Job Title: Infiltrating the Temple
Rank: B
Player Requirements: 4500 word requirement if solo. 7500 if more than one wizard. Must have at least 1 Rank B+ wizard in the group. At least one wizard must have completed the first quest in the questline worshipers of death
Job Requirements: Reach the Ritual Room and defeat the boss(es)
Job Location: Spooky Woods
Job Description: Upon reaching the spooky woods you must take at least one post per wizard in the thread to find the entrance. The entrance rests on the side of a rather low cliff, and is shaped to look exactly like the landscape. Upon entering you see a cultist. If you’ve chosen to wear the robes from the previous quest, the cultist will believe you are a new member and lead you down to initiate you. Otherwise the cultist will attack you, as will every cultist from then on. Upon defeating enemies, you can either kill them all, or knock them out. While they have hoods, you can still see their faces, a mix of both male and female cultists.
As you enter and explore the cultist’s temple you’ll find there are several hallways and twelve rooms.
When you reach the ritual room the doors close behind you. Upon turning around you see the seven high cultists, all wearing their own unique outfits. They are surprised to see anyone who was not a cultist here, and they don't really care if your a legal wizard, neutral, or dark. They decide to remove you from the equation. Depending on how many wizards are in your current party, either one or two will stay behind to kill you.
After defeating the two high cultists, they will attempt to flee. You must check the corpses of the cultists you have slain, or knocked out depending what path you chose, and on one of them is a page that is written in that ancient language again. You send it to the scientist to decipher.
Enemies:
Weak: Worshipers who have joined the cult to worship death and escape their lives. They are robed in simple black garments with a symbol on the front of the robe. Each possess daggers or hatchets. Worshipers are able to deal rank B damage with each hit, and are able to throw their weapons at you with skilled accuracy before drawing another one. x12 worshipers.
Normal: Followers who have joined the cult because they truly believe in what they are being told. They wear robes that are for official cultists, not initiates, with the cult symbol on it. They possess some necromancy skills, able to summon minions to fight for them. These undead minions are able to deal half rank B in damage and there can be up to two undead minions at a time. The cultists have daggers and can deal up to rank B damage.
Strong: Passionate Cultists who go above and beyond to learn all they can about death and the many gods of death, and do anything to please them. These men carry either rapiers or one handed scythes and can deal x2 rank B damage, able to hit multiple times and are very accurate. The cultists can cast an illusion spell, and are able to use a spell that strikes all wizards for 5% of their health in damage. They are also able to summon a single undead servant to fight for them. These undead possess chain armor as well as wield a steel sword. These undead warriors deal rank B damage and take 3 rank B attacks to kill. The cultist takes 7 rank B hits to be defeated. x5 cultists.
Boss: (If quest is taken solo, only the woman remains and fights)
Woman: Health: Same rank as highest wizard.
Partial 1: The first change in her take over is that she grows or sprouts horns. These horns increase her speed and strength.
Partial 2: The second change in her take over is when she sprouts demon wings. These wings are made of her own flesh and bone, allowing her to fly as well as strike with them.
Partial 3: The third change in her take over transforms her skin into a shadowy like substance. She can choose to appear as shadow, or as human flesh, but either way physical attacks will lose effect on her in this state.
Partial 4: The fourth change in her take over is her eyes, changing to a glowing orange that grants her fire abilities as well as paralyzes any who glance at them.
Abilities: All damage dealt by physical attacks is reduced by 25%. With every melee attack dealt, attacker is harmed by 5 points of damage. When flying she is fast, but on the ground she relies on brute strength, which she has in demon form. She is immune to fire attacks.
Attacks: Claw Strike- She can use her claws on her hands or wings to strike you, dealing rank B damage. Shockwave- Using her wings she can push the air away from her, pushing all wizards away as well, cancelling any attack used against her. Infernal blast- She can create and control fire, using multiple types of such attacks that deal your rank in damage as well as apply burn upon hit, dealing 5 points of damage for three posts. Banshee Scream- When she is halfway defeated she will start to use her banshee scream, dealing x2 of your rank in damage, with a chance to immobilize all wizards for one post.
Boy:
Summons a personal Wraith to fight for him.
Jack Wraith: 164 Health. 20 damage output.
Description: Seemingly a young teenager with zipped shirt with a black trench coat and pants. He has dull blue hair and ghost like eyes, and wields two thin swords. Shadows stretch out like hands from him. He appears bored most of the time, believing you aren’t really a challenge. Even during an intense fight his expression changes to nothing but slight concentration. If defeated he has a blank face as if he doesn’t really care.
