Job Title: The Haunting part IV: The Gatekeeper
Rank: A
Player Requirements:
-Must have at minimum 2 A-rank mage equivalent(I.e 2 B-rank = 1 A)
-Must be at least B-rank
-Completed the haunting part III
Job Requirements:
-30 posts at bare minimum
-6 Dice rolls before you can encounter boss(if you rolled boss as a true roll, ignore and go to as if you rolled strong-Boss)
-Courage/Guts. Cannot rp a character that is too scared normally, or will be unable to complete job
-325 words per post
-Must defeat boss
Job Location: Spooky forest > Underground
Job Description:
Enemies: When you roll, you roll 2 monster dice at a time. The FIRST dictates weak/normal/strong/boss. The second dictates what KIND of weak/normal/strong/boss you rolled. Rolling Boss on the first dice is an auto Strong-Boss
Weak: ITS A TRAP!!! : you set off a trap. See spoiler to see what kind of trap!
Normal:Guards? Guards here?
Strong: Minotaur: Pray you dont end up the alpha, these are strong, brute, hard hitting creatures
Boss: This is an incredibly fast, strong and versatile creature adept with magic. Which seems to be out of the norm since you've encountered many magic less beings so far. Though with all that you've fought so far. You wonder why you encounter something so... small? Before you stands a figure, human sized that steps out from the darkness, a cold laugh as he stands on top of the blood ritual circle. The man you chased? Dead... at this gatekeeper's feet. A stone broke in the boss's hand as he frowns at you, ready to kill. The boss is an S-rank Mage in ALL calculations(meaning 500hp)
Upon beating the demon, his blood explodes out, covering the entire room in a sticky crimson mess, but triggers the gate. A portal opens up, and access to the next Job is allowed. Though... do you dare? you notice the portal rejects you if you're not ready. Perhaps at least try to become ready.
Though a second factor happens. You notice the portal begins to shrink as you walk away, but expand as you return. It is fed on magic, and requires a larger group of magic to even try to enter.
One of three things happen as you leave to regroup(or if you go to continue).
If you are legal/Good alignment: Rune knights come to talk to you, inform them what you've found as you notice they approached you fairly quickly, looks like they were scared to go themselves, but are happy to know a demon is dead. They warn going inside the portal could mean anything even death as they've not explored it themselves. They lost too many men trying to beat this gatekeeper.
If you are Guild-less...no one came cause no one cared
If you are illegal/Dark alignment then a band of cloaked figures approach you. The old man that seemed to drool and mutter in the inn has come back, but more youthful than before. He exclaims that it was a trick to see your true actions, and that this is not a matter of dark or light but a matter of survival, the demon you just killed had wiped out their entire guild, as thousands of Alpha minataurs had rampaged their base. This portal must just be a way to the true base of what ever is coming your way....Good luck.
Reward:
-20k Jewels
-Access to the Haunting part V
Rank: A
Player Requirements:
-Must have at minimum 2 A-rank mage equivalent(I.e 2 B-rank = 1 A)
-Must be at least B-rank
-Completed the haunting part III
Job Requirements:
-30 posts at bare minimum
-6 Dice rolls before you can encounter boss(if you rolled boss as a true roll, ignore and go to as if you rolled strong-Boss)
-Courage/Guts. Cannot rp a character that is too scared normally, or will be unable to complete job
-325 words per post
-Must defeat boss
Job Location: Spooky forest > Underground
Job Description:
Enemies: When you roll, you roll 2 monster dice at a time. The FIRST dictates weak/normal/strong/boss. The second dictates what KIND of weak/normal/strong/boss you rolled. Rolling Boss on the first dice is an auto Strong-Boss
Weak: ITS A TRAP!!! : you set off a trap. See spoiler to see what kind of trap!
- ITS A TRAP!!!!:
- (Inside this spoiler will take your 'second roll' as to what kind of trap
-weak: Arrow trap. Well some how you caused arrows to be sent towards your group. Anywhere from 10-50 arrows of C-rank non-magical is sent your way
-Normal: Spikes Galore!: Spikes from the walls, or the floors or anywhere really, though you can hear it about to be triggered, either way the moment pressure is released by the some how touching the trap trigger/rope/line/pressure plate ect... Then 3foot spikes are sent out from a direction. These are C-rank non-magical powered
-Strong: Shifting trap: A sudden shift in the corridors. A wall where it wasn't used to, and a new entrence, perhaps back tracking or simply destroying the new wall (A-rank damage required) Either way if you have to reroute, add +2 to your posts required.
-boss: Gas trap: Hope you have some method to avoid this, or you'll be hating the one that set the trap off. This adds 5posts to the total posts required IF over half of the party gets hit by the gas and breaths it in.
Normal:Guards? Guards here?
- GUARDS!!!:
- (Inside this spoiler will take your 'second roll' as to what kind of guard
-weak: patrolmen: Well, this is a simple Downed with a couple C ranks fairly easily can only do C-rank damage, basic mage with a shield and a spear
-Normal: x4 Patrolmen: seems you ran into a squad of these guys. There are four of them they can take a few C-ranks worth of damage each. They're equiped with a shield and spear dealing C-rank worth of damage. Though they defend each other fairly well, and all damage seems to be 10% less to them.
