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Reply 2013 Spy Event
Spy Event - Wherholders Faction - Mission 01 - Watch It Burn Goto Page: 1 2 3 ... 4 ... 7 8 9 10 [>] [»|]

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Dragonflight Pern
Captain

PostPosted: Mon May 13, 2013 7:59 pm


The RP Scenarios of the Spy Event are Staff Lead RP Events making use of dice rolls, situational responses, and event triggers. Your RP participation is crucial in the progression and completion of the Missions. Characters can and will be harmed if they have been signed up to do so as well as captured by the enemy and made into a Prisoner.

This RP Scenario is open only to following Characters:
Character - Player
D'lek of Blue Tennath - Alethyria
Rilli of Brown Risk - Dizzy
Iorme of Blue Iormesk - magna
Fi'o of Brown Ivanhoth - Meep
Dinah of Green Dinsk - Meep
Kesin of Gold Kessisk - Meep
Mokah of Gold Mokask - mew
E'lov of Blue Magith - moonlit
Kr'stof of Green Xenth - Noz
D'ei of Brown Lycath - Noz
V'ell of Green Zarth – Tuatha

Watch It Burn – Introduction


Trine was healthy and though it was overcrowded their recent development of Districts was doing much to alleviate the crowding on the central portions of the complex. The vast diversity of interests and skills within the society had ensured that everyone could find a niche to their tastes. However, this expansion brought with it vulnerabilities that both the Wherholders and the Dragonriders were acutely aware of. Thread remained a threat to every individual on the planet and with the larger populated area devoid of the stone constructs that dotted the northern hemisphere, the silver menace could destroy lives if the Dragonriders did not keep their skies well defended.

To defend those skies they needed firestone. The territory was rich with mines but the chief source of Firstone for Trine was their mine to the west – a large complex staffed by a small community of its own. The stolen eggs had been taken there briefly and it was in this confusion that the members of the Wherholders noted the vast seams of Firestone that could be mined – or set aflame. This remained a note on Keller’s Desk for some time and when he was ready he gathered the new trainees to give them their orders.

“Infiltrate the Firestone Mine. Set the charges given to you and bring it down! Without the material their dragons need to breathe flame, Trine is vulnerable! Their supplies will not last long and in the chaos, they will spread too far, too thin to defend. Too long has this Weyr been a thorn in our sides! You are the agents of the Wherholders, harbingers of a new era! Complete this Mission, bring down the mine, and you will be justly rewarded!” His voice had rung out loud and clear as his ever present Gold Wher stood behind him, impassive orange eyes watching the recruits.

Shortly thereafter, the dragons had arrived to bear their partners and the Mission recruits aloft. This would be a subtle mission – no roaring dragons, no large partners, just the humans in the tight spaces and their dexterous fingers to cave in the mine. The approach to the mine is made at night but it is still fraught with tents and buildings full of sleeping men and Whers standing guard. The group must make it past this gauntlet of storehouses, abandonned supplies, and watchwhers to enter the mines.


Watch It Burn – Phase 1 Instructions – Infiltrate the Mine

The group is dropped off a short ways away from the mine. Characters must arrive and move on to the mine.

Each character (wher and human) must roll 1d10 (Training Bonuses: Stealth; Sneaking). Whers may attend but dragons may not. Whers do not benefit from human training bonuses.

If the value you roll is: 7+ the character is quiet and makes it into the mine fine, if 4-6 the character is being loud and causes some stirrings of people or creatures but no alerts, or if 1-3 the character is too noisy and alerts begin to me made of an intruder..

If 40% of the group is 'noisy' they are spotted and a fight is triggered.

If fight is triggered, alarm is sounded and RP has 9 days to complete before auto-fail due to being too outnumbered.


Training Bonus Break Down
**Add these values to whatever you roll to determine your final score.**
Stat : Bonus
0-10 : -2
11-30 : -1
31-70 : 0
71-90 : +1
91-100 : +2
(Example: You roll a 6 and have a skill of 65 in Sneaking then the value is: 6+0 = 6. Therefore the character is being loud while infiltrating the mine.)
Meepfur rolled 1 10-sided dice: 5 Total: 5 (1-10)
PostPosted: Mon May 13, 2013 8:30 pm


Ever-present in her mind, Ivanhoth was fretting at Fi'o. He had been more than happy to help carry whers - and chat at them - but that excitement had been short-lived. Now he had to wait while His and the others tried to get into the mine, and he couldn't go. It was awful and he didn't like it!

