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A Dragonriders of Pern B/C RP 

Tags: Pern, Dragons, Dragonriders, Role-Play, Fantasy 

Reply [IC RP] High Reaches Weyr
[Magic Clutch] So It Begins [First Blooding RP] Goto Page: [] [<<] [<] 1 2 3 ... 12 13 14 15 16 17 18 19 20 [>] [»|]

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Uta rolled 1 20-sided dice: 10 Total: 10 (1-20)

Uta
Captain

Shy Mage

PostPosted: Wed Sep 11, 2019 6:50 pm
Ce'rian and Cythereath

User Image

14 HP

Second Wave
Hour 3: 18. Feeling Good!
Hour 3: 10. Feeling Great but... Strap Issues [1/3]
Hour 3:
Hour 4:
Hour 4:
Hour 4:

Things continued without a hitch, and Ce'rian was just beginning to let his guard down when something... changed. Cythereath had spun hard to avoid a tangle, shooting it down as she passed, and Ce'rian was clinging hard to her neck--but something shifted, and he felt himself begin to slip.

Crying out in fear, he immediately clung to Cythereath, startling the green who quickly eased up her sharp roll. Dearest! You're okay...right? She asked, sending a wave of love and assurance. She wouldn't let Hers fall... but Ce'rian knew there was no way he could cling to his dragon at the speeds (and angles) she was flying if all his straps did (somehow) break.

Aerial saves were one thing when attached to a dragon, but another completely when it was just a rider. Any dragon could (theoretically) do it in an emergency but there was still a big risk involved. Thankfully, his straps were only a bit looser, and hadn't snapped as far as he could tell. He also still had his emergency strap attached. "We're good," he muttered, though his muscles were taught. Just that little bit of give was terrifying this high up and with Thread falling around them.

Quote:
Someone call you butter, because you’re on a roll! Not only do you manage to flame down every target you go after, but formation changes are a breeze. Honestly, you’re feeling mighty proud of yourself and your dragon right now. Unfortunately, your luck doesn’t hold as the fighting carries on. One minute you were flying high, and the next minute something… something suddenly isn’t right. Oh no! You feel one of your straps begin to loosen. Did you not pull it tight enough? Was it a flaw in the design? Is it just bad luck!? While you’re okay for now, any jarring motions or wheels and dives make you feel just a little more closer to slipping off and out. [If this is your third time rolling this prompt, your straps actually break. While you are still connected to your dragon thanks to emergency straps, you have no choice but to return to the Weyr--much to your shame--and get your spare. Lose 2 rolls.]

 
Uta rolled 1 20-sided dice: 4 Total: 4 (1-20)
PostPosted: Wed Sep 11, 2019 7:07 pm
Ce'rian and Cythereath

User Image

14 HP

Second Wave
Hour 3: 18. Feeling Good!
Hour 3: 10. Feeling Great but... Strap Issues [1/3]
Hour 3: 4. Panic [1/5]
Hour 4:
Hour 4:
Hour 4:

Though Cythereath continued to fight, avoiding the patches that threatened them, and flaming what she could, Ce'rian's anxiety was at an all time high. Maybe it was the rush of adrenaline wearing off, maybe it was the realization that the only thing keeping him from falling off his dragon were a few straps of leather, or perhaps it was the roaring, bellowing, creeling, and bugling going on around him... Whatever it was, the strawberry-blond couldn't help but worry.

Death was all around him.

His family was a Continent away.

He had no friends.

He had no lover.

He was alone. If something happened to Cythereath and him, would anyone notice? Would he die a worthless death? 'Just another weyrling.'... 'Just a green rider.' All things he heard said during his time at High Reaches, and all things he (secretly) worried about. If he didn't make it through Threadfall or Weyrling training, would his father be proud? Or would his father even notice the loss?

Who was he to think he was a dragon rider. He... He was just Ce'rian. Some Holder's son who thought this would be a good way to prove himself. Instead, he was clinging tight to his green, terrified out of his skin, and with no way out.

Don't worry, Mine. We're here, together. We're in a Wing, we're in a Weyr, and you and I are fighting brilliantly. You ARE a dragonrider because there was no one else on Pern meant for me. You are perfect, and fierce, and clever, and beautiful. Now help me save the world, so we might better charm it when we're done. The green gave the equivalent of a laugh, sending nothing but warmth through their link.