Abilities: Jack is able to use the shadows to teleport, and can control the shadows, sending black hands towards his foes to grab and immobilize them.
Attacks: Shadow Grip- Fires out a hand of shadow that grips the target and immobilizes them for a single turn, allowing him a free attack. Stealth Strike- Vanishes into the shadows and appears from an unexpected direction, striking with ferocity and precision. Depletes health by 15 points, regardless of armor. Blink- Vanishes instantly, as if he wasn’t there, only to appear the instant after and strikes at you. Deals 20 points of damage and ignores half of your defense. Fury- Jack’s speed increases and releases a multitude of strikes. Three attacks land for certain, dealing 20 points of damage, ignoring half of your defense. Only used if his health hits 90.
Reward: 12,000 jewel. Unlocks the quest: Thine Gods Do Answer
Rank: B
Player Requirements: 4500 word requirement if solo. 7500 if more than one wizard. Must have at least 1 Rank B+ wizard in the group. At least one wizard must have completed the first quest in the questline worshipers of death
Job Requirements: Reach the Ritual Room and defeat the boss(es)
Job Location: Spooky Woods
Job Description: Upon reaching the spooky woods you must take at least one post per wizard in the thread to find the entrance. The entrance rests on the side of a rather low cliff, and is shaped to look exactly like the landscape. Upon entering you see a cultist. If you’ve chosen to wear the robes from the previous quest, the cultist will believe you are a new member and lead you down to initiate you. Otherwise the cultist will attack you, as will every cultist from then on. Upon defeating enemies, you can either kill them all, or knock them out. While they have hoods, you can still see their faces, a mix of both male and female cultists.
As you enter and explore the cultist’s temple you’ll find there are several hallways and twelve rooms.
- Rooms in the Temple:
- Living Quarters: There are five of these rooms, each with five beds and chests. It isn’t well decorated and reminds one of a monastery and how they disconnect themselves from the material world.
Anointing/Initiation Room: A medium sized room with a pedestal in the center filled with what seems to be blood. Other than their ‘scripture’ which hovers above the pedestal with magic, and the banners holding their symbol, there is nothing odd about the room.
Preaching Room: A rectangular room with one end elevated slightly with an obsidian pulpit. There are no seats but markings that may be there to show where cultists must stand. You see seven seats on the elevated side.
Place of Worship: A circular room with four miniature waterfalls, the water appearing red with torches illuminating the room. There is a drawn circle where the cultists gather and worship in the ancient tongue. The center of the circle shows a skull, surrounded by symbols for death in nearly every language and age.
Room of Silence: An empty room with no decorations where cultists can go to when they need to meditate or pray.
Ritual Room: A large circular room with a ritual circle in the center. There is a single pedestal in the center of the circle and magical essence comes from it in waves. It’s purpose eludes you.
When you reach the ritual room the doors close behind you. Upon turning around you see the seven high cultists, all wearing their own unique outfits. They are surprised to see anyone who was not a cultist here, and they don't really care if your a legal wizard, neutral, or dark. They decide to remove you from the equation. Depending on how many wizards are in your current party, either one or two will stay behind to kill you.
After defeating the two high cultists, they will attempt to flee. You must check the corpses of the cultists you have slain, or knocked out depending what path you chose, and on one of them is a page that is written in that ancient language again. You send it to the scientist to decipher.
- The Seven High Cultists:
The High Cultists are ranked. Lower numbers being weakest, and higher numbers being the strongest.
1. Cloaked Boy
He is a quiet individual, and only speaks if he’s needed to. Whether it’s because he’s shy or some other reason is unclear. If your character is a girl he’ll refrain from making eye contact. He appears to make attempts to befriend his summoned spirits.
2. Snarky Woman
She has a snark attitude along with the calm and cool voice and approach. With this she has found she can tug at other’s emotions and thoughts like a puppet’s strings. She finds nearly everything you say to be foolery and weak unless you agree with her completely. She takes pleasure in watching others react in emotion towards her and her words.
3. Charming Man
The lady killer. Master of charming and flattery, he is able to win nearly everyone over. He reads women’s emotions and thoughts and determines the precise approach to take with them. At the same time no words or insults seem to effect him. Any attempts only end up with him grinning or smirking at the attempt.
4. Silent Assassin
The silent one. She never speaks at all, her face like ice. She shows no emotion and seems to be able to vanish faster than you can blink. It is clear that she is an assassin of sorts and should be approached with care.
5. Masked Figure
Cloaked and masked, this man only speaks when he grows impatient. At the same time, his words carry much weight, meaning, and purpose. It is impossible to read him or determine his skills, as his cloak blocks your view from seeing his figure and gear.
