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In Progress Codexian Battletech Carnage, Volume 4

Overboard

Arcane
Joined
Mar 21, 2009
Messages
719
So, another round of bore-age?
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 13 Movement (The Outmaneuvering)

Orders are finally in: Orange got sloppy this round and the Jenner may pay the price. The Archer won't have to choose between firing and melee anymore as he can fire the lasers and still kick the Jenner. Cyan enjoys some good protection from the woods and only lucky rolls will allow the Annihilator and Hatchetman to hit anything.

Round13.png


Lance Cyan:

Archer (+1, walked)
Annihilator (14 hexes) +2 (+2 intervening light woods)
Hatchetman (10 hexes) no LoS
Jenner (1 hex) +0

Mongoose (+2, ran)
Annihilator (12 hexes) out of range
Hatchetman (8 hexes) +4 (+1 target movement, +1 target jumped, +2 intervening light woods)
Jenner (2 hexes) +0

Lance Orange:

Annihilator (+2, ran)
Archer (14 hexes) +2 (+2 intervening light woods)
Mongoose (12 hexes) +4 (+2 target movement, +1 intervening light woods, +1 target in light woods)

Hatchetman (+3, jumped)
Archer (10 hexes) no LoS
Mongoose (8 hexes) +5 (+2 target movement, +2 intervening light woods, +1 target in light woods)

Jenner (+1, walked)
Archer (1 hex) +1 (+1 heat penalty)
Mongoose (2 hexes) +4 (+2 target movement, +1 target in light woods, +1 heat penalty)
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 13 Fire (disarming smile kick)

Hellraiser is seriously pissed off and fires everything he can at the Jenner, even the LRMs. Alpha strikes all around as the Mongoose and Jenner decide to do the same. Hoping for a lucky shot which might be what takes the Archer down the Annihilator joins in and fires all his ACs. Only the Hatchetman is destined to watch idly.

Weapons fire for Annihilator ANH-1A (Orange)
AC/10 at Archer ARC-2R (Cyan); needs 12, rolls 5 : misses.

AC/10 at Archer ARC-2R (Cyan); needs 12, rolls 7 : misses.

AC/10 at Archer ARC-2R (Cyan); needs 12, rolls 8 : misses.

AC/10 at Archer ARC-2R (Cyan); needs 12, rolls 8 : misses.

Weapons fire for Archer ARC-2R (Cyan)
Medium Laser at Jenner JR7-F (Orange); needs 5, rolls 5 : hits (using Right Side table) LL
Jenner JR7-F (Orange) takes 5 damage to LL.
5 Armor remaining.

Medium Laser at Jenner JR7-F (Orange); needs 5, rolls 11 : hits (using Right Side table) RT
Jenner JR7-F (Orange) takes 5 damage to RT.
6 Armor remaining.

LRM 20 at Jenner JR7-F (Orange); needs 11, rolls 6 : misses.

LRM 20 at Jenner JR7-F (Orange); needs 11, rolls 10 : misses.

Weapons fire for Jenner JR7-F (Orange)
Medium Laser at Archer ARC-2R (Cyan); needs 6, rolls 12 : hits RA
Archer ARC-2R (Cyan) takes 5 damage to RA.
12 Armor remaining.

Medium Laser at Archer ARC-2R (Cyan); needs 6, rolls 5 : misses.

Medium Laser at Archer ARC-2R (Cyan); needs 6, rolls 7 : hits LT
Archer ARC-2R (Cyan) takes 5 damage to LT.
14 Armor remaining.

Medium Laser at Archer ARC-2R (Cyan); needs 6, rolls 7 : hits RT
Archer ARC-2R (Cyan) takes 5 damage to RT.
14 Armor remaining.

Weapons fire for Mongoose MON-67 (Cyan)
Medium Laser at Jenner JR7-F (Orange); needs 6, rolls 5 : misses.

Medium Laser at Jenner JR7-F (Orange); needs 6, rolls 8 : hits LT
Jenner JR7-F (Orange) takes 5 damage to LT.
Armor destroyed, 7 Internal Structure remaining
Critical hit on LT. Roll is 12; 3 locations.
CRITICAL HIT on Jump Jet.
CRITICAL HIT on Jump Jet.