Quote:
You're suddenly having a moment of panic. This is real. This is too real. You are now face-to-face with the deadly menace that has killed so many. The silver strands wind and twist and reach out for you, and you suddenly find yourself filled with doubt and worry. Can you do this? Why are you up here? What about all those that failed? How can you do this for the rest of your life -- a life that could well be cut short!?! Thankfully, while you are having a moments panic, your dragon seems to know what to do--especially when the lurch to the side and dive to flame down a few patches of Thread. While this doesn't really calm you, and you're still sweating bullets beneath that helmet, you do begin to focus more on sweeping up the Thread. [If your roll this five times or more throughout the course of the game, your Panic will get the best of you and you will panic yourself as you jump Between. You may choose to 1. die and be lost forever 2. appear from Between way off course and take Major Damage -12 HP by jumping right in a nasty clump that you weren't even supposed to be near or 3. appear from Between way off course right in your fellows airspace. Quote a weyrling and give them Major Damage -12 HP for flaming them or startling them into a patch. You in trouble now. Encouragement has no effect on this outcome or counter though you can be saved from damage.]
 

Uta
Captain

Shy Mage

Uta rolled 1 20-sided dice: 2 Total: 2 (1-20)

Uta
Captain

Shy Mage

PostPosted: Wed Sep 11, 2019 7:17 pm
Ce'rian and Cythereath

User Image

14-1=13HP

Second Wave
Hour 3: 18. Feeling Good!
Hour 3: 10. Feeling Great but... Strap Issues [1/3]
Hour 3: 4. Panic [1/5]
Hour 4: 2. Damage -1 HP [1/***]
Hour 4:
Hour 4:

Time seemed to fly.

Though Cythereath continued to dance among the sky, charring Thread, and spitting flame like some exotic dance, her luck wasn't destined to hold out. Instead, as she swerved to avoid one clump, the wind picked up and a single, sliver strand wrapped itself around her foot.

The pain that burst through the link startled Ce'rian--but he knew what to do. He had a space in mind, and as soon as Cythereath was given the image, she jumped Between. The pain felt like a brand, but the extreme cold of Between killed Thread and almost soothed the pain.

You all right?

How rude of it! She huffed, thoroughly offended that the silver Threads dared to mar her perfect hide.

Quote:
Things got heavy, fast! Thread seems to be everywhere, or at least, slipping through more than you thought it would. Is it just your location? Are other weyrlings this unlucky? Your dragon catches some, but not all, of the strands and what's worse, you wind up getting scored in the process! Thankfully, while the damage isn't major it's enough to send a shock of pain through the link. Threadscore: Take -1 Damage from Threadscore. Every time you roll this prompt, the damage goes up +1 as you and your dragon begin to exhaust themselves. Saves can nullify some or all of the damage, but the counter will continue to go up; Encouragement will reset the counter back to -1.
 
Uta rolled 1 20-sided dice: 11 Total: 11 (1-20)
PostPosted: Wed Sep 11, 2019 7:32 pm
Ce'rian and Cythereath

User Image

14-1=13HP

Second Wave
Hour 3: 18. Feeling Good!
Hour 3: 10. Feeling Great but... Strap Issues [1/3]
Hour 3: 4. Panic [1/5]
Hour 4: 2. Damage -1 HP [1/***]
Hour 4: 11. Saved by Ignonth!
Hour 4:

Cythereath continued her fight, though the pain in her foot was distracting. Unfortunately, the wind was their enemy, and the green found herself practically overwhelmed by the amount of Thread kicked into her airspace. With a surprised creel, the green did her best to flame what she could, and dive out of the way, but she couldn't be in three places at once.

Thankfully, Ignonth cried out, and warned her of trouble. With a quick few hops Between, the green managed to avoid taking damage. She sent nothing but adoration and fondness to her blue cousin. Oh Ingonth. Such a hero. I'll have to thank you properly when we get back! The green practically sighed as she continued the fight.

Quote:
Ouch, ouch, ouch, and more ouch. When it rains it pours, or so the saying goes, and while some of your wingmates might be in relatively quiet airspace, the wind keeps kicking Thread into yours! While you and your dragon flame and charr the ancient enemy, it unfortunately doesn’t leave you unscathed.
 

