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Ghost254

Dangerous Lunatic

7,500 Points
  • Forum Dabbler 200
  • Signature Look 250
  • Contributor 150
PostPosted: Sun Oct 28, 2018 4:11 pm


Team Acronym: HARE
Quest Name: Mysterious Disappearances
Quest we want to take (Pending approval by overlord): This would be for the start of the next RP day (During class time)

▣===========▣ Mysterious Disappearances ▣===========▣
▨═════▨═════▨

Requirements: Team Size: 4; Recommended Level: ~1; Faction: Beacon Students Only.

General Quest Guidelines
You can dictate the actions of the Creatures of Grimm unless otherwise specified. Generally you should not finish off all of the creature(s) until all teammates have posted at least once for that section (though as long as nobody is complaining we don't mind). Meaning a three level quest requires at least 12 posts to finish for a team of four. It is your job to keep track of posts. The crew may randomly check to make sure you are all following the rules, because we don't want people cheating, but ultimately as long as everyone is having fun Role-playing we are happy! These quests are designed to give your team fun things to do first and foremost! Any member may randomly join in to control the monster's actions for a post. Underlined sentences mark the levels of creatures and requirements to proceed to the next level. Also if someone has not posted for that day feel free to skip their turn. Posting orders can hinder a good Role-play experience and that is the last thing we want (there is no real post order rules for this guild! Be active)! Remember to PM any crew when you have finished, and to turn it in on the main quest board. Lastly when the prompts say that a creature or group of creatures require something like 50 cumulative posts to defeat. This does not mean you must post 50 times to kill it. It means your post count added together must equal at least 50 for you to kill the beast. Which can be done in a single post, or in several depending on how you role-play.


Ïntrodüctiøn:


There have been strange disappearances off a path in the woods near the outskirts of Vale. Merchants, travelers, and townsfolk have just vanished off the path without a trace. The military have sent personal to check it out, but no one ever returns. They don't have the time or the resources to keep sending personal out, so its up to your team! Meat in the courtyard, gather your wits, and set out on the path to discover the reason for all the strange occurrences.



Level One

As you start your journey, it all seems rather uneventful. Nothing stands as strange or unpredictable. However, the thicker the trees grow, the quieter the forest grows. Further down the path you notice the claw marks on the trees as well as what seems to be splatters of dried blood across the ground. You hear them before you see them, the low rumbling growl of a Beowolf. Three of them (level 0.5, cumulative post count of 50 to defeat) lunge out of the woods, teeth barred as the go for you and your team.

Defeat the Beowolves to continue.



Level Two

Upon defeating the Beowolves, you notice a set of footprints disappearing into the woods. The look to be fairly fresh, so you decide to follow them. They continue on for about a mile or so, getting fainter and fainter the further you go. Eventually you find yourself in a small clearing... only, it's not empty. In the center stands a defenseless Faunus-man facing a huge Ursa (Level 1.0, cumulative post count of 100 to defeat). From the looks of it the man isn't fairing so well and seems to have already lost a lot of blood.

Save the Faunus and defeat the Ursa to continue.



Level Three
Once you have defeated the Ursa you must stop the blood flow of the Faunus's injuries before he can bleed out. While treating his injuries you try to get a few answers out of him before he loses consciousness. You weren't able to get much, however he said it was originally a group of humans that attacked him and his family on their travels, not Grimm. He happened upon the Grimm while searching for his wife and daughter.

Get the Faunus safely back to Beacon and report your new-found knowledge to the Headmaster to complete..


▣===========▣ End of Quest ▣===========▣

narxfang

Result: Completed (one merchant deceased, rest survived)
Starting Page: Mission start
QUEST COMPLETED
PostPosted: Tue Jan 15, 2019 4:39 pm


Team Acronym: TRRA
Quest Name: Night Drop
Requirements: Team Size: 4; Recommended Level: ~1; Faction: Beacon Students Only.