6. Young Mistress
While she has a cute and pretty appearance, and while the way she speaks, acts and other means, makes her appear like a cute girl you'd see in any old school or town, her knowledge on magic, weapons, techniques, and just about anything, as well as the blade she carries and the look in her red eyes, tells you she's most likely older than she appears. And despite her childish actions and words, she's actually more mature than you'd expect.
7. Master Cultist
Seemingly the wisest of the seven cultists, as well as the one whose words hold most weight. He appears to be bored with anything that doesn’t seem to be a challenge and is annoyed with small talk. His arrogance may not be entirely in vain and he should be thought of as a dangerous opponent.
Enemies:
Weak: Worshipers who have joined the cult to worship death and escape their lives. They are robed in simple black garments with a symbol on the front of the robe. Each possess daggers or hatchets. Worshipers are able to deal rank B damage with each hit, and are able to throw their weapons at you with skilled accuracy before drawing another one. x12 worshipers.
Normal: Followers who have joined the cult because they truly believe in what they are being told. They wear robes that are for official cultists, not initiates, with the cult symbol on it. They possess some necromancy skills, able to summon minions to fight for them. These undead minions are able to deal half rank B in damage and there can be up to two undead minions at a time. The cultists have daggers and can deal up to rank B damage.
Strong: Passionate Cultists who go above and beyond to learn all they can about death and the many gods of death, and do anything to please them. These men carry either rapiers or one handed scythes and can deal x2 rank B damage, able to hit multiple times and are very accurate. The cultists can cast an illusion spell, and are able to use a spell that strikes all wizards for 5% of their health in damage. They are also able to summon a single undead servant to fight for them. These undead possess chain armor as well as wield a steel sword. These undead warriors deal rank B damage and take 3 rank B attacks to kill. The cultist takes 7 rank B hits to be defeated. x5 cultists.
Boss: (If quest is taken solo, only the woman remains and fights)
Woman: Health: Same rank as highest wizard.
Partial 1: The first change in her take over is that she grows or sprouts horns. These horns increase her speed and strength.
Partial 2: The second change in her take over is when she sprouts demon wings. These wings are made of her own flesh and bone, allowing her to fly as well as strike with them.
Partial 3: The third change in her take over transforms her skin into a shadowy like substance. She can choose to appear as shadow, or as human flesh, but either way physical attacks will lose effect on her in this state.
Partial 4: The fourth change in her take over is her eyes, changing to a glowing orange that grants her fire abilities as well as paralyzes any who glance at them.
Abilities: All damage dealt by physical attacks is reduced by 25%. With every melee attack dealt, attacker is harmed by 5 points of damage. When flying she is fast, but on the ground she relies on brute strength, which she has in demon form. She is immune to fire attacks.
Attacks: Claw Strike- She can use her claws on her hands or wings to strike you, dealing rank B damage. Shockwave- Using her wings she can push the air away from her, pushing all wizards away as well, cancelling any attack used against her. Infernal blast- She can create and control fire, using multiple types of such attacks that deal your rank in damage as well as apply burn upon hit, dealing 5 points of damage for three posts. Banshee Scream- When she is halfway defeated she will start to use her banshee scream, dealing x2 of your rank in damage, with a chance to immobilize all wizards for one post.
Boy:
Summons a personal Wraith to fight for him.
Jack Wraith: 164 Health. 20 damage output.
Description: Seemingly a young teenager with zipped shirt with a black trench coat and pants. He has dull blue hair and ghost like eyes, and wields two thin swords. Shadows stretch out like hands from him. He appears bored most of the time, believing you aren’t really a challenge. Even during an intense fight his expression changes to nothing but slight concentration. If defeated he has a blank face as if he doesn’t really care.
Abilities: Jack is able to use the shadows to teleport, and can control the shadows, sending black hands towards his foes to grab and immobilize them.
Attacks: Shadow Grip- Fires out a hand of shadow that grips the target and immobilizes them for a single turn, allowing him a free attack. Stealth Strike- Vanishes into the shadows and appears from an unexpected direction, striking with ferocity and precision. Depletes health by 15 points, regardless of armor. Blink- Vanishes instantly, as if he wasn’t there, only to appear the instant after and strikes at you. Deals 20 points of damage and ignores half of your defense. Fury- Jack’s speed increases and releases a multitude of strikes. Three attacks land for certain, dealing 20 points of damage, ignoring half of your defense. Only used if his health hits 90.
Reward: 12,000 jewel. Unlocks the quest: Thine Gods Do Answer
Last edited by Oras Auro on 29th August 2017, 4:53 pm; edited 4 times in total