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Cheri rolled 1 20-sided dice:
18
Total: 18 (1-20)
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Posted: Mon Sep 09, 2019 8:37 pm
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Cheri rolled 1 20-sided dice:
11
Total: 11 (1-20)
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Posted: Mon Sep 09, 2019 8:40 pm
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Cheri rolled 1 4-sided dice:
1
Total: 1 (1-4)
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Posted: Mon Sep 09, 2019 8:42 pm
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Cheri rolled 1 20-sided dice:
20
Total: 20 (1-20)
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Posted: Mon Sep 09, 2019 8:50 pm
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Cheri rolled 1 20-sided dice:
13
Total: 13 (1-20)
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Posted: Mon Sep 09, 2019 8:53 pm
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Cheri rolled 5 100-sided dice:
98, 86, 83, 66, 30
Total: 363 (5-500)
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Posted: Mon Sep 09, 2019 8:54 pm
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Cheri rolled 1 20-sided dice:
13
Total: 13 (1-20)
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Posted: Mon Sep 09, 2019 8:56 pm
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Cheri rolled 5 100-sided dice:
55, 22, 37, 10, 10
Total: 134 (5-500)
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Posted: Mon Sep 09, 2019 8:57 pm
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Uta rolled 1 20-sided dice:
18
Total: 18 (1-20)
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Posted: Mon Sep 09, 2019 9:17 pm
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Zyamel & Venandith Brown: 22 HP 22-10=12 -1 = 11 - 5= 6HP
Full Fall Hour 1, Roll 1: Self-Sacrifice -10 HP / Moirath Hour 1, Roll 2: Save Sucurith Hour 1, Roll 3: Damage -1HP Hour 2, Roll 4: Damage -5HP Hour 2, Roll 5: Firestone Run: 86, 72, 3, 56, 97 Hour 2, Roll 6: Feeling good! Hour 3, Roll 7: Hour 3, Roll 8: Hour 3, Roll 9: Hour 4, Roll 10: Hour 4, Roll 11: Hour 4, Roll 12: --
Despite her shame from earlier, thankfully, both woman and dragon found a new groove. Ven was hurting, but was resistant to the idea of returning. While Zyamel wasn't entirely convinced, the girl put faith in her dragon. This was all about trust, wasn't it, and surely her lifemate would let her know when they needed to return.
It was risky, but it was also inexperience.
Quote: 18. You're doing great and feeling good! Though you wind up with a few small ashburns, and you're still feeling a little anxious, nothing has gone horribly wrong. When Thread gets close, you make your move and flame it away. When you're tapped to deliver firestone, you do so with no trouble. This isn't so bad... Not at all! You're feeling good, and that's what matters. You and your dragon surely are naturals, baby! Good job! You're certain the Weyrlingmaster's have noticed your natural skill.
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tatterpixie rolled 1 20-sided dice:
6
Total: 6 (1-20)
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Posted: Mon Sep 09, 2019 9:24 pm
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W'ill and brown FalothHP: 22 19 18 15 12 Hour 1, Roll 1: 20 Hour 1, Roll 2: 9 Hour 1, Roll 3: 2 Hour 2, Roll 4: 9 Hour 2, Roll 5: 14 Hour 2, Roll 6: 9 Hour 3, Roll 7: 5 Hour 3, Roll 8: 6 Hour 3, Roll 9: Hour 4, Roll 10: Hour 4, Roll 11: Hour 4, Roll 12:
Faloth decided he'd have to allow his rider to get angry more often, if this was the result! The big brown weyrling dragon was charring a swath through the patches of Thread that seemed to never stop falling, wheeling and diving like a dragon half his size through the air. Adrenaline pumped through Wi'll's body as they fought like a seasoned pair. This was what being a dragonman was all about!
5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.
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tatterpixie rolled 1 20-sided dice:
8
Total: 8 (1-20)
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Posted: Mon Sep 09, 2019 9:30 pm
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W'ill and brown FalothHP: 22 19 18 15 12 7 Hour 1, Roll 1: 20 Hour 1, Roll 2: 9 Hour 1, Roll 3: 2 Hour 2, Roll 4: 9 Hour 2, Roll 5: 14 Hour 2, Roll 6: 9 Hour 3, Roll 7: 5 Hour 3, Roll 8: 6 Hour 3, Roll 9: 8 Hour 4, Roll 10: Hour 4, Roll 11: Hour 4, Roll 12:
Faloth was maneuvering so quickly through the air chasing Thread that W'ill found himself getting a bit dizzy and disoriented. He wasn't used to this, at least not yet. They were getting sloppy, especially during their jumps between. Brow furrowing, he tried to concentrate harder on the accuracy of his instructions to his brown. They blinked out and in a split second blinked back in -- right in the middle of a clump of Thread!