General Quest Guidelines
You can dictate the actions of the Creatures of Grimm unless otherwise specified. Generally you should not finish off all of the creature(s) until all teammates have posted at least once for that section (though as long as nobody is complaining we don't care mind). Meaning a three level quest requires at least 12 posts to finish for a team of four. It is your job to keep track of posts. The crew may randomly check to make sure you are all following the rules, because we don't want people cheating, but ultimately as long as everyone is having fun Role-playing we are happy! These quests are designed to give your team fun things to do first and foremost! Any member may randomly join in to control the monster's actions for a post. Underlined sentences mark the levels of creatures and requirements to proceed to the next level. Also if someone has not posted for over 24 hours feel free to skip their turn. Posting orders can hinder a good Role-play experience and that is the last thing we want. Remember to PM any crew when you have finished, and to turn it in on the main quest board.
Introduction:


Oftentimes missions are sent to the military that they believe are not worth their time.
These missions are usually just wealthy elites pulling strings to get some business done.
These sorts of missions are usually dangerous, but not too dangerous for students to take.
You must deliver some precious cargo, dust barrels, to the outskirts of Vale. Why? That is none of your business.
Defeat any Grimm you see, but if there are too many retreat.
Protect the dust though as it is incredibly valuable. The drop off point can be found deep into the outskirts of Vale.
Start from there and move south west. You will eventually stumble upon a a small opening in the forest with a large pole.
Under this pole is a vault where you can store the cargo, and then leave.
The Cargo will need to be pulled on a rolling platform by two members.

Level One

You enter the outskirts. Forests and lush greenery is all around.
As you hike out into the woods everything seems pleasant,
but as expected the birds suddenly stop their cheerful chirping as you get deeper into the woods.
You hear growls of Grimm rummaging about in the nearby brush,
but nothing leaps out and attack you. The forest is definitely a grim(m) place.
The ground beneath the [third teammate to post] collapses under them.
They fall into a pit that is at least 15 feet deep, and full of thick sludge.

Help your teammate out to continue on.



Level Two

You continue on after saving your friend. The forest didn't seem like it could get any darker,
but it did. The trees grow thicker by every mile, but the map says you should be there soon.
That is when you hear it. A high pitched screeching sound. Something is not right,
it sounds too artificial to be Grimm. That is when you hear a loud snap!
Your cargo platform was being pulled by robes attached to the front.
One of them must've been weakened with years of use and finally met its end.

Fix the platform to continue.



Level Three

After a few hundred meters you finally reach the clearing.
A massive, blood stained, standard stood in the center of it. You can see a hatch door directly beneath it.
After you unload the cargo you must flee back to Beacon as the daylight is dying,
and you can hear the sounds of Grimm activity around you ever increasing.

Two people unload, two protect. Then RUN!


narxfang

Aeval_Silvertongue

Timid Hunter


Ghost_Rios

Dangerous Husband

10,600 Points
  • Survivor 150
  • Battle: Rogue 100
  • Married 100
PostPosted: Thu Jan 17, 2019 3:42 pm


Team Acronym: MAIN
Quest Name: Out of Contact/Missing in Action

narxfang
PostPosted: Thu Aug 20, 2020 10:00 am


Team Acronym: RSSK (Risk)
Quest Name: Dαɾƙ Cαvҽɾnʂ

▣===========▣ Dαɾƙ Cαvҽɾnʂ ▣===========▣
▨═════▨═════▨

Requirements: Team Size: 4; Recommended Level: ~1; Faction: Beacon Students Only.

General Quest Guidelines
You can dictate the actions of the Creatures of Grimm unless otherwise specified. Generally you should not finish off all of the creature(s) until all teammates have posted at least once for that section (though as long as nobody is complaining we don't mind). Meaning a three level quest requires at least 12 posts to finish for a team of four. It is your job to keep track of posts. The crew may randomly check to make sure you are all following the rules, because we don't want people cheating, but ultimately as long as everyone is having fun Role-playing we are happy! These quests are designed to give your team fun things to do first and foremost! Any member may randomly join in to control the monster's actions for a post. Underlined sentences mark the levels of creatures and requirements to proceed to the next level. Also if someone has not posted for that day feel free to skip their turn. Posting orders can hinder a good Role-play experience and that is the last thing we want (there is no real post order rules for this guild! Be active)! Remember to PM any crew when you have finished, and to turn it in on the main quest board. Lastly when the prompts say that a creature or group of creatures require something like 50 cumulative posts to defeat. This does not mean you must post 50 times to kill it. It means your post count added together must equal at least 50 for you to kill the beast. Which can be done in a single post, or in several depending on how you role-play.


