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Posted: Mon Jun 05, 2017 8:55 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 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 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)
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Marushii rolled 3 4-sided dice:
1, 4, 2
Total: 7 (3-12)
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Posted: Mon Jun 05, 2017 8:56 pm
At least at the embassy, Merope could wear something close to his proper horseman attire. Merope stood at attention, his gaze straight forward. He was a statue. Nothing but a statue.
The rapid clatter of footsteps drew his gaze from the point he was focused on, snapping back into false attention as soon as he realized his deviation. He was a statue, he was a sta-
"You!" Merope turned his attention to the superior before him, his head tilting slightly in a questioning motion. "Edict wants you."
"I hear and obey," Merope bowed in returned, and hurried off towards Edict.
Her order was simple: "Go help."
Merope received a briefing on the way towards the portal connecting the embassy he was at to the one that was paging for assistance. There was a group of humans that numbered too many and seemed too dissatisfied to be tourists. It would only be a matter of time before they reached the boiling point and caused trouble.
Unfortunately for Merope, trouble found him first.
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Marushii rolled 1 100-sided dice:
82
Total: 82 (1-100)
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Posted: Mon Jun 05, 2017 8:58 pm
Quote: 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. The Embassy takes 82 damage! Embassy HP: 918 He could hear the shouts from the crowd before he had even neared the front door. There were too many voices to pick out individual cries. All Merope could determine was that something had set them off, and they were angry. The volume alone hit him like wet blanket as soon as he left the building. At least the gate and walls are holding, he thought reassuringly. Then he saw the object go flying over the wall. His training kicked in and Merope ran towards the object, catching it and cradling it before it hit the ground. He recognized it from his human world training. This was precisely the wrong sort of object to go tossing around as it could bring down the wall. And gate. And just about anything else. Merope carefully set the bomb down as the screams of rage were interlaced with cries of panic. He stared at the wall in front of him. Even he could tell that opening the gate to get out would be stupid. If he tried to go out, the humans would try to get in. Horseman or not, he was one against many. He'd be trampled down before he could even protest. But perhaps... Merope stood and sprinted towards the wall, jumping up and climbing up its stone surface from the inside. He perched at the top and ignored the jeers and wattle bottles that were thrown his way as he searched the crowd for the source of panic. There! And... there went a chunk of the embassy's parking lot.
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Marushii rolled 1 100-sided dice:
8
Total: 8 (1-100)
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Posted: Mon Jun 05, 2017 8:59 pm
Quote: 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. The Embassy takes 8 dmg! Embassy HP: 910 Merope considered his options. He could shoot at the War clansman and hoped that it worked. Or as much as an arrow could -- at most he'd probably end up pissing the clansman off and creating even more of a ruckus. As he thought, a building near the embassy was trampled beneath the war clansman's hooves. "Yep," Merope said to himself, "There's definitively no way I'm going to challenge him to an arm wrestling contest."
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Marushii rolled 1 100-sided dice:
70
Total: 70 (1-100)
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Posted: Mon Jun 05, 2017 9:00 pm
Quote: 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. The Embassy takes 70 dmg! Embassy HP: 840 Merope continued to observe his opponent and think of what he could do.
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Marushii rolled 1 100-sided dice:
17
Total: 17 (1-100)
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Posted: Mon Jun 05, 2017 9:01 pm
Quote: 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. The Embassy takes - dmg! Embassy HP: 840 And then it occurred to him that he had the answer right behind him.
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Marushii rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Mon Jun 05, 2017 9:03 pm
Quote: OOPS ITS OUT OF ORDER oh well here's the bomb >____> 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 The Embassy takes - dmg! Embassy HP: 840 Merope jumped back down over the wall and grabbed the bomb. He whistled for his steed and mounted on it, using it to effortlessly jump the embassy's walls. Said bomb was then chucked at the War horsemen, which was enough to get his attention. "OI!" Merope shouted up at him, "YOU'RE ABOUT TO TRAMPLE DOWN THE EMBASSY! GO RAMPAGE SOMEWHERE ELSE! SHOO! SHOO!"
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Marushii rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Mon Jun 05, 2017 9:04 pm
Quote: 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 The Embassy takes - dmg! Embassy HP: 840 ...Except there was still the matter of the mob. "HEEEEY!" Merope shouted up at the War horseman. He pointed at the mob. "CAN YOU DO SOMETHING ABOUT THIS MESS YOU STARTED?" Clip.Clop.SQUELCH."THAAAAANKS!" Merope shouted up to the War horseman, waving as the mob was quickly squished beneath the clansman's hooves. With the threats to the embassy attended to, Merope went to go collect his pay. He certainly wasn't going to be around when a janitor had to come clean it up.
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