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Meepfur rolled 1 20-sided dice:
1
Total: 1 (1-20)
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Posted: Tue May 14, 2013 5:19 pm
Fi'o Attempt #2, 1+0=1 ((Is this where it blows up in her face? XD))
A little further on, Fi'o found what she thought could be a good spot - better than the last one, at least? - although truth be told, it was difficult to really tell. She was mostly guessing, at this point. Still, she went to place the charge regardless...
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Meepfur rolled 1 20-sided dice:
15
Total: 15 (1-20)
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Posted: Tue May 14, 2013 5:26 pm
Dinah Attempt #2, 15-1=14
Dinah tried to push away her anxieties about her bonded and block out what she could of the fighting so she could concentrate on the task at hand, and it worked! She found a better spot! Not the most perfect of spots, sure, but it would suffice. She hoped.
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Meepfur rolled 1 20-sided dice:
20
Total: 20 (1-20)
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Posted: Tue May 14, 2013 5:30 pm
Kesin Attempt #2, 20-1=19
Kesin continued her search, and finally, finally, something went the way it was supposed to! It hardly made up for the fact that her wher was currently outside brawling, but hey, she found a sharding good place for her last charge!
It had been a bad night, and she'd take what she could get, okay?
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Tuatha De rolled 1 20-sided dice:
15
Total: 15 (1-20)
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Posted: Tue May 14, 2013 6:04 pm
V'ell - Attempt 1 15+2 = 17
Charges, charges... Where would be the best place to locate them? Somewhere that would do a great deal of damage, naturally, but not somewhere that they'd be easily spotted or disturbed.
V'ell found a slightly recessed seam of firestone just down the left fork, and tucked her first set of charges nestled carefully away at the base of the seam.
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Alethryia rolled 1 20-sided dice:
3
Total: 3 (1-20)
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Posted: Tue May 14, 2013 6:24 pm
Try #2 D’lek moved on from placing his first charge, hoping to find a better spot for his second as he continued down the tunnel branching left again-this was the way towards the North exit right? Perhaps if he could find a compromising place for his second charge that would consequently close up this exit as they retreated too.... But no spot could be found, and this tunnel seemed to have been thuroughly mined and structuraly sound, unsure if it was too late to retrace his steps and find a better spot D'lek made do with what was before him-but he new it was far from an ideal placement.
------------- D'lek: 3-0=3 Result: Bad
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Tuatha De rolled 1 20-sided dice:
5
Total: 5 (1-20)
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Posted: Tue May 14, 2013 6:29 pm
V'ell - Attempt 2 5+2 = 7
She could faintly hear the sounds of some kind of scuffle outside. Well, shards. Some of their group must have gotten caught. She'd have to work fast, then.
V'ell tucked the second set of charges behind a support beam - not the best place, not terrible either. But it was the closest spot that caught her eye and she was thinking more about getting out than about being thorough.
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mewrose rolled 1 20-sided dice:
6
Total: 6 (1-20)
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Posted: Tue May 14, 2013 7:21 pm
Try 1 for Mokah and Mokask
6 -1 = 5
Mokah studied the map, noted where other people were heading, and turned down the right path. Charges in hand, she set off to look for a good place to set them. She instructed Mokask to look for weak places, but it seemed either both of them were rusty at mine work, or she'd chosen a bad path. No place seemed particularly good to her.
Conscious of the fighting outside and the limited time she had, she picked a spot of tunnel wall that at least seemed more uneven than the others and set her charge, hoping it would do what they intended.
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mewrose rolled 1 20-sided dice:
3
Total: 3 (1-20)
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Posted: Tue May 14, 2013 7:30 pm
Try 2 for Mokah and Mokask
3 -1 = 2
For someone who prided herself on knowing about all branches of wherhandling, it seemed she'd been sorely neglecting mine work. When she got back from this mission (not if, they were sure to return) she would have to make an effort to brush up on their skills there. Or perhaps just avoid missions involving mines, though she would rather fill the gaps in her knowledge.
Onward they searched, finding nothing that looked even as hopeful as their last spot. She could practically feel the time slipping away, and every moment that the charge was unlit, she began to grow more worried that she wouldn't be able to find a good place, or to set it with enough time to get away. Eventually she picked a spot, more or less at random, and set the charge. Any explosion was better than none, right?
...Yeah, maybe not. Maybe she just wouldn't admit how bad she'd been at this.
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The Nozomi rolled 1 20-sided dice:
6
Total: 6 (1-20)
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Posted: Tue May 14, 2013 7:47 pm
[D'ei : First Try] 6 + 1 = 7 [Bad]
"Son of a whershit," D'ei hissed the words when she heard the bit of commotion outside. Banages tucked away, she went one way, V'ell another, and the brownrider looked to find some sort of place to put her charges. She fumbled slightly but managed to tuck it between a wedge of rock, eyes narrowed in concentration.
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The Nozomi rolled 1 20-sided dice:
15
Total: 15 (1-20)
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Posted: Tue May 14, 2013 8:01 pm
[D'ei : Second Try]
15 + 1 = 16 [Success!]
With the first tucked away in a hopefully good spot, D'ei scooted further to find another, better spot. She leaned up on small toes and put the second charge in the nook of the rock with a small, fierce grin. It looked like it would be a good spot - if anything, the explosion would scatter something good.
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The Nozomi rolled 1 20-sided dice:
17
Total: 17 (1-20)
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Posted: Tue May 14, 2013 8:11 pm
[Kr'stof : First Try] 17 = Success!
