Job Title: The Hunt for Red Raktuber
Rank:
B Rank
One Time Only
Player Requirements:
1 or 2 B ranks
or
2 - 4 C ranks
Must be either Dark/Neutral Guild, or Guildless
Job Requirements:
Must Complete Counter Strike!
Posts
30 Posts, 300 Words Each
Must Roll 25 Times
Job Location:
Crescent Island
Job Description:
Some time after completing your previous, non aggressive, encounter with the Magical Council, you received a letter by means of Carrier Phoenix. Ignoring the fact that the letter, and bag on the flaming bird's back didn't burn to ashes, you read it.
"Greetings, we, the magic council that is, have located the source of a possible clue. Due to your involvement in the previous attempt at catching the bandit camp's leader, we only see fit to combine forces again in order to apprehend him. You will find a ferry awaiting you at midnight to transport you to Crescent Island under the cover of darkness.
Don't be late" ~The Magic Council
With this letter you go meet up with the ferry and are transported to the island, where you find more enemies, similar to the ones from Serene Cliff.
Enemies:
Weak: 2x Novice
These fellows are able to use magic to an extent, and are pretty arrogant about their new power. They're not as powerful as their superiors, but they will give you a hard time. These will take 5 hits of B ranked attacks to bring to their knees. The choice to kill them or let them live is yours. The type of magic these monsters use is determined by the 'Fire-Water-Earth' Dice.
Normal: 3x Wizard Bandits
These wizards use magic equal in power to your own, and they have been training their bodies to withstand the force of their own magic. They're physically, and mentally tough and able to withstand all forms of mind control of equal or lesser rank. They use offensive, defensive, or support magic and travel in balance teams of 3 with each member using one of the types. However, they are limited in power as their training is incomplete, and only know 2 spells each. Each of these guys takes 7 B ranked attacks to defeat, and will use each of their spells 1 time each.
Offensive: Use the Block Dice to determine if these hit you
Fire Ball - The wizard fire a ball of fire at you, if successful you take B rank damage and suffer a burn losing 2% HP for 3 posts. This can stack if multiple Wizard Bandits are drawn.
Air Sword - The wizard uses a wave of air to slash you for B rank damage.
Defensive:
Earth Barrier - The wizard erects a large sphere around one of the three wizards protecting them, this sphere is only large enough to protect one of the three, and will only go down once the other two are defeated. While in the sphere, that wizard cannot use his/her magic. This sphere will shatter immediately if put around you or your allies.
Wind Barrier - The wizard uses a gust of wind to deflect one of your own spells back to the wizard who casted it, dealing the rank of that spell and a half to the wizard. (Block Dice will determine if you're hit or not)
Supportive:
Liquid Assist - The wizard uses water magic to allow his/her allies to take 1 extra hit of damage.
Wind Assist - The wizard uses wind magic to speed up the other two by 50%
Strong: 1x Wizard Trainer
These are the ones training the wizard bandits to use magic, be careful as just one of him is the equivalent of the three of his trainee's. He uses the same spells as all three of them. His Earth Barrier is destroyed by 2 B ranks of damage, or 1 A rank of damage. He personally takes 10 hits to down.
Boss: Strange Man
You come across a rather passive man. He looks like a Novice, and doesn't seem all that powerful, but for some strange reason he doesn't attack. He just sits there, calmly drinking tea. He offers you and your allies (if not solo'ing) a cup of tea that you look at hesitantly. To prove that it isn't tainted he takes a fresh straw out of a plastic sleeve and drinks some without giving any signs of nervousness.
"Name's Raktuber." he says while kicking back in his chair.
"Call me Red, the others don't." he adds with a smile.
The strange man informs you that he's been wanting out of this business for the longest time, and will do anything you ask if you can help him. The next 5 posts will be your journey back to the boat, and you must roll 3 times during the process.