Ïntrodüctiøn:


The caverns beneath the academy have been cleared of bandits from The Tribe, but
due the mineshafts in the outskirts were not completely sealed up and several
grimm have made their ways into the caverns and sewers. This is believed to be
leading to an increased rate of encounters on the premises and needs to be taken
care of immediately. First you will enter the sewers from the courtyard. Then you
will travel down deep beneath the school clearing out any and all grimm you find.
You will exit from the outskirts and seal the cavern entrance.


Level One

The courtyard is relatively peaceful until a school sanitation worker
removed the heavy manhole covering to the sewers. He motions for all of you to
take turns using the long ladder. The metallic echo of water moving below could
be heard loudly. After descending into the sewers your team follows the path deep
into the inner workings beneath beacon. After a while you reach a large utility room
of sorts. It is dusty and the faint dripping of water can be heard in the far left corner.

As your team works their way through the room you hear a growl from above. A large
hole leading to a new section of the sewers revealed glowing red eyes. Beowolves
have made a den here. Two beowolves jump down into the room and lash out at the
highest level teammember.
(Level X; You require X posts cumulatively to beat each single beowolf).

Defeat the Beowolf to proceed.



Level Two

After destroying the Beowolves your group proceeds through the
sewer
section that the beowolves first came from. The sewers soon started to reveal
earthen walls and stone. This was truly on the brink of the cavern systems that
exited to the outskirts.

The ground starts to rumble. Something was happening. Something bad. The ground
then gave out all at once. Your team falls down into a medium sized hallway. Sewer
water spraying out of broken lines producing a small waterfall into the hall. The
west side was completely blocked off, and scaling back up would be near impossible.
There was now only one way to go; east. Only there was one problem. three pairs
of glowing red eyes revealed even more of the pack.

(Level X; You require X posts cumulatively to beat each single beowolf)

The beowolves block the hallway off. The first one lunges at the weakest teammember
and latches onto their leg to try and pull them deeper into the hall. The other two
jump at the first one to defend their teammate.

Defeat all 3 Beowolves to proceed.



Level Three

You successfully defeated the three beowolves. You now proceed out the hall way and
find a large metal door. The lock wheel is rusted and takes significant effort to open.
Once opened you find a true cavern. A faint light can be see off in the distance.
Likely the exit to the outskirts. Several large scratch marks can be seen on the cavern walls.
A shadow rises from the other side of the cave and blocks the light. two massive red
eyes come into view as if the beast was just woken from its slumber. Its fangs bared
with a growl so low it made the floor itself rumble. An abnormally large alpha beowolf.

(Level X; Requires X cumulative posts total to defeat)

The alpha slashes it right claw at the second to lowest level teammate. It's strike
would be lethal to anyone below X posts if unblocked by someone with X posts.

Save your friend! Kill the Alpha!

After defeating the Alpha you can exit to the outskirts.




▣===========▣ End of Quest ▣===========▣

narxfang

Ghost254

Dangerous Lunatic

7,500 Points
  • Forum Dabbler 200
  • Signature Look 250
  • Contributor 150

Apathetic Writer

Invisible Friend

PostPosted: Sun Aug 23, 2020 10:20 pm


Team Acronym: Sasselia Argenia
Quest Name: Shadow of a Doubt [Designed by Apathetic Writer]
Result: Completed
Starting Page: [Quest Made and Started] Sasselia [Start] [Finished]


narxfang

xLulie

Deadly_Tiger

Ghost254

1234boo75

Aeval_Silvertongue

PostPosted: Wed Aug 26, 2020 8:30 pm


Team Acronym: K L [Azura Knight & Yui Lioncourt]
Quest Name: New Threat


▣===========▣ New Threat ▣===========▣
▨═════▨═════▨

Requirements: Team Size: 2; Recommended Level: ~1.50; Faction: Beacon Students Only.

