Mythics: Stagnant Discussion
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Dragon78114
Sir Kandarin
TATORZ
Jeeves
Dark Avorian
Ruy112
trixtor
The Empty Lord
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Mythics: Stagnant Discussion
First topic message reminder :
I've changed the title of the thread because the apostrophe wouldn't behave.
The twelve labours, inspired by both mythology and our unofficial mascot Dark Sylvania;
Timeline of the Mythics' Quest;
• Grandeur, the gateway to the Mythics' Guild, must be appeased. The requirements for this section are merely the skill requirements for the quest, having completed the Legends' Quest and having a certain number of quest points. The plinth that Grandeur stands on has three icons connected by rivulets. You need them all to light up.
• Through the gateway you can see the image above, basically. Only, the warrior is also a statue and facing the other way. These thirteen statues are, in effect, Hercules and the twelve labours. Accompanying them is a fourth character, imposing as a thirteenth labour - Durial, our antagonist.
• "Herclues" will introduce the labours, and what they are for. It should be noted that the labours themselves, and Herclues, are irrelevant to the quest at the moment. Players can complete them now or later. It should also be noted that Hercules does not mention Durial, our 13th Labour. Trying to make him stick out.
• Each labour would be based on the labours from Greek Mythology. This is the guild of Mythics after all, and Greek wouldn't be the only source when we finally have access to the guild. "Completing a labour" involves retrieving a lost relic that has been hidden in your time. These tasks take place in both RuneScape, and bespoke instances.
• Durial requires three items; the Blades of Eleyon, the Cloak of Shadows and the Potion of Vulnerability. Each item will require utmost knowledge of RuneScape, as no requirements are officially given. This quest may seem long - but the labours aren't required at this point.
• After obtaining all three items for Durial he will exit the guild - returning to his own time. In the same cinematic, future-you will arrive; panting hysterically and cursing that he took too long (mentioning something about other future-yous and how he failed to improve... which you will also say).
• Future-you, though you don't know it yet, will tell you what you need to do next; which of the three labours you should complete. You require the Rising Sun, the Hydra's Diadem, and something defensive to counter the Blades of Eleyon. Future-you will also tell you what Durial's true intentions are.
• After having obtained these, your next mission is to activate the Chronarch's Throne, an altar capable of reversing the flow of time within the guild. *insert more on this segment*.
• Successfully rewinding time, you most exit the guild into the past and locate Durial. The fight will be epic... think Nomad, just harder (or perhaps not, Dark's still killing himself trying to kill Nomad). During this fight Durial will accuse you of being Guthix, among other interesting foods-of-thought.
• Return to the guild and fast-forward to the present. On your way to Grandeur, to speak with your future-self, you will notice two omens - Durial and yourself. Panicking, you run forward to try and stop yourself handing Durial the items. You will, of course, fail... and, well, you can probably see where I'm going.
• This segment is surprisingly easy, merely tell your past-you what to do.
The quest needs to end somewhere. Possibly when you exit the Guild and Grandeur's gargoyles will laugh at you, seemingly aware of you you'd just done. Or... the moment you return to the present it's quest-over, with aiding past-you merely being a required postal-script. I suppose that's the only issue with having a quest with no true questmaster.
February 14th, 2010;
I've changed the title of the thread because the apostrophe wouldn't behave.
The twelve labours, inspired by both mythology and our unofficial mascot Dark Sylvania;
Nemean lion | Nemyon | Guantlets | Written by Jeeves. |
Lernaean hydra | Lernos | Diadem | Written by Jeeves. |
Cerinean hind | Cerina | Helm | |
Erymanthian boar | Erymont | Axe-hammer | Written by Jeeves. |
Augean stables | Augo | Helm | Written by Trixtor. |
Stymphalian birds | Stympho | ||
Creten bull | Cretos | Mace | |
Mares of Diomedes | Trace | ||
Shield of Hippolyta | Hippolyta | Rising Sun | |
Cattle of Geryon | Geryon | ||
Apples of the Hesperides | Ladon | Golden Apple | |
Cerberus | Cerberus | Staff/Whip |
Timeline of the Mythics' Quest;
• Grandeur, the gateway to the Mythics' Guild, must be appeased. The requirements for this section are merely the skill requirements for the quest, having completed the Legends' Quest and having a certain number of quest points. The plinth that Grandeur stands on has three icons connected by rivulets. You need them all to light up.
