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narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200
PostPosted: Mon Jan 15, 2018 7:38 pm


ℙ𝕣𝕠𝕘𝕣𝕖𝕤𝕤𝕚𝕠𝕟
The Plot Continues

╔═════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════╗

GRIMM INVASION
█ █ █ █ █ █ █ █ █ █


╚═════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════╝

-

╔═════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════╗

ỦNLOCḴING ÁTLAS
█ █ █ █ █ █ █ █ █ █


╚═════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════╝
-

Bar One: Whenever a villain successfully hinders a mission from being completed this bar moves up. When the red is full the Grimm will invade the Kingdoms and wreak havoc. Capt'n Narx reserves the right to kill off a player everytime this happens. On the flip side whenever a mission involving the killing of the creatures of Grimm is completed this bar moves down. It is up to you to report this to a crew member.
Bar Two: Whenever a main quest is completed this bar will move up. Once full, Vale will finally reestablish connection to Atlas and its massive supply of dust. Atlas will have its own government and quests! Main quests will be high level quests so don't expect to make too much progress for a while.

 
PostPosted: Mon Jan 15, 2018 7:39 pm


How the Progress bar works

-Whenever a good quest is completed the Grimm invasion bar goes down, and for some quests we forge our path to unlocking Átlas!
-Whenever an antagonist foils a good quest from being completed the Grimm invasion bar goes up.
-Whenever a Grimm invasion happens many things can happen on top of the invasion: Some Grimm get permanently boosted, Capt'n Narx might choose a character to be killed off (it could be any of you), we might lose some of our progress to unlocking Átlas, your RPC might lose a limb or body part, or many other things...This guild will have actual consequences. Remember that.
-Some quests have special results that the crew have decided upon, but not told you all.
-Also you can always recruit friends to join in on a fight if a villain has jumped in and you would lose otherwise. There is a limited amount of time for newcomers to join in though. Refer to the Ūnique ℞ules - Combat Section for this.


How Quests works

Each quest has a few "levels." These levels are actually just role-play prompts for your team to respond to as you go on the adventure. Quests tell you where to start, where to go, and what to do. It's best if you don't look at spoilers as they contain the next part of the quest, but we can't stop you, so ultimately it's down to you if you want to know what happens or not.

The introduction will often require you to start in a certain topic then, once you've done as the intro demands, you reveal spoiler number 1 and do what it says/respond to the prompt. Then, once you've done that, reveal spoiler 2 and do what that says. Repeat for spoiler 3. Once the quest is completed head on home to Vale. You should copy and paste the code below and turn in the quest for future reference self and crew. Just so we can track what team did what, when and where.

Important rules and things to note

- We will be revealing plot secrets throughout quests.
- Not all quests can be completed by the level it recommends, some are designed to trap low level teams. Running is always allowed but will mean its a failed quest unless otherwise state inside the quest.
- Each and every quest effects the progress bars in different ways (Which is why its important to turn them in).
- Villains can, and will, try and stop you on some missions.
- Villains can 'ally' with a Grimm or group of Grimm inside a quest. This means they effectively can add their level on top of the Grimm's levels. If they do this and the Grimm + Villain's level is cumulatively higher than your team your quest becomes foiled. You fail. You can still role-play a fight, but the Grimm swarm you overall and you will have to retreat.
- Villains can wear a disguise and thus not reveal their identity when foiling quests. Allowing them to remain a student/teacher/inside vale.
- If something happens in the role-play where they ought to reveal their identity message a crew and we can always change things up!
- Crew can drop random Grimm inside of a quest. Thus even when you think you're guaranteed to win you might not.
- Crew can always make exceptions to anything in the role-play. Our job is to enrich the role-play. We are like your dungeon masters. If something is making the role-play LESS fun feel free to message any and all of us and explain the situation. We want to maximize fun.
- Multiple villains can join in on a fight.
- Multiple teams can also do a quest together!
- Team leaders must be elected by their team.


