Job Title: Worshippers of Death: Infiltrating the Temple
Rank: B
Category: Normal/ Job Series
Job Location: Spooky Woods
Solo Word Count: 2,500
Group Word Count: 5,000
Additional Requirements: Must have competed Worshippers of Death: Finding the Link.
Job Description: Upon reaching the spooky woods you must find the entrance, which 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. Even though 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. All escape but the Cloaked Boy, who will stay behind to try to kill you.
After defeating the high cultist, he will attempt to flee. You must check the corpses of the cultists you have slain or knocked out depending on 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:
Reward: 40,000 jewel and access to Worshippers of Death: Thine Gods Do Answer.
Rank: B
Category: Normal/ Job Series
Job Location: Spooky Woods
Solo Word Count: 2,500
Group Word Count: 5,000
Additional Requirements: Must have competed Worshippers of Death: Finding the Link.
Job Description: Upon reaching the spooky woods you must find the entrance, which 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. Even though 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. Its 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. All escape but the Cloaked Boy, who will stay behind to try to kill you.
After defeating the high cultist, he will attempt to flee. You must check the corpses of the cultists you have slain or knocked out depending on 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 FIVE 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. Manipulative 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. Very Attractive Whipper
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. Master Cultist
Seemingly the wisest of the seven cultists, as well as the one whose words hold the 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:
- Cloaked Boy
The young boy in the cloak summons a personal Wraith to fight for him. The boy only takes 4x B-rank damage to take down, but you'll be dealing with Jack.- spells and abilities:
Jack Wraith
Description: Jack appears to be young teenager with a zipped shirt and 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. It takes 10x B-rank damage to defeat him.
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 for 3x B-rank damage. Damage passes through armor and shield spells/abilities.
Blink- Vanishes instantly, as if he wasn’t there, only to appear the instant after and strikes at you for 2x B-rank damage. Attacks pierce armor and shield spells/abilities.
Fury- Jack’s speed increases and releases a multitude of strikes that do more damage. This is triggered when he is close to defeat. All attacks now do 4x A-rank damage.
Reward: 40,000 jewel and access to Worshippers of Death: Thine Gods Do Answer.