Location has no more hittable critical slots.

Medium Laser at Jenner JR7-F (Orange); needs 6, rolls 8 : hits LA
Jenner JR7-F (Orange) takes 5 damage to LA.
6 Armor remaining.

Small Laser at Jenner JR7-F (Orange); needs 8, rolls 5 : misses.

Jenner JR7-F (Orange) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 4 : falls.
Jenner JR7-F (Orange) falls on its right side, suffering 4 damage.
Jenner JR7-F (Orange) takes 4 damage to RT.
2 Armor remaining.

Pilot of Jenner JR7-F (Orange) "Overboard" must roll 6 to avoid damage; rolls 6 : succeeds.


Exactly 20 damage scored on the Jenner, enough to force the piloting check. Overboard cannot keep his mech under control and crashes to the ground right in front of the Archers feet.

Physical attacks for Archer ARC-2R (Cyan)
Kick (Left leg) at Jenner JR7-F (Orange); needs 2, rolls 4 : hits (using Right Side table) RT
Jenner JR7-F (Orange) takes 14 damage to RT.
Armor destroyed, SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.

4 damage transfers to CT.
Critical hit on RT. Roll is 5; no effect.
Jenner JR7-F (Orange) takes 4 damage to CT.
11 Armor remaining.


Which ends in the Archer stripping the Jenner of half of his firepower.

Annihilator ANH-1A (Orange) gains 14 heat, sinks 15 heat and is now at 0 heat.
Archer ARC-2R (Cyan) gains 19 heat, sinks 10 heat and is now at 9 heat.
Mongoose MON-67 (Cyan) gains 12 heat, sinks 10 heat and is now at 3 heat.
Hatchetman HCT-3F (Orange) gains 4 heat, sinks 6 heat and is now at 0 heat.
Jenner JR7-F (Orange) gains 13 heat, sinks 10 heat and is now at 11 heat.

The Jenner and Archer gained lots of heat, resulting in a -1 to movement and +1 to weapon attack rolls for the Archer and a -2 to movement for the Jenner, taking him down to 5/8/1, and also +1 to attack rolls.

Light smoke cloud drifts to 1715 and 1614and 1814and dissipates completely!
Light smoke cloud drifts to 1717 and 1616and 1816and dissipates completely!
Fire at 1713 is burning brightly.
Fire at 1714 is burning brightly.
Fire at 1716 is burning brightly.
Heavy smoke overpowers light smoke in 1714.
Heavy smoke overpowers light smoke in 1613.
Heavy smoke overpowers light smoke in 1813.
Heavy smoke overpowers light smoke in 1715.
Heavy smoke overpowers light smoke in 1614.
Heavy smoke overpowers light smoke in 1814.
Heavy smoke overpowers light smoke in 1717.
Heavy smoke overpowers light smoke in 1616.
Heavy smoke overpowers light smoke in 1816.


The smoke stays where it is.
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 14 Movement (slipped through their fingers)

Cyan tries to gather round the Jenner but it gets back on its feet again, wiggles through and climbs the cliff behind the Mongoose, if it survives the shooting the Mongoose might be in for a dose of boot to the head. The rest of Orange is coming to the rescue and all mechs again will have something to shoot at.

Round14.png


Lance Cyan:

Archer (+0, no movement)
Annihilator (12 hexes) +3 (+2 intervening light woods, +1 heat)
Hatchetman (6 hexes) +5 (+2 intervening light woods, +1 target movement, +1 target jumped, +1 heat)
Jenner (2 hexes) +1 (+1 heat)

Mongoose (+1, walked)
Annihilator (11 hexes) out of range
Hatchetman (5 hexes) +4 (+2 intervening light woods, +1 target movement, +1 target jumped)
Jenner (1 hex) +0

Lance Orange:

Annihilator (+2, ran)
Archer (12 hexes) +2 (+2 intervening light woods)
Mongoose (11 hexes) +2 (+2 intervening light woods)