• Through the gateway you can see the image above, basically. Only, the warrior is also a statue and facing the other way. These thirteen statues are, in effect, Hercules and the twelve labours. Accompanying them is a fourth character, imposing as a thirteenth labour - Durial, our antagonist.
• "Herclues" will introduce the labours, and what they are for. It should be noted that the labours themselves, and Herclues, are irrelevant to the quest at the moment. Players can complete them now or later. It should also be noted that Hercules does not mention Durial, our 13th Labour. Trying to make him stick out.
• Each labour would be based on the labours from Greek Mythology. This is the guild of Mythics after all, and Greek wouldn't be the only source when we finally have access to the guild. "Completing a labour" involves retrieving a lost relic that has been hidden in your time. These tasks take place in both RuneScape, and bespoke instances.
• Durial requires three items; the Blades of Eleyon, the Cloak of Shadows and the Potion of Vulnerability. Each item will require utmost knowledge of RuneScape, as no requirements are officially given. This quest may seem long - but the labours aren't required at this point.
• After obtaining all three items for Durial he will exit the guild - returning to his own time. In the same cinematic, future-you will arrive; panting hysterically and cursing that he took too long (mentioning something about other future-yous and how he failed to improve... which you will also say).
• Future-you, though you don't know it yet, will tell you what you need to do next; which of the three labours you should complete. You require the Rising Sun, the Hydra's Diadem, and something defensive to counter the Blades of Eleyon. Future-you will also tell you what Durial's true intentions are.
• After having obtained these, your next mission is to activate the Chronarch's Throne, an altar capable of reversing the flow of time within the guild. *insert more on this segment*.
• Successfully rewinding time, you most exit the guild into the past and locate Durial. The fight will be epic... think Nomad, just harder (or perhaps not, Dark's still killing himself trying to kill Nomad). During this fight Durial will accuse you of being Guthix, among other interesting foods-of-thought.
• Return to the guild and fast-forward to the present. On your way to Grandeur, to speak with your future-self, you will notice two omens - Durial and yourself. Panicking, you run forward to try and stop yourself handing Durial the items. You will, of course, fail... and, well, you can probably see where I'm going.
• This segment is surprisingly easy, merely tell your past-you what to do.
The quest needs to end somewhere. Possibly when you exit the Guild and Grandeur's gargoyles will laugh at you, seemingly aware of you you'd just done. Or... the moment you return to the present it's quest-over, with aiding past-you merely being a required postal-script. I suppose that's the only issue with having a quest with no true questmaster.
February 14th, 2010;
- Spoiler:
- Passed the Flames of Lloigh-enn, is the pathway to the Guild of Mythics. By now you have already passed through Grandeur, the great archway. Durial stands blockading at the end of the guarded walkway.
Durial appears to be one of 13 statues that line the pathway to the Guild. Players may complete all or none of the 12 statues before Durial. Durial requires a potion, a blade and a cloak obtained from yet-to-be-decided locations. Three of the twelve statues will prove useful for the later part of the quest, so if you do them before Durial it will save time doing them afterwards. After having collected Durial's items, he will leave to his own time and our futureself will become the obstruction to the guild. If you haven't already done the required labours, our futureself will tell us which to do.
*insert timetravel section*
- Spoiler:
- Thus far we'd only actually come up with guildlore and items we wished to include in the quest. The actual layout for how/why the items were obtained kept changing so Jeeves and I didn't feel bad coming up with a new reasoning. The following also adds an actual guild-set requirement for entry of which there wasn't one before hand.
The Mythics' Guild refers to the entirety of the area within the guild, excluding the path. In that, not specifically a building. This comment here is purely so we have some fixed terminology.