Topic Rules
(1) Only team captains, villains, and other persons eligible to accept quests can post here. Quests do not need to be accepted by a crew. You merely copy and paste the code and post that you and/or your team is doing said quest. Upon completion you are allowed to message the crew (including Narx!), but that is optional. YOU MUST post here that you completed the quest though. That part is mandatory. If your team captain is unable to post due to a temporary leave of absence you can post here for your team. We aren't cruel. We understand! Generally speaking try to only have one representative posting here though.
(2) Talk about the progression bar in the Ťownhąll (General Chit-Chat).
NOT here.
(3) Unless otherwise specified every team can do the same quest at least once. Some quests are special and will be given out, or will be posted on a first come first serve basis. Most of these first page quests are free for all!
(4) Ultimately this guild is about having fun. If you wanna go on a mission, but never have it officially recognized, by all means, go ahead! Even for teams that post here, we won't necessarily check that you actually did finish your quests. Its an honor based system. We will check randomly of course.
(5) Say one of your members is inactive for some reason (vacation, or life event), but you still want to keep them as a team member, and to go on quests. WELL YOU CAN! You can role-play as a group of three, and still add your fourth member's post count to your team's cumulative level. We allow this for a single person. You do not need to role-play as them (but if you want and have permission from the member you can). We know that often someone will be temporarily unavailable. Now if you do this at least one team member must post in their posting apparatus that the team is utilizing their fourth player's post count. Make sure this is not hidden by a spoiler or less than 9 font. We want it to be clearly visible.
(6) A crew member might pop in and completely change the quest around to be something totally different. We might have secret extensions to quests, or merely stop in to role-play as the Grimm for a while. Go with the flow. Role play, and have fun!
(7) ANYONE can create missions and submit them for approval to the crew. This allows you to develop your own story for your character. Feel free to run it by crew members for pre-screening before official approval if you like. No harm in having help to create a quest!





Accepting a Quest:

[b]Team Acronym:[/b]
[b]Quest Name:[/b]


Quest Completed:

[b]Team Acronym:[/b]
[b]Quest Name:[/b]
[b]Result:[/b] (Foiled by villain, completed, failed, etc)
[b]Starting Page:[/b] (Link us to where your team started the quest, the exact page where you first posted)

narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200

narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200
PostPosted: Mon Jan 15, 2018 7:42 pm



▣===========▣ Ńight Drōp ▣===========▣
▨═════▨═════▨

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 wnat 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!


Ǭuest Çopy Ćode

[size=18][b][align=center]Introduction:[/align][/b][/size]
[size=9][align=center]
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.[/align] [/size]
[align=center]
[b]Level One[/b]
[spoiler]
[align=center]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.

[u]Help your teammate out to continue on.[/u][/align]
[/spoiler]

[b]Level Two[/b]
[spoiler]
[align=center]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.

[u]Fix the platform to continue.[/u][/align]
[/spoiler]

[b]Level Three[/b]
[spoiler]
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.

[u]Two people unload, two protect. Then RUN![/u]
[/spoiler][/align]


▣===========▣ End of Quest ▣===========▣
PostPosted: Mon Jan 15, 2018 7:51 pm



▣===========▣ Oυƚʂƙιɾƚ Cʅҽαɾ ▣===========▣
▨═════▨═════▨

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:


Several Grimm have been spotted around the outskirts of Beacon Academy. Too many.
This is a fairly common occurrence as of late. Small Grimm are known to scale the
cliffs surrounding the academy. Go to the courtyard, head out from there, and search for
Grimm. Kill any that you can and report it to the school. You cannot
proceed unless
all four members post in the courtyard. Gather your things!


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!


Ǭuest Çopy Ćode

[size=18][b][align=center]Introduction:[/align][/b][/size]
[align=center]
[b]Level One[/b]
[spoiler]
[align=center]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
[u](Level X)[/u]. 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.

[u]Defeat the Beowolf to proceed.[/u][/align]
[/spoiler]

[b]Level Two[/b]
[spoiler]
[align=center]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
[u](Level X)[/u] in the distance.
Likely searching for their friend. They are also significantly scrawny. This pack must've been starving!

[u]Defeat all 3 Beowolves to proceed.[/u][/align]
[/spoiler]

[b]Level Three[/b]
[spoiler]
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.

[u]Save your friend![/u]
[/spoiler][/align]


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

narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200

narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200
PostPosted: Tue Jan 16, 2018 7:27 pm



▣===========▣ 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).

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)

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)

The alpha slashes it right claw at the second to lowest level teammate. It's strike
would be lethal to anyone below 25 posts if unblocked by someone with 50 posts.

Save your friend! Kill the Alpha!

After defeating the Alpha you can exit to the outskirts.





Ǭuest Çopy Ćode

[size=18][b][align=center]Introduction:[/align][/b][/size]
[align=center]
[b]Level One[/b]
[spoiler]
[align=center][size=9]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.[/size]
[u](Level X)[/u].

[u]Defeat the Beowolf to proceed.[/u][/align]
[/spoiler]

[b]Level Two[/b]
[size=9][spoiler]
[align=center]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.

[u](Level X)[/u]

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.

[u]Defeat all 3 Beowolves to proceed.[/u][/align]
[/spoiler][/size]

[b]Level Three[/b]

[spoiler]
[size=9]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.

[u](Level X)[/u]

The alpha slashes it right claw at the second to lowest level teammate. It's strike
would be lethal to anyone below 25 posts if unblocked by someone with 50 posts.

[u]Save your friend! Kill the Alpha![/u]

After defeating the Alpha you can exit to the outskirts.[/size]


[/spoiler][/align]


▣===========▣ End of Quest ▣===========▣
PostPosted: Fri Jan 19, 2018 4:46 pm



▣===========▣ ℙerimeţer Đefeņce ▣===========▣
Ŵall Řepąir

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 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.