General Quest Guidelines
.


Introduction:


There is still very little we know in this world controlled by Grimm.
Constant developments, new discoveries, manners of adaptation and evolution of our worst nightmares.
Recently, there have been a number of reports indicating odd Grimm sightings.
Grimm of odd, vibrant colors with uncanny elemental capabilities unlike which the world has ever seen.
Many of these reports seemed to correlate with an old investigation, a decade prior, that had gone cold with their sudden disappearance.
For many reasons, it seems like a tall tale, as these beasts come and go without a trace.
Their targets, while man is always on their list, appear to be our most valuable resource against the Grimm; our dust.
With how many reports have recently pulled in, the most recent being a caravan carrying an important dust supply, we cannot afford to sit by idly.
Students selected will meet with an eye-account witness, the head of the caravan itself, then head to the southeast edge of the outskirts.
From there, investigate scene for any indicator for what could've truly happened here, be it Grimm, bandits, or a potential new threat.
With you, we'll be sending a small delivery of bait dust. This dust was donated from the military supply in order to hopefully lure out this threat out so we can get closure on this case.
Do your best to keep it safe, but so long as results are produced, it is the least of your worries.
Only a couple of students would be selected for this mission, as the premise itself seems to be a wild goose chase.
Whether you find out it was a tactful hoax presented by bandits or a new threat of Grimm, we're counting on you to unearth this mystery.


Level One

Traversing the outskirts, you'll head southeast. You're given a specific path through the lush green forest, mimicking the path traveled by the caravan. One of you is responsible for carrying the bait-cargo, and thus have to keep it in close quarters. As beautiful as this walk in nature is, remember, you're here to investigate anything odd. Keep your eyes out for disturbances in nature, your ears for unfamiliar presence.

You notice as you near your destination, what once seemed to be a peaceful forest fell eerily silent. Though neither of you could hear any disturbance, it appeared that the wildlife itself wisened up to steer clear of this area. Keep your eyes peeled as you progress, and note the signs: on certain trees were scorched clawmarks. In the grass, burnt pawprints. These details were few and far between, but clues all the same. Inevitably, you come across the site the caravan head had warned you about. Clearly, there was a scuffle. The wooden caravan itself had been left in shambles, ripped apart into nothing but firewood and scorched by various clawmarks. Whatever had attacked them had used fire, but in a violent way that seemed far too beast-like.

Split up and investigate the caravan ruins for any further hints, note any variations in footprints. Some left scorch marks, others sunk in the earth like mud, wild some caused cracks. There was an odd variation in whatever happened here. One of you should investigate the environment, the other investigates the shambles of the caravan itself.

For the student that investigated the environment; one thing you do notice, however, is an oddly fresh presence of ice to the south of the site, leading into frost-covered shrubbery. This is particularly odd, given it was in fact the middle of summer.

For the student that investigated the caravan ruins; as you look further into matters, you notice that one car of the caravan appeared relatively intact. Visibly confused by this, you choose to investigate further. But, scattered across the face of the door and smeared across the ground beneath it appeared... To be powdered dust? A refined product, used for particular weapons. It was only noticeable for its vibrant yellow color, that of electric dust. Will you go inside?

Leave no stone unturned, but keep your guard up as you distance yourselves.



Level Two

That's when the both of you would hear it, the sounds of a menacing growl similar to that of grimm. ... What type of grimm was hard to say, as multiple sounds seemed to radiate. From the icy bush, a large, pale blue and frost-covered beowolf [0.70] would leap out at the student. With every step it took, the ground froze. If it got its hands on the student, it would begin to freeze them rapidly as it snarled. A freezing mist would begin to spread through the air.

From the caravan cart, a surge of electricity would burst through the door. If the student had attempted to open the door, they would've felt a surge of electricity course their veins in agonizing pain. Ripping down the door, a spear of yellow electricity would bolt out as blurring speed, zipping out and around the huntress as if they were electricity itself. The beast would unroll for a moment, unveiling a yellow Boarbatusk [0.80] that had electricity static rapidly across its skin. The beast would squeal before rolling back up, charging the huntress.