Be careful, please, myFi'o. Be quiet, and be quick, and come back soon.

Of course, Ive. Just hush for now and don't distract me, please.

Oh, sorry, I won't! I'll hush now.

((Fi'o: 5-1=4))

Meepfur
Crew

Meepfur rolled 2 10-sided dice: 4, 3 Total: 7 (2-20)

Meepfur
Crew

PostPosted: Mon May 13, 2013 8:31 pm


If - when - they pulled this off, this was going to be awesome. Dinah was positively gleeful as they set off...although she kept this to herself, her expression and manner as serious ever. She was going to get some payback against the sharding riders, finally! By blowing up their firestone mine, no less. It wasn't as good as getting her hands on an actual rider, but it still promised to be very satisfying indeed.

Her wher stalked along beside her, a pale shape in the dark. It still hurt sometimes, seeing that pale hide instead of dark, knowing a vicious mind instead of a gentle one, but she couldn't deny that, in a way, she and Dinsk were more suited to each other than she and Dinahsk had ever been.

She knew it, but wasn't comforted by it.

((Dinah: 4+0=4
Dinsk: 3))
Meepfur rolled 2 10-sided dice: 4, 2 Total: 6 (2-20)
PostPosted: Mon May 13, 2013 8:33 pm


Okay, right. Deep breaths. Kesin and Kesisk hadn't done very well in their stealth training - except for the disguise part, at least - but surely that had just been a fluke. Now that it came to it, they'd be perfect. The stealthiest ones of their whole group! And if it didn't quite work out that way, well...no, of course it would work out that way, but on the off chance that it didn't, Kesin was sure she could at least find someone or something else to blame for it.

Whatever happened, they had this covered!

...on the other hand, maybe not so much.

((Kesin: 4-1=3
Kesisk: 2))

Meepfur
Crew

Spicy Dizaster rolled 2 10-sided dice: 6, 5 Total: 11 (2-20)

Spicy Dizaster
Crew

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PostPosted: Mon May 13, 2013 9:01 pm


Risk's heavy steps could only be so careful. As the brown and his handler slipped through the camp sites there was a little stirring, and at one point a low growl, but Risk mentally silenced the canine who objected to his presence.

Rilli just kept one hand on the brown's side, guiding and communicating through touch rather than sounds or even mental words. She was stripped of all her usual jewelry, and soft soled shoes allowed her to walk silently on the loose ground. Her sight may not be the best in this foreign place at night, but Risk could see for the both of them.

It really was easier doing this with her partner than without.
......................

Rilli: 6 +1 =7
Risk: 5
moonlit-raven rolled 1 10-sided dice: 3 Total: 3 (1-10)
PostPosted: Mon May 13, 2013 9:08 pm


The time for the mission had arrived, and E'lov was nervous. He didn't want to disappoint anyone, and that more than anything had the blue rider on edge. Which normally would have been a good thing.

Tonight however, it wasn't. It felt as if every step he took got louder and louder, and then, as he continued to move, he could hear a wher attempting to alert people that there was an intruder.

He sucked at stealth.

(E'lov- 3-2= 1 )

moonlit-raven

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Alethryia rolled 1 10-sided dice: 10 Total: 10 (1-10)

Alethryia

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PostPosted: Mon May 13, 2013 9:57 pm


D’lek had changed inot his darkest leathers, he was terrified by the upcoming mission-he had not done well during training- and he was loathe to endanger others and through himself, Tennath. He refused to show this terror though, wearing a grim expression, face set uncharacteristically with hard lines; preparing himself for what must be done.

Tennath had helped transport the whers and handlers, now waiting anxiously with the other dragons-he did not like being left behind, D’lek putting himself in jeopardy. Be careful Mine. His eyes whirled with hues of white and yellow as he watched D’lek make his way into the night with the other trainees. I’ll try to avoid trouble.

D’lek did his best to be silent as he crept though camp, hearing stirrings ahead of him as the others advanced their separate ways. He truly tried...and --miraculaously almost-- made it to the mine without compromising his position. Despite faltering during training his experience from his and Tennath's forays in the South brought back the skills that had seemed lost. Now at the mine, he waited for the others to commense the operation.
-------------
D'lek: 10-0=10
mewrose rolled 2 10-sided dice: 5, 7 Total: 12 (2-20)
PostPosted: Tue May 14, 2013 4:24 am


Finally, time to put all that training to use! As they piled on to dragons to head out, Mokah belatedly wished there'd been some kind of training for whers as well. Oh well, Mokask was well-trained anyway, surely she would do just fine.