Hatchetman (+3, jumped)
Archer (6 hexes) +2 (+2 intervening light woods)
Mongoose (5 hexes) +2 (+2 intervening light woods)

Jenner (+2, ran)
Archer (2 hexes) +1 (+1 heat)
Mongoose (1 hex) +1 (+1 heat)
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 14 Fire (Engine hits, not cool! Obviously)

What the fuck, Codex, first no more colors, now this. Good thing there are still code tags...
Enough complaining though, as the shooting was pretty effective.
rashiakas shows how it's done and scores two hits on the Mongoose almost completely destroying the right torso and causing heavy damage to the CT armor plating. Overboard capitalizes and destroys the Mongoose's right torso and scores to hits on the reactor.
Cyan has no problems hitting the Jenner as well. The Mongoose wasn't expecting such heavy hits though and instead of shooting all lasers intended to punch the Jenner. A critical hit is scored on the gyro and the Jenner goes down.

Weapons fire for Archer ARC-2R (Cyan)

Medium Laser at Jenner JR7-F (Orange); needs 5, rolls 6 : hits RT
Jenner JR7-F (Orange) takes 5 damage to RT.
5 damage transfers to CT.
Jenner JR7-F (Orange) takes 5 damage to CT.
6 Armor remaining.

Medium Laser at Jenner JR7-F (Orange); needs 5, rolls 5 : hits CT
Jenner JR7-F (Orange) takes 5 damage to CT.
1 Armor remaining.



Weapons fire for Annihilator ANH-1A (Orange)
AC/10 at Mongoose MON-67 (Cyan); needs 12, rolls 6 : misses.

AC/10 at Mongoose MON-67 (Cyan); needs 12, rolls 12 : hits RT
Mongoose MON-67 (Cyan) takes 10 damage to RT.
Armor destroyed, 1 Internal Structure remaining
Critical hit on RT. Roll is 7; no effect.

AC/10 at Mongoose MON-67 (Cyan); needs 12, rolls 12 : hits CT
Mongoose MON-67 (Cyan) takes 10 damage to CT.
2 Armor remaining.

AC/10 at Mongoose MON-67 (Cyan); needs 12, rolls 2 : misses.



Weapons fire for Mongoose MON-67 (Cyan)
Medium Laser at Jenner JR7-F (Orange); needs 5, rolls 5 : hits LT
Jenner JR7-F (Orange) takes 5 damage to LT.
2 Internal Structure remaining
Critical hit on LT. Roll is 9; 1 location.
Location is empty, so criticals transfer to CT.
CRITICAL HIT on Standard Gyro.

Small Laser at Jenner JR7-F (Orange); needs 5, rolls 9 : hits RA
Jenner JR7-F (Orange) takes 3 damage to RA.
3 damage transfers to RT.
Jenner JR7-F (Orange) takes 3 damage to RT.
3 damage transfers to CT.
Jenner JR7-F (Orange) takes 3 damage to CT.
Armor destroyed, 9 Internal Structure remaining
Critical hit on CT. Roll is 7; no effect.



Weapons fire for Hatchetman HCT-3F (Orange)
AC/10 at Mongoose MON-67 (Cyan); needs 9, rolls 8 : misses.



Weapons fire for Jenner JR7-F (Orange)
Medium Laser at Mongoose MON-67 (Cyan); needs 7, rolls 8 : hits (using Right Side table) RT
Mongoose MON-67 (Cyan) takes 5 damage to RT.
SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
4 damage transfers to CT.
Critical hit on RT. Roll is 6; no effect.
Mongoose MON-67 (Cyan) takes 4 damage to CT.
Armor destroyed, 6 Internal Structure remaining
Critical hit on CT. Roll is 12; 3 locations.
CRITICAL HIT on Engine.
CRITICAL HIT on Standard Gyro.
CRITICAL HIT on Engine.

Medium Laser at Mongoose MON-67 (Cyan); needs 7, rolls 12 : hits (using Right Side table) RL (critical)
Mongoose MON-67 (Cyan) takes 5 damage to RL (critical).
7 Armor remaining.
Critical hit on RL. Roll is 5; no effect.