Uta
Captain

Shy Mage

Uta rolled 1 4-sided dice: 4 Total: 4 (1-4)

Uta
Captain

Shy Mage

PostPosted: Wed Sep 11, 2019 7:34 pm
[Ouch...let's see how big of an ouch.]  
Uta rolled 1 20-sided dice: 3 Total: 3 (1-20)
PostPosted: Wed Sep 11, 2019 8:28 pm
Ce'rian and Cythereath

User Image

14-1=13-2=11HP

Second Wave
Hour 3: 18. Feeling Good!
Hour 3: 10. Feeling Great but... Strap Issues [1/3]
Hour 3: 4. Panic [1/5]
Hour 4: 2. Damage -1 HP [1/***]
Hour 4: 11. Saved by Ignonth!
Hour 4: 3. Damage -2 HP [2/***]


On the green dragon fought, doing her best to avoid getting hit. Unfortunately, it was near the end of Fall, and the delicate green was fast tiring out. It was hard to keep up all her acrobatics for so long, as well as fight the wind.

Another gust, and the green went tumbling, right into one small patch. This time, her wing took the brunt of it, with the writhing strands leaving holes in the sail. The green hissed in annoyance, even as she took them Between.
 

Uta
Captain

Shy Mage

Dea and #Teddy# rolled 1 20-sided dice: 13 Total: 13 (1-20)

Dea and #Teddy#

Shy Regular

PostPosted: Thu Sep 12, 2019 12:50 am
Zamistia and Brown Nanuth

User Image - Blocked by "Display Image" Settings. Click to show.



HP: 22-1= 21
Status: Threadscore (damage +1 every time 2 or 3 is rolled)


Zamistia watched as the first wave headed back to the Weyr and the second wave joined them. Being a brownrider, she knew she was in the fight for the whole threadfall, as long as everything went alright. Before she and Nanuth had a chance to think on dealing with more Thread, more calls for firestone came to them. So like before, they blinked down to the Weyr for more bags, before heading for the ones who needed the firestone. This time was even better than the more recent time, she had managed to toss to all but one on her first throw. Not only that, she had managed to get a bag safely into the hands of a wingsecond and another one of the leaders of the wings. As they returned to their wing, she was still picturing how they saluted her for it.

Well well, impressing some leaders. You did beautifully Mine,Nanuth spoke proudly, covering her with love.

That..that is much better than most of the first hour. Well, other than that save you pulled of,she admitted, pride in her voice. Maybe, just maybe they could handle this.


Hour 1, Roll 1- 5.
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 white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. 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.


Hour 1, Roll 2- 8. 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 your rider is naturally more nervous or anxious, you will find yourself jumping way outside of formation and wind up in a wingmates airspace. Damage: Quote a wingmate and have them take -5 damage from averting running into you and flying right into a strand of Threadfall

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.


Hour 1, Roll 3- 2. 2-3. Things got heavy, fast! Thread seems to be everywhere, or at least, slipping through more than you thought it would. Is it just your location? Are other weyrlings this unlucky? Your dragon catches some, but not all, of the strands and what's worse, you wind up getting scored in the process! Thankfully, while the damage isn't major it's enough to send a shock of pain through the link. Threadscore: Take -1 Damage from Threadscore. Every time you roll this prompt, the damage goes up +1 as you and your dragon begin to exhaust themselves. Saves can nullify some or all of the damage, but the counter will continue to go up; Encouragement will reset the counter back to -1.

Hour 2, Roll 1- 19. 19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.] (first time)

Hour 2, Roll 2- 14. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds 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.) Additional touches are as follows:

If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 45, 85, 23, 33, 82)


Hour 2, Roll 3- 12. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds 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.) Additional touches are as follows:

If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 41, 42, 10, 47, 22)


Hour 3, Roll 1- 13. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds 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.) Additional touches are as follows:

If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 58, 56, 64, 45, 26)
Hour 3, Roll 2-
Hour 3, Roll 3-
Hour 4, Roll 1-
Hour 4, Roll 2-
Hour 4, Roll 3-
 
Dea and #Teddy# rolled 5 100-sided dice: 58, 56, 64, 45, 26 Total: 249 (5-500)
PostPosted: Thu Sep 12, 2019 12:56 am
Firestone run for Zamistia and Nanuth  

Dea and #Teddy#

Shy Regular

Dea and #Teddy# rolled 1 20-sided dice: 13 Total: 13 (1-20)

Dea and #Teddy#

Shy Regular

PostPosted: Thu Sep 12, 2019 1:16 am
Zamistia and Brown Nanuth

User Image - Blocked by "Display Image" Settings. Click to show.