After the initial charge of beasts, one last creature would enter the fray. With it, the ground trembled as the sound of an Ursa Major [1.50] roar resonated. This one, however, was much larger than normal. A gargantuan beast deep red skin, and a vibrant orange core that stemmed to create its bony protrusions. The beast itself was engulfed with flames that danced across the earth, sending a wave of flames to both huntresses.

At some point during the onslaught, whoever is holding the dust cargo will drop it.

Defeat the Frostbitten Beowolf, Boltreaver Boarbatusk, and Hellborn Ursa Major.



Level Three

With your best efforts, you were able to fend off these elemental menaces before they could get too out of hand. Various types of dust lingered in the air, still radiating with trace elemental properties. This left a haze in the air, obscuring your view. Something about this just didn't add up, as if the grimm themselves weren't made from the same darkness as others. With little time to put your thoughts together, you realize in the midst of combat that you dropped the bait cargo of dust. That was a mistake you'd come to realize as the dust finally settled. Now, in the midst of the battlefield stood a masked individual, adorned with a silver cloak and grand white wings. In the center of his chest collar shimmered a gem of jasper. In his right hand, was a staff. One that he'd slam into the bait cargo, shattering it's wood casing to reveal it contents; a hefty chunk of earth-dust. A red glyph matching his jasper would encircle the dust. The ground would tremble at the presence of aura before the dust erupted in a vibrant display of lights. "A Lioncourt and a Knight... This is the end." He would whisper. The ground would then erupt with a series of violent tremors, an earthen beast with gargantuan fists of stone emerging. The dust was used to create a Beringel [3.00], and with its presence, the winged man would disappear. This left only the two of you, and one of the huntsmen's worst nightmares.

Defeat the Stonefist Beringel and retreat immediately, report what you learned to your superiors at once.


Ǭuest Çopy Ćode

[size=18][b][align=center]Introduction:[/align][/b][/size]
[size=9][align=center]
There is still very little we know in this world controlled by Grimm.
Constant developments, new discoveries, manners of adaptation and evolution of our worst nightmares.
Recently, there have been a number of reports indicating odd Grimm sightings.
Grimm of odd, vibrant colors with uncanny elemental capabilities unlike which the world has ever seen.
Many of these reports seemed to correlate with an old investigation, a decade prior, that had gone cold with their sudden disappearance.
For many reasons, it seems like a tall tale, as these beasts come and go without a trace.
Their targets, while man is always on their list, appear to be our most valuable resource against the Grimm; our dust.
With how many reports have recently pulled in, the most recent being a caravan carrying an important dust supply, we cannot afford to sit by idly.
Students selected will meet with an eye-account witness, the head of the caravan itself, then head to the southeast edge of the outskirts.
From there, investigate scene for any indicator for what could've truly happened here, be it Grimm, bandits, or a potential new threat.
With you, we'll be sending a small delivery of bait dust. This dust was donated from the military supply in order to hopefully lure out this threat out so we can get closure on this case. Do your best to keep it safe, but so long as results are produced, it is the least of your worries.
Only a couple of students would be selected for this mission, as the premise itself seems to be a wild goose chase.
Whether you find out it was a tactful hoax presented by bandits or a new threat of Grimm, we're counting on you to unearth this mystery.[/align] [/size]
[align=center]
[b]Level One[/b]
[spoiler]
[align=center]Traversing the outskirts, you'll head southeast. You're given a specific path through the lush green forest, mimicking the path traveled by the caravan. One of you is responsible for carrying the bait-cargo, and thus have to keep it in close quarters. As beautiful as this walk in nature is, remember, you're here to investigate anything odd. Keep your eyes out for disturbances in nature, your ears for unfamiliar presence.

