognisable relic - a Teleportation Obelisk!
The Sphinx hesitates to add that Robert's adversaries may have made well to hide the weapon, or at least protect it. Callum only wonders why villians never just destroy what they fear and it be over and done with. Leaving Bob, Callum prepares for a venture into the darkest depths of the Wilderness. Deciding that the Deserted Keep might be his safest bet, Callum travels via Ardougne.
Arriving instantaneously, Callum sprints through the gates and toward the ruined fortress.
Atlas wrote:What is that most peculiar energy? It's... it's definitely ethereal. AaaAhh, it tastes wonderful.
Callum points to Jennica's Ring, ignoring the familiar vibrating sensation when in the vacinity of a spirit rift, and briefly explains the Spirit Realm. After a quick once-over, Callu, doesn't notice anything he hadn't when investigating the spirit rifts after the Spirit of Summer. Bored by this point, Callum holds his arm out to the rift and allows the spirit realm to consume him. Again, Callum looks around. In awe, Callum throws himself at the floor and tries to wrench open a trapdoor he hadn't formally noticed. It wouldn't budge, even the lock was too warped to pry. Frustrated, Callum gives the door an almighty boot. OW! A rock from nearby wall had come loose and struck Callum on the head.
Atlas wrote:Careful you cluts. But this realm is most fascinating - that trapdoor was hidden on your side, but is apparently not-so here!
Cursing at Atlas for not pointing out the trapdoor; epiphany! Callum remembered that the Spirit Realm and Wilderness mirrored each other! Retreiving his pickaxe, Callum hacks away at the based of the wall until it begins to sway in the ethereal breeze. Running behind, Callum hurls himself at the wall and crashes down with it. Bruised, Callum grins. But this glee was shortcoming, as, despite having cleared the rubble, the trapdoor was still locked!
Of course, no adventurer hasn't dabbled with a lockpick, and whilst it's doppelganger might have been too tarnished to pick, the real-world trapdoor isn't as wretched. Ascending into the depths below, Callum strikes a match. A long tunnel leads off into the unseen distance, dragon skulls lining the walls (though unmistakable larger than the skull of any dragons Callum has ever slain).
*CLICK*
One step into the corridor and Callum already regretted it. It would seem the corridor is boobytrapped, and each of the dragon skulls began erupting fire into the corridor at periodic intervals. Callum, frowning at this point, peers around to check for further obsticals - but sees none. Grimacing, Callum jolts down the corridor... skirting around the jets of fire, only singing the hem of his cape. Finally, Callum reaches the end of the corridor - a dead end. The only characteristic is a dragonhead carved upon the wall.
Feeling around, Callum notices the dragons mouth opens to reveal a small passageway. Nervous, Callum pushes his arm into the crevice and finds a handle. Clasping it firmly, Callum pulls and feels it sliding toward him before it catches. Callum struggles with it for a second before it rotates ninty-degrees and slides forward once more. It would seem there is some sort of path within the crevice - but Callum soon found that some rotations lead to dead-ends, and it was a clautrophobic few minutes before he finally cracked the code and reprised the handle from the wall. And, with a loud clunk, the wall swings forward to reveal a large chamber.
In this room Callum spies a large dragonhead on the far fall, spewing lava into an intricate design of rivulets carved into the floor. About the room are four dragon head staues; one's eyes lit, the others dark - Callum identifies that the apparently-active dragon is the only one being fed by the lava-stream. Making up the design are half-a-dozen discs, and around the edge are four turnstalls. Curious, Callum wanders over to a turnstall and pushes. One of the discs rotates 180 degrees.
Each of the four turnstalls controls the discs differently - each only moving specific discs, and by specific amounts with each push (90, 180, 270 and 360 degrees). Each disc acts as a four-way crossroads for the lava - allowing the lava to pass through either one, two, three, or all four directions. There is a master reset switch upon the fall near the door, pulling this will cause all discs to revert back to their original positions.
FROM THIS POINT ON NEEDS TO BE RE-WRITTEN.
After what felt like hours, Callum was glad to pass into the next chamber. After what felt like hours, Callum quickly retreated and flung himself against the fall breathing heavily. In, what appears to be the final chamber, appears to be the lair of an enormous red dragon - a dragon whose skull could quite easily line the first corridor, large wings cluttering the chamber and tail trailing all over the place. Fortunately, this red beast is slumbering. Unfortunately, it would seem Robert's Strongbow lies upon the wall above the dragon.
It would seem, to Callum's dismay, the only way to the Strongbow is via a complex Agility course about the room - climbing the wall onto ledges, ducking under the dragons tail, running along the wall, etc, until finally it's just a tip-toe across the dragons back - falling at any other point will cause only minimal damage, but if you fall whilst upon the dragon (or at any other point the obstacle is the dragon), Fanfir will awaken and you will be expelled from the room in a blaze of dragonfire.
Armed with the legendary bow, Callum makes his way to Port Sarim and the Klarense's Cruiser. However, upon making voyage, Delnor beseatches the vessel - Callum raises the bow and fires and mystical shot into the Dragon, piercing one of its wings. Enraging it. The boat makes an emergancy stop at a segmant of Crandor unaccessible from the mainland. Exiting the boat, Callum runs toward the clifface and turns in time to see Delnor flying toward him. Raising the bow once more, Callum takes a shot - missing Delnor, but causing him to rear up and circle back!
