[ DIFFICULTY LEVEL ] gaia_star gaia_star gaia_star
[ TASK ] Sometimes things need to be moved, quickly. Maybe it's a body, maybe it's only part of a body. Speed, discretion, and the ability to do away with obstacles are all necessary to complete this task.
Quote:
Several of the clan members who help run the spa have gone missing. Nobody is particularly worried about them as they are the type to like going on adventures without notice or anything approaching consideration for their co-workers. In fact, there's some who would just prefer those three never came back. Mr. E, however, just waves you over and you're pretty sure he's smiling at you.
"There's a little delivery we need made, and you look entirely qualified to make it for me. You will, of course, be rewarded and your valuable contribution to HCorp acknowledged for all of eternity, so and so forth, please just go do it, yes? Be a good child..."
Being a bad child doesn't seem like a very promising life choice.
It's just a little cooler, firmly locked and sealed with something very possibly harmful to you. If you decide to unlock the chest instead of deliver it, roll 1d100. 1-99 means you are now poisoned and lose 10 HP for every post you make today (icly and oocly). If you roll 100, post quote lizbot to see what happens.
The cooler can be delivered in any method of your choice, walking via portals, flying, even driving through the human world is viable. The destination is also your choice.
- Roll 3d6 and complete the 3 prompts
Everything goes very smoothly and well. You are safe and also awesome at this.
Your mode of transportation gets destroyed, cutting your HP in half. You must find a new way to get to your destination.
You are attacked by humans, possibly bandits or possibly cops or possibly just really drunk teenagers doing it for their YouTube channel. How do you deal with them? Do you try to stay low key or do you get violent and hella magical with your badself?
You are attacked by two members of Famine. Do you try to persuade them to let you go on your way or do you try to kick their a**? Roll 2d20. Each dice represents a Famine horseman. 15 and over is a success. Every failure costs you 10 HP. You must succeed twice. (Example: is you roll 11 and 17 in one turn, that is one failure and one success.)
The cooler is stolen by birds. To catch them roll 4d4, if any of the dice is a 1, you fail to catch them. You've failed at your job today. When Mr. E sees you next, he's definitely smiling.
You are attacked by a Hunter. You can choose to fight or escape. To escape, roll 1d20. Anything 16 or higher means you've gotten away. Anything less and you've been hit for 10HP and need to either try again or try fighting back. To fight, roll 2d8. The first die is you, the second is the Hunter. The one that is higher wins that exchange. The first to hit the other three times wins the confrontation. (In the case of a tie, your horseman wins.)
[ UPON COMPLETION ]



gaia_crown +1 RARE UNIQUE CLOTHING PIECE RELATED TO THIS JOB (LINK COMPLETED THREAD HERE)