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7-9-14: Along the Wayward Shore - Printable Version +- Zelda Universe RPG (https://zurpg.sephiroth.ws) +-- Forum: ZURPG General (https://zurpg.sephiroth.ws/forum-18.html) +--- Forum: Quests (https://zurpg.sephiroth.ws/forum-7.html) +---- Forum: Backlog (https://zurpg.sephiroth.ws/forum-8.html) +---- Thread: 7-9-14: Along the Wayward Shore (/thread-571.html) |
7-9-14: Along the Wayward Shore - WindStrike - 07-09-2014 Moblin (Level: 5) Affinities Nature (Level: 2) Description Origin: The Legend of Zelda Moblins are thuggish, unintelligent, porcine creatures that nonetheless can hold their own in a fight. However, they will submit to a higher command if they are ordered as such. Item Drop
Add Bait to your Misc Code:Select All [box=Bait][list] Add Spear to your Weapons Code:Select All [box=Spear][list] Add Dragon's Blood Armor to your Armors Code:Select All [box=Dragon Blood's Armor][list] Skills Mob Mentality (Innate)
Ram (Active)
Spells Heal Beam (Support)
Guard (Support)
Items Spear (Weapon)
Dragon Blood's Armor (Armor)
Wisp (Level: 5) Affinities Light (Level: 2) Description Origin: ZURPG The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are quite fragile. They do aid allies whenever they can. Replaced Drop
Add Level 1 Light Scroll to your Misc Code:Select All [box=Level 1 Light Scroll][list] Skills Warp Shield (Innate)
Light Orb (Active)
Spells Blind
Enlighten (Support)
Interloper Hatchling (Boss) Affinities Shadow (Level: 3) Description Origin: ZURPG A being of darkness that can change forms for short instances. For whatever reason, its primary form is the armored Zora in Lightwall's vision. Despite it being a hatchling, it still has many powers and is quite dangerous. Skills Change Forms
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RE: 7-9-14: Along the Wayward Shore - Darklink42 - 11-15-2014 Quest Summary Session 1
Joseph Lightwall wakes up on the shoreline of an ocean to the sound of seagulls. A Zora pleads with him to locate the wayward shore beyond the Moblin Forest, before Lightwall then wakes up in Hyrule field. His former party having wandered off while he overslept, he elects to take a ride in a caravan wagon to Lake Hylia instead of following after them. An affable old man named Barly Jones regales him with stories of his prior life, and rambles on about a great many things besides. Our hero, momentarily distracted, recalls his strange dream and inquires about the Moblin Forest, which happens to be above a cliff on the other side of the lake. The climb up a crumbling staircase proves uneventful. The forest, on the other hand, is dark and lonely, and despite Lightwall’s efforts to emulate Solid Snake, his sneaking isn’t so successful. A Canadian Moblin attacks him in a hidden grove in the forest, eh. The battle goes about as well as one can expect when taking on a massive 7-foot tall man-beast solo, though in the end good triumphs over evil with the aid of a forest Wisp. The Moblin, now under Lightwall’s command, leaves the grove. The fairies and wisps of the forest makes a request of their new hero: help them rid the forest of whatever dark presence has darkened the generally brighter forest. As with most fairy fountains, the Moblin Forest fairy fountain has been corrupted, presumably by Agahnim. This has, in turn, corrupted the woods they love so much. In return for undertaking this quest, the fairies promise to take the Hylian to an ocean shoreline they know of nearby… Session 2
The Wisp from the earlier battle leads Joseph Lightwall back into the darkened woods, stopping only briefly to awaken the Moblin from earlier in order to bolster their numbers. Though their guide seems uncertain, an hour of careful trekking through the trees brings the party to a veil of Windst--darkness which Wisp's light cannot dispel. With mounting trepidation, they enter the darkness only to find themselves face to face with one of the many corrupted fairy fountains dotting Hyrule. The Wisp can only explain so much, and casts a spell of enlightenment on the Moblin. With his newfound neural capabilities, the moblin explains how Agahnim was able to get away with poisoning the fountain, and is about to go on a massive trip with his newly discovered ego, when the spell wears off again. In a fit of supreme bravery (or perhaps denseness), Lightwall actually steps into the fountain and is immediately sucked into an inky void. He shrugs off the malevolent forces in his head, and tries his best to navigate a nightmarish horrorscape conjured up by the corruption. Visions of strange buttons, laughing Poe souls, and a pressing urge to sleep all attempt to hinder the hero and his Moblin friend, but to no avail. Finally, the darkness coughs up a dark version of the dream Zora, but in an extraordinary fit of intelligence, the Moblin figures out before Lightwall that the Hylian controls the path they’ve been wandering around on. They get creative with this knowledge, trapping the shadow in its own darkness. Nightmare logic being what it is, this not only works, but a healing beam proves to be the solution to chains of darkness that suddenly surround the party as well. Boss music swells up, things look grim, and Dark Link(42) briefly pops his head into the story before everything fades to Loading. Session Final
In the darkness generated by a corrupt fairy fountain, Joseph Lightwall, a Wisp, and a Moblin freshly christened Moe square off against The Interloper (A Twilight Princess Dark Link™.) The initial volley of attacks from the party land true, but the boss has a great many tricks up his shadowy sleeve. He takes the form of Dark Link (No, not THAT one) and wails on the party with his mirror shield and the Megaton hammer, because cheaters do prosper. Although the fairies within the fountain seem to be awakening, the rage of Joseph Lightwall is not to be denied and he continues to struggle against the dark forces of the Interloper futilely. The boss traps the Hylian in a dark bubble after taking the form of a Poe. Moe responds in kind by first freeing his master, and then by using the power of the Slam Jam, which not even a being of pure darkness can resist. Still, the boss’s charge meter fills, enabling it to fully realize it’s potential. The boss evolves into Reaper Poe. The Wisp is finally able to break through the weakening darkness barrier, enough to give the party some much needed support. In a moment worthy of any decent JRPG, Lightwall creates a Lightsword and fires a Lightbeam into the boss, simultaneously defeating it and cleansing the fountain. Wisp keeps its end of the bargain and leads the Hylian to an ocean shore on the eastern edge of the forest. They discover a skeleton, just kicking back and watching the sunset. Lightwall is saddened to discover that this is the Zora that contacted him, although he also finds a set of Zora armor and a mysterious note. The note reveals that the remains are not, in fact, those of the Zora after all, but instead just a goofy prop left by Lightwall’s father, who seems to be a prankster among other things. He challenges his son to find him, but it is here that the record of this particular quest ends. |