HP: 22-1= 21
Status: Threadscore (damage +1 every time 2 or 3 is rolled)


Zamistia felt like they hadn't been back with their wing for very long, when more requests came in from the wings above. Man, it must be pretty bad up there for them to need so much firestone or maybe people were just running out at the same time. Whatever the reason, she had Nanuth take them back to the Weyr to grab some more bags, before heading up to those fighting above. While it wasn't as successful as their last run, the red head managed to land bags of firestone in the hands of three of the five people who had needed it. She even managed to warn one wingrider of danger, so they could avoid getting hurt. Not to mention, she managed to get some firestone into the hands of the Weyrleader and got a nod of thanks for it.

Here you were worried and despite some issues, you have done so well. You got to remember, I chose you because I knew you had what it takes,Nanuth reminded with love in his voice for his beloved rider as they returned to formation with the other Weyrlings.

Thank you, Nanuth. Let's hope we can keep it up,Misty replied back, feeling more pride coming from him envelop her.

Hour 1, Roll 1- 5.
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 white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. 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.


Hour 1, Roll 2- 8. 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 your rider is naturally more nervous or anxious, you will find yourself jumping way outside of formation and wind up in a wingmates airspace. Damage: Quote a wingmate and have them take -5 damage from averting running into you and flying right into a strand of Threadfall

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.


Hour 1, Roll 3- 2. 2-3. Things got heavy, fast! Thread seems to be everywhere, or at least, slipping through more than you thought it would. Is it just your location? Are other weyrlings this unlucky? Your dragon catches some, but not all, of the strands and what's worse, you wind up getting scored in the process! Thankfully, while the damage isn't major it's enough to send a shock of pain through the link. Threadscore: Take -1 Damage from Threadscore. Every time you roll this prompt, the damage goes up +1 as you and your dragon begin to exhaust themselves. Saves can nullify some or all of the damage, but the counter will continue to go up; Encouragement will reset the counter back to -1.

Hour 2, Roll 1- 19. 19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.] (first time)

Hour 2, Roll 2- 14. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds 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.) Additional touches are as follows:

If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 45, 85, 23, 33, 82)


Hour 2, Roll 3- 12. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds 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.) Additional touches are as follows:

If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 41, 42, 10, 47, 22)


Hour 3, Roll 1- 13. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds 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.) Additional touches are as follows:

If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 58, 56, 64, 45, 26)


Hour 3, Roll 2- 13. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds 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.) Additional touches are as follows:

If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 90, 26, 15, 32, 17)
Hour 3, Roll 3-
Hour 4, Roll 1-
Hour 4, Roll 2-
Hour 4, Roll 3-
 
Dea and #Teddy# rolled 5 100-sided dice: 90, 26, 15, 32, 17 Total: 180 (5-500)
PostPosted: Thu Sep 12, 2019 1:22 am
Another firestone run for Zamistia and Nanuth  

Dea and #Teddy#

Shy Regular

Dea and #Teddy# rolled 1 20-sided dice: 10 Total: 10 (1-20)

Dea and #Teddy#

Shy Regular

PostPosted: Thu Sep 12, 2019 1:53 am
Zamistia and Brown Nanuth

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HP: 22-1= 21
Status: Threadscore (damage +1 every time 2 or 3 is rolled)


Zamistia didn't think things could get any better, but things seemed to be going a lot better. She paid attention to every formation change, giving directions to Nanuth as she needed to. Both of them were working in tandem to spot Thread and burn it into ash, not missing a single one. She felt better than when they started today, so very proud of both of them right now.

We were born to do this, ZamistiaMine. You just have to remember that,Nanuth reminded.

Yeah, maybe you are right. I just couldn't help...she began, when she felt like something was wrong. As Nanuth moved, she realized what it was, her straps...one of them was loosening. Maybe when Nanuth had been doing some of his fancy moves earlier, it had put too much strain on her strap.

Everything okay, my light?Nanuth asked.

Yeah, for now. Just got to keep an eye on my straps,she thought back to him. Every movement from her brown, made it feel closer to breaking, it made her nervous.


Hour 1, Roll 1- 5.
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 white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. 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.


Hour 1, Roll 2- 8. 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 your rider is naturally more nervous or anxious, you will find yourself jumping way outside of formation and wind up in a wingmates airspace. Damage: Quote a wingmate and have them take -5 damage from averting running into you and flying right into a strand of Threadfall

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.