The path between the gate and the guild exists out of sync - almost in real-time, but almost in guild-time. Aligning the path are twelve statues; twelve unique statues. These statues represent the Labours (based on Greek Mythology). All Mythics must complete the Labours in order to enter the guild. Durial stands at the end of the path, observing our progress and awaiting the time that we finish the trials and become useful to him (for until we can actually enter the guild, we can't interact with him beyond words - not good when he needs items from us). Why us? Imagine that scene in films where the main character is nearly still in the centre of focus and life is just zooming passed? That was Durial until he saw us. Something about us stuck out.
Though not accurate with the loading screen, a thirteenth statue stands in the middle of the path immediately when you enter. This statue will introduce you to the Labours. He will inform you that something has been removed from each of the statues and places in your time and it is your task to recover it - Guarding each piece is an avatar of the statue. Once you have recovered all twelve items, you move on to Durial (the thirteenth labour as far as we're concern) - "My missing pieces will require... more creativity." The Rising Sun could easily be one of the artefacts we collect in the first part.
Players should note that the centre statue does not mention a 13th. Our futureselves will replace Durial as a roadblock to the guild. What's required to traverse time is still to be decided.
Any of this could be rearranged. I proposed that each of the twelve items could be a reward - but I then thought that it might be more interesting if that was optional, something post-quest. Or is RFD a good theme? Are twelve relics too many to be a required part of the quest?
- Spoiler:
- Durial wants to stop Guthix from remodelling the world into Gielinor, which inevitably destroys all that Durial holds dear. Unknowing of the task, we aid Durial in collecting three items - believing this was the initiation to the Mythics' Guild - the blade of Eleyon, the cloak of Shadows and the Vulnerability Potion (made from the bloodyield, pure ectoplasm and an un-chosen solid that would reflect upon the mind in some way - boiled in hellfire and bathed in starlight).
Upon giving Durial these items, he exists the guild. Of course, Durial was not from our time and left the guild into the 0th Age. As there were no repercussions of our actions, it is to be assumed that was succeeded in rectifying what we've done. However, that's just the optimists way of looking at things. In the present, we haven't yet done anything. But we are not alone. During the second part of the quest wherein we must collect countermeasures to our previous toils, the main personality is our future-self - however, we don't learn this until later, either. The only decided item that we would require to collect was the Rising Sun.
After obtaining these items, we are then required to return to the past in order to fight Durial and prevent him from succeeding. To do this, we must unlock the chamber of fate that resides in the centre of the guild. The guildmasters, the wraiths, will not help you and you will only have the aid of your futureself. He instructs you that their is one additional item that you require, and one that you have held before - the Enchanted Key. To activate the key within the chamber of fate, three present-tense Mythics must stand about the plinth and will it to work - ourselves being one, we must convince the another two to help us. I think the Wise Old Man was decided as one of said Mythics, it's possible that Bob the Cat could be our second (and the hint towards this would be Robert the Strong having a chin wag with us during the quest).
Within the past, some epic fight must occur. Durial will believe us to be Guthix, having traversed time, and will fight us over that though. At one point he will claim that even if we are not Guthix now, we will become "Guthix". Success is required to further the quest, but death applies as with any quest. After defeating Durial we hear a voice echo within our head - to be speculated as Guthix.
Your quest is over. However, there is an additional segment to the quest (sort of like the wish list) where we can aid our past selves complete the quest. This is required so has to keep the flow of time in flux - as we were helped by ourselves, we must return the favour.
Last edited by 3mptylord on Tue Mar 22, 2011 2:28 am; edited 25 times in total
Re: Mythics: Stagnant Discussion
Yeah, I'd try to avoid as little in-game content as possible with the labors, just so that we don't alter things too drastically.
Jeeves- Advocate
- Number of posts : 606
Re: Mythics: Stagnant Discussion
I barely know what the poison wastes are either, so it's probably best that we go with lumbridge swamp. Also, I suggest shortening the dialogue with the guards. Maybe it could fade out into the messages you posted for each guard with the words: "After a lengthy conversation about duty and {other BS}<-- wages...".