Mongoose MON-67 (Cyan) must make 2 piloting skill roll(s) (gyro hit; 20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 3 (gyro hit) + 1 (20+ damage)); needs 9, rolls 3 : falls.
Mongoose MON-67 (Cyan) falls on its left side, suffering 3 damage.
Mongoose MON-67 (Cyan) takes 3 damage to RT.
3 damage transfers to CT.
Mongoose MON-67 (Cyan) takes 3 damage to CT.
3 Internal Structure remaining
Critical hit on CT. Roll is 3; no effect.

Pilot of Mongoose MON-67 (Cyan) "eklektyk" must roll 9 to avoid damage; rolls 7 : fails.
Pilot of Mongoose MON-67 (Cyan) "eklektyk" takes 1 damage.
Pilot of Mongoose MON-67 (Cyan) "eklektyk" needs a 3 to stay conscious. Rolls 4 : successful!


Jenner JR7-F (Orange) must make 1 piloting skill roll(s) (gyro hit).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 3 (gyro hit)); needs 8, rolls 6 : falls.
Jenner JR7-F (Orange) falls on its left side, suffering 4 damage.
Jenner JR7-F (Orange) takes 4 damage to RA.
4 damage transfers to RT.
Jenner JR7-F (Orange) takes 4 damage to RT.
4 damage transfers to CT.
Jenner JR7-F (Orange) takes 4 damage to CT.
5 Internal Structure remaining
Critical hit on CT. Roll is 11; 2 locations.
CRITICAL HIT on Heat Sink.
CRITICAL HIT on Engine.

Pilot of Jenner JR7-F (Orange) "Overboard" must roll 8 to avoid damage; rolls 8 : succeeds.

No melee phase thanks to the damaged gyros. Both mechs will suffer a +3 penalty to all piloting rolls. Also quite the heat increase for the lights, thanks to the engine hits. The Jenner barely avoids shutting down and will enjoy -3 to movement and +2 on his to-hit rolls.

Annihilator ANH-1A (Orange) gains 14 heat, sinks 14 heat and is now at 0 heat.
Archer ARC-2R (Cyan) gains 6 heat, sinks 10 heat and is now at 5 heat.
Mongoose MON-67 (Cyan) gains 15 heat, sinks 10 heat and is now at 8 heat.
Hatchetman HCT-3F (Orange) gains 7 heat, sinks 7 heat and is now at 0 heat.
Jenner JR7-F (Orange) gains 14 heat, sinks 9 heat and is now at 16 heat.
Jenner JR7-F (Orange) needs a 4+ to avoid shutdown, rolls 4 : avoids successfully!

(Insert pick-up line from rashiakas)

Light smoke cloud drifts to 1717 and 1616and 1816and dissipates completely!
Light smoke cloud drifts to 1715 and 1614and 1814and dissipates completely!
Light smoke cloud drifts to 1717 and 1616and 1816and dissipates completely!
Fire at 1713 is burning brightly.
Fire at 1714 is burning brightly.
Fire spreads to 1715!
Fire at 1716 is burning brightly.
Heavy smoke overpowers light smoke in 1714.
Heavy smoke overpowers light smoke in 1613.
Heavy smoke overpowers light smoke in 1813.
Heavy smoke overpowers light smoke in 1715.
Heavy smoke overpowers light smoke in 1614.
Heavy smoke overpowers light smoke in 1814.
Fire at 1715 was started this round.
Light smoke fills 1716.
Light smoke fills 1615.
Light smoke fills 1815.
Heavy smoke overpowers light smoke in 1717.
Heavy smoke overpowers light smoke in 1616.
Heavy smoke overpowers light smoke in 1816.
MechWarrior Computer Gamer Refugee (Cyan) has been picked up by Annihilator ANH-1A (Orange).
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 15 Movement (The end is near)

Not sure what "stand firm" means when you're prone but I went with no movement for the Mongoose. The Jenner on the other hand decided to get up and even run with the damaged gyro (something I should have explained in hindsight but then again Overboard seems to know his shit). Luckily he fell on his head and not the CT, which keeps him alive but unable to shoot. Another leap gets the Hatchetman into melee range of the poor Mongoose and the Annihilator gets into medium range of this ACs.

