[ 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)
Kanth rolled 1 4-sided dice:
3Total: 3 (1-4)
Posted: Mon Jun 19, 2017 8:35 pm
Embassy HP: 750/1000
Deciding to visit the Embassy again, Zere figured he make his way around, and notice things that other people did not notice.
He went out of his way to look for something that seemed out of the ordinary, even for the Horsemen. It wasn't hard to see that the Horsemen were getting a little riled up -- even a drunk person could tell that this was not a place someone wanted to be, unless you were a Horseman yourself.
Grimacing, Zere moved her the crowd until he saw that the outside crowd was getting a little riled up, and burst through the embassy gates to do a fair bit of damage.
Zere wasn't able to stop them - all he could do was watch in horror as the Horsemen beat them back to a tolerable roar.
CHARACTER: Zere DIVISION: Mist META JOURNAL ARCANA: Reflection BRIEF DESCRIPTION OF MY CHARACTER: Zere is tall and well dressed, with long black hair usually tied up in some sort of ponytail. He is unusually tired all the time, and often found chewing on a food item of some sort, as well as carrying around a "Choose Your Own Adventure" book with some kind of terrible title. Who reads this rubbish?
As the rioters were leaving, one of them chucked a bomb inside, and Zere barely grabbed it before he threw it over the walls, into the water where it blew up without damage to anyone, splashing everyone near the vicinity of it.
He panted, feeling his heart in his throat as he clutched his chest.
"Good job!" Cried one of the Horseman, clapping him on the shoulder. All Zere could do was nod.
CHARACTER: Zere DIVISION: Mist META JOURNAL ARCANA: Reflection BRIEF DESCRIPTION OF MY CHARACTER: Zere is tall and well dressed, with long black hair usually tied up in some sort of ponytail. He is unusually tired all the time, and often found chewing on a food item of some sort, as well as carrying around a "Choose Your Own Adventure" book with some kind of terrible title. Who reads this rubbish?
The crowd surged up again, and Zere looked out to see... fellow hunters getting ready for an attack.
Oh no.
There was no way that Zere could prepare for something like this.
He maneuvered himself somewhere where he was out of the way, tucking himself into a corner and just watching as Horsemen fought against Hunters.
There was nothing he could do in a situation like this.
To aid one or the other would give away his unique position in gathering information, and he just couldn't risk that at this moment and not be able to come back later for possibly more information.
The two sides finally calmed down and Zere was able to make his escape relatively unscathed.
He'd have to come back later, but for now... the Embassy still stood.
For better or worse was yet to be seen.
CHARACTER: Zere DIVISION: Mist META JOURNAL ARCANA: Reflection BRIEF DESCRIPTION OF MY CHARACTER: Zere is tall and well dressed, with long black hair usually tied up in some sort of ponytail. He is unusually tired all the time, and often found chewing on a food item of some sort, as well as carrying around a "Choose Your Own Adventure" book with some kind of terrible title. Who reads this rubbish?