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
Well then, I'll write the 3rd Labour then. I hope it will be just as awesome, as if Jeeves had made it
Ruy112- Partisan
- Number of posts : 1623
Age : 29
Location : Denmark
Re: Mythics: Stagnant Discussion
Trix, Jeeves MAY have intended that with "and some lengthy conversation later". Only maybe, he may have intentionally wanted players to suffer in our hardest quest to date.
Re: Mythics: Stagnant Discussion
Ok. I've updated my post on the authors, but I would like a list of who's writing what.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
All I did was copy/paste your list of the labours and add names to them.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
This was originally 3mpty's idea, but I agreed to post it.
We should make a 14th Labour based on Charlie the Unicorn (If we consider Durial being the 13th)
Anyway, we find the hidden Unicorn Statue and it summons two unicorns that we need to escort to Candy Mountain.
Here's the video, so you know what we are talking about.
https://www.youtube.com/watch?v=Q5im0Ssyyus
We should make a 14th Labour based on Charlie the Unicorn (If we consider Durial being the 13th)
Anyway, we find the hidden Unicorn Statue and it summons two unicorns that we need to escort to Candy Mountain.
Here's the video, so you know what we are talking about.
https://www.youtube.com/watch?v=Q5im0Ssyyus
Ruy112- Partisan
- Number of posts : 1623
Age : 29
Location : Denmark
Re: Mythics: Stagnant Discussion
3mpty, I didn't know you loved unicorns so much...
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
I want a conversation .
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
If 3mptylord likes unicorns...then he'll be roaring to kill poor diomedes...
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Mythics: Stagnant Discussion
To set the record straight on the second labor, you do actually have to have a lengthy conversation (complete with options) for each guard! Hooray for suffering!
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
Would the mares be calmed by feeding them? As with most interpretations of the myth. From what I've heard of Ruy's, you do not killed Cerina (as Heracles doesn't in mythology) - I was just wandering if it was your intention for us to kill the mares, or remove the relic from them after having made it possible to do so.
Am I right in assuming that, unlike Jeeves' published two and Ruy's, you aren't going to use Dark Sylvania's art? Well, we aren't using it in sense we expect Jublex too... just, it saves time creating an appearance. And that we are actually chasing four mares, not some anthropod.
Trix, I'm doing Erymont.
EDIT:
Oh and wow. When I asked RuneScape or Instances, I never at the time thought we'd be doing instances within RuneScape (I even proposed the other way around lol). I like it.
Am I right in assuming that, unlike Jeeves' published two and Ruy's, you aren't going to use Dark Sylvania's art? Well, we aren't using it in sense we expect Jublex too... just, it saves time creating an appearance. And that we are actually chasing four mares, not some anthropod.
Trix, I'm doing Erymont.
EDIT:
Oh and wow. When I asked RuneScape or Instances, I never at the time thought we'd be doing instances within RuneScape (I even proposed the other way around lol). I like it.
Last edited by 3mptylord on Thu Feb 18, 2010 11:46 am; edited 1 time in total
Re: Mythics: Stagnant Discussion
Yes the feeding will be an important detail...and will have some quite disastrous consequences...
goblin village = yummy
goblin village = yummy
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Mythics: Stagnant Discussion
Oh, so not quite the same then? Lol, Heracles kills Dio-whathisname and feeds him to the mares. Well, this is just from reading Wiki. Whilst they are calm, Heracles muzzles them and walks them back. Rather than the last step - remove the relic and the instance fades. But what direction did you have in mind?
Ooh, yummy goblins.
Ooh, yummy goblins.
Re: Mythics: Stagnant Discussion
Can we kill the goblins please? I mean, keep them dead.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
I don't mean the Dorgeshuun, just those two annoying generals.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
---------------
The Fourth Labour
---------------
Confident now that he could face any challenge the guild presented, our hero stood before the fourth statue. It definately left nothing to the imagination - a boar, plain and simple. Running his hand along it's rock body, our hero marvelled at its size. Although, he did not suspect for a second that which guards the relic would resemble this boar - what with the three anthropods he'd already faced. His eyes sunk to a the inscription;
Not too distant in the past,
Out of windows it was cast,
But smell and infection it did cause,
So down below to was forced.
