Wings Keeton And The Airship Of Doom WingsKeetonCover.png Introduction Using the Dice Creating Characters CharacterSheet.png WingsKeeton.png WillyDoh.png Order of Play Saving Throws Injury & Death Surprise Rule Character Advancement Referee Adventures Solo Adventures The Airship of Doom Solo Adventure WK-001 WK-002 WK-003 WK-004 WK-005 WK-006 WK-007 WK-008 WK-009 WK-010 WK-011 WK-012 WK-013 WK-014 WK-015 WK-016 WK-017 WK-018 WK-019 WK-020 WK-021 WK-022 WK-023 WK-024 WK-025 WK-026 WK-027 WK-028 WK-029 WK-030 WK-031 WK-032 WK-033 WK-034 WK-035 WK-036 WK-037 WK-038 WK-039 WK-040 WK-041 Bestiary Minobot Professor Sinistre Henchman Sourpuss Henchman Badboy About the Author Creative Commons Licensing |
WK-030
You find yourself in the axial corridor which runs the length of the Airship. From here you can see the inside workings of the airship. Steel girders brace the interior of the ship and between them are large gas cells stenciled with large letters PHLOGISTON. "This strange Phlogiston gas must be the secret of keeping this steel Airship aloft," speculated Wings Keeton. "All others use Hydrogen, and they must be made of aluminum for light weight." You ponder the implications then say, "I imagine if Professor Sinistre has his way the sky will be filled with these steel dreadnoughts." "And what a terrible day that would be," replies Wings. "Lets get going." As you move forward every 15 feet there is a domed light. Four small tunnels lead to the Airships engine nacelles. Midships, the airship has four large Lightning Guns, two per side, which point menacingly down and outward. "I wonder how those work," asked Wings, "they obviously aren't the usual sort of guns that use shells. The axial corridor leads forward toward what must be the control car. As you reach it the hatch opens. It's Sourpuss, Professor Sinistre's henchman and he's probably coming to see what is wrong with the engines. Make a Check Roll to see if Sourpuss is surprised and if not you must make a Check Roll to determine the order of play. To determine the order of play you must roll for the Adversaries and yourself, roll 2d6. Sum the dice, add any die roll modifiers for Mojo, and the higher takes their turn first. For an attack to succeed the sum of the 2 dice, plus or minus any Die Roll Modifiers must equal 7 or higher. You may also Roll for Wings Keeton, his Mojo die roll Modifier is +2. The Robot (Minobot) has a Mojo of +1. The Villains Qualities are:
Helmsman - Sourpuss
Each time you strike an Adversary roll 1d6 for injury and add your die roll modifier for Mojo. Make a saving throw to see if the injury is halved. You and Wings Keeton must continue your fight with your Adversaries until either theirs or your health is reduced to 0. If your health is reduced to 0 by the Adversaries click on 1. If you succeed in reducing the Adversaries Health to 0 click on 2. |