Job Title: Castle Grey: The Tower
Rank: C
Player Requirements: Minimum: 10 posts, 200 words each or 5 posts 1,000 words each. Completion of Castle Grey: The Courtyard.
Job Requirements: The characters found a key by the Escape Glyph, when the characters return or take the key and unlock the next level the Glyph disappears leaving only the way forward. When they return to Castle Grey via the usual ways, they return to the point they left through the Glyph.
All magic within Castle Grey is limited to D-rank spells.
Job Location: Castles & Towers, in Castle Grey. Though Castle Grey can be entered from anywhere and no real travel to some faraway place is needed.
https://www.fairytail-rp.com/t4151-castle-grey-location-and-history
Job Description:
Upon returning, or arriving at the Glyph and not leaving, they arrive in the same spot they left Castle Grey at with a Key on the ground where either the Glyph is or where the Glyph was- the Glyph not being there upon return. When the Glyph is not used but the Key is used to open a door connecting to one of the castle's tall towers, the Glyph then disappears for those who did not escape the first time around.
The door remains unlocked behind you as you enter onto a spiraling stone stairwell extending two ways, upwards and downwards.
In this place there will be doors connecting to the castle itself of course, but all are incapable of being opened and exploration is limited to the twelve rooms in the tower itself, a few small hallways, servant passages, and the stairwell itself.
Your goal is to find 20 memory shards, which help piece together some of the idea of what happened in this once-great castle and find a new Escape Glyph, and with it a new Key.
Some accessible doors can have keys to them that you can find normally without rolling, accessing singular rooms or a small sub-section.
Enemies:
Weak:
Memory Shard: You find a memory shard.
Memory Shards are scraps of real memories of one of the spirits haunting Castle Grey made physical in a scrap of paper, notebook, or journal. Each Memory Shard says something about that person's life, usually relevant to the surroundings the shard is found in or the player's situation. Every time you find two Memory Shards in a row you find medical supplies. You can only have one set of these supplies at once per player, any more mysteriously disappears when you try to find it again as though it fell out of a pocket or your bag- even if it'd be impossible for it to do so, it is simply gone. Medical supplies heal D-rank equivalent physical damage and remove ongoing damage effects from bloodloss, infections, burns, poison, ect.
Normal:
Shadow on the Wall: A shadowed figure appears suddenly out from a wall and rushes you with a horrible wail.
Roll to Block. If you fail to block, the shadow rips through you taking with it the memories of 2 shards, 1 little detail in a random memory, and taking the actual memory shards themselves. With it, this causes c-ranked damage Psyche damage and causes a 5% MP loss.
If you succeed in blocking, the shadow disappears in a burst of black smoke a moment before it would have gotten you.
Strong:
Corpseparty: A corpse gets thrown at the mage from out of sight as a spirit manipulates it.
The Possessed Corpse takes 2 D-rank attacks to silence, which includes Improvised Weapons (Using a chair to smack it, a stick or fire poker to beat it, ect each hit counting as D-rank). Alternatively the corpse will cease animation at the end of the player's next turn after it has thrashed about a bit and made an attack on the Mage.
First attack: Roll to block. If you fail, take D-rank equivalent damage and suffer from an infectious wound causing D-rank damage every post there after until it is healed.
Then a second roll is made. Using the corpse as a distraction another spirit came up from behind, a black shadow that stands unmoving for a time difficult to see before it sees a moment and takes it. This one attempts to destroy up to four memory shards (if you have up to four). Roll to block. Failure means it destroys four memory shards and the mage's medical supplies, while causing C+D -rank psyche damage which causes a 20% MP loss and the mage gains a temporary mental disorder that lasts for the rest of the topic and through the next topic the mage participates in.
Boss:
Chase!: A great sensation that something is coming for them creeps into the hearts of all mages. Something dark, something rabid, something that wants- even needs- to kill them all. The creature can heard coming near and you try to flee (Or you could auto fail if you wish...). This chase lasts until it ends. During the chase the word count lowers to 100 words per post but these posts do not count for the job.
Every post roll a single block die. If you fail the creature draws nearer by 10 feet for some reason (Either you tripped, ran into a dead end, it took a shortcut, ect).
For every time you succeed nothing happens.
If you fail three times in a row the creature catches you and you take B-rank psyche damage, lose 40% magic, and develop one new permanent mental disability.
If you succeed five times in a row you escape.
Every second post you roll a second die to block. If this fails, you take D-rank equivalent psyche damage and lose 2mp as the sudden appearance of a threatening shadow or specter of some sort appears in your way, in addition to counting as a loss.
If this succeeds, the player finds a hiding spot and gains two victory counts (requires 5 victory counts to win, so you'd still need 3 more in a row to win) as the creature passes them or misses where the mage dropped off at.
All victory or defeat counts reset when a count of the opposite is made.
Reward:
8,000 jewels. Access to the next Castle Grey job.
Jewel reward comes from random items of value found while exploring.