-Strong: Guard Captain : Accompanied by two Patrolmen, this guard Captain has full Strong(+) gear. Shield/sword/Armor and B-rank mage HP. Not the greatest but there is a chance that hes not the only captain you'll run into in this labyrinth of rooms
-boss: Guard Commander: Guess you just ran into the wrong squad or they caught up with you in this area. The Guard commander is followed by x8 Patrolmen. Get to work, cause hes got A-rank mage HP with Strong(+) gear.
Strong: Minotaur: Pray you dont end up the alpha, these are strong, brute, hard hitting creatures
- A Minotaur here?:
- (Inside this spoiler will take your 'second roll' as to what kind of Minotaur you face)
-weak: Rampager: Not smart at all, just runs with head down at you, disregarding anything else, The ram does B-rank to you, and hes so weak that a C-rank can destroy them fairly easily. Just goes to show, might want to start paying attention to how you fight.
-Normal: Berserk: Duel axe wielding that each hit does B-rank to you, Has 200HP, and is ready to fight. Stands at roughly 7 feet tall, immensely strong and if compared to a mage, would be a B-rank mage with a 50% increase to strength.
-Strong: Destroyer: A giant maul wielding Minotaur that the maul does A-rank damage, and it alone weighs over a hundred or so pounds. They're fairly endurant and have 250HP, all their attacks are considered 'heavy'
-boss: Gate captain: A gate captain isn't the gatekeeper but these rather guard important hallways or rooms prior to the gatekeeper room. Be wary, they are strong, 15foot tall, bulking creatures. Each run in is going to hurt, or be fairly 'tough' They're typically enraged too, so be careful. No easy way out, they'll rampage through walls to get to you, and they have two forms of an attack. Rampage charge which does A-rank+50% on impact. or Axe swing which does A-rank. They could obviously punt or punch you but thats just around B-rank unarmed melee for that one. Typically has about 300hp
Boss: This is an incredibly fast, strong and versatile creature adept with magic. Which seems to be out of the norm since you've encountered many magic less beings so far. Though with all that you've fought so far. You wonder why you encounter something so... small? Before you stands a figure, human sized that steps out from the darkness, a cold laugh as he stands on top of the blood ritual circle. The man you chased? Dead... at this gatekeeper's feet. A stone broke in the boss's hand as he frowns at you, ready to kill. The boss is an S-rank Mage in ALL calculations(meaning 500hp)
- Boss Appearance:
- Boss Magic:
- Otherwise known as a special little slayer magic known as 'Blood Dragon Slayer, able to consume blood to recover health and mana, as well if you perform and healing spells, he consumes the life that it'd heal as well. Basically...heal yourself and he gets a free heal too! so make sure it counts
His spells/abilities are the following
Demon Rend: All melee attacks are magic spell damage based with the elemental qualities of "Dark/Demonic/Holy/Fire" meaning even a slayer cannot absorb unless they can also consume those other three. Fire Demon slayers can partially consume it and only consume half, but take the rest in damage trying.
Demon Guard: Reduces all incoming damage by 25points making D-rank spells 100% worthless to try and use as they'll be reduced to nothings. This also protects 50% against ailments such as paralyzing or poison, but 100% against things such as sleep/fear.
Demon Takeover; A full take over spell increasing strength/speed by 100%, as well as growing to a new form. This Ability is triggered at 25% HP. It grows to a height of 20ft tall. Oozes liquid fire from pours on it's body, being fully immune to fire by this point, but being twice as weak to water. Quadra weakness if they're a slayer with water.
Manipulation of Blaze: A Blue and black flame is all the ranged offense this boss needs. Can only use it slightly however to create small objects of fire to haul at the enemy, or create barriers to defend himself. Though typically the longer the fight drags on the easier it is to break past as this is only B-rank in strength at any time. If he tries to blanket with it(aoe) it becomes C-rank.
Terror: reduces all your physical power by 25% as either fear or the sheer demonic pressure begins to get to you. Void if you're from a Dark guild or a demon or have a demon like lineage.
Upon beating the demon, his blood explodes out, covering the entire room in a sticky crimson mess, but triggers the gate. A portal opens up, and access to the next Job is allowed. Though... do you dare? you notice the portal rejects you if you're not ready. Perhaps at least try to become ready.
Though a second factor happens. You notice the portal begins to shrink as you walk away, but expand as you return. It is fed on magic, and requires a larger group of magic to even try to enter.
One of three things happen as you leave to regroup(or if you go to continue).
If you are legal/Good alignment: Rune knights come to talk to you, inform them what you've found as you notice they approached you fairly quickly, looks like they were scared to go themselves, but are happy to know a demon is dead. They warn going inside the portal could mean anything even death as they've not explored it themselves. They lost too many men trying to beat this gatekeeper.
If you are Guild-less...no one came cause no one cared
If you are illegal/Dark alignment then a band of cloaked figures approach you. The old man that seemed to drool and mutter in the inn has come back, but more youthful than before. He exclaims that it was a trick to see your true actions, and that this is not a matter of dark or light but a matter of survival, the demon you just killed had wiped out their entire guild, as thousands of Alpha minataurs had rampaged their base. This portal must just be a way to the true base of what ever is coming your way....Good luck.
Reward:
-20k Jewels
-Access to the Haunting part V
Last edited by Raiza on 3rd October 2015, 5:14 pm; edited 1 time in total