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Posted: Thu Jun 15, 2017 5:07 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 (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)
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Huni Pi rolled 3 4-sided dice:
4, 1, 3
Total: 8 (3-12)
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Posted: Thu Jun 15, 2017 5:08 pm
Ruth was going to be a guard while pretending to be a Horseman? Well, this certainly was going to be an interesting job. She hoped no one would notice her. But given how War's effects on most normal humans, the blonde Death Hunter highly doubted she would have a peaceful time.
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Huni Pi rolled 1 100-sided dice:
25
Total: 25 (1-100)
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Posted: Thu Jun 15, 2017 5:09 pm
And as if on cue, a War Heir decided to go berserk. Ruth wishes she could say she was surprised but this was actually pretty par for the course whenever horsemen were involved in her opinion. She was going to have to do something about it though.
Embassy: 975/1000
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Huni Pi rolled 1 100-sided dice:
76
Total: 76 (1-100)
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Posted: Thu Jun 15, 2017 5:10 pm
Ruth did her best to try and calm the Heir down but really, it was a miracle she even managed to get this close to the Heir without the embassy going up in flames.
Embassy: 899/1000
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Huni Pi rolled 1 100-sided dice:
55
Total: 55 (1-100)
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Posted: Thu Jun 15, 2017 5:11 pm
More wanton destruction was happening. Ruth tried her best to talk some sense into the Heir but really, if she could only just put the damn Horseman down, that was probably the only solution she could think of. But if she did that, she would not only blow her cover but possibly ruin peace talks.
Which means more paperwork for her.
Embassy: 845/1000
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Huni Pi rolled 1 100-sided dice:
49
Total: 49 (1-100)
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Posted: Thu Jun 15, 2017 5:12 pm
Eventually the Heir just berserked itself out, giving into exhaustion and leaving Ruth and the rest of the guards to clean up the mess.
Embassy: 845/1000
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Huni Pi rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Thu Jun 15, 2017 5:13 pm
Just when things were starting to settle down at the embassy, a mob formed. A Human mob at that. It was times like these that Ruth seriously questioned whether saving these morons was the right thing to do. Somehow she managed to convince them to disperse.
Embassy: 845/1000
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Huni Pi rolled 6 100-sided dice:
69, 21, 26, 88, 66, 43
Total: 313 (6-600)
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Posted: Thu Jun 15, 2017 5:13 pm
Guess who was late to the party? Some of her fellow Hunters. She had to fight them off to keep her cover and drove them off soon enough. But not soon enough that she would have managed to save the embassy the damage.
Embassy: 532/1000
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