Jenner JR7-F (Orange) must make a piloting skill check (getting up).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (getting up)], rolls 9 : succeeds.

Jenner JR7-F (Orange) must make a piloting skill check (running with damaged hip actuator or gyro).
Needs 8 [5 (Base piloting skill) + 3 (Gyro damaged) + 0 (running with damaged hip actuator or gyro)], rolls 6 : falls.
Jenner JR7-F (Orange) falls on its right side, suffering 4 damage.
Jenner JR7-F (Orange) takes 4 damage to HD.
3 Armor remaining.

Pilot of Jenner JR7-F (Orange) "Overboard" takes 1 damage.
Pilot of Jenner JR7-F (Orange) "Overboard" needs a 3 to stay conscious. Rolls 7 : successful!

Pilot of Jenner JR7-F (Orange) "Overboard" must roll 8 to avoid damage; rolls 12 : succeeds.

Round15.png


Lance Cyan:

Archer (+0, no movement)
Annihilator (9 hexes) +3 (+2 intervening light woods, +1 target movement)
Hatchetman (2 hexes) +3 (+1 target movement, +1 target jumped, +1 target in light woods)
Jenner (1 hex) -2 (-2 target prone and adjacent)

Mongoose (+0, no movement)
Annihilator (8 hexes) not in arc
Hatchetman (1 hex) not in arc
Jenner (1 hex) +2 (+2 attacker prone, +1 attacker propping on single arm, +1 heat, -2 target prone and adjacent)

Lance Orange:

Annihilator (+2, ran)
Archer (9 hexes) +2 (+2 intervening light woods)
Mongoose (8 hexes) +3 (+2 intervening light woods, +1 target prone and at range)

Hatchetman (+3, jumped)
Archer (2 hexes) +0
Mongoose (1 hex) -2 (-2 target prone and adjacent)

Jenner (+2, ran)
Archer (1 hex) can't shoot with only one arm left
Mongoose (1 hex) can't shoot with only one arm left
 
Joined
Mar 19, 2010
Messages
400
Location
Nazi Germany
Dead State Project: Eternity Wasteland 2
Round 15 Fire (paging Martin Baker)

With his armor pretty much stripped the prone Jenner has to face death. In form of a Mongoose who has crashed to the ground as well just in front of him. He props himself up with the remaining arm just enough to fire two shots from his torso and head mounted lasers. The resulting explosion leaves no trace of Overboard. Better call Saul install an ejection seat, kids. The Hatchetman and Annihilator combine their fire in an effort to bring the Archer to the ground but he's able to keep his balance. Hellraiser fires everything at the Hatchetman and cuts through his RL armor but the gamble for a lucky LRM hit does not pay off and only results in a huge heat gain for the Archer.

Weapons fire for Archer ARC-2R (Cyan)
Medium Laser at Hatchetman HCT-3F (Orange); needs 7, rolls 12 : hits RL
Hatchetman HCT-3F (Orange) takes 5 damage to RL.
6 Armor remaining.
Medium Laser at Hatchetman HCT-3F (Orange); needs 7, rolls 10 : hits RL (critical)
Hatchetman HCT-3F (Orange) takes 5 damage to RL (critical).
1 Armor remaining.
Critical hit on RL. Roll is 4; no effect.
LRM 20 at Hatchetman HCT-3F (Orange); needs 12, rolls 9 : misses.
Checking for accidental fire; needs 3 or below, rolls 9 : no fire..
LRM 20 at Hatchetman HCT-3F (Orange); needs 12, rolls 6 : misses.
Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

Weapons fire for Mongoose MON-67 (Cyan)

Medium Laser at Jenner JR7-F (Orange); needs 6, rolls 10 : hits LT
Jenner JR7-F (Orange) takes 5 damage to LT. SECTION DESTROYED,
LIMB BLOWN OFF Left Arm blown off.
3 damage transfers to CT.
Critical hit on LT. Roll is 5; no effect.
Jenner JR7-F (Orange) takes 3 damage to CT.
2 Internal Structure remaining
Critical hit on CT. Roll is 3; no effect.
Small Laser at Jenner JR7-F (Orange); needs 6, rolls 8 : hits CT
Jenner JR7-F (Orange) takes 3 damage to CT. SECTION DESTROYED,
*** Jenner JR7-F (Orange) DESTROYED by damage! ***
Critical hit on CT. Roll is 7; no effect.