Introduction:

It's time to do some maintenance on the perimeter walls of Vale. As such a team will be needed to keep Grimm at bay. Reports indicate that there will mostly be small Grimm, but stay on guard from higher level threats. Go to the courtyard to meet the repair crew, follow there lead and remember the mission is to keep these people safe, do not be afraid to halt the repairs if you fear for their lives. Kill any Grimm that you can and report it to the head master once construction is finished (PM will do). You cannot proceed unless all four members post in the courtyard.


Level One

You exit the town from the courtyard and head towards the perimeter wall that you have all been assigned to protect. The day was young, but it felt later. Much later. Vision was minimal due to the forests being pressed up against this section of the perimeter wall. The crew, without a signal start to get to work on the wall. They were used to this job and put their full trust in the squad to defend them. Rarely did a grimm make it this far, but they had been ever encroaching on the land so all of them were filled with slight anxiety. One of the maintenance workers dropped large stone off from the side of the wall he was climbing. It toppled down a ways before it smashed against a large metal plate near the bottom ringing a loud gong-like sound that reverberated through the forest. A howl rings forth from the forest. A nearby pack of beowolves were hunting it seems and this was all they needed to lock onto some prey. They were likely drawn in by the heightened fear of the maintenance workers even more than the sound, but it was too late now to worry. Five beowolves approached in a tight formation. They are all young adults and shouldn't be too difficult to handle, but there are a lot of them so care is still necessary. (Level X; each beowolf has a post count of X).

One of the horrid creatures notices your team's presence and alerts the others with a curt howl. The pack snarls at you and rushes for the third to last person who posted in the courtyard. The pack, in a triangular formation dash towards your group with ferocity. They all jump in the air at the same time, lunging with claws and fangs ready to sink directly into their target unless stopped.


Kill all the beowolves to proceed.



Level Two

With the Beowolves now defeated repairs can begin. Inform the crew they can begin work and stay on alert for Grimm, if you can try and take any down before they get near the walls (you may decide whether or not you see any other beowolves, any sighted will be level X requiring X posts to kill, max of X beowolves). Large mountains can be seen in the distance. The crew will continue to repair the walls (Level X; Requires X Posts cumulatively to complete). The repairs are making quite a ruckus, hopefully it won't attract any undue attention.

Complete post count to proceed.



Level Three

The repairs are almost complete. You hear a loud squawk above the noise of the repairs, it appears a Nevermore (Level X) is on it's way! Protect the crew as best you can (The mission can be completed if they hold the Nevermore back for 20 Posts, allowing repairs to be completed). Quick get the crew out of there!


Ǭuest Çopy Ćode

[size=18][b]Introduction:[/b][/size]
[size=9]
It's time to do some maintenance on the perimeter walls of Vale. As such a team will be needed to keep Grimm at bay. Reports indicate that there will mostly be small Grimm, but stay on guard from higher level threats. Go to the courtyard to meet the repair crew, follow there lead and remember the mission is to keep these people safe, do not be afraid to halt the repairs if you fear for their lives. Kill any Grimm that you can and report it to the head master once construction is finished (PM will do). You cannot proceed unless all four members post in the courtyard.[/size][/align]
[align=center]
[b]Level One[/b]
[spoiler]
[align=center]You exit the town from the courtyard and head towards the perimeter wall that you have all been assigned to protect. The day was young, but it felt later. Much later. Vision was minimal due to the forests being pressed up against this section of the perimeter wall. The crew, without a signal start to get to work on the wall. They were used to this job and put their full trust in the squad to defend them. Rarely did a grimm make it this far, but they had been ever encroaching on the land so all of them were filled with slight anxiety. One of the maintenance workers dropped large stone off from the side of the wall he was climbing. It toppled down a ways before it smashed against a large metal plate near the bottom ringing a loud gong-like sound that reverberated through the forest. A howl rings forth from the forest. A nearby pack of beowolves were hunting it seems and this was all they needed to lock onto some prey. They were likely drawn in by the heightened fear of the maintenance workers even more than the sound, but it was too late now to worry. Five beowolves approached in a tight formation. They are all young adults and shouldn't be too difficult to handle, but there are a lot of them so care is still necessary. (Level X; each beowolf has a post count of X).

One of the horrid creatures notices your team's presence and alerts the others with a curt howl. The pack snarls at you and rushes for the third to last person who posted in the courtyard. The pack, in a triangular formation dash towards your group with ferocity. They all jump in the air at the same time, lunging with claws and fangs ready to sink directly into their target unless stopped.[/size][/color][/list][/align]

[align=center][u][b]Kill all the beowolves to proceed.[/b][/u][/align]
[/spoiler]

[b]Level Two[/b]
[spoiler]
[align=center]With the Beowolves now defeated repairs can begin. Inform the crew they can begin work and stay on alert for Grimm, if you can try and take any down before they get near the walls (you may decide whether or not you see any other beowolves, any sighted will be level X requiring X posts to kill, max of X beowolves). Large mountains can be seen in the distance. The crew will continue to repair the walls [u](Level X; Requires X Posts cumulatively to complete)[/u]. The repairs are making quite a ruckus, hopefully it won't attract any undue attention.

