Fairy Tail RP

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    Labyrinth to Perdition

    Admin
    Admin

    Lineage : Admin
    Posts : 958
    Guild : Staff
    Cosmic Coins : 100
    Dungeon Tokens : 100
    Mentor : Seijin
    Experience : 100,000,000

    Character Sheet
    First Skill: Admin Magic
    Second Skill: Mod Magic
    Third Skill: Dev Magic

    Labyrinth to Perdition  Empty Labyrinth to Perdition

    Post by Admin 2nd May 2014, 4:14 am

    Solo Word Count: 12,000 words
    Group Word Count: 24,000 words
    Job Location: Labyrinth of Mystery
    Job Description: There is never a simple way around a maze; And by this, meaning that all good mazes spin you in circles. The Labyrinth has one way in, and one way out, but in the middle, you will find that this maze has endless possibilities. Ulysses Arturo has sent out a request to find a special treasure in the labyrinth. He has previously sent out a team of mages, but they came back rather messed up. Ulysses has equipped you with a special map that guides through the first part the maze, but he has no clue about the second part. He dares not enter it again. If you interrogate him correctly, he may answer with what happened to him. However you do NOT want to walk blindly into this mess.

    To get an answer with your interrogation out of him you will need to roll a numbered dice. All mages have the opportunity to roll ONE dice.

    Correct Answer (Even Numbers): “To be honest I have gone into the maze out of curiosity, but I couldn’t make it past the first twists and turns on my own. There really is a treasure in there because of all of the spirits and monsters that protect it as a security measure. I know not what the treasure is, but I have heard rumor that it is an important memory from a lost soul. Legends say that it belongs to one of the creators of this world. I just want to see it for myself. The only thing is, the mages I send tend to come back a little messed up in the head. Like something happened to all of them at the same time. One of the mages did come back holding his partner in his arms telling me that his partner attacked a memory and he had to defend himself.”

    Incorrect Answer (Odd Numbers): “To be honest I have not gone into the maze. I have only sent mages and seen none of them come back. There is a rumor that there is a treasure there, but I know nothing else about it. Just retrieve it for me.”

    When you go through your first wave of monsters, you begin to think that this task might be easy. However every time you kill a monster a blue gas comes out of them. You and your partner are then haunted by the memories that make you who you are. Standing beside you is the enemy you hate so much. Only one of you can actually figure out what is going on and try to find a way to reason with your teammate. The best way to do so is to get the blue gas out of the room or take them to another area to reason with them. Either way you’re going to have to attack your partner because he or she will be attacking you out of instinct.

    Enemies:
    Weak: Whisps of Confusion x10
    These monsters are blue balls of flames that surround their opponent and shock them with a surge of magic. The magic doesn’t hurt as much, but it causes confusion instantly for three posts. Once they touch you they mimic your magic. So unless you are weak to your own magic, these little monsters only put out C rank damage.
    1 B rank spell can take them all out

    Normal: Harpies x4 2 Swordsmen 2 Archers
    The harpies are a terror to mages. They will come in with a screech that will disable a mage for two posts. Then they surround their enemies and team up on them.

    Sword of Doom: This deals A rank damage to their foes. It also causes fear and makes the mage run away further into the maze causing for another monster roll. The ability can only be used once each by the swordsmen harpies. After causing the mage to flee, the harpies can pursue to lower the advantages by teaming up with another monster.

    Arrow of Blindness: Deals A rank damage to their foes. It also causes blindness regardless of rank for 2 posts.

    Arrow of Penetrating: An offensive attack; As long as the mage is wearing armor, this attack only causes B rank Damage. If not wearing armor, it causes A rank damage. This arrow has magical penetrating abilities that can pierce through the hardest materials.

    Harpies can be taken out with 1 A rank spell each or an A rank spell worth of damage.

    Strong: Minotaur of Terror x1
    The minotaur is a guardian of the labyrinth. With the strength of some of the strongest mages out there. This creature uses his legendary strength to smash his way around the maze. The minotaur will roar every 3 posts(counting by the person who rolled the monster) and knock back all mages. Those that are susceptible to fear of legendary creatures will run away and roll another monster dice.

    Abilities:
    Stomp of the Cow King:
    The Minotaur will stomp its hoof to the ground and cause an earthquake. S rank mages will have a hard time on the ground and will automatically be hit by the minotaur’s charge. Mages that are flying, or not touching the ground by any means are not affected by this.

    Roar of the Cow King:
    Knock back attack. S rank mages will be sent flying back 50 meters. And suffer mild damage ( B rank )The distance and damage is halved for every rank above that. This attack is automatically used every 3 posts.

    Charge!:
    Out of all of its charges this one is the strongest. A blue aura will glow around the minotaur and the creature will charge sending SS rank damage towards everyone in its wake. Breaking all barriers as well too.

    The Minotaur of Terror can be taken out with 2 S rank spells or perhaps an S rank unison raid.

    Boss: Zombie Minotaur
    This Minotaur has become undead and is far worse than any mage could ever imagine. The zombie creature summons forth the undead to help with its fierce attacks.

    Stomp of the Cow King 2:
    The Zombie Minotaur will stomp its hoof to the ground and cause an earthquake. All mages on the ground will have a hard time moving. The cracks in the ground will cause 10 undead harpies to come out of the ground and surround their prey. The harpies do not have any abilities, but they are strong enough to cause B rank damage. A C rank spell can take down 5 undead harpies.

    Roar of the Cow King 2:
    The Zombie Minotaur will let out a roar every 5 posts summoning forth 20 whisps of confusion and knocking back all opposing forces by 50 feet. The whisps can only cause confusion upon touching a mage. (You have to be touched) Confusion lasts for 1 post. 10 whisps can be taken out with one D rank spell.

    Charge!:
    Same as the Minotaur of Terror’s.

    Notes: Once defeating one of the minotaurs the path to the treasure is revealed and so is the path out. Upon obtaining the treasure you take it back to Ulysses. Ulysses will reveal himself to be of good or bad nature depending on your attempt of getting a clear answer from him when you interrogate him.

    Good Nature: “Thank you for bringing this to me. I can see that this will cause a lot of harm. I will take this to The Watcher straight away. He’ll know what to do with it. The Magic Council can’t get their grimy paws on this nor could any dark guild. I wouldn’t even trust this in the hands of a Legal Guild either. You have found something that needs to be in the hands of someone who keeps track of the balance of the world. I do have something else to offer to you. This is a voucher for a special weapon of your choice and a special drink. Thank you for your hard work.” *disappears*

    Bad Nature: “Finally this tool will be used to take down The Watcher. Finally after many years I can put him back in his grave and take his place. Here is your payment for all of the hard work. Enjoy the new magical item and drink on me.” *disappears*

    Either way you’re not going to keep the treasure.

    Reward:155,000 Jewel

      Current date/time is 29th April 2024, 5:17 am