Job Title: Castle Grey: The Courtyard
Rank: D
Player Requirements: Each player must have at least five posts with 100 words each, at least, or 1+ post(s) of 1,000 words or more per player. Maximum of six players. Can be repeated.
Job Requirements: The player(s) must find twelve Memory Shards which will upon the 12th mention where the Escape Glyph is located.
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: The players meet in a courtyard of some castle with many connecting rooms surrounding it, a stable, carriage house, and servants quarters in addition to the grounds themselves. Each player may be meeting for the first time or have entered Castle Grey together.
To enter, see the Description of Castle Grey. All the players cut their wrists somehow while in one of the areas mentioned, or burned a black candle there intentionally or otherwise.
The players must team up to investigate their surroundings, as trying to fly or teleport out seems to cloud the mind and make them resume consciousness where they first woke up. With no apparent way out, players have to try to find it.
Players search for twelve Memory Shards which when pieced together will reveal the location of the way out, a blood-drawn glyph hidden away where they wouldn't be able to find it on their own. With the glyph is a Key, though the Key doesn't return with you when you leave using the Glyph.
There are doors into the castle or out of the said areas, but they are blocked and can't seem to be broken through or opened. (Different areas of the castle will come in later missions, and are blocked off for the player's protection as the difficulty rises the deeper you get).
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.
Normal:
Memory Mist: You run into a patch of Memory Mist.
When Memory Mist is discovered roll to block. If you block, no effect. If you fail, you lose memory of one Memory Shard, the Memory Shard turns to a wisp of smoke, and you forget one minor detail about something.
Memory Mist remains in the area it appeared in, taking up a 10ftx10ft area. Memory Mist can be dispelled with a Psyche spell, a Wind spell, or a Dark/Shadow spell.
Reentering the area of Memory Mist provokes another check to block.
Blocking means the effect failed to take hold, but you feel the mist pulling at you causing mild pain enough to know you should avoid it.
Strong:
An Ill Wind: From the roiling black clouds you see a great shadow of some winged beast fly past just beyond the veil of clouds. A bellow of some great beast sends chills down the spine.
All players roll to block. If they fail, they are paralyzed for their next post and roll 4 monster die, Strong and Weak results are treated as blanks. Players then take C-rank equivalent damage as a result of direct psychological impairment, losing 10% MP in the process. If they would be killed by this damage or their MP reduced to 0%, they become crazy and develop 1 new mental disability permanently or until it is healed IC.
Boss:
Snatch: The shadow of the winged beast is scene again, but time it appears to be coming straight at the players. The shadow grows, and grows, then vanishes without revealing itself. All light sources vanish with it and the light of the moon disappears though the moon appears to be perfectly visible.
All players feel an icy hand wrap around their throats and a squeeze.
Roll to block, if it succeeds the unseen hand vanishes from them. If it fails, the squeeze is felt and the player drops into unconsciousness for 5 posts and dreams about being trapped in a dark hallway with the great sensation that something is coming for them. Something dark, something rabid, something that wants- even needs- to kill them. The creature can heard coming near and you try to flee.
Every post roll a block die. If you fail the creature draws nearer by 10 feet for some reason (Either you tripped, ran into a dead end, ect). For every time you succeed nothing happens. If you fail three times the creature catches you and you take B-rank psyche damage, lose 40% mana, and develop one new permanent mental disability. 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. Upon catching you, the player wakes up in a cold sweat where he or she went unconscious.
Reward:
3,000 Jewels. Access to the next level of Castle Grey, next job (The Key).
Jewel reward comes from random items of value found while exploring.
Rank: D
Player Requirements: Each player must have at least five posts with 100 words each, at least, or 1+ post(s) of 1,000 words or more per player. Maximum of six players. Can be repeated.
Job Requirements: The player(s) must find twelve Memory Shards which will upon the 12th mention where the Escape Glyph is located.
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: The players meet in a courtyard of some castle with many connecting rooms surrounding it, a stable, carriage house, and servants quarters in addition to the grounds themselves. Each player may be meeting for the first time or have entered Castle Grey together.
To enter, see the Description of Castle Grey. All the players cut their wrists somehow while in one of the areas mentioned, or burned a black candle there intentionally or otherwise.
The players must team up to investigate their surroundings, as trying to fly or teleport out seems to cloud the mind and make them resume consciousness where they first woke up. With no apparent way out, players have to try to find it.
Players search for twelve Memory Shards which when pieced together will reveal the location of the way out, a blood-drawn glyph hidden away where they wouldn't be able to find it on their own. With the glyph is a Key, though the Key doesn't return with you when you leave using the Glyph.
There are doors into the castle or out of the said areas, but they are blocked and can't seem to be broken through or opened. (Different areas of the castle will come in later missions, and are blocked off for the player's protection as the difficulty rises the deeper you get).
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.
Normal:
Memory Mist: You run into a patch of Memory Mist.
When Memory Mist is discovered roll to block. If you block, no effect. If you fail, you lose memory of one Memory Shard, the Memory Shard turns to a wisp of smoke, and you forget one minor detail about something.
Memory Mist remains in the area it appeared in, taking up a 10ftx10ft area. Memory Mist can be dispelled with a Psyche spell, a Wind spell, or a Dark/Shadow spell.
Reentering the area of Memory Mist provokes another check to block.
Blocking means the effect failed to take hold, but you feel the mist pulling at you causing mild pain enough to know you should avoid it.
Strong:
An Ill Wind: From the roiling black clouds you see a great shadow of some winged beast fly past just beyond the veil of clouds. A bellow of some great beast sends chills down the spine.
All players roll to block. If they fail, they are paralyzed for their next post and roll 4 monster die, Strong and Weak results are treated as blanks. Players then take C-rank equivalent damage as a result of direct psychological impairment, losing 10% MP in the process. If they would be killed by this damage or their MP reduced to 0%, they become crazy and develop 1 new mental disability permanently or until it is healed IC.
Boss:
Snatch: The shadow of the winged beast is scene again, but time it appears to be coming straight at the players. The shadow grows, and grows, then vanishes without revealing itself. All light sources vanish with it and the light of the moon disappears though the moon appears to be perfectly visible.
All players feel an icy hand wrap around their throats and a squeeze.
Roll to block, if it succeeds the unseen hand vanishes from them. If it fails, the squeeze is felt and the player drops into unconsciousness for 5 posts and dreams about being trapped in a dark hallway with the great sensation that something is coming for them. Something dark, something rabid, something that wants- even needs- to kill them. The creature can heard coming near and you try to flee.
Every post roll a block die. If you fail the creature draws nearer by 10 feet for some reason (Either you tripped, ran into a dead end, ect). For every time you succeed nothing happens. If you fail three times the creature catches you and you take B-rank psyche damage, lose 40% mana, and develop one new permanent mental disability. 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. Upon catching you, the player wakes up in a cold sweat where he or she went unconscious.
Reward:
3,000 Jewels. Access to the next level of Castle Grey, next job (The Key).
Jewel reward comes from random items of value found while exploring.