You: Eeeh, I suppose it nearly rhymes.
Being the historian our player was, he instantly made the connection. Sewage. Before the first sewer it was cast out of windows in to the streets - but it smelled and, quite obviously, was part of the cause for mass infection. But which sewer? Varrock or Ardougne. Varrock was closest, so our adventurer made the trek south. Lifting the manhole cover, the player peers inside.
You: What am I affraid of? I've been down there countless times! Plus... what could the boar possibly have that an immortal lion, and never-ending dragon and a faster-than anything hind?
The player, just about to lower himself into the tunnel, is started when Phingspet and Grimesquit burst out. They are hysterical, screaming something fierce.
Grimesquit (frightened): IT WAS MONSTROUS! Oh snap out of it girl!
Phingspet was cowering, speaking nothing but garble.
You: What's down there?
Grimesquit: Nothing natural, I'll tell you! If you raised your hand to hide the bust down, I would tell you it's a boar. I would. BUT IT WASN'T!
You (curious): A boar? Like... someone had spliced a boar with a man?
Grimesquit (suspicious): EXACTLY! Why? What d'you know of it?
You: Nothing, unfortunately.
Grimesquit: We'd been hearing noises coming from deep within the sewer all morning, we thought someone must've flushed something and it was caught in the pipes! We sent Pholus in to snoop around but, well--
You: Well?
Phingspet (derranged): IT WAS HORRIBLE!
You: Wait? Who's Pholus?
Phingspet: My nephew! He was visiting his aunt, and neither of us could fit into the pipe... not that'd you'd need to now, the blasteding hole the beast made!
Grimesquit: Our nephew.
The hero clambered into the sewer and imediately spied the gaping hole to the east. The air was rancid with sewage, and pipes lined what he could only assume to be a maze of corridors. From where he stood it was either left or right. Deciding left, the player followed it to the first corner - clambering over half a dozen obstructing pipes, all chilling to touch. Peering around the corner, our hero heard a small cry for help.
You: Pholus?
Voice: HELP!
You: Hold on!
Checking behind him, our hero darted around the corner and down the corridor. Thud. Thud. The floor began to tremmer, and the hero slowed to listen. CRASH! A gleam of red burst from an unseen turning ahead and smashed into the wall opposite. The hero couldn't help be snort to himself. The beast picked its hands up and pushed himself out of the crator it had created. Snortiing loading, it turned to the player. Grimesquit was right, from the neck up it was definitely a boar... but down it was a clad or gleaming red armour, or, very metallic looking skin. His kneeds and shoulders were adorned with huge tusks, much like the ones on his helmed snout. And a battleaxe. No, warhammer? Half and half. A large semi-circle blade with near-random serations attached to the hind of a large, blunt, boar-head; tusks and all.
You: Hey?
He couldn't think of anything else, but either way, in a matter of seconds he found himself turn-tailed and running in the opposite direction back up the corridor. But the beast was mighty fast. Before he could get around the corner, the beast clipped our hero's side with his waraxe (or should I say battlehammer?) sending him flying into the opposite wall. The boar, fuelled with momentum, crashed into the wall again. Wincing in pain, our hero picked himself up. Now, I don't know if he thought he was being clever, or whether he was just being stupid, but our hero raised his sword and brought it crashing down on the boar's plated body. CLANG! Nothing... not a dent.
Erymont: HAH! *snort* You can't hurt me!
You: Oh, so you do talk...
Erymont: You won't for much *snort* longer!
Erymont raised his hands to the wall again to push him off, but our hero had already vanished. Hoping that he would tire, like the hind, our hero resorted to a twisted game of cat and mouse. Allowing Erymont to charge at him only to duck out of the way at last minute. But Erymont didn't tire, nor was he scathed from the many collisions, or that we were luring him with the same trap. Erymont has an unstopable momentum, and a near-invulnerable form.
You: Why won't you just die!
Erymont: *snorts* Because...