[u]Complete post count to proceed.[/u][/align]
[/spoiler]

[b]Level Three[/b]
[spoiler]
The repairs are almost complete. You hear a loud squawk above the noise of the repairs, it appears a Nevermore (Level X) is on it's way! Protect the crew as best you can (The mission can be completed if they hold the Nevermore back for 20 Posts, allowing repairs to be completed). Quick get the crew out of there!
[/spoiler][/align]


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

narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200

narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200
PostPosted: Fri Jan 19, 2018 4:47 pm



▣===========▣ Only Hope ▣===========▣
▨═════▨═════▨

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:


A small town on the outskirts of Vale have been struggling with a Grim infestation. It seems as soon as they manage to fend one off, a bigger, stronger one attacks. Crops and produce are being destroyed, buildings are crumbling, and the death poll is skyrocketting. The attacks have done nothing but crush the moral of the town. People are devestated amd scared. The greif and negative energy keeos growing and drawing the attention of more grimm. There aren't enough hunters or huntresses available at the moment to defend the village, so it's up to you and your team. Meet in the courtyard, kill the Grimm, and save the town.


Level One

as you approach the town, the signs of chaos can already be seen. Claw marks across the bark of the trees. Red splattered across the grass. The walls of the city are worn and crumbled. It's almost like the entire atmosphere changes as you grow closer. The tension and negative energy in the air is so thick you could choke on it. Before you have even entered the town, you happen upon a lone Boarbatusk (level X). It charges at the last person to post, tusks first.

Defeat the Boarbatusk to proceed.



Level Two

Upon defeating the pack, you finally enter the the town. Windows are boarded shut and the streets are nearly empty. In the distance you can hear the cries of what sounds to be a small child. Following the disturbance to the center of town, you see three large Ursas (level X) closing in on a little girl, probably orphaned from all the recent attacks. Alerted to your presence, one of them lunges at the little girl while the other two lung at the third person to have posted in the courtyard, smashing them into a nearby building.

Save the little girl and defeat the Ursa to proceed.



Level Three
Once you have defeated the Ursa pack and rescued the little girl it is time to clear the rest of the town of any remaining Grimm. (You may chose if you see any additional Grimm. If you do they will be level X Beowolves, max of 10). Once the town is clear it is time to deal with the damage. There are citizens who may have attained injuries that they were unable to get treated, attend to any of those injuries that you can.

Clear the town and treat the injured to complete.


Ǭuest Çopy Ćode

[size=18][b][align=center]Ïntrodüctiøn:[/align][/b][/size]
[size=9][align=center]
A small town on the outskirts of Vale have been struggling with a Grim infestation. It seems as soon as they manage to fend one off, a bigger, stronger one attacks. Crops and produce are being destroyed, buildings are crumbling, and the death poll is skyrocketting. The attacks have done nothing but crush the moral of the town. People are devestated amd scared. The greif and negative energy keeos growing and drawing the attention of more grimm. There aren't enough hunters or huntresses available at the moment to defend the village, so it's up to you and your team. Meet in the courtyard, kill the Grimm, and save the town.[/align] [/size]
[align=center]
[b]Level One[/b]
[spoiler]
[align=center]as you approach the town, the signs of chaos can already be seen. Claw marks across the bark of the trees. Red splattered across the grass. The walls of the city are worn and crumbled. It's almost like the entire atmosphere changes as you grow closer. The tension and negative energy in the air is so thick you could choke on it. Before you have even entered the town, you happen upon a lone Boarbatusk (level X). It charges at the last person to post, tusks first.

[u]Defeat the Boarbatusk to proceed.[/u][/align]
[/spoiler]

[b]Level Two[/b]
[spoiler]
[align=center]Upon defeating the pack, you finally enter the the town. Windows are boarded shut and the streets are nearly empty. In the distance you can hear the cries of what sounds to be a small child. Following the disturbance to the center of town, you see three large Ursas (level X) closing in on a little girl, probably orphaned from all the recent attacks. Alerted to your presence, one of them lunges at the little girl while the other two lung at the third person to have posted in the courtyard, smashing them into a nearby building.

[u]Save the little girl and defeat the Ursa to proceed.[/u][/align]
[/spoiler]

[b]Level Three[/b]
[spoiler]Once you have defeated the Ursa pack and rescued the little girl it is time to clear the rest of the town of any remaining Grimm. (You may chose if you see any additional Grimm. If you do they will be level X Beowolves, max of 10). Once the town is clear it is time to deal with the damage. There are citizens who may have attained injuries that they were unable to get treated, attend to any of those injuries that you can.