Hour 1, Roll 3- 2. 2-3. Things got heavy, fast! Thread seems to be everywhere, or at least, slipping through more than you thought it would. Is it just your location? Are other weyrlings this unlucky? Your dragon catches some, but not all, of the strands and what's worse, you wind up getting scored in the process! Thankfully, while the damage isn't major it's enough to send a shock of pain through the link. Threadscore: Take -1 Damage from Threadscore. Every time you roll this prompt, the damage goes up +1 as you and your dragon begin to exhaust themselves. Saves can nullify some or all of the damage, but the counter will continue to go up; Encouragement will reset the counter back to -1.

Hour 2, Roll 1- 19. 19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.] (first time)

Hour 2, Roll 2- 14. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds 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.) Additional touches are as follows:

If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 45, 85, 23, 33, 82)


Hour 2, Roll 3- 12. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds 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.) Additional touches are as follows:

If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 41, 42, 10, 47, 22)


Hour 3, Roll 1- 13. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds 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.) Additional touches are as follows:

If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 58, 56, 64, 45, 26)


Hour 3, Roll 2- 13. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds 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.) Additional touches are as follows:

If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 90, 26, 15, 32, 17)


Hour 3, Roll 3- 10. 10. Someone call you butter, because you’re on a roll! Not only do you manage to flame down every target you go after, but formation changes are a breeze. Honestly, you’re feeling mighty proud of yourself and your dragon right now. Unfortunately, your luck doesn’t hold as the fighting carries on. One minute you were flying high, and the next minute something… something suddenly isn’t right. Oh no! You feel one of your straps begin to loosen. Did you not pull it tight enough? Was it a flaw in the design? Is it just bad luck!? While you’re okay for now, any jarring motions or wheels and dives make you feel just a little more closer to slipping off and out. [If this is your third time rolling this prompt, your straps actually break. While you are still connected to your dragon thanks to emergency straps, you have no choice but to return to the Weyr--much to your shame--and get your spare. Lose 2 rolls.] (first time)
Hour 4, Roll 1-
Hour 4, Roll 2-
Hour 4, Roll 3-
 
Princess_Feylin rolled 1 20-sided dice: 7 Total: 7 (1-20)
PostPosted: Thu Sep 12, 2019 2:09 pm
Reya and Green Raqisath
Second Wave
Hour 3, Roll 1

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HP: 9
Status: ---
Other: ---


Raqisath could barely contain her excitement about their weyrling group's first blooding, as it were, against Thread. Some of her green clutchmates had already risen for mating flights, which was not something she was particularly concerned about not getting in on yet, but she had been eager to fight Thread ever since she was first allowed to take to the skies. Her excitement dimmed only minimally a few hours into the Fall when she realized how badly some of her clutchmates and their bonds were being injured. They were dragons and dragonriders, born to take those blows so that the rest of Pern need not do so.

Reya was somewhat more concerned about the whole affair, but she was an adult human, and thus not genetically engineered to fight burning ribbons of space dust as they fell from the sky. She had a human's limitations and sense of self-preservation when it came to that sort of thing, as well as the concerns which came with being a human being who had family and other people who cared about her continued existence. She did not want someone to have to inform her brother and her son that she had died in her first Threadfall.

You will not die, Raqisath assured her with a confidence that astonished Reya. Neither of us will.

The green's confidence sagged as the high-altitude winds did their best to fling her about and she had to fight with all her strength to stay in formation. Although she said nothing, Reya, too, was struggling with the wind, and eventually lay as flat to Raqi's back as she could to reduce the chances she would be blown too far in any direction and pull the dragon off balance. It was not enough. The powerful wind blew the pair into a clump of thread, scoring the dark green dragon's tail and right wingtip.


Hour 3, Roll 1:7
7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.
Hour 3, Roll 2:
Hour 3, Roll 3:
Hour 4, Roll 1:
Hour 4, Roll 2:
Hour 4, Roll 3:
 

Princess_Feylin

Lonely Bookworm

Princess_Feylin rolled 1 20-sided dice: 19 Total: 19 (1-20)

Princess_Feylin

Lonely Bookworm

PostPosted: Thu Sep 12, 2019 2:21 pm
Reya and Green Raqisath
Second Wave
Hour 3, Roll 2

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HP: 9
Status: ---
Other: ---


More stone, Raqi called, ducking her head around.

Reya opened the bag smoothly enough and got her hands on some stone, but as she threw it she felt something in her arm go ping and it felt as though her elbow had been struck by a hammer. Both dragon and rider felt the nasty shock of that, and it was enough of a distraction that Raqi had to duck her head awkwardly to catch the thrown firestone in her mouth, accidentally tilting her entire body in the process. Nevertheless, she proudly breathed a gout of flame at a cluster of Thread.