You notice as you near your destination, what once seemed to be a peaceful forest fell eerily silent. Though neither of you could hear any disturbance, it appeared that the wildlife itself wisened up to steer clear of this area. Keep your eyes peeled as you progress, and note the signs: on certain trees were scorched clawmarks. In the grass, burnt pawprints. These details were few and far between, but clues all the same. Inevitably, you come across the site the caravan head had warned you about. Clearly, there was a scuffle. The wooden caravan itself had been left in shambles, ripped apart into nothing but firewood and scorched by various clawmarks. Whatever [i]had[/i] attacked them had used fire, but in a violent way that seemed far too beast-like.

Split up and investigate the caravan ruins for any further hints, note any variations in footprints. Some left scorch marks, others sunk in the earth like mud, wild some caused cracks. There was an odd variation in whatever happened here. One of you should investigate the environment, the other investigates the shambles of the caravan itself.

For the student that investigated the environment; one thing you do notice, however, is an oddly fresh presence of ice to the south of the site, leading into frost-covered shrubbery. This is particularly odd, given it was in fact the middle of summer.

For the student that investigated the caravan ruins; as you look further into matters, you notice that one car of the caravan appeared relatively intact. Visibly confused by this, you choose to investigate further. But, scattered across the face of the door and smeared across the ground beneath it appeared... To be powdered dust? A refined product, used for particular weapons. It was only noticeable for its vibrant yellow color, that of electric dust. Will you go inside?

[u]Leave no stone unturned, but keep your guard up as you distance yourselves.[/u][/align]
[/spoiler]

[b]Level Two[/b]
[spoiler]
[align=center]That's when the both of you would hear it, the sounds of a menacing growl similar to that of grimm. ... What type of grimm was hard to say, as multiple sounds seemed to radiate. From the icy bush, a large, pale blue and frost-covered beowolf [0.70] would leap out at the student. With every step it took, the ground froze. If it got its hands on the student, it would begin to freeze them rapidly as it snarled. A freezing mist would begin to spread through the air.

From the caravan cart, a surge of electricity would burst through the door. If the student had attempted to open the door, they would've felt a surge of electricity course their veins in agonizing pain. Ripping down the door, a spear of yellow electricity would bolt out as blurring speed, zipping out and around the huntress as if they were electricity itself. The beast would unroll for a moment, unveiling a yellow Boarbatusk [0.80] that had electricity static rapidly across its skin. The beast would squeal before rolling back up, charging the huntress.

After the initial charge of beasts, one last creature would enter the fray. With it, the ground trembled as the sound of an Ursa Major [1.50] roar resonated. This one, however, was much larger than normal. A gargantuan beast deep red skin, and a vibrant orange core that stemmed to create its bony protrusions. The beast itself was engulfed with flames that danced across the earth, sending a wave of flames to both huntresses.

At some point during the onslaught, whoever is holding the dust cargo [i]will[/i] drop it.

[u]Defeat the Frostbitten Beowolf, Boltreaver Boarbatusk, and Hellborn Ursa Major.[/u][/align]
[/spoiler]

[b]Level Three[/b]
[spoiler]
With your best efforts, you were able to fend off these elemental menaces before they could get too out of hand. Various types of dust lingered in the air, still radiating with trace elemental properties. This left a haze in the air, obscuring your view. Something about this just didn't add up, as if the grimm themselves weren't made from the same darkness as others. With little time to put your thoughts together, you realize in the midst of combat that you dropped the bait cargo of dust. That was a mistake you'd come to realize as the dust finally settled. Now, in the midst of the battlefield stood a masked individual, adorned with a silver cloak and grand white wings. In the center of his chest collar shimmered a gem of jasper. In his right hand, was a staff. One that he'd slam into the bait cargo, shattering it's wood casing to reveal it contents; a hefty chunk of earth-dust. A red glyph matching his jasper would encircle the dust. The ground would tremble at the presence of aura before the dust erupted in a vibrant display of lights. "A Lioncourt and a Knight... This is the end." He would whisper. The ground would then erupt with a series of violent tremors, an earthen beast with gargantuan fists of stone emerging. The dust was used to create a Beringel [3.00], and with its presence, the winged man would disappear. This left only the two of you, and one of the huntsmen's worst nightmares.