He missed out on the bandages, having missed the bits with the bandages. He was more concerned with finding an appropriate place to stash his first charge. A small crevice, a promising looking thing, greeted his eyes when he looked around. The greenrider crouched with a slight wince but did his job.
As he did every time he did something destructive now a days, Kr'stof silently apologized to J'nas and looked to find something else to blow up.
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Spicy Dizaster rolled 1 20-sided dice:
20
Total: 20 (1-20)
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Posted: Tue May 14, 2013 8:27 pm
Rilli and Risk ((Attempt 2: 20))
Her second placement was much better than the first. She could vaguely hear commotion echoing down the tunnel, but it might have just been the shuffling of her companions in the dark. Either way, Rilli wedged the explosive into a vein, recognizable by the tools and debri left beneath, and set the charge. Lets get out of here! She urged to the brown at her side.
Risk's clipped wings shuffled as his claws dug at the earth. He could hear Kesisk and Dinahsk confronting another outside and he growled low in response.
"shhhh" Rilli tried to soothe the agitated wher. Lets get out first. We're almost done.
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The Nozomi rolled 1 20-sided dice:
9
Total: 9 (1-20)
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Posted: Tue May 14, 2013 8:37 pm
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Posted: Wed May 15, 2013 12:27 am
The Wherhandler eyed the stranger, the name of Solath flickering across his mind but failing to ignite memory. He decided to err on the side of information – if he’d heard the name, it was probably from Trine and beating up one o’ their riders wasn’t too bright. “Warn us? Then why you sneakin’ round like that?” Sure there were Feral whers around – more’n a few of their camp’s whers had been brought from the wild – but the rider must’ve screwed up bad if he was sneaking around to tell people. The agreement to answer questions eased the wherhandler some and a swift motion of his hand had the green relax but she perked at the sound of fighting whers. She hissed. The Wherhandler looked in the direction of the fighting and frowned, “Gold wher you say… Come with me.” Without looking back, he waved for the Bluerider to follow him and lead the way, the green out in front bounding and anxious to aid her companion.
The ruckus had properly woken the camp and it was a matter of time before Kessisk and Dinsk were surrounded. The Blue where that Kessisk was engaging, however, was not one to wait and surged forward even as the larger gold lunged at him, teeth flashing in attempt to find purchase in her flesh. His handler was too preoccupied trying to dodge Dinsk’s vicious swipe, at a loss at his misfortune – he’d been sound asleep enjoying a lovely dream of girls and now his night was filled with very angry whers. Brilliant.
And while the Whers were fighting, the Greenhandler’s back turned, and the group within the Mines were setting their charges, the ground shook violently for a heartbeat. The echoes of falling rock and skittering of rubble was evidence enough that something had gone horribly wrong. F’io’s explosive charge had misfired after she’d set it down due to poor handling and the section of the tunnel was now partially collapsed and very unstable. F’io herself had been flung with the force of the explosion, rendering her hearing useless and snapping her left arm so that it hung limply by her side. Fire was beginning to lick at the support beams of the tunnel.
Those near her were swathed in thick, choking dust and while the hurried placement of the charges meant only a few were well set it would have to do. Especially now that at least one of the tunnels was in the process of collapsing. It was time to set the fuses and get out – the main entrance would be blocked by alert, angry miners and whers, leaving them but one choice: the North or the South. InstructionsAll human characters have the following stats and abilities: Creature – HP – Attack - Dodge Human - 30 - 1d4 - 1d10 -Each character gets 1 action per turn (attack, dodge, use item, or re-arm) -Humans' damage can be augmented by weapons. To arm themselves, a human must roll 1d20 (1-11: Makeshift [+1]; 12-17: Blunt [+2]; 18-20: Bladed [+3]) -Humans can re-arm once every 3 turns but it costs an action. -Bandages heal 3hp and take one action to use. -From this point onward, the group has 3 IRL days to escape – every 12 IRL hours 4d20 damage will be distributed evenly among the characters as the mine begins to collapse. (And will also be applied to the enemy) -Fail Condition: if, at any point in the scenario, 90% of the human characters are uncioncious (0 HP), the group is captured. E’lov: You have two choices – Coup de Grace upon the Greenhandler, slip away into the night, or follow to the fighting whers. Dinsk/Kessisk: You continue the fight. However, you can Run for the Hills at any point (roll 1d100 and do 65+) as a free action, once every 3 posts. Success means a successful retreat free of pursuit. F’io: -10HP, deafened until end of mission (time past that is up to player), and broken arm (not visibly bleeding). Everyone else:To flee, simply RP the retreat. The mine is collapsing and you have been spotted by the enemy. Each character may roll 1d4 with each post to gauge the distance of the enemy to them (1 being close, 4 being far). If Three 1s are rolled in a row then the pursuers catch up. A hidden mark will determine when the group gets out – if they get out before the mine traps them.
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Dragonflight Pern Captain
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Meepfur rolled 1 4-sided dice:
3
Total: 3 (1-4)
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Posted: Wed May 15, 2013 4:14 am
Fi'o 20/30
Fi'o had never seen a real explosion before. She could have done without seeing one this close. Her vision went black for a moment as she was flung against the mine wall. It was only a matter of seconds before she was aware again - aware of several things, like a terrible ringing in her ears, a sharp pain in her left arm, and a dragon screaming in her head. And fire. That, too.
I thought I told you to be quiet, she griped at her dragon, interrupting the litany of frantic 'Mine?!' she was being subjected to. I'm fine, alright? I'll be back soon.
Hopefully. Cursing, she forced herself to her feet and staggered North.
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