[u]Clear the town and treat the injured to complete.[/u]
[/spoiler][/align]


▣===========▣ End of Quest ▣===========▣
PostPosted: Fri Jan 19, 2018 4:53 pm



▣===========▣ 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 X) 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 X). 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
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200

narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200
PostPosted: Fri Jan 19, 2018 6:00 pm


▣===========▣ Border Patrol ▣===========▣
▨═════▨═════▨

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:

A short length of the Vale boarder hasn't seen any direct supervision by anybody for some time. The military doesn't currently have anyone to spare and figure the task generally isn't too dangerous so the school has been asked to step in. Grimm tend to patrol the boarders of kingdoms to hunt for weaknesses and a team of students is to be sent to show the flag along this portion of the boarder so to speak. Make sure the grimm still know we are watching them.

Level One

You have been making your way along the perimeter wall that marks the boarder of Vale for a couple hours now. This section of the wall provides good visibility as the forest outside stops a good twenty yards short of reaching the base of the wall. No one has seen hide, hair, nor feature of grimm so far and the sun is reaching its peak in the sky. Thoughts of taking a break to enjoy the sight of lunch are prevalent on the mind when the second person to post on location spots a pack of beowolves on their second post at location. The pack has 6 beowolves though only 4 can be seen, watching your team steadily make their way along the wall from the trees. (Level X, each beowolf has a post count of X) The two hidden beowolves leap down from the tree branches and slash their claws at the first and second team member to enter the tree line.

Wipe out the Beowolf pack scouting the Vale boarder to progress.

Level Two

With the beowolf pack dealt with the team takes a break to eat your lunches and then moves on. Further along your patrol route the team spots something concerning. The wall up ahead is damaged, severely. It is not breached yet but something large has clearly been at it repeatedly. It is clear that if it is allowed to continue much more the wall will be breached. You need to take stock of the damage so it can be reported, but also try and figure out what did the damage and where it is coming from so it can be destroyed. (Investigation takes a minimum of 4 cumulative posts to determine the full extent of damage to the wall and find clues to the wall's assailant in the surrounding area. Each team member should roll 2d8 to determine what details they can find, ignore repeat numbers you roll but repeats among team members simply means you both notice that detail.)

[1 – A]
[2 – B]
[3 – C]
[4 – D]
[5 – E]
[6 – F]
[7 – G]
[8 – H]


Complete minimum post count for investigation to continue, someone must find the grimm tracks to progress.

Level Three

Following the tracks leading to and from the wall the team enters the forest. The terrain is tough but the tracks continue on deeper into the ever thickening trees. The thickening number of branches overhead start blocking out more and more sun light. Leaving your team to travel through deepening darkness and the still air that carries nothing but the sounds of your own feet traversing over the roots that try to trip you up makes the trip all the more nerve wrecking. Finally, light up ahead breaks through the gloom. Pushing forward into the bright glare your team enters a large clearing in the forest. It takes a second for your eyes to adjust but your ears can hear that you are not alone. CLICK CLICK. As your vision recovers before you you see a huge boulder jutting up out of the ground in the center of the clearing. Upon it, snapping its pincers at you in a display of aggression, a Death Stalker turns around to orientate itself for battle. Above its hulking body a tail rises skyward, curling to bring a fearsome glowing stinger to bear. (level X, cumulative post count of X to defeat)

Defeat the Death Stalker and then return to report the wall damage to the Head Master to complete.



Ǭuest Çopy Ćode

[size=18][b]Ïntrodüctiøn:[/b][/size]

[size=9]A short length of the Vale boarder hasn't seen any direct supervision by anybody for some time. The military doesn't currently have anyone to spare and figure the task generally isn't too dangerous so the school has been asked to step in. Grimm tend to patrol the boarders of kingdoms to hunt for weaknesses and a team of students is to be sent to show the flag along this portion of the boarder so to speak. Make sure the grimm still know we are watching them.[/size]

[b]Level One[/b]
[spoiler]
You have been making your way along the perimeter wall that marks the boarder of Vale for a couple hours now. This section of the wall provides good visibility as the forest outside stops a good twenty yards short of reaching the base of the wall. No one has seen hide, hair, nor feature of grimm so far and the sun is reaching its peak in the sky. Thoughts of taking a break to enjoy the sight of lunch are prevalent on the mind when the second person to post on location spots a pack of beowolves on their second post at location. The pack has 6 beowolves though only 4 can be seen, watching your team steadily make their way along the wall from the trees. (Level X, each beowolf has a post count of X) The two hidden beowolves leap down from the tree branches and slash their claws at the first and second team member to enter the tree line.