Rank: C
Player Requirements: Minimum: 10 posts, 200 words each or 5 posts 1,000 words each. Completion of Castle Grey: The Courtyard.
Job Requirements: The characters found a key by the Escape Glyph, when the characters return or take the key and unlock the next level the Glyph disappears leaving only the way forward. When they return to Castle Grey via the usual ways, they return to the point they left through the Glyph.
All magic within Castle Grey is limited to D-rank spells.
Job Location: Castles & Towers, in Castle Grey. Though Castle Grey can be entered from anywhere and no real travel to some faraway place is needed.
https://www.fairytail-rp.com/t4151-castle-grey-location-and-history
Job Description:
Upon returning, or arriving at the Glyph and not leaving, they arrive in the same spot they left Castle Grey at with a Key on the ground where either the Glyph is or where the Glyph was- the Glyph not being there upon return. When the Glyph is not used but the Key is used to open a door connecting to one of the castle's tall towers, the Glyph then disappears for those who did not escape the first time around.
The door remains unlocked behind you as you enter onto a spiraling stone stairwell extending two ways, upwards and downwards.
In this place there will be doors connecting to the castle itself of course, but all are incapable of being opened and exploration is limited to the twelve rooms in the tower itself, a few small hallways, servant passages, and the stairwell itself.
Your goal is to find 20 memory shards, which help piece together some of the idea of what happened in this once-great castle and find a new Escape Glyph, and with it a new Key.
Some accessible doors can have keys to them that you can find normally without rolling, accessing singular rooms or a small sub-section.
Enemies:
Weak:
Memory Shard: You find a memory shard.
Memory Shards are scraps of real memories of one of the spirits haunting Castle Grey made physical in a scrap of paper, notebook, or journal. Each Memory Shard says something about that person's life, usually relevant to the surroundings the shard is found in or the player's situation. Every time you find two Memory Shards in a row you find medical supplies. You can only have one set of these supplies at once per player, any more mysteriously disappears when you try to find it again as though it fell out of a pocket or your bag- even if it'd be impossible for it to do so, it is simply gone. Medical supplies heal D-rank equivalent physical damage and remove ongoing damage effects from bloodloss, infections, burns, poison, ect.
Normal:
Shadow on the Wall: A shadowed figure appears suddenly out from a wall and rushes you with a horrible wail.
Roll to Block. If you fail to block, the shadow rips through you taking with it the memories of 2 shards, 1 little detail in a random memory, and taking the actual memory shards themselves. With it, this causes c-ranked damage Psyche damage and causes a 5% MP loss.
If you succeed in blocking, the shadow disappears in a burst of black smoke a moment before it would have gotten you.
Strong:
Corpseparty: A corpse gets thrown at the mage from out of sight as a spirit manipulates it.
The Possessed Corpse takes 2 D-rank attacks to silence, which includes Improvised Weapons (Using a chair to smack it, a stick or fire poker to beat it, ect each hit counting as D-rank). Alternatively the corpse will cease animation at the end of the player's next turn after it has thrashed about a bit and made an attack on the Mage.
First attack: Roll to block. If you fail, take D-rank equivalent damage and suffer from an infectious wound causing D-rank damage every post there after until it is healed.
Then a second roll is made. Using the corpse as a distraction another spirit came up from behind, a black shadow that stands unmoving for a time difficult to see before it sees a moment and takes it. This one attempts to destroy up to four memory shards (if you have up to four). Roll to block. Failure means it destroys four memory shards and the mage's medical supplies, while causing C+D -rank psyche damage which causes a 20% MP loss and the mage gains a temporary mental disorder that lasts for the rest of the topic and through the next topic the mage participates in.
Boss:
Chase!: A great sensation that something is coming for them creeps into the hearts of all mages. Something dark, something rabid, something that wants- even needs- to kill them all. The creature can heard coming near and you try to flee (Or you could auto fail if you wish...). This chase lasts until it ends. During the chase the word count lowers to 100 words per post but these posts do not count for the job.
Every post roll a single block die. If you fail the creature draws nearer by 10 feet for some reason (Either you tripped, ran into a dead end, it took a shortcut, ect).
For every time you succeed nothing happens.
If you fail three times in a row the creature catches you and you take B-rank psyche damage, lose 40% magic, and develop one new permanent mental disability.
If you succeed five times in a row you escape.
Every second post you roll a second die to block. If this fails, you take D-rank equivalent psyche damage and lose 2mp as the sudden appearance of a threatening shadow or specter of some sort appears in your way, in addition to counting as a loss.
If this succeeds, the player finds a hiding spot and gains two victory counts (requires 5 victory counts to win, so you'd still need 3 more in a row to win) as the creature passes them or misses where the mage dropped off at.
All victory or defeat counts reset when a count of the opposite is made.
Reward:
8,000 jewels. Access to the next Castle Grey job.
Jewel reward comes from random items of value found while exploring.