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    Questline: The Apprentice <The Not So Peaceful Village> (2/3 legal)

    Oras Auro
    Oras Auro

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player 
    Lineage : Chaotic Legacy
    Position : None
    Posts : 750
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Izayuki
    Experience : 32,850

    Character Sheet
    First Skill: Fictitous Actuality
    Second Skill: W.I.P.
    Third Skill:

    Questline:  The Apprentice <The Not So Peaceful Village> (2/3 legal) Empty Questline: The Apprentice <The Not So Peaceful Village> (2/3 legal)

    Post by Oras Auro 30th August 2017, 11:51 am

    Job Title: The Not So Peaceful Village
    Rank: A
    Player Requirements: Requirements:  14000 word requirement.  Must have at least 1 Rank A+ wizard in the group.   At least one wizard must have completed the -Thorns in the Garden- (legal version) quest first.  
    Job Requirements:  Look for the entrance into the cultist’s hideaway and confront the cultists.  Defeat the high cultists inside.
    Job Location: Peace Village
    Job Description: Upon hearing that some of the high cultists are in the hideaway, you come to the village to investigate.  Everything seems completely ordinary with no difference in any way.  The entrance to the hideaway is in the inn.  Upon entering you see what seems like an underground room with a spring in the center and what seems like a bar, tables, and a small hallway with rooms to stay in along the edge of the circular room.  There are cultists in the room who will fight you before you make it to the large doorway on the opposite side of the room.

    After defeating the many cultists you enter the final room.  The cloaked cultist with the mask stands there, apparently having waited for you for quite some time.  He informs you that the cultist you fought last time had sent a hidden message and he was sent here to keep you distracted while the final preparations of the ritual.  You must fight and defeat him, which obviously won’t be easy.  Once he is defeated, you are able to take his mask, which turns out to be a legendary piece of armor.  You know there’s only one final location to look.

    Before you leave you see the girl and she appears to be disappointed in you, stating that you could have gained so much power, as well as immortality.  That you could have had an army follow you against anyone you wanted.  And instead you chose to follow the stupid magic council blindly.  In any case she thanks you for removing another fly, and as a reward tells you that her master is ready to begin the ritual before vanishing from sight.

    Enemies:

    Weak:  Chanters.  These cultists use magic that is activated by voice.  Speaking in the ancient tongue they are able to bend energy and create enchantments that aid them in combat.  Each wield two daggers that deal your rank in damage.  Due to the spells below they are immune to surprise attacks and distractions, and are resilient to any slow wizards.  They take four rank A attacks to kill.  x10 Chanters.
    Flash step:  This enchantment allows them to move with far greater speed.
    Keen eye:  This enchantment allows them to be perceptive of everything going on, never caught by surprise.

    Normal:  Channelers.  These cultists use magic by channelling the essence of the world around them into magic.  Depending on the environment determines their type of magic.  With the ritual being active, their powers involve dark magic.  It takes six rank A attacks to kill them.  x6 Channelers.
    Leech life:  An attack that deals half your rank in damage, and heals the cultist by half rank A damage.
    Call Wraith:  Summons a spectral wraith to fight for him.  Creature deals rank B damage with each hit and takes two rank A attacks to destroy.  There can be up to three wraiths at a time.
    Decaying Sphere:  A dark green orb that once hit by, will deal half rank B damage per post.  Lasts for three posts.

    Strong:  Necromancers.  These cultists are skilled in magic and necromancy.  Each of them has an arsenal of spells at their disposal.  Their magic is fueled by the dead and there are many many corpses in the area for them to use.  Along with this, they are also skilled with weapons.  Physical hits deal your rank in damage.  It takes eight rank A attacks to kill necromancers.
    Strengthen:  By transforming the flesh of the corpses into energy and absorbing it, necromancers are able to increase their speed and strength greatly.
    Command:  Necromancers can cast this spell on any corpse and force it to rise and fight for them, all corpses dealing rank A damage.  There can be up to two corpses per necromancer.  It takes one rank A attack to kill them.  Not compatible with summon spell.
    Summon:  Necromancers can call upon spirits to fight for them, bringing a soul warrior into the fray.  All damage dealt by magic attacks are reduced by ten points of health.  Spirits can deal rank A in damage, and take three rank A attacks to kill.  Not compatible with Command spell.
    Acid Rain:  Necromancers can summon acid rain that harms all wizards, for rank A damage.

    Boss:  Masked Cultist.  Takes 30 Rank A attacks to defeat him.  The cultist is a shade.  A wizard whose mastered shadows in all it’s forms, his secondary magic only amplifying his shadow abilities, and making him immune to any spells or abilities that effect him in any way other than damage.
    Abilities:  Shade Form-  Masked Cultist can shift his body into a shade form, becoming shadows themselves and can use this to teleport between shadows.  He is immune to attacks in this form, but cannot attack either.  
    Being of Shadows-  All physical damage is reduced by 50%.  
    Mind Shadows-  Cultist can read emotions, and any memories of a specific wizard, using this to mention or show something that triggers emotions in his targets.
    Attacks:  Suffocate-  The shadows cover the entire area, choking the life out of the wizards in it’s grasp.  It does not paralyze, but it does deal half the rank of the highest wizard in damage for three turns as well as removes all light sources, normal or otherwise.  
    Shadow Grip-  Cultist can control shadows and make them physical, punching or grabbing wizards, dealing your rank in damage.  
    Dark Blades-  Cultist can summon a weapon of any sort out of shadows and use them for physical damage, dealing your rank x2 in damage.  
    Death Brand-  Any physical contact from the cultist, whether he attacks you, or vice versa, will result in a death brand.  This brand slowly drains your mana by 3% each post.
    Shadow Pulse-  A blast of shadow and mana energy that deals x2 in damage.  Counts as magical attack.

    Reward:  30k jewel.  Cultist’s mask:  Legendary armor piece.  Unlocks - Savitar - Legal Version


    Last edited by Oras Auro on 30th August 2017, 12:38 pm; edited 1 time in total


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    "You think you know what is truth?  A world of facts? Right and wrong?  Universal Laws?  Soon I will show you.  Soon you will see.  You couldn't be more wrong, Guest."



    Questline:  The Apprentice <The Not So Peaceful Village> (2/3 legal) TEm5Pci


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    Questline:  The Apprentice <The Not So Peaceful Village> (2/3 legal) Empty Re: Questline: The Apprentice <The Not So Peaceful Village> (2/3 legal)

    Post by Guest 30th August 2017, 12:36 pm

    Please raise the word count to at least 14,000.
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    Questline:  The Apprentice <The Not So Peaceful Village> (2/3 legal) Empty Re: Questline: The Apprentice <The Not So Peaceful Village> (2/3 legal)

    Post by Guest 30th August 2017, 12:56 pm


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