[u]Defeat the Stonefist Beringel and retreat immediately, report what you learned to your superiors at once.[/u]
[/spoiler][/align]


▣===========▣ End of Quest ▣===========▣


narxfang

Apathetic Writer

Invisible Friend


KnightsRoyal

Desirable Hunter

7,825 Points
  • Gender Swap 100
  • Forum Dabbler 200
  • Ultimate Player 200
PostPosted: Sun May 09, 2021 9:42 pm


Team Acronym: R&R (Ren and Rowan)
Quest Name: Night Drop
Introduction:


Oftentimes missions are sent to the military that they believe are not worth their time.
These missions are usually just wealthy elites pulling strings to get some business done.
These sorts of missions are usually dangerous, but not too dangerous for students to take.
You must deliver some precious cargo, dust barrels, to the outskirts of Vale. Why? That is none of your business.
Defeat any Grimm you see, but if there are too many retreat.
Protect the dust though as it is incredibly valuable. The drop off point can be found deep into the outskirts of Vale.
Start from there and move south west. You will eventually stumble upon a a small opening in the forest with a large pole.
Under this pole is a vault where you can store the cargo, and then leave.
The Cargo will need to be pulled on a rolling platform by two members.


Level One

You enter the outskirts. Forests and lush greenery is all around.
As you hike out into the woods everything seems pleasant,
but as expected the birds suddenly stop their cheerful chirping as you get deeper into the woods.
You hear growls of Grimm rummaging about in the nearby brush,
but nothing leaps out and attack you. The forest is definitely a grim(m) place.
The ground beneath the [third teammate to post] collapses under them.
They fall into a pit that is at least 15 feet deep, and full of thick sludge.

Help your teammate out to continue on.



Level Two

You continue on after saving your friend. The forest didn't seem like it could get any darker,
but it did. The trees grow thicker by every mile, but the map says you should be there soon.
That is when you hear it. A high pitched screeching sound. Something is not right,
it sounds too artificial to be Grimm. That is when you hear a loud snap!
Your cargo platform was being pulled by robes attached to the front.
One of them must've been weakened with years of use and finally met its end.

Fix the platform to continue.



Level Three

After a few hundred meters you finally reach the clearing.
A massive, blood stained, standard stood in the center of it. You can see a hatch door directly beneath it.
After you unload the cargo you must flee back to Beacon as the daylight is dying,
and you can hear the sounds of Grimm activity around you ever increasing.

Two people unload, two protect. Then RUN!
PostPosted: Thu Sep 16, 2021 9:29 am


Team Acronym: R (Rey Only)
Quest Name: Outskirts Clear

Introduction:


Level One

You enter the outskirts just beyond the courtyard. Beacon Academy is
surrounded by grasslands which provides a great deal of vision on any who would assail
the academy. As you reach the edge of the prairie you spot a single rogue Beowolf
(Level X). It was rather small in
stature, but very muscular. It was sniffing the ground probably looking for food, but
then it's head slowly lifts up and spots your team. It snarls at you and rushes for the
first person who posted in the courtyard. It throws a swift claw at their face.

Defeat the Beowolf to proceed.



Level Two

After destroying the Beowolf your group proceeds to the outer edges of
Beacon Academy's territory. Large mountains can be seen in the distance, but before
them is a large wooded area. You spot 3 weak Beowolves
(Level X) in the distance.
Likely searching for their friend. They are also significantly scrawny. This pack must've been starving!

Defeat all 3 Beowolves to proceed.



Level Three

You successfully defeated the 3 pitiful Beowolves. You enter the forest's edge and discover
several scratch marks, and beowolf paw prints in the mud. Then from behind you a large
Boarbatusk appears! It smashes its right hoof into ground signalling its charge.
It rushes at the second to last person who posted and pins them up against a tree with furious strength.

Save your friend!

Noble Negative J3T

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LS95

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PostPosted: Thu Jun 16, 2022 3:52 pm


Team Acronym: NAA (Nachthaut, Aurelia, Aya)
Quest Name: Border Patrol

narxfang
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NARxRP: RWBY

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