Mokask did not like the idea of being carried around by a dragon, but hers said it was the only way to get where they were going, and it was an important mission. So she bore the it with as much dignity as she could muster, and only gave the dragon carrying her one haughty look as a warning to be careful with her. Only her handler could feel that being carried aloft like that made her uneasy, and she was glad when he feet touched solid ground again.

Then the mission really began, and the pair of them headed into the mine as quietly as possible. Mokask was surprisingly stealthy for a large gold wher, and padded forward as silently as a feline. Mokah, despite doing well at training, made a few noises as she approached, wincing every time she did.

Mokah: 5 +1 = 6
Mokask: 7

mewrose

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The Nozomi rolled 2 10-sided dice: 10, 8 Total: 18 (2-20)

The Nozomi

PostPosted: Tue May 14, 2013 6:50 am


[D'ei]

D'ei didn't really like being the sneaky sort. She liked punching much better; not because she approved of violence as a method of settling differences but at the very least the person would be awake when they died. They'd have a chance to run.

She glanced around for V'ell before it started, dark of the night, Weyrfolk snug in their beds, about to kill their first line of defense destroyed- but it was war. War. Right. The Wherholder breathed deep in concentration, her eyes small and narrowed in concentration of not being as loud of some of her fellows. ...if they got them killed so help her...D'ei made it to the mine, ducking her head to be even smaller, and she stared around for V'ell until the rest arrived.

D'ei: 10 + 0 = 10
_____

[Kr'stof]

He hated this. Hated. Hated. He had to change out his big boots for the sake of silence, put on dark clothing that stifled something fierce, and then blow up a mine. The last part he didn't mind so much, seeing as how fire always blazed in the prettiest of ways, but the whole thing added together was too much. At least he'd remembered a knife at his hip.

Still, Keller said to. Kr'stof volunteered. He went.

And well, how about that! The greenrider scrambled about for a minute before he made it to the wine, silent as a trundlebug, and waited.


Kr'stof: 8 + 0 = 8
Tuatha De rolled 1 10-sided dice: 9 Total: 9 (1-10)
PostPosted: Tue May 14, 2013 7:34 am


V'ell - +0 Sneaking, 9 Total

She didn't like leaving Zarth behind. And yet she understood that the green dragon would be more of a hindrance than a help on this mission. It was only common sense: there were some things that dragons were best at, and some things that whers were best at, and when it came to going underground into a firestone mine the whers were tops.

Didn't mean she couldn't come along and help out, though.

Quiet as a shadow she slid up next to D'ei, careful to keep in her weyrmate's peripheral vision so that she didn't unintentionally startle the other woman. It would be a pity to ruin their mutual silence. She winked at D'ei, reached out to briefly squeeze her hand, and then back to focusing on the task at hand.

Hopefully some of the less stealthy folks wouldn't get them all caught. This was V'ell's chance to prove that a dragonrider could be just as useful as a wherhandler.

Tuatha De

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Dragonflight Pern
Captain

PostPosted: Tue May 14, 2013 11:15 am


Results: 28% of group Noisy. Infiltration Successful.

As the Wherholders wove their way through camp, doing well to avoid the gaze of guards, two individuals caused a commotion. The sensitive whers heard the poorly placed steps of F'io, Kesin and her Wher, Dinsk, and E'lov. The noise, thankfully, drew attention away from the others of the group so that the moderately quiet individual passed unseen.

Two humans woke at the insistence of their bonded and headed towards the loudest individual - E'lov.

The remainder of the group gathered just inside the mine, near the basic supplies room. Some unfortunate soul had left the door unlocked and within were items of use to the miners - pickaxes, shovels, water, candles, buckets, and first aid supplies. It seemed the first stop on the Mission would be a supply run!