[u]Wipe out the Beowolf pack scouting the Vale boarder to progress.[/u]
[/spoiler]
[b]Level Two[/b]
[spoiler]
With the beowolf pack dealt with the team takes a break to eat your lunches and then moves on. Further along your patrol route the team spots something concerning. The wall up ahead is damaged, severely. It is not breached yet but something large has clearly been at it repeatedly. It is clear that if it is allowed to continue much more the wall will be breached. You need to take stock of the damage so it can be reported, but also try and figure out what did the damage and where it is coming from so it can be destroyed. (Investigation takes a minimum of 4 cumulative posts to determine the full extent of damage to the wall and find clues to the wall's assailant in the surrounding area. Each team member should roll 2d8 to determine what details they can find, ignore repeat numbers you roll but repeats among team members simply means you both notice that detail.)

[spoiler][i][1 – A]
[2 – B]
[3 – C]
[4 – D]
[5 – E]
[6 – F]
[7 – G]
[8 – H][/i][/spoiler]

[u]Complete minimum post count for investigation to continue, someone must find the grimm tracks to progress.[/u]
[/spoiler]
[b]Level Three[/b]
[spoiler]
Following the tracks leading to and from the wall the team enters the forest. The terrain is tough but the tracks continue on deeper into the ever thickening trees. The thickening number of branches overhead start blocking out more and more sun light. Leaving your team to travel through deepening darkness and the still air that carries nothing but the sounds of your own feet traversing over the roots that try to trip you up makes the trip all the more nerve wrecking. Finally, light up ahead breaks through the gloom. Pushing forward into the bright glare your team enters a large clearing in the forest. It takes a second for your eyes to adjust but your ears can hear that you are not alone. CLICK CLICK. As your vision recovers before you you see a huge boulder jutting up out of the ground in the center of the clearing. Upon it, snapping its pincers at you in a display of aggression, a Death Stalker turns around to orientate itself for battle. Above its hulking body a tail rises skyward, curling to bring a fearsome glowing stinger to bear. (level X, cumulative post count of X to defeat)
[u]
Defeat the Death Stalker and then return to report the wall damage to the Head Master to complete.[/u]
[/spoiler]



▣===========▣ End of Quest ▣===========▣
PostPosted: Fri Jan 19, 2018 6:02 pm


▣===========▣ Out of Contact / Missing In Action ▣===========▣
▨═════▨═════▨

Requirements: Team Size: 4; Recommended Level: ~2; 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:
In the outskirts near Beacon Academy is a small lodge house. The lodge house is used as a base for full fledged huntsman teams to rest and operate from while taking up missions in the area. One such team had arrived there for a mission a week ago. However, three days ago all communication with the team was severed. Beacon has been handed a mission to send a team of students out to investigate the lodge house and find out what happened to the missing team of huntsman. Meet up in the courtyard and get your gear prepared before heading out into the outskirts.

Level One

As your team approaches the outskirts you are greeted by the lonesome cawing of a raven. The big black bird sits upon a low, exposed branch and watches you all with beady black eyes for a second before its head tilts to the side and it caws one last time before flying off. A shiver runs up everyone's spine as your gaze turns back ahead and you each step foot into the forest. Something just feels wrong about the outskirts today. Did the forest out here ever feel this oppressive? The lodge house is 9 miles away. A good 3 hour hike there and another 3 hour hike to get back, and that is all assuming everyone can keep up a good pace. When you arrive at the lodge house you see a lone beowolf standing in front of the open door. It hasn't noticed you yet and seems to be sniffing at a pool of red liquid splattered on the hard packed dirt. (Level X, requires X cumulative posts total to defeat.)

Kill the beowolf to continue.

Level Two

The Beowolf has been defeated and the team is free to look around the the lodge house. The red pool the beowolf had been sniffing at is definitely blood. The outside of the building has a number deep gouges torn into the wood. The inside is torn up as well, though more in a ransacked kind of way. There is no blood inside and the chaos seem to indicate more that the occupants had been in a rush to gather key items and leave than had a fight indoors. Possibly they left for battle? But against what? Suddenly a powerful cry cuts through the air. The cry surprises everyone with its sudden and unexpected power that shakes dust from the rafters inside the building. In the following silence the eerie oppressiveness everyone felt before returns with a vengeance. Whatever made that cry was close. The team musters their courage and moves out. There is more blood to find outside and they can follow the trail. What it leads them to however is not what they would rather have found at the other end. Through the trees you all catch sight of a Sphinx the size of a truck. The chimera like grimm hasn't noticed anyone and is moving parallel to your course in the opposite direction. The grimm looks like it has been through an intense fight recently but is still kicking. Its at that moment that the silence is broken by the snap of a stick under the foot of the third person to post in the mission. Immediately the Sphinx wheels about and it's mouth lights up as it opens its lion's jaws and releases a fiery blast. The fire ball races forth at the person who made the sound.

