▣===========▣ New Threat ▣===========▣
▨═════▨═════▨
Requirements: Team Size: 2; Recommended Level: ~1.50; Faction: Beacon Students Only.
General Quest Guidelines
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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.
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.
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]
[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 ▣===========▣
DeadlyTiger
Noble Negative J3T