Instructions
F'io, Kesin/Kesisk, Dinsk:
Roll 1d10 to evade the searching individuals. Values must be the DM Rolls listed below. If you do not succeed you have two choices:
1) fight and cause an alert,
2) be taken and cover for your comrades (roll 1d20 and add the bonus of the character's best Dialogue skill).
if no action is taken, the characters are automatically caught

F'io - 6
Kesin - 4
Kesisk - 5
Dinsk - 8
E'lov - 1



E'lov:
Roll 1d10 to hide, add the bonus from your Stealth;Disguise Skill. If your roll is less than the roll made by the searching individuals, you are spotted and an alert goes up. If you are spotted, you have three choices:
1) Run for the Hills (Roll 1d100 and get 65+, drawing the searchers away), 2) to be captured and cover for your comrades (roll 1d20 and add the bonus of the character's best Dialogue skill)),
3) fight (detals to be given after this choice is taken)
if no action is taken, the characters are automatically caught

Everyone Else:
You made it to the Mine undetected! While your comrades are trying avoid detection, Search the area while you wait for the rest of your team. If you choose to loot the Supply Room, roll 2d6+2 to determine the number of bandages you will get - there is no guarantee you'll get any more during the rest of the Mission.
mewrose rolled 2 6-sided dice: 4, 3 Total: 7 (2-12)
PostPosted: Tue May 14, 2013 11:29 am


Once Mokah and Mokask made it inside, they slipped into a conveniently open room and paused to let the handler's eyes adjust to the dim light. Once they did, it became evident that they were in a store room with a variety of useful-looking materials at their disposal.

Mokah quickly spotted a roll of bandages and plucked it off the shelf. She showed it to Mokask and instructed the wher (using silent mental commands) to look for more like it. So the pair padded through the storeroom looking for bandages. With Mokask pointing out more of the same (and occasionally similar-looking objects like coils of cord, which were left alone), the pair soon had nine rolls of bandages. Pleased at their work, Mokah headed back to the others to show what she'd gathered.

Search for supplies: 7+2 = 9 bandages

mewrose

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The Nozomi rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)

The Nozomi

PostPosted: Tue May 14, 2013 11:57 am


[D'ei]

V'ell made it! Something almost a smile brightened the brownriders face. She returned the squeeze quickly, affectionately, and released as soon as others began to arrive. Time to hunt, time to gather what needed to be. D'ei glanced around, saw Mokah and his wher find... a supply room? D'ei took V'ell's hand again for a soft pull and nodded towards the wher and his companion before heading off after them.

Supplies.

When one wanted to set something on fire, supplies were wonderful. She rifled through, coming across a box of bandages, and started to pull them out.

7+2 = 9 bandages
Spicy Dizaster rolled 2 6-sided dice: 4, 2 Total: 6 (2-12)
PostPosted: Tue May 14, 2013 12:55 pm


Rilli and Risk

As she entered the shadowy mouth of the mine, Rilli looked over her shoulder. Shapes were stirring in the darkness and she urged Risk in deeper to avoid detection.

Risk whuffed as others of their team disappeared through an open doorway, he stalked over, stuck his head in, then back out, seemingly disinterested. When he reached Rilli again though he nipped her shoulder and tugged her back from the cave mouth where she'd been watching. Hurt. Not hurt. The feeling from her wher confused Rilli but she followed his lead into the supply room.

Bandages. She reached for a couple rolls.

(( 6 + 2 = 8 ))

Spicy Dizaster
Crew

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Meepfur rolled 1 10-sided dice: 2 Total: 2 (1-10)

Meepfur
Crew

PostPosted: Tue May 14, 2013 1:25 pm


Dinah and Dinsk

Dinsk hadn't meant to get separated from Dinah, or to cause a fuss, but...well, she'd thought she'd seen a flit, and predatory instinct demanded that she catch and eat said flit. This had the unfortunate side effect of tipping off the flit's owner that something was wrong, to put it mildly. Whoops. With the flit's broken body still held tight in her jaws, she tried to find somewhere safe to hide, but there was nowhere! Nowhere!

Dinah! People, Dinah! she sent to her handler, hissing a warning all the while at any who came near, hunching into a posture that was clearly readying for an attack.

----

No. No, no, no. Dinah had made it to the mine by the time Dinsk sent to her, and she turned around to find that her wher was nowhere to be found. She swore vehemently under her breath, and tried to stifle rising panic. If they cornered her with Dinah there to hold her back, the green would fight and cause further alarm.

But maybe they'd just think her feral...and then they would probably still kill her. Why keep a feral, vicious green?

Every thought made her sick, but what could she do? Dinsk was caught regardless, and rushing out to be captured alongside her was pure foolishness. At least they wouldn't be able to get any information out of a wher.

No words, Dinsk. Don't say anything!
Reply
2013 Spy Event

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