Fairy Tail RP

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    The Apprentice: The Not So Peaceful Village

    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

    The Apprentice: The Not So Peaceful Village Empty The Apprentice: The Not So Peaceful Village

    Post by Admin 20th June 2020, 12:27 am

    Job Title: The Apprentice: The Not So Peaceful Village
    Rank: A
    Category: Normal/ Job Series
    Job Location: Peace Village
    Solo Word Count: 5,000
    Group Word Count: 10,000
    Additional Requirements: Must have completed The Apprentice: Thorns in the Garden.
    Job Description: Upon hearing that some of the high cultists are in the hideaway, you come to the village to investigate. Everything seems completely ordinary with no difference in any way. The entrance to the hideaway is in the inn. Upon entering you see what seems like an underground room with a spring in the center and what seems like a bar, tables, and a small hallway with rooms to stay in along the edge of the circular room. There are cultists in the room who will fight you before you make it to the large doorway on the opposite side of the room.

    After defeating the many cultists you enter the final room. The cloaked cultist with the mask stands there, apparently having waited for you for quite some time. He informs you that the cultist you fought last time had sent a hidden message and he was sent here to keep you distracted while the final preparations of the ritual are made. You must fight and defeat him, which obviously won’t be easy. Once he is defeated, you know there’s only one final location to look.

    Before you leave you see the girl and she appears to be disappointed in you, stating that you could have gained so much power, as well as immortality, that you could have had an army follow you against anyone you wanted and instead you chose to follow the stupid magic council blindly.  In any case she thanks you for removing another fly, and as a reward tells you that her master is ready to begin the ritual before vanishing from sight.

    Enemies:

    • Chanter x10
      These cultists use magic that is activated by voice. Speaking in the ancient tongue they are able to bend energy and create enchantments that aid them in combat. Each wields two daggers that deal your rank in damage. Due to the spells below, they are immune to surprise attacks and distractions and are resilient to any slow wizards. They take 4x A-rank attacks to kill.
      spells:
      Enemy Rank: Weak

    • Channeler x6
      These cultists use magic by channeling the essence of the world around them into magic. The environment determines their type of magic. With the ritual being active, their powers involve dark magic. It takes 6x A-rank attacks to kill them.
      spells:
      Enemy Rank: Normal

    • Necromancer x4
      These cultists are skilled in magic and necromancy. Each of them has an arsenal of spells at their disposal. Their magic is fueled by the dead and there are many many corpses in the area for them to use. Along with this, they are also skilled in weapons. Physical hits deal your rank in damage. It takes 8x A-rank attacks to kill necromancers.
      spells:
      Enemy Rank: Strong

    • Masked Cultist
      It takes 30x A-rank attacks to defeat him. The cultist is a shade, a wizard whose mastered shadows in all its forms. His secondary magic only amplifies his shadow abilities and makes him immune to any spells or abilities that affect him in any way other than damage.
      spells:
      Enemy Rank: Boss

    Reward: 75,000 jewel and access to The Apprentice: Savitar

      Current date/time is 1st May 2024, 10:58 pm