Job Title: The Haunting Part II: Exploration
Rank: C
Player Requirements:
1 or more C-rank bare min. One D-rank per C-rank allowed.
-10 posts per player
-250 words per post.
Job Requirements:
-Completed The Haunting Part I
-Upon rolling the boss, no rolls are required no matter how many you had left.
-Requires 5 Rolls +1 per mage
Job Location: Spooky Forest
Job Description: Dark and far into the depths of the spooky forest, not too close...not too far from the dark mage's guild known as Savage Skull, lies a part of the forest in which can drive home nightmares. A few clues(not listed on the part 1) lead you to come here, or was it just subject of fate encounter? The same man that hired you for part 1, has hired you for this part. Though little did you know. He hired you to kill you off. Though if you found clue #10 in part 1, then you're fairly certain you need to be on your guard, and thus you wont be too easily ambushed.Though once you're ambushed then you start to realize this is the time to either turn back and flee(mission end) OR press on and take this into your own hands. Though there is some reward to it all. If you pursue this and explore the spooky forest's rims, you'll find a small hut with a note far too poorly and blood stained to read, though the words you can make out are 'Resurrection' / '--- The drinker' / 'Target' / 'world. ... It has become apparent that be you dark/legal/rune knight/magic counsel, anything this job and what lies beyond is not for a 'side' but rather for you to complete. Inside the hut, is various living things, and a few jewels(See reward).
Note of completion: Once you reach this point (job completion ect... ) some scouts from the near by village find you, they'll escort you out and were saying they were sent to help after they witnessed large packs of animals entering the forest. You are lead back to the village where a man in a shady robe seems pissed, but hey thats...part 3 of the job
Enemies: The only difference in the 'young/normal/greater/alpha' is size. The young are fairly small, almost dog sized, while the alpha is Lion sized.
Blood wolves: APPEARANCE
Weak:
-Blood wolf younger: by far the easiest. They're not puppies no, but rather young blood wolves that typically are still trained enough to do some damage. They come in groups of 3, deal D-rank damage, and can only take D-rank damage before they're dead. They arn't too smart and thus try to travel close together(if you didn't pass part 1 without obtaining clue #10, then this becomes harder by the fact they come in groups of 5)
Normal:
(Note. If you completed the haunting part 1 without obtaining clue #10, then all these rolls instantly become 'strong' rolls)
-Ambush the ambush: You see the five robed figures in their sleep, One is awake, and mumbling your name with the words 'kill' attached to it. They are so easy prey that you can wipe them out with no effort, just make sure the one awake doesn't catch wind of you. Roll a damage dice, if you miss then he takes notice and alerts his comrades.
-Blood wolves: a group of 2 blood wolves appear in the woods, seems they were sent to kill you. They take 1 D-rank hit, and deal C-rank worth of damage. Take them out fast or they'll shread you.
Strong:
Ambush x5: If you didn't kill the ambush yet, then Five robed figures, albino skin, pale green and yellow eyes. Black robes and this time, much like in part 1, they're hardly even a threat but at least they look coordinated now. They do D rank worth of damage with claws hands. C-rank with their dagger they hold. They each have 200HP. They have a dark aura that reduces all D-rank or lower damage by half.
- Terrifying presence: Once you roll the ambush (or killed them in the normal roll) Then this roll can happen. You begin to start to 'see things' out of the corner of your eye as if a presence is lurking in the woods, but magical sense seems to fade and fool you. The presence is hard to trace, the images you see are large bulky creatures that no way could move fast enough to avoid sight like that. Somethings up...something is going on.
-Greater Blood Wolves(after rolling the terrifying presence all strong rolls become this): blood wolves are strong, alpha like bloodhounds that have enough hp to survive C-rank damage, while dealing C-rank Unholy magic damage with a bite. They're typically fast, and come in pairs of three, while they never stay close enough to be subject to AOE, you'll find they circle around your entire group easily, and if you stupidly decided to split up, rolling this means there may be more. 2 per mage in fact. (so if you had 3 mages, then 6 wolves would appear per roll), These are typically the strongest of the pack aside from the alpha
Boss:
-Alpha Blood wolf; The blood wolf alpha has 400hp, can deal C-rank basic damage but it didn't become alpha for no reason. Its fed on life force from the air for awhile now. Each turn it regenerates 5% of it's total HP until killed though once killed it's regen magic is lost, turning its body into ash. The Alpha wolf was traveling with the youngest generation, and training them at the time, and so it comes with x10 (weak roll) Blood wolves
Reward:
-3k Jewels (Only if you searched the ambushers)
-1k Jewels (If you Rped finding the small hut and took the jewels from it)
-200 jewels x # of non-destroyed pelts(max 3k) (to see how many were destroyed take the #of Bloodwolves killed and roll that many damage dice. All 'hits' are to destroyed either by your attack or the pelt itself 'sucked' in nature. All 'misses' are perfect pelts
- Access to The Haunting Part 3: Survival
Rank: C
Player Requirements:
1 or more C-rank bare min. One D-rank per C-rank allowed.