(The Sphinx's fireball attacks can inflict severe, crippling injury onto anyone hit by it under X posts unless protected by the aura/semblance of an ally with a post count of X or more. The Sphinx is a level X foe even after being heavily battered already, requiring X cumulative posts total to finish putting it down. Alternatively if the team can hold on for X posts a pair of the missing huntsman will find the fight and save them by finishing it off.)

Defeat or hold out against the Sphinx to continue.

Level Three

With the Sphinx defeated your team can now talk to the pair of huntsman that were drawn to the sound of your fight. They explain the situation of the Sphinx attacking the lodge and their fight against it. The two of them guide your team to their comrades. Most of their supplies were lost or destroyed in the fighting. So they ask your team to take care of treating their allies while they guard you.

Treat the two injured huntsman and help the found huntsman team return to Beacon to complete.


Ǭuest Çopy Ćode

[size=18][b]Ïntrodüctiøn:[/b][/size]
[size=9]In the outskirts near Beacon Academy is a small lodge house. The lodge house is used as a base for full fledged huntsman teams to rest and operate from while taking up missions in the area. One such team had arrived there for a mission a week ago. However, three days ago all communication with the team was severed. Beacon has been handed a mission to send a team of students out to investigate the lodge house and find out what happened to the missing team of huntsman. Meet up in the courtyard and get your gear prepared before heading out into the outskirts.[/size]

[b]Level One[/b]
[spoiler]
As your team approaches the outskirts you are greeted by the lonesome cawing of a raven. The big black bird sits upon a low, exposed branch and watches you all with beady black eyes for a second before its head tilts to the side and it caws one last time before flying off. A shiver runs up everyone's spine as your gaze turns back ahead and you each step foot into the forest. Something just feels wrong about the outskirts today. Did the forest out here ever feel this oppressive? The lodge house is 9 miles away. A good 3 hour hike there and another 3 hour hike to get back, and that is all assuming everyone can keep up a good pace. When you arrive at the lodge house you see a lone beowolf standing in front of the open door. It hasn't noticed you yet and seems to be sniffing at a pool of red liquid splattered on the hard packed dirt. (Level X, requires X cumulative posts total to defeat.)

[u]Kill the beowolf to continue.[/u]
[/spoiler]
[b]Level Two[/b]
[spoiler]
The Beowolf has been defeated and the team is free to look around the the lodge house. The red pool the beowolf had been sniffing at is definitely blood. The outside of the building has a number deep gouges torn into the wood. The inside is torn up as well, though more in a ransacked kind of way. There is no blood inside and the chaos seem to indicate more that the occupants had been in a rush to gather key items and leave than had a fight indoors. Possibly they left for battle? But against what? Suddenly a powerful cry cuts through the air. The cry surprises everyone with its sudden and unexpected power that shakes dust from the rafters inside the building. In the following silence the eerie oppressiveness everyone felt before returns with a vengeance. Whatever made that cry was close. The team musters their courage and moves out. There is more blood to find outside and they can follow the trail. What it leads them to however is not what they would rather have found at the other end. Through the trees you all catch sight of a Sphinx the size of a truck. The chimera like grimm hasn't noticed anyone and is moving parallel to your course in the opposite direction. The grimm looks like it has been through an intense fight recently but is still kicking. Its at that moment that the silence is broken by the snap of a stick under the foot of the third person to post in the mission. Immediately the Sphinx wheels about and it's mouth lights up as it opens its lion's jaws and releases a fiery blast. The fire ball races forth at the person who made the sound.

[i](The Manticore's fireball attacks can inflict severe, crippling injury onto anyone hit by it under X posts unless protected by the aura/semblance of an ally with a post count of X or more. The Manticore is a level X foe even after being heavily battered already, requiring X cumulative posts total to finish putting it down. Alternatively if the team can hold on for X posts a pair of the missing huntsman will find the fight and save them by finishing it off.)[/i]

[u]Defeat or hold out against the Manticore to continue.[/u]
[/spoiler]
[b]Level Three[/b]
[spoiler]
With the Manticore defeated your team can now talk to the pair of huntsman that were drawn to the sound of your fight. They explain the situation of the Manticore attacking the lodge and their fight against it. The two of them guide your team to their comrades. Most of their supplies were lost or destroyed in the fighting. So they ask your team to take care of treating their allies while they guard you.

[u]Treat the two injured huntsman and help the found huntsman team return to Beacon to complete.[/u]
[/spoiler][/align]



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

narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200

narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200
PostPosted: Fri Jan 19, 2018 6:17 pm



▣===========▣ 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.




Ǭuest Çopy Ćode

[size=18][b][align=center]Ïntrodüctiøn:[/align][/b][/size]
[size=9][align=center]
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.[/align] [/size]
[align=center]
[b]Level One[/b]
[spoiler]
[align=center]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.
[u](Level X; You require X posts cumulatively to beat each single beowolf)[/u].

