The Wings Keeton Role Playing Game
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-014

Fantastic! Good Show! You and Wings crawl along the steel rungs of the Mystery Airship. The wind buffets you, and tries to tear you from the ship but you hang on like grim death. After some tense minutes you and wings find yourselves at the forward  hatch of the control car. From here you have a spectacular view of the ground below and the clouds and stars above. Of greater interest is the porthole of the hatch which is lighted from within the ship. You peer into it.


Within, a Helmsman and Elevatorman stand at the controls of the Airship. A third, and sinister grey haired man directs their activity. You can't hear anything they are saying.


"Great Heavens!" shouts Wings Keeton with surprise, "That's Professor Sinistre, the notorious criminal mastermind, scientific genius, and all around villain! If only he would use his knowledge for good instead of evil."


As you watch, Professor Sinistre pulls out a chart of the Capital City. He points to it, poking it repeatedly, and then says something to the helmsman. You and Wings look at each other.


"This can't be good," said Wings, "it looks like they are  headed for the Capital. Lets drop in and pay the Professor a visit shall we?"


You nod and turn the hatch wheel as quietly as you can so as not to alert the villains that you are about to drop in. Make a Check Roll using Feat. To succeed the sum of the 2 dice, plus your Feat Die Roll Modifier must equal 7 or higher.


If you Fail click on 1.


If you Succeed click on 2.