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Reply { Rebellion } -- WEEK 2 HUMAN WORLD (Jobs RP/minis only!)
[ MISSION ][ Guard ][ Zere ]

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Kanth rolled 3 4-sided dice: 2, 2, 2 Total: 6 (3-12)

Kanth

Fallen Galaxy

21,490 Points
  • Object of Affection 150
  • Treasure Hunter 100
  • Battle: Rogue 100
PostPosted: Sun Jun 18, 2017 5:11 pm


[ JOB LISTING ] Guard
[ DIFFICULTY LEVEL ] gaia_star gaia_star gaia_star
[ TASK ] Thing's are getting a bit heated near one of the embassies, and additional guards are needed.

Quote:

One of the side effects of having War clan members visiting often is that sometimes they have an effect on the local populace. Which isn't necessarily terrible, but embassy buildings don't grow on trees. Except for the wooden ones, maybe, but those are extremely flammable. Anyway, calls for extra gaurds at the various embassies aren't uncommon, and this time it's Edict herself who takes notice of you.

"Go help."

Conquest isn't one to mince words, to be honest, but ignoring them isn't wise.

    Pick any city in the world to have this take place and roll 3d4 for three prompts. You can have your character try to duck out of guard duty instead by rolling 1d10. 1-9 they get caught and you need to write all 4 prompts instead. Roll a 10 and they successfully don't get caught, after a fun day in the city causing a ruckus, they get back and join in time to receive pay and commendation for a job well done.

    Embassy HP: 1000
  1. A crude bomb of some sort is lobbed over the wall. You can choose to try tossing it over, defusing it, or containing the explosion. Roll 1d4 - even is successful, odd is a failure. Failure costs the embassy 250 HP
  2. A rioting mob storms the doors, there are literal torches and pitchforks being waved about. It's actually kind of charming, but this is no time for nostalgic remembrance! Fight them off, persuade them, or barricade the building. Roll 1d4 - even is successful, odd is a failure. Failure costs the embassy 250 HP (but no need to continue rolling for this prompt!)
  3. Hunters have infiltrated the battle zone, discreetly joining the human attacks. Pick them out and pick them off as best you can. Roll 6d100 to determine how much damage the hunters (and possibly you yourself) cause before you get rid of them
  4. A War Heir has gone happily berserk at the fighting and transformed into a fifty foot monster horse. Roll 1d100 to soothe them. If you roll any number containing 1 or 9, you succeed. If you don't, then that number is the damage taken by the embassy. Continue rolling until they are successfully soothed.

    Should the embassy fall, Edict shows a quiet display of disappointment in you and has you removed from her sight for the rest of the day.




[ UPON COMPLETION ]
User Image - Blocked by "Display Image" Settings. Click to show. +1 Raffle Ticket (you can only claim a MAX of 3 per player this way!)
User Image - Blocked by "Display Image" Settings. Click to show. +5 Currency
User Image - Blocked by "Display Image" Settings. Click to show. +1 Arcana Bonus
gaia_crown +1 RARE UNIQUE CLOTHING PIECE RELATED TO THIS JOB (LINK COMPLETED THREAD HERE)

Kanth rolled 3 4-sided dice: 4, 1, 4 Total: 9 (3-12)
PostPosted: Sun Jun 18, 2017 10:02 pm


Embassy HP: 750/1000

Zere decided to visit the Horseman Embassy again, trying to find out more information about them and how they work and why they affected the crowd in such a way every time they met. It was boggling to him, and he didn't understand why the crowd was affected so much.

Moving further inside the embassy, he noticed the War Horsemen -- the more excited they became, the greater impact there was on the crowd.

Soon enough, as predicted, the crowd began to riot, excited by the excitement from the Horsemen.

They came with pitchforks, long sticks, and anything else they could get their hands on. They stormed through the gates, in a somewhat orderly fashion, which was surprising to him -- he was expecting a lot more disorderly conduct and mayhem, but surprisingly enough, they kept to themselves and were just as eager for destruction as the Horsemen were.

Managing to usher them out without too much trouble, Zere managed to convince more than a few of them that it wasn't such a good idea to try to rile up the Horsemen, despite the effect they had on the locals.

After all, there were a good many Horsemen here, and Zere wasn't entirely sure he could handle another 50 foot pony rising up from getting too excited again.

Rubbing his head, he made sure to double check everything before giving a thumbs up to the one in charge, having 'defended' the Embassy against further attacks.

He didn't get much information, though.

Calling it a day, he headed back to base.


User Image - Blocked by "Display Image" Settings. Click to show.CHARACTER: Zere
DIVISION: Mist
META JOURNAL
ARCANA: Reflection
BRIEF DESCRIPTION OF MY CHARACTER: Zere is tall and well dressed, with long black hair usually tied up in some sort of ponytail. He is unusually tired all the time, and often found chewing on a food item of some sort, as well as carrying around a "Choose Your Own Adventure" book with some kind of terrible title. Who reads this rubbish?

His main weapon is a rather sizeable black whip.


Quote:

Kanth

Fallen Galaxy

21,490 Points
  • Object of Affection 150
  • Treasure Hunter 100
  • Battle: Rogue 100
Reply
{ Rebellion } -- WEEK 2 HUMAN WORLD (Jobs RP/minis only!)

 
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