When you reach the mainland, Magic Council guards are waiting. You explain the events that occurred on Crescent Island and they calmly take the man away in handcuffs (for safety purposes).
Reward:
20,000 Jewel
Unlock "Hide n' Explode"
Rank:
B Rank
One Time Only
Player Requirements:
1 or 2 B ranks
or
2 - 4 C ranks
Must be either Dark/Neutral Guild, or Guildless
Job Requirements:
Must Complete Counter Strike!
Posts
30 Posts, 300 Words Each
Must Roll 25 Times
Job Location:
Crescent Island
Job Description:
Some time after completing your previous, non aggressive, encounter with the Magical Council, you received a letter by means of Carrier Phoenix. Ignoring the fact that the letter, and bag on the flaming bird's back didn't burn to ashes, you read it.
"Greetings
Don't be late" ~The Magic Council
With this letter you go meet up with the ferry and are transported to the island, where you find more enemies, similar to the ones from Serene Cliff.
Enemies:
Weak: 2x Novice
These fellows are able to use magic to an extent, and are pretty arrogant about their new power. They're not as powerful as their superiors, but they will give you a hard time. These will take 5 hits of B ranked attacks to bring to their knees. The choice to kill them or let them live is yours. The type of magic these monsters use is determined by the 'Fire-Water-Earth' Dice.
Normal: 3x Wizard Bandits
These wizards use magic equal in power to your own, and they have been training their bodies to withstand the force of their own magic. They're physically, and mentally tough and able to withstand all forms of mind control of equal or lesser rank. They use offensive, defensive, or support magic and travel in balance teams of 3 with each member using one of the types. However, they are limited in power as their training is incomplete, and only know 2 spells each. Each of these guys takes 7 B ranked attacks to defeat, and will use each of their spells 1 time each.
Offensive: Use the Block Dice to determine if these hit you
Fire Ball - The wizard fire a ball of fire at you, if successful you take B rank damage and suffer a burn losing 2% HP for 3 posts. This can stack if multiple Wizard Bandits are drawn.
Air Sword - The wizard uses a wave of air to slash you for B rank damage.
Defensive:
Earth Barrier - The wizard erects a large sphere around one of the three wizards protecting them, this sphere is only large enough to protect one of the three, and will only go down once the other two are defeated. While in the sphere, that wizard cannot use his/her magic. This sphere will shatter immediately if put around you or your allies.
Wind Barrier - The wizard uses a gust of wind to deflect one of your own spells back to the wizard who casted it, dealing the rank of that spell and a half to the wizard. (Block Dice will determine if you're hit or not)
Supportive:
Liquid Assist - The wizard uses water magic to allow his/her allies to take 1 extra hit of damage.
Wind Assist - The wizard uses wind magic to speed up the other two by 50%
Strong: 1x Wizard Trainer
These are the ones training the wizard bandits to use magic, be careful as just one of him is the equivalent of the three of his trainee's. He uses the same spells as all three of them. His Earth Barrier is destroyed by 2 B ranks of damage, or 1 A rank of damage. He personally takes 10 hits to down.
Boss: Strange Man
You come across a rather passive man. He looks like a Novice, and doesn't seem all that powerful, but for some strange reason he doesn't attack. He just sits there, calmly drinking tea. He offers you and your allies (if not solo'ing) a cup of tea that you look at hesitantly. To prove that it isn't tainted he takes a fresh straw out of a plastic sleeve and drinks some without giving any signs of nervousness.
"Name's Raktuber." he says while kicking back in his chair.
"Call me Red, the others don't." he adds with a smile.
The strange man informs you that he's been wanting out of this business for the longest time, and will do anything you ask if you can help him. The next 5 posts will be your journey back to the boat, and you must roll 3 times during the process.
When you reach the mainland, Magic Council guards are waiting. You explain the events that occurred on Crescent Island and they calmly take the man away in handcuffs (for safety purposes).
Reward:
20,000 Jewel
Unlock "Hide n' Explode"