[ JOB LISTING ] Guard [ DIFFICULTY LEVEL ] gaia_stargaia_stargaia_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 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 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!) 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 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 ] +1 Raffle Ticket (you can only claim a MAX of 3 per player this way!) +5 Currency +1 Arcana Bonus gaia_crown+1 RARE UNIQUE CLOTHING PIECE RELATED TO THIS JOB (LINK COMPLETED THREAD HERE)
Zere walked inside of the Embassy with ease, finding it odd but strangely comforting that the Horsemen inside had begun to trust him, considering that he was here on a daily basis.
Never mind the fact that he was doing it to get inside information, but... nonetheless, he was starting to be trusted, and was comforted by the fact he didn't really need to pretend much of anything anymore.
He saw the Horsemen begin to get a little riled up just from talking to each other, so he rushed over, noticing the signs and grasping a pony just as they changed, stopping them just in time. Zere's hands stroked down its mane and neck as he smiled, breathing in and patting it gently.
"Calm down," He whispered softly. "It'll be okay. Don't lose yourself. Not yet..."
CHARACTER: Zere DIVISION: Mist META JOURNAL ARCANA: Reflection, Group C Wild Card 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?
Once the Horseman was calmed down, Zere turned and grimaced, shaking his head as he saw Hunters begin to enter the Embassy.
Really, hadn't they gotten the memo yet? He was trying to get information and this just was not helping!
Drawing his whip, he sighed as he realized he had no choice but to fend some off, not really attacking, but trying to keep the damage to the barest minimum he could.
It wasn't long before they ran, glancing back to him with dirty glares.
All Zere could do was shrug, hoping they'd get the damn memo later.
CHARACTER: Zere DIVISION: Mist META JOURNAL ARCANA: Reflection, Group C Wild Card 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?
After the Hunters came the mob, but they were easily dissuaded, the doors slammed on them and trapping the Horsemen inside, but... the mob dispersed with ease without any damage inside.
Zere rubbed his forehead, honestly glad it was over.
CHARACTER: Zere DIVISION: Mist META JOURNAL ARCANA: Reflection, Group C Wild Card 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?