[u]Defeat the Beowolf to proceed.[/u][/align]
[/spoiler]

[b]Level Two[/b]
[spoiler]
[align=center]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.

[u](Level X; You require X posts cumulatively to beat each single beowolf)[/u]

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.

[u]Defeat all 3 Beowolves to proceed.[/u][/align]
[/spoiler]

[b]Level Three[/b]
[spoiler]
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.

[u](Level X; Requires X cumulative posts total to defeat)[/u]

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.

[u]Save your friend! Kill the Alpha![/u]

After defeating the Alpha you can exit to the outskirts.


[/spoiler][/align]


▣===========▣ End of Quest ▣===========▣
PostPosted: Fri Jan 19, 2018 6:21 pm


Reserved

narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200

narxfang
Captain

Quotable Lunatic

6,450 Points
  • Friendly 100
  • Money Never Sleeps 200
PostPosted: Sun Feb 11, 2018 8:32 pm


Reserved
PostPosted: Fri Aug 10, 2018 4:36 am


[quote="narxfang”]

▣===========▣ ℙerimeţer Đefeņce ▣===========▣
Ŵall Řepąir

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 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.


Introduction:

It's time to do some maintenance on the perimeter walls of Vale. As such a team will be needed to keep Grimm at bay. Reports indicate that there will mostly be small Grimm, but stay on guard from higher level threats. Go to the courtyard to meet the repair crew, follow there lead and remember the mission is to keep these people safe, do not be afraid to halt the repairs if you fear for their lives. Kill any Grimm that you can and report it to the head master once construction is finished (PM will do). You cannot proceed unless all four members post in the courtyard.


Level One

You exit the town, vision is minimal due to the forests pressed up against this section. As the crew wait for your signal to proceed with repairs you observe at least five Beowolves (Level 1; Requires 40 Posts cumulatively to defeat). They appear to be moving as a pack. One notices your teams presence and alerts the others with a howl. The pack snarls at you and rushes for the last person who posted in the courtyard. They seem to have decent coordinated attacks, be careful.

Kill the Beowolves to proceed.



Level Two

With the Beowolves now defeated repairs can begin. Inform the crew they can begin work and stay on alert for Grimm, if you can try and take any down before they get near the walls (you may decide whether or not you see any other beowolves, any sighted will be level 0.2 requiring 2 posts to kill, max of 20 beowolves). Large mountains can be seen in the distance. The crew will continue to repair the walls (Level 0; Requires 40 Posts cumulatively to complete). The repairs are making quite a ruckus, hopefully it won't attract any undue attention.

Complete post count to proceed.



Level Three

The repairs are almost complete. You hear a loud squawk above the noise of the repairs, it appears a Nevermore (Level 2.4; Requires 240 Posts cumulatively to defeat) is on it's way! Protect the crew as best you can (The mission can be completed if they hold the Nevermore back for 20 Posts, allowing repairs to be completed). Quick get the crew out of there!


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



We, team YAAZ, claim this mission! It begins this Monday, 13th August!

xLulie


xLulie

PostPosted: Sat Oct 27, 2018 8:33 am



▣===========▣ Discovering Labratory ▣===========▣
▨═════▨═════▨

Requirements: Team Size: 8; Recommended Level: ~1; Faction: Beacon Students Only.

General Quest Guidelines



Ïntrodüctiøn:


Lunia Yatomura has been tipped the place of a mass experimental organisation, team YAAZ will be going to investigate this and potentially gather any evidence or proof that illegal, immoral practice is taking place. Two teams will gather together at the entrance, and then split up in to two groups, one in order to go in through the front (Team YAAZ) and one to attempt to sneak in the back or sides (TEAM JOLD). Both groups will be met with defensive systems, and will be required to fight a lot of their way through, however when they arrive they will be potentially shocked at what they find.

- Gather evidence of illegal activity
- Develop characters
- Team work makes the dream work
- Post regularly


Level One

As the teams approach the facility, it is evident that it is not still in use. The outside area is bare, there are no guards - however something is definitely not right. Making a sneaky entrance, both teams decide how they will split up and which way they will go, in order to meet in the middle. As they get closer, many Grimm can be seen wandering around, but no guards, no workers.. where is everyone?

Both teams need to take the Grimm out, however is almost resembles a breeding ground. There are at least 30 Grimm, however split up into groups. The teams can decide to either charge in and battle them all, or attempt to split and take them out with some strategy behind it. Once defeated, the teams then need to figure out how to get inside, for it isn't as easy as just opening the front door.

- 10 Strong Beowolves (0.75 each)
- 3 Strong Ursa (1.0 each)
- 1 Normal Deathstalker (Hidden at first - 1.5)


Rest will be decided by MOD
- Defeat all Grimm to proceed
- Figure out how to get inside (MOD will give hints)

.




Level Two





Defeat



Level Three


















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