Both dragon and rider howled in pain as the silvery menace tore into them. Instinctively Faloth went between again, the merciful cold of the blackness killing the Thread and momentarily easing the pain. Blinking back into the fray, they returned to their position a bit worse for their mistakes.
Quote: 8. Everything seemed to be going great. You manage to flame down quite a few clumps, and are even able to show off some impressive aeriel displays. Look at how amazing you are! Unfortunately, as a new Threadfighter, you’re finding it a lot more dizzying. Your jumps Between are sloppier than they usually are at drills. If you are a more confident rider, your sudden confusion winds up costing you. In your attempts to correct your earlier trouble, you overcompensate for your earlier mistakes and this time wind up jumping Between right into a clump of Thread. Damage Take -5 damage.
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tatterpixie rolled 1 20-sided dice:
15
Total: 15 (1-20)
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Posted: Mon Sep 09, 2019 9:51 pm
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W'ill and brown FalothHP: 22 19 18 15 12 7 5 Hour 1, Roll 1: 20 Hour 1, Roll 2: 9 Hour 1, Roll 3: 2 Hour 2, Roll 4: 9 Hour 2, Roll 5: 14 Hour 2, Roll 6: 9 Hour 3, Roll 7: 5 Hour 3, Roll 8: 6 Hour 3, Roll 9: 8 Hour 4, Roll 10: 15 Hour 4, Roll 11: Hour 4, Roll 12:
As full of fighting spirit as both Faloth and W'ill were, they were still just weyrlings, and the damage they had taken so far was beginning to wear on the pair. Faloth continued his aerobatics, though, as best he could, and W'ill continued concentrating on navigating the two of them accurately. Popping out of between, though, they emerged in a cloud of hot ash. Faloth grumbled at the pain, but really, it was nothing compared to what he had already taken pain-wise.
Quote: 15. As you're wheeling and diving and cutting through the thread, you make some impressive moves. Your dragon takes some ash damage but it's light, and a reminder to try to avoid flying directly into the burning flames. Damage -2 HP Thankfully, throughout, you do manage to see some thread coming right at a fellow weyrling. You call out to them and save the day! My oh my, how impressive you are! Save Quote a wingmate and nullify any damage they're to take!
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tatterpixie rolled 1 20-sided dice:
14
Total: 14 (1-20)
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Posted: Mon Sep 09, 2019 10:00 pm
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W'ill and brown FalothHP: 22 19 18 15 12 7 5 Hour 1, Roll 1: 20 Hour 1, Roll 2: 9 Hour 1, Roll 3: 2 Hour 2, Roll 4: 9 Hour 2, Roll 5: 14 Hour 2, Roll 6: 9 Hour 3, Roll 7: 5 Hour 3, Roll 8: 6 Hour 3, Roll 9: 8 Hour 4, Roll 10: 15 Hour 4, Roll 11: 14 Hour 4, Roll 12:
Once more Faloth and W'ill were tapped for a firestone run. W'ill found himself feeling slightly relieved at that, a momentary respite from directly fighting Thread. Still, it was dangerous enough that he had to be on his toes. He missed more than he accurately threw on the first try, but he did manage to get them all on the second or third toss -- and he also managed to get one wingrider's attention just in time to prevent that pair flying directly into a clump of Thread!
Quote: 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Odds were successful tosses that make their mark. Evens are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.)
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tatterpixie rolled 5 100-sided dice:
30, 73, 86, 25, 80
Total: 294 (5-500)
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Posted: Mon Sep 09, 2019 10:02 pm
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tatterpixie rolled 1 20-sided dice:
17
Total: 17 (1-20)
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Posted: Mon Sep 09, 2019 10:09 pm
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W'ill and brown FalothHP: 22 19 18 15 12 7 5 0 Hour 1, Roll 1: 20 Hour 1, Roll 2: 9 Hour 1, Roll 3: 2 Hour 2, Roll 4: 9 Hour 2, Roll 5: 14 Hour 2, Roll 6: 9 Hour 3, Roll 7: 5 Hour 3, Roll 8: 6 Hour 3, Roll 9: 8 Hour 4, Roll 10: 15 Hour 4, Roll 11: 14 Hour 4, Roll 12: 17
Emerging from between one more time, Faloth and W'ill found themselves right smack in the middle of a large clump of silvery Thread. It was too much for the pair, and before they could blink back between, they blacked out and fell from the sky...
Quote: 17. You're blooded almost immediately by a large tangle of Thread. You suppose that's why it's called a First Blooding, after all. Damage Roll a D10 to see how much damage you take. The number represents the damage i.e a 4 would mean -4 HP.
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