A pipe bursts above Erymont and showers him in freezing water.
Erymont: ARGH!
Erymont charges again and the hero runs.
You: You're slower!
Erymont: *snort* I AM NOT!
You: Yes, yes you are! I couldn't out run you before... I can now.
Erymont: RrroooOAR!
It was suddenly so simple. Our hero lead Erymont into each and every extruding pipes, each one slowing him until; THUD. Crunch-time had come around once too many and Erymont's weakened state left him collapsed on the ground.
Hopeful, the player tries to remove the armour. Again, it wouldn't budge. Sighing, our hero retreives the mighty weapon.
Voice: Uurm, help!
You: One sec.
Our hero spies the young lad behind a grill.
You: Who'd you get in there?
Pholus: The grill was loose when I climbed in. But... that boar thing slammed into the wall trying to get at me and I can't budge it.
You: Hmmm...
Our hero raises the warhammer-thing. Suddenly enraged, he finds himself stampeding forward before swinging the weapon into the wall - sending pieces of rubble flying violently in all directions.
Pholus: Thanks.
Leading Pholus toward the exit, our hero climbs through the hole.
Grimesquit: Hello you, fancy you being down here.
Phingspet: Where'd you come from?
You: Huh? I was leading...
Our hero doesn't even bother explaining... the hole behind him had vanished, and Pholous and all that had happened was no doubt an illusion.
You: Actually... nevermind.
Grimesquit: Pah!
The Fourth Labour
---------------
Confident now that he could face any challenge the guild presented, our hero stood before the fourth statue. It definately left nothing to the imagination - a boar, plain and simple. Running his hand along it's rock body, our hero marvelled at its size. Although, he did not suspect for a second that which guards the relic would resemble this boar - what with the three anthropods he'd already faced. His eyes sunk to a the inscription;
Not too distant in the past,
Out of windows it was cast,
But smell and infection it did cause,
So down below to was forced.
You: Eeeh, I suppose it nearly rhymes.
Being the historian our player was, he instantly made the connection. Sewage. Before the first sewer it was cast out of windows in to the streets - but it smelled and, quite obviously, was part of the cause for mass infection. But which sewer? Varrock or Ardougne. Varrock was closest, so our adventurer made the trek south. Lifting the manhole cover, the player peers inside.
You: What am I affraid of? I've been down there countless times! Plus... what could the boar possibly have that an immortal lion, and never-ending dragon and a faster-than anything hind?
The player, just about to lower himself into the tunnel, is started when Phingspet and Grimesquit burst out. They are hysterical, screaming something fierce.
Grimesquit (frightened): IT WAS MONSTROUS! Oh snap out of it girl!
Phingspet was cowering, speaking nothing but garble.
You: What's down there?
Grimesquit: Nothing natural, I'll tell you! If you raised your hand to hide the bust down, I would tell you it's a boar. I would. BUT IT WASN'T!
You (curious): A boar? Like... someone had spliced a boar with a man?
Grimesquit (suspicious): EXACTLY! Why? What d'you know of it?
You: Nothing, unfortunately.
Grimesquit: We'd been hearing noises coming from deep within the sewer all morning, we thought someone must've flushed something and it was caught in the pipes! We sent Pholus in to snoop around but, well--
You: Well?
Phingspet (derranged): IT WAS HORRIBLE!
You: Wait? Who's Pholus?
Phingspet: My nephew! He was visiting his aunt, and neither of us could fit into the pipe... not that'd you'd need to now, the blasteding hole the beast made!
Grimesquit: Our nephew.
The hero clambered into the sewer and imediately spied the gaping hole to the east. The air was rancid with sewage, and pipes lined what he could only assume to be a maze of corridors. From where he stood it was either left or right. Deciding left, the player followed it to the first corner - clambering over half a dozen obstructing pipes, all chilling to touch. Peering around the corner, our hero heard a small cry for help.
You: Pholus?
Voice: HELP!
You: Hold on!