This entire sequence is a cutscene, ending with the player standing by the cliff. Whilst within a few steps of the cliff, the players viewing angle is greatly increase to allow for good sight of the airbourne foe! Only the Strongbow may be used in this fight. Delnor fights with solely dragonfire, but will occasionally thrust himself into the cliff-face causing rocks to fall on you. The death-shot will trigger a final cutscene.
Callum raises the bow, pulls torte, and releases! With an painstaking roar, Delnor writhes up and comes crashing toward the cliff-face. Panicing, Callum dives out of the way and Delnor crashes through the huge archway in the cliff-face.
Pulling himself up, Callum creeps toward the gaping hole and peer through. In awe, Callum graces his eyes over what appears to be a draconic crypt - generations of dragon skeletons of all sizes, including a couple wyverns and wyrms. Delnor's body crumpled to the side. Miandering through the ribcage of a colossal beast, Callum notices something... a shiny something bore into the skull of the largest beast within the chamber - a beast mostly hidden by the rock. Climbing up its extended arm, Callum swings over its snowt and clasps the diamond in his hands.
The mighty dragonhead suddenly lurches, an almight sounded echoing about the chasm and Callum falls to the floor - the diamond in hand. Petrified, Callum turns and runs toward the cave opening as each of the skeletons echoes into life - but watches in horror as the entrance is swarmed by a clumbsy three-legged monster. Turning, without stopping, Callum heads towards to the side - spying a boarded up passageway.
CRAAASSSSSHHH!
Callum hurls himself at the wooden boards and collapses into a mineshaft on the otherside. Terrified, Callum wastes no time and follows the mineshat up and eventually bumps into the refugees.
Players may teleport away should they wish. Delnor's remains can be found within the cave should you ever return (not animated, a drop). The draconic crypt can be accessed from its discovery onwards, allowing players access to its skeletal inhabitants. Skeletal dragons, relative to size, drop an amount of bones - but, unfortunately, do not drop hide. They do drop a handful of miscellanious goodies, the odd trinket lodges between its ribs. Ragnos, the collosal dragon half trapped within the rock, cannot be killed. These fire breathers no longer breathe fire, however, their melee is frightfully strong and they are all capable of producing the Gust spell.
After dealing the final blow to Delnor, Robert's Strongbow will break. The string detaching itself from the hilt. To repair the bow will cost you a heft amount, or, alternatively, you could use your fletching skill to bend it back together!
Rewards
• Robert's Strongbow
• Gust Diamond
Last edited by 3mptylord on Mon May 09, 2011 5:42 am; edited 19 times in total
Sir Kandarin- Proselyte
- Number of posts : 192
Location : England
Sir Kandarin- Proselyte
- Number of posts : 192
Location : England
Re: Ragnos, Guardian of the Gust Diamond (deceased)
*glares at 3mpty*
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Ragnos, Guardian of the Gust Diamond (deceased)
*adds additional glare*
Sir Kandarin- Proselyte
- Number of posts : 192
Location : England
Re: Ragnos, Guardian of the Gust Diamond (deceased)
pulls out mirror shield augmented with serpentine visage...it glares at 3mpty
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Sir Kandarin- Proselyte
- Number of posts : 192
Location : England
Re: Ragnos, Guardian of the Gust Diamond (deceased)
*Uses projector to put giant glaring face in the sky*
TATORZ- Forum Mod
- Number of posts : 2458
Age : 30
Location : USA
Re: Ragnos, Guardian of the Gust Diamond (deceased)
I'm continuing this, two paragraphs added already.
Re: Ragnos, Guardian of the Gust Diamond (deceased)
*sigh*
I really need to finish Drystan, but I apparently have no idea how to write or what his story is... (weird, because I thought up the story... )
Oh well, I'll find time.
I really need to finish Drystan, but I apparently have no idea how to write or what his story is... (weird, because I thought up the story... )
Oh well, I'll find time.
TATORZ- Forum Mod
- Number of posts : 2458
Age : 30
Location : USA
Re: Ragnos, Guardian of the Gust Diamond (deceased)
And this! Oh, and awesome! By the way. I haven't read it in a while...
Sir Kandarin- Proselyte
- Number of posts : 192
Location : England
Re: Ragnos, Guardian of the Gust Diamond (deceased)
I really love this, I must write more!
I'm definitely better a rewriting than writing... well, better in my opinion. Whether others agree the "re" is an improvement...
I'm definitely better a rewriting than writing... well, better in my opinion. Whether others agree the "re" is an improvement...
Re: Ragnos, Guardian of the Gust Diamond (deceased)
Lupine image glares at 3mpty, not for his comment here, but for his general nuisance...
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Ragnos, Guardian of the Gust Diamond (deceased)
Nuisance...
I remembered that was one of the first times I saw you, posting on the Flying Pyramid (minute of silence), because you wanted to be commemorated as a nuisance
Damn... I remember that...
I remembered that was one of the first times I saw you, posting on the Flying Pyramid (minute of silence), because you wanted to be commemorated as a nuisance
Damn... I remember that...
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Ragnos, Guardian of the Gust Diamond (deceased)
What me?
And yes, nuisance is a good thing to be remembered by. But it's not halfway as fun as it should be if you don't know why.
And yes, nuisance is a good thing to be remembered by. But it's not halfway as fun as it should be if you don't know why.
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