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This is Halloween Crossroads 

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Reply { ARCHIVED } ----------------- Day Zero, Sept 2015
[ Prison Quest ] Security Maintenance (Max)

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Smerdle

Scamp

PostPosted: Mon Sep 21, 2015 10:40 am


Security: Security Maintenance
That electric fence around our perimeter is important for keeping the monsters out, so it's within our interest to keep it up. Sometimes the zombies get stuck on it. We'll want to dispose of those. You must write a minimum of 300 words in this quest to be able to claim any reward.

Step One: Finding electrified zombies
Before anything else, you need to find where the bodies are. Start scouting along the perimeter to see what you can find.

Roll 1d4. This determines the amount of corpses you find along the fence.

Step Two: Removing the corpse
Next is the real tricky part. Getting the zombies off the fence without frying yourself in the process. Hope you have some rubber gloves!

Roll 1d20 for every zombie you have found. You can do this in one or multiple posts. Up to you.

1. Critical fail! BZZZAAP! You feel a painful jolt of electricity before flying back and away from the fence in shock. There's a hint of smoking flesh in the air and the body also remains stuck to the fence. Take 10 damage. You may roll again to remove the body, however you cannot earn bonus bars if you happen to roll a 20 on the reroll.
2-10. You manage to pry the body off, getting a little zapped in the process. Take 2 damage.
11-19. You manage to pry the body off without any issue.
20. Critical success! Wow, that zombie was really two bodies stuck together! Two for the price of one. +3 bars to your final tally

Rewards
For every zombie you have successfully removed from the fence, you earn 3 bars.

In addition to the rewards already listed, if you are successfully remove at least half of your (round up) zombie bodies without hurting yourself, you also receive 25% Security Cred. Otherwise, you earn 10% Security Cred. Please keep track of your Cred in your journal! You will need it in order to complete Officer level quests!
Smerdle rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Mon Sep 21, 2015 10:43 am


Rather than flailing around with a stick, the next time Max went out to clear the fence, he asked someone who wasn't blind just how many damned undying were trapped out there. Three. More difficult to manage than one, obviously, but nothing he couldn't handle if he took his time. He laughed to himself a little as he grabbed his zombie clearing weapon of choice and used the stick as a guide, swinging it in front of his feet so he didn't trip. This not being able to see thing wasn't so hard after all.

Smerdle

Scamp

Smerdle rolled 3 20-sided dice: 13, 5, 5 Total: 23 (3-60)

Smerdle

Scamp

PostPosted: Mon Sep 21, 2015 10:44 am


Half an hour later, Max was willing to admit that he might have been a little hasty when he'd internally declared that being blind was easy. He'd found the first undying within minutes of getting out here, but he couldn't tell exactly how it was stuck. Every time he pushed at it with the stick, it bowed the fence and shot sparks, but that was about it. Something was holding it on. Damned if he knew what it was though.

Max moved on, prodding the next undying off with ease and only getting a little bit shocked in the process. Zombie number three was just as quick to dislodge. All that was left was Mr. Stubborn. The creature saw him coming, and before he had even drawn close enough to strike, it was struggling and snarling violently enough to rattle the fence. Max hit it, hard, and the undying went silent, its brains—or whatever it had instead—scrambled for the time being. Its grip had loosened, and in a momentary burst of foolishness, Max reached for the undying, running his fingers down its arm until he found its clawed digits. He peeled them away with a jolt of electricity, turning around quickly and walking away before it could get up. Let the next person deal with that. He was done.
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{ ARCHIVED } ----------------- Day Zero, Sept 2015

 
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