Weapons fire for Annihilator ANH-1A (Orange)

AC/10 at Archer ARC-2R (Cyan); needs 10, rolls 8 : misses.
Medium Laser at Archer ARC-2R (Cyan); needs 12, rolls 10 : misses.
AC/10 at Archer ARC-2R (Cyan); needs 10, rolls 6 : misses.
Medium Laser at Archer ARC-2R (Cyan); needs 12, rolls 4 : misses.
AC/10 at Archer ARC-2R (Cyan); needs 10, rolls 11 : hits RA
Archer ARC-2R (Cyan) takes 10 damage to RA.
2 Armor remaining.
AC/10 at Archer ARC-2R (Cyan); needs 10, rolls 6 : misses.
Medium Laser at Archer ARC-2R (Cyan); needs 12, rolls 7 : misses.
Medium Laser at Archer ARC-2R (Cyan); needs 12, rolls 6 : misses.

Weapons fire for Hatchetman HCT-3F (Orange)

Medium Laser at Archer ARC-2R (Cyan); needs 7, rolls 6 : misses.
AC/10 at Archer ARC-2R (Cyan); needs 7, rolls 11 : hits RL
Archer ARC-2R (Cyan) takes 10 damage to RL.
16 Armor remaining.
Archer ARC-2R (Cyan) must make 1 piloting skill roll(s) (20+ damage).
The base target is 5 [5 (Base piloting skill)].
Roll #1, (5 (Base piloting skill) + 1 (20+ damage)); needs 6, rolls 9 : succeeds.

Seconds later the Hatchetman buries the hatchet. Into the Mongoose's torso, destroying another Medium Laser. There's not much left of the Mongoose, one Medium Laser to any torso part and he's out.

Physical attacks for Hatchetman HCT-3F (Orange)
Hatchet attack on Mongoose MON-67 (Cyan); needs 5, rolls 9 : hits (using Left Side table) LT
Mongoose MON-67 (Cyan) takes 9 damage to LT.
Armor destroyed, 2 Internal Structure remaining
Critical hit on LT. Roll is 8; 1 location.
Location is empty, so criticals transfer to CT.
CRITICAL HIT on +Medium Laser.

Some serious heat gains again and +1 penalties for the Annihilator and Mongoose, even +2 for the Archer. -2 to movement for the Mongoose (6/9) and Archer (2/3) and -1 for the Annihilator (1/2).

Annihilator ANH-1A (Orange) gains 26 heat, sinks 18 heat and is now at 8 heat.
Archer ARC-2R (Cyan) gains 18 heat, sinks 10 heat and is now at 13 heat.
Mongoose MON-67 (Cyan) gains 14 heat, sinks 10 heat and is now at 12 heat.
Hatchetman HCT-3F (Orange) gains 10 heat, sinks 10 heat and is now at 0 heat.

Some more rolls that want matter:

Light smoke cloud drifts to 1716 and 1615 and 1815 and dissipates completely!
Fire at 1713 is burning brightly.
Fire at 1714 is burning brightly.
Fire at 1715 is burning brightly.
Fire at 1716 is burning brightly.
Heavy smoke overpowers light smoke in 1714.
Heavy smoke overpowers light smoke in 1613.
Heavy smoke overpowers light smoke in 1813.
Heavy smoke overpowers light smoke in 1715.
Heavy smoke overpowers light smoke in 1614.
Heavy smoke overpowers light smoke in 1814.
Light smoke continues to fill 1716.
Light smoke continues to fill 1615.
Light smoke continues to fill 1815.
Heavy smoke overpowers light smoke in 1717.
Heavy smoke overpowers light smoke in 1616.
Heavy smoke overpowers light smoke in 1816.
 

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