-10 posts per player
-250 words per post.
Job Requirements:
-Completed The Haunting Part I
-Upon rolling the boss, no rolls are required no matter how many you had left.
-Requires 5 Rolls +1 per mage
Job Location: Spooky Forest
Job Description: Dark and far into the depths of the spooky forest, not too close...not too far from the dark mage's guild known as Savage Skull, lies a part of the forest in which can drive home nightmares. A few clues(not listed on the part 1) lead you to come here, or was it just subject of fate encounter? The same man that hired you for part 1, has hired you for this part. Though little did you know. He hired you to kill you off. Though if you found clue #10 in part 1, then you're fairly certain you need to be on your guard, and thus you wont be too easily ambushed.Though once you're ambushed then you start to realize this is the time to either turn back and flee(mission end) OR press on and take this into your own hands. Though there is some reward to it all. If you pursue this and explore the spooky forest's rims, you'll find a small hut with a note far too poorly and blood stained to read, though the words you can make out are 'Resurrection' / '--- The drinker' / 'Target' / 'world. ... It has become apparent that be you dark/legal/rune knight/magic counsel, anything this job and what lies beyond is not for a 'side' but rather for you to complete. Inside the hut, is various living things, and a few jewels(See reward).
Note of completion: Once you reach this point (job completion ect... ) some scouts from the near by village find you, they'll escort you out and were saying they were sent to help after they witnessed large packs of animals entering the forest. You are lead back to the village where a man in a shady robe seems pissed, but hey thats...part 3 of the job
Enemies: The only difference in the 'young/normal/greater/alpha' is size. The young are fairly small, almost dog sized, while the alpha is Lion sized.
Blood wolves: APPEARANCE
Weak:
-Blood wolf younger: by far the easiest. They're not puppies no, but rather young blood wolves that typically are still trained enough to do some damage. They come in groups of 3, deal D-rank damage, and can only take D-rank damage before they're dead. They arn't too smart and thus try to travel close together(if you didn't pass part 1 without obtaining clue #10, then this becomes harder by the fact they come in groups of 5)
Normal:
(Note. If you completed the haunting part 1 without obtaining clue #10, then all these rolls instantly become 'strong' rolls)
-Ambush the ambush: You see the five robed figures in their sleep, One is awake, and mumbling your name with the words 'kill' attached to it. They are so easy prey that you can wipe them out with no effort, just make sure the one awake doesn't catch wind of you. Roll a damage dice, if you miss then he takes notice and alerts his comrades.
-Blood wolves: a group of 2 blood wolves appear in the woods, seems they were sent to kill you. They take 1 D-rank hit, and deal C-rank worth of damage. Take them out fast or they'll shread you.
Strong:
Ambush x5: If you didn't kill the ambush yet, then Five robed figures, albino skin, pale green and yellow eyes. Black robes and this time, much like in part 1, they're hardly even a threat but at least they look coordinated now. They do D rank worth of damage with claws hands. C-rank with their dagger they hold. They each have 200HP. They have a dark aura that reduces all D-rank or lower damage by half.
- Terrifying presence: Once you roll the ambush (or killed them in the normal roll) Then this roll can happen. You begin to start to 'see things' out of the corner of your eye as if a presence is lurking in the woods, but magical sense seems to fade and fool you. The presence is hard to trace, the images you see are large bulky creatures that no way could move fast enough to avoid sight like that. Somethings up...something is going on.
-Greater Blood Wolves(after rolling the terrifying presence all strong rolls become this): blood wolves are strong, alpha like bloodhounds that have enough hp to survive C-rank damage, while dealing C-rank Unholy magic damage with a bite. They're typically fast, and come in pairs of three, while they never stay close enough to be subject to AOE, you'll find they circle around your entire group easily, and if you stupidly decided to split up, rolling this means there may be more. 2 per mage in fact. (so if you had 3 mages, then 6 wolves would appear per roll), These are typically the strongest of the pack aside from the alpha
Boss:
-Alpha Blood wolf; The blood wolf alpha has 400hp, can deal C-rank basic damage but it didn't become alpha for no reason. Its fed on life force from the air for awhile now. Each turn it regenerates 5% of it's total HP until killed though once killed it's regen magic is lost, turning its body into ash. The Alpha wolf was traveling with the youngest generation, and training them at the time, and so it comes with x10 (weak roll) Blood wolves
Reward:
-3k Jewels (Only if you searched the ambushers)
-1k Jewels (If you Rped finding the small hut and took the jewels from it)
-200 jewels x # of non-destroyed pelts(max 3k) (to see how many were destroyed take the #of Bloodwolves killed and roll that many damage dice. All 'hits' are to destroyed either by your attack or the pelt itself 'sucked' in nature. All 'misses' are perfect pelts
- Access to The Haunting Part 3: Survival
Last edited by Raiza on 3rd October 2015, 5:11 pm; edited 1 time in total