[Quest series] The Mystic Tome/ Murk the Mephit
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[Quest series] The Mystic Tome/ Murk the Mephit
I suddenly got a strange idea for a new module.
Your objective in the first module is to enter an ancient temple and to fight your way through bunches of Cobols, Lumpkins, Ulnas, Trogs, tranches and such critters to obtain "the Mystic Tome" from a chest while protecting Murk the Mephit (the pet of Fruzim, a wizard and friend of yours, who went to Great Woods for vacation). (The mephit has, of course, much better defense stats and more HP compared to a standard mephit. Otherwise it would be horribly difficult.)
The module is kind of straightforward (few riddles and puzzles) compared to others like Wizard Starter or Sand Palace, but there are many ways to trick enemies (pits, switch doors to squish Tranches... and so on.)
In the next module you are at Fruzim's private library (should be in similar style like the Wizard Starter), and you must protect the mephit from a bunch of self-proclaimed heroes (like... an overconfident adventurer, a tech-freak G'nome, a macho soldier, an arrogant Elven Archer who feels very 1337ish, a Knight Templar healer who burns every book in sight and a Chaotic Evil mage) employed by Klestor, a mad alchemist who wants to cook the poor Mephit and brew a special potion using an ancient recipe from the book. The "heroes" (who are immortal in this module because they are needed in the storyline later, but you can knock them out for a while, much like Ghouls) manage to lock a door and try to steal/destroy the Mystic Tome, what of course must be prevented by handling the door system quickly and saving the Tome (and the Mephit must also stay alive).
The aforementioned group should have little dialogues once and again... and you could observe them with a magical device (Tellyvison? Wabkem? ) or a G'nomish telescope to see them breaking through your defenses and talking.
Next night, Klestor sent a rogue who successfully stole the mephit and ran away with it. Thankfully, Klestor is busy with something else and not at home. Now you must intrude into his mansion, avoid mean traps, find the key for the cage, free the Mephit and defeat the Rogue.
The following module is mainly a fight against the Hero Wannabes, who want to get rid of Klestor's main enemy, which is you. You must get rid of them instead and still protect the annoying little mephit.
An epic intrusion into Klestor's laboratory with many puzzles and poor Cobols abused as experiment targets and turned into Super Soldier-like mutants follows. It is crowned by a boss fight against him. He has an enchanted Cinquedea many strange potions and spells like Lightining (or Storm if he should be really mean), Invisibility, Size, Shock, Protection or maybe Shield, Fireball... the list goes on.
(Like every evil connected to magic, he will return as a variant of the lich... possibly as a Demilich, Revenant or such. An undead horse trope is this.)
Your objective in the first module is to enter an ancient temple and to fight your way through bunches of Cobols, Lumpkins, Ulnas, Trogs, tranches and such critters to obtain "the Mystic Tome" from a chest while protecting Murk the Mephit (the pet of Fruzim, a wizard and friend of yours, who went to Great Woods for vacation). (The mephit has, of course, much better defense stats and more HP compared to a standard mephit. Otherwise it would be horribly difficult.)
The module is kind of straightforward (few riddles and puzzles) compared to others like Wizard Starter or Sand Palace, but there are many ways to trick enemies (pits, switch doors to squish Tranches... and so on.)
In the next module you are at Fruzim's private library (should be in similar style like the Wizard Starter), and you must protect the mephit from a bunch of self-proclaimed heroes (like... an overconfident adventurer, a tech-freak G'nome, a macho soldier, an arrogant Elven Archer who feels very 1337ish, a Knight Templar healer who burns every book in sight and a Chaotic Evil mage) employed by Klestor, a mad alchemist who wants to cook the poor Mephit and brew a special potion using an ancient recipe from the book. The "heroes" (who are immortal in this module because they are needed in the storyline later, but you can knock them out for a while, much like Ghouls) manage to lock a door and try to steal/destroy the Mystic Tome, what of course must be prevented by handling the door system quickly and saving the Tome (and the Mephit must also stay alive).
The aforementioned group should have little dialogues once and again... and you could observe them with a magical device (Tellyvison? Wabkem? ) or a G'nomish telescope to see them breaking through your defenses and talking.
Next night, Klestor sent a rogue who successfully stole the mephit and ran away with it. Thankfully, Klestor is busy with something else and not at home. Now you must intrude into his mansion, avoid mean traps, find the key for the cage, free the Mephit and defeat the Rogue.
The following module is mainly a fight against the Hero Wannabes, who want to get rid of Klestor's main enemy, which is you. You must get rid of them instead and still protect the annoying little mephit.
An epic intrusion into Klestor's laboratory with many puzzles and poor Cobols abused as experiment targets and turned into Super Soldier-like mutants follows. It is crowned by a boss fight against him. He has an enchanted Cinquedea many strange potions and spells like Lightining (or Storm if he should be really mean), Invisibility, Size, Shock, Protection or maybe Shield, Fireball... the list goes on.
(Like every evil connected to magic, he will return as a variant of the lich... possibly as a Demilich, Revenant or such. An undead horse trope is this.)
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