[ 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)
Terr wasn't excited to do this job again. It was a job of extremes. It was either one massively stressful incident after another, or complete and utter boredom. There didn't seem to be any sense of moderation. But the Death Horseman saw the latest shipment of clothing and just knew he had to have more of the items. And to buy them, he needed to make more currency. And to make currency he had to work.
Terr Death Horseman; Jeweler Wild Arcana (formerly The Hermit) Journal - 6"0 tall - Workaholic - Stoic on the outside, geek on the inside - Tendency to forget to eat/sleep/bathe when working
The Death Horseman had just settled down in his position when he heard the rabble of some human mob approaching. Terr let out a long, slow sigh that spoke of disappointment and eons of being just so tired of it all. While the other guards made their attempt at calming them down, Terr simply walked towards the mob slowly and methodically.
He said nothing, instead allowing the humans to fill in the silence with assumptions and cries of their own before coming to halt in front of the human Terr assumed was their leader. He folded his hands in front of him, gazed at the human's face, and stared. Terr's eyes looked like they were completely devoid of pity, mercy, or kindness. The glare he gave the leader and then the mob promised a slow, agonizing fate, one of lingering pain and suffering everlasting should they feel the need to overstay their decided lack of welcome.
They shuffled off quietly with their pitchforks lowered and the torches snuffed. Terr stood there waiting for the mob to completely disperse before returning back to his station.
Embassy: 1000/1000
Huni Pi rolled 1 4-sided dice:
1Total: 1 (1-4)
Posted: Sun Jun 11, 2017 11:51 am
The Death Horseman didn't bother accepting any praise or thanks from the other guards present. But he did gave them a dead-pan look that was more neutral than threatening in its blankness. They were free to assume whatever thought and opinion of them they wanted him to have. All Terr was concerned over was to finish his job in peace.
Of course, because this was something he wanted meant that it wasn't going to happen for him.
There was a scream of anger and hatred on one side, then one of outrage and indignation on the other. Terr could sense something was going to go down but he unfortunately chose to rush towards the wrong side. Because it was from the other that the bomb was thrown and he was too late to reach it and defuse it.
The explosion that rocked the embassy caught the attention of the War Heir. And Terr knew to expect this. He came prepared like he was when he guarded the Embassy with Merope. Only this time, before the War Heir could even think of going berserk, Terr stepped in front of them and offered them a piece of jewelry he'd crafted just for this situation.
The FEAR within the jewelry was tuned to calm and soothe. Putting the Heir last time had not been as effective as Terr hoped and he didn't want anyone developing an immunity to the sleeping gas. Terr spoke in his droning monotone and somehow managed to calm the Heir back down.