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Posted: Fri Jun 16, 2017 3:57 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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Meegane rolled 1 10-sided dice:
7
Total: 7 (1-10)
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Posted: Fri Jun 16, 2017 3:58 pm
Stationed at an Embassy was boring. Really, really boring. Clidua wondered if she could duck out of the guard duty and went sightseeing. Italy was the holy place for fashion after all.
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Meegane rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Fri Jun 16, 2017 3:59 pm
Oh man, what a chaos...... While she was unable to duck out, the Embassy held a great welcoming party for her. First the protesters threw a crude bomb over the wall, Clidua simply took a glance and used a baseball bat to send it back where it came from. Well, it's none of her business since they started it first. Quote: 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 HP: 1000
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Meegane rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Fri Jun 16, 2017 3:59 pm
Not long, the door was being crashed while torches and pitchforks were waved. It felt like calling at concrete when the lights were turned off, it somehow looked awesome...... While she appreciated the lovely sight, One reminded them how bad their situation was. Fight them off was a good choice, however, if she summoned her weapon there, the horsemen in disguise would figure out she was a huntress trying to infiltrate in their business. That would be bad. Thus, she went with plan B, using whatever she could find to barricade the building. There was lots of furniture in an Embassy, idle and just sat there. On that day, they came to a good use, supporting the door and preventing people to throw fires over. 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 (but no need to continue rolling for this prompt!) HP: 1000
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Meegane rolled 6 100-sided dice:
36, 78, 52, 31, 79, 14
Total: 290 (6-600)
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Posted: Fri Jun 16, 2017 4:00 pm
There comes the most difficult part, someone tell her how to do when you see your comrades in the crowd but you're carrying out your spy job? Pretending herself as a horseman, it felt sorry but pleasing to fight against a group of hunters. While others were not paying attention, she gave hints to them and they feigned a retreat after their weapons collided for a few times. Exactly the same way the villains on television shows depicted. Quote: 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 HP: 1000 - 290 = 710
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Meegane rolled 1 100-sided dice:
25
Total: 25 (1-100)
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Posted: Fri Jun 16, 2017 4:01 pm
After making the group of hunters went away, there was something bigger waiting for her. There was indeed horseman's involvement in the Embassy, she watched as one of the senior guards changed into a 50-foot horse and stomped around like they were high. Clidua rolled her eyes and stared for a while. 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. HP: 710 -25 = 685
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Meegane rolled 1 100-sided dice:
37
Total: 37 (1-100)
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Posted: Fri Jun 23, 2017 1:00 am
She tried to talk to them, but her voice meant less than a whisper. 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. HP: 685 - 37 = 648
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Meegane rolled 1 100-sided dice:
56
Total: 56 (1-100)
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Posted: Fri Jun 23, 2017 1:01 am
She tried again. 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. HP: 648 - 56 = 592
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Meegane rolled 1 100-sided dice:
92
Total: 92 (1-100)
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Posted: Fri Jun 23, 2017 1:02 am
Finally she discovered a speaker and drew their attention. 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. HP: 592
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