- job info:
Job Title: Cave of the Hitodama: Corsair Breach
Rank: B Rank
Player Requirements: At least 2 C ranks, or 1 B rank. 5,000 words per player, or 10,000 words solo. Must roll a monster die in order to face a boss and obtain the extra treasure bonus. The monster die can be two strong, or one boss in order to face the boss.
Job Requirements: Go to the dangerous cave and clear out as many pirate ghosts as you can! The place is dangerous enough without those marauders around!
Job Location: Silent Glaciers
Job Description:
Adept and practiced sailors and pirates alike over a hundred years ago once sailed to this area and stored hidden chests of stolen treasures and their own ships within the entrance of this cave. These old relics are preserved in ice in pieces and in whole parts within the cave. It would be as likely to find half a ship jutting from the ice upwards as it would to be able to find a solid box of ice around a tiny treasure chest. During times of war, this well hidden cave was used for hiding, as a meeting place for spies and as a private place for small communities to rest before escaping by sea. The floor is made of solid slippery rock, as are the walls. There are stalactites and stalagmites, sparkling, rising from the ground or dropping from the ceiling like staves and swords. The cave smells of salt and of sulfur from the deeply located hot spring and a crunching briny crust layers the edges of stone and ice alike in pure white.
Despite the frequency of use in times past, the cave has fallen into disuse with the years gone by. Every now and then, civilians and mages alike choose to investigate the cave for possible usage but few return. They say the cave is awash with floating lights, silver and blue spirits and soul flames of the dead, or hitodama to light the dark cave.
The job is simple, contracted by locals who want to be rid of dangerous ghost pirates and care not for any treasures within the cave itself. Simply go into the cave, destroy the ghosts, and leave.
Cave description:
The cave is located near a loosely-frozen delta facing the ocean in a northerly direction. It is about five miles long, stretching into the arctic mountains of the region, with several deep crevasses spanning the narrow width of the cave. Frozen pathways and stone pathways alike are layered in frost and ice, but lead back to the rear of the cave. The polar cave has ceilings as high as 8 m and as low as 1 m. There are no secret or hidden pathways, just one direct route that the sea itself carved out of the land during times of storms or floods. Along the length of the cave runs a slow moving, 1 m wide river which culminates in a small but deep hot spring in the very deepest point in the cave. This river occasionally freezes over, though due to protection from wind, can more frequently be found moving from the back of the cave to the sea, starting from the spring itself.
Enemies:
Weak:
Wild beasts: Wild animals traverse the tundra looking desperately for food. The wild animals most likely to cross paths include lone Reindeer, Dire Winter Wolf, a pack of Frostfur Weasels, or Blue Horned Ram. These animals (or in the case of the weasels the whole pack together) can deal 1 C rank damage and take 1 B rank damage to take down.
Normal:
Wayward Ghosts: In their former lives, these ghosts were simple sailors with simple minds and a curious nature who found themselves killed in the cave from either frostbite, wild beasts, or the poisonous spores of cave moss. Now, the ghosts which are usually gentle have become angered and strike out against those entering the cave. They deal B rank damage and take 2 B rank damage to disperse. In addition, as ghosts they have 1.5 times B rank speed and are harder to hit.
Strong:
Angry Hitodama: Spirits in the form of small glowing bulbs turn red when disturbed and form into deceased pirates. These dead buccaneers use various kinds of blades, and are adept at using them, and take 4 B rank hits to take down. They know how to block and attack well and deal B rank damage. In addition, as ghosts they have 1.5 times B rank speed and are harder to hit.
Boss:
Marauding Captain: A pirate captain appears with duel blades in each hand. The captain can be male or female, wears a large feathered hat. The captain can block, counter attack, and attack very well. Each bladed attack deals B rank damage. The captain can also whistle or blow a horn to summon 2-3 strong level pirates for aid, and will do so if not killed quickly. The captain takes 5 B rank hits to take down. In addition, as ghosts they have 1.5 times B rank speed and are harder to hit. When defeated, the boss drops a Strong+ Weapon or Item.
Reward: 35K jewels, B rank experience. Those who defeat a Boss (must roll a boss. 2 strong monsters can be used to instead fight a boss.) can have an alternative reward of B rank experience, and a Strong+ Weapon or Strong+ Item of their own customization, and 5K jewels.
--- Credit to Yona
Today was quite an exciting day. Vincent, after his little grave robbing adventure with Aura, was excited to undertake another meaningful mission - this time to the Silent Glacier. He had learned quite a bit about certain intermediate rituals regarding necromancy thanks to the bones he had acquired from the Silent Cemetery, but for more advanced rituals he would need two things: permanently frozen salts and the bones of one who had died prematurely. The first of these two materials could only be found in caves in the Silent Glaciers and while the second could technically be found in any graveyard, Vincent thought it may be too inefficient to just dig up graves until he dug up the bones of someone who may or may not have died young. Thankfully, the job he'd found on the board that day had provided him with just the excuse he needed to visit a place which contained not only permanently frozen salts, but also most likely contained the bones of one who'd died young. It was perfect!
But who would he take? Vincent was more or less sure that Aura was unavailable and he needed to bring someone along, as the job was yet another B-Ranked undertaking. Just like before, Vincent would leave his own job listing on the board for a mage of rank C or above to assist him in getting rid of some wandering spirits in the Silent Glacier cave. Vincent detailed the time and location of the job as 8:00 in the afternoon a day from today and at the mouth of the cave in question. If no one answered his request, he would simply do the job alone - though for as active as Crystal Swan was, Vincent found it highly unlikely that he would end up with no one by his side at the cave entrance.
While Vincent was fond of the cold, he was by no means immune to it - especially when it would be as harsh as it was in the Silent Glaciers. Thus, he got to work doing what he knows best - fashioning a fire based enchantment that he cast on his robes or others clothing in general to mitigate the effect of the combination of low temperature and wind. It took a few hours and quite a lot of writing to get the enchantment in a more generalized and theoretical form. Then, it took another few hours and quite a lot of experimentation to get the general form of the enchantment into an applied form which wouldn't to set fire to whatever Vincent was enchanting, but by the end of the day Vincent managed to successfully draft his desired spell.
In all honesty, Vincent could probably have found an enchantment of the kind he wanted relatively quickly given how little time it took to create and how practical it seems, though he wanted to practice working with the volatile nature of the fire element more than anything else. With that little exercise out of the way, Vincent could finally sleep. He awoke the next morning, changed into his Apprentice's Robes, and summoned his Staff of Blaze to apply the enchantment. Once that was taken care of, he headed for the location listed in the job application to await his potential partner.
HP: 300
MP: 375 [+90 from Apprentice's Robes & Wizard's Tools, +5 from Apprentice's Robes, -20 from Staff of Blaze]
WC: 551
Total WC: 551