Raqi! Reya exclaimed, pointing to the shifting pattern of dragons around them with her good arm. The warning was largely useless, as the dragon could not see her rider's gesture.

As Raqisath whipped her head around to look for the reason her rider had called out, her sharp teeth snapped abruptly on her tongue, sparking an involuntary grunt of discomfort. She could feel the ache echoing back to her from Reya, too. It was not an unfamiliar sensation: Reya was still no great shakes at throwing things, and Raqi had therefor bitten her tongue quite frequently during practices. That didn't make it any more pleasant to deal with in the moment though.

Raqi! Reya called again. Formation!

The green felt a deep sensation of shame as she realized that not only was she out of formation, but she was about to collide with one of her wingmates. Her eyes whirled an apologetic grey-yellow as she quickly adjusted her trajectory to bring her back into alignment with the rest of her wing. She was still fighting the wind and her thread-scored wingtip was an additional source of distraction which her bitten tongue compounded.


Hour 3, Roll 1:7
7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.
Hour 3, Roll 2: 19
19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.]
Hour 3, Roll 3:
Hour 4, Roll 1:
Hour 4, Roll 2:
Hour 4, Roll 3:
 
Princess_Feylin rolled 1 20-sided dice: 5 Total: 5 (1-20)
PostPosted: Thu Sep 12, 2019 2:33 pm
Reya and Green Raqisath
Second Wave
Hour 3, Roll 3

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HP: 9
Status: ---
Other: Unused Hour 3 Damage Save


The pair's mutual discomfort from Raqisath's bitten tongue faded as the Thread came in more and unexpected directions and adrenaline shot through them both. For Reya the sky seemed to sharpen and her bond with Raqi seemed closer and clearer than she could remember. For Raqisath, she felt a sort of clarity similar to when she executed a maneuver perfectly in practice buoyed by the giddy feeling that came if she was ever asked to demonstrate something as an example of how it ought to be done.

It was exhilarating, and Raqisath soon found herself almost dancing through the air, changing direction seemingly at will and with minimal regard for petty things like gravity. For Reya, the sensation of the straps biting into her thighs and calves was uncomfortable, especially as she hung upside down from her perch, but she could feel and share in her dragon's delight, and that made it much more bearable. Fortunately, Raqi righted herself often enough between acrobatic maneuvers that Reya's extremities didn't have the chance to go numb from lack of circulation (cold, maybe, but not lack of bloodflow). The lithe green's efforts even put them in a position where they were able to char some Thread that would have scored one of their wingmates. Reya could feel pleasure rippling through Raqi at that, and she let the young green know how proud of her she was.


Hour 3, Roll 1:7
7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.
Hour 3, Roll 2: 19
19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.]
Hour 3, Roll 3: 5
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 white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. 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.
Hour 4, Roll 1:
Hour 4, Roll 2:
Hour 4, Roll 3:
 

Princess_Feylin

Lonely Bookworm

magnadearel rolled 1 20-sided dice: 16 Total: 16 (1-20)

magnadearel

PostPosted: Thu Sep 12, 2019 3:00 pm
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Weyrling M’ton and Green Zygmuth

HP: 14
First Wave- Hour 1
Roll 1: 16. Things start off slow, but you manage to catch a few strands of Thread. For the most part, you realize that things seem to be a mix of quiet followed by moments of stress. You catch a solid tangle, but another few strands fall through. You find it's tricky when there are entire groups falling overhead together, and you find yourself struggling to make the right choice on what to catch. In one instance, you almost singe a wingmate by forgetting your airspace. Rookie mistake! [If you roll this 3 times, you actually find yourself burning a wingmate. Quote a weyrling and have them take -5 HP from burn damage! The counter then resets.]


M'ton was undoubtedly nervous like many of his classmates. Who wouldn't be? It was their first time actually fighting thread instead of going through the motions. It somehow made it all more real. He kept trying to spot everything falling around them, which was to say a lot more than they had in practice. It had started out slow and easy, then but more and more fell. M'ton kept giving too many commands and targets to poor Zygmuth who did her best to try to keep up. They flamed some and some fell through.

Watch out! he cried as they almost mistakenly burn a wingmate. M'ton quickly realized he'd gone out of their airspace and had Zygmuth move them back to their proper spot.  
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[IC RP] High Reaches Weyr

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