Checking behind him, our hero darted around the corner and down the corridor. Thud. Thud. The floor began to tremmer, and the hero slowed to listen. CRASH! A gleam of red burst from an unseen turning ahead and smashed into the wall opposite. The hero couldn't help be snort to himself. The beast picked its hands up and pushed himself out of the crator it had created. Snortiing loading, it turned to the player. Grimesquit was right, from the neck up it was definitely a boar... but down it was a clad or gleaming red armour, or, very metallic looking skin. His kneeds and shoulders were adorned with huge tusks, much like the ones on his helmed snout. And a battleaxe. No, warhammer? Half and half. A large semi-circle blade with near-random serations attached to the hind of a large, blunt, boar-head; tusks and all.
You: Hey?
He couldn't think of anything else, but either way, in a matter of seconds he found himself turn-tailed and running in the opposite direction back up the corridor. But the beast was mighty fast. Before he could get around the corner, the beast clipped our hero's side with his waraxe (or should I say battlehammer?) sending him flying into the opposite wall. The boar, fuelled with momentum, crashed into the wall again. Wincing in pain, our hero picked himself up. Now, I don't know if he thought he was being clever, or whether he was just being stupid, but our hero raised his sword and brought it crashing down on the boar's plated body. CLANG! Nothing... not a dent.
Erymont: HAH! *snort* You can't hurt me!
You: Oh, so you do talk...
Erymont: You won't for much *snort* longer!
Erymont raised his hands to the wall again to push him off, but our hero had already vanished. Hoping that he would tire, like the hind, our hero resorted to a twisted game of cat and mouse. Allowing Erymont to charge at him only to duck out of the way at last minute. But Erymont didn't tire, nor was he scathed from the many collisions, or that we were luring him with the same trap. Erymont has an unstopable momentum, and a near-invulnerable form.
You: Why won't you just die!
Erymont: *snorts* Because...
A pipe bursts above Erymont and showers him in freezing water.
Erymont: ARGH!
Erymont charges again and the hero runs.
You: You're slower!
Erymont: *snort* I AM NOT!
You: Yes, yes you are! I couldn't out run you before... I can now.
Erymont: RrroooOAR!
It was suddenly so simple. Our hero lead Erymont into each and every extruding pipes, each one slowing him until; THUD. Crunch-time had come around once too many and Erymont's weakened state left him collapsed on the ground.
Hopeful, the player tries to remove the armour. Again, it wouldn't budge. Sighing, our hero retreives the mighty weapon.
Voice: Uurm, help!
You: One sec.
Our hero spies the young lad behind a grill.
You: Who'd you get in there?
Pholus: The grill was loose when I climbed in. But... that boar thing slammed into the wall trying to get at me and I can't budge it.
You: Hmmm...
Our hero raises the warhammer-thing. Suddenly enraged, he finds himself stampeding forward before swinging the weapon into the wall - sending pieces of rubble flying violently in all directions.
Pholus: Thanks.
Leading Pholus toward the exit, our hero climbs through the hole.
Grimesquit: Hello you, fancy you being down here.
Phingspet: Where'd you come from?
You: Huh? I was leading...
Our hero doesn't even bother explaining... the hole behind him had vanished, and Pholous and all that had happened was no doubt an illusion.
You: Actually... nevermind.
Grimesquit: Pah!
Re: Mythics: Stagnant Discussion
Wait...okay...are they all _____ headed-humans?
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Mythics: Stagnant Discussion
I think the bosses were suppose to be anthropods
Although I need to consult with Jeeves, when we have the gauntlets I got the impression we put them on the statue... on as in make the statue wear them. But if the statue is a lion, how would an anthro-lions gauntlets fit? Or did you just mean to place it on(top) of the statue/some plinth.
Although I need to consult with Jeeves, when we have the gauntlets I got the impression we put them on the statue... on as in make the statue wear them. But if the statue is a lion, how would an anthro-lions gauntlets fit? Or did you just mean to place it on(top) of the statue/some plinth.
Re: Mythics: Stagnant Discussion
Not all of the labours are humanoid, although the majority of them are. The Stables thing for example. Not to mention the Mares, Cereberus and the golden apples.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
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