Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 11 12 [13] 14

Author Topic: The HMS Thunderchild : A Steampunk Airship game! (Turn 18)  (Read 16827 times)

Riccto

  • Bay Watcher
  • Get Funky
    • View Profile
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 16)
« Reply #180 on: May 28, 2012, 03:35:56 pm »

Head up to meet the Captain of the Alastor.

Sorry. I was out backpacking.
Logged
Raggle Fraggle

Nirur Torir

  • Bay Watcher
    • View Profile
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 16)
« Reply #181 on: May 28, 2012, 04:16:26 pm »

If I can see Lyliss, find a rope, tie a sliding loop at the end, and toss it to her after securing it.
Otherwise go check on Adrienne and see if my unskilled hands can help.
Logged

Mullet Master

  • Bay Watcher
    • View Profile

Turn 17
October 13th, 1888
3:10 AM

((Going to pass a little bit of time here))

The HMS Alastor pulls alongside the Thunderchild and the crewmen start throwing small ropes with grappling irons on the ends. The small ropes are attached to larger ropes, so Harker picks up the rope and pulls on it until the splice comes aboard. He does this for three ropes.

Transferring between airships - at least among the Proggrov fleet, is pretty easy. Two ropes support a small, boxlike traveling car, and then the other two are attached to winches, one on each ship. Within minutes all the ropes are in their proper places and the captain of the Alastor are on the way over to the Thunderchild. Charles sets the Thunderchild on a level, slow drift, and since the ships are now moored to each other the controls can be safely left alone.

While Gerald is walking upstairs to go to the bridge, he looks out of the window and sees Lyliss working on the engine. They exchange a few shouted words between themselves and Gerald is recruited into help fixing the engine. He gets several lengths of rope, and a mechanics harness, and throws them to Lyliss. Lyliss now can maneuver around the engine, so she can work at a better pace. It only takes her twenty minutes to do the majority of the repairs. She gives Gerald an open palm, a Proggrov signal of approval and he pulls her back up through the window.The engine is now back in running order, although it still needs quite a bit of work to be in perfect shape.

Wesley uses his stethoscope to check Adrienne's heartbeat after he finishes bandaging her wound. It's not the cleanest of wound, and she'll be in a pain for a while, but it will definitely heal. Maybe without major scarring. Satisfied that she is stable, he excuses himself to clean up, although Adrienne likely doesn't recognize what he's saying. The ship has a rudimentary running water system, reclaiming water from the air in a series of channels and using the extensive steam pipes to provide heat. He takes a bar of soap, washes his hands, and then changes his shirt.

Adrienne wakes up to an empty room, nobody in sight. The light, rhythmic bobbing of the ship is in sharp contrast to the pitching and heaving of the ship from before. She looked down at her shoulder - there's an extensive amount of neatly layered cotton pads and cotton strips, as well as some sweet-smelling ointment. She can think of nothing better to do but put her blouse back on and heads back to her room to freshen up.

After a few brief greetings, a meeting is set up on the bridge between Charles, Harker, Gerald, the Colonel, and a few officers that boarded with him. The OK signal is sent from the ship's communication lights, and the meeting begins with the men standing around a navigation table.

One of the officers from the Alastor is Chief Signal Officer Cecil Horst, prepared with a briefing.

He's a pudgy, tanned older man, with only faint wisps of curly white hair dispersed among his bald head. He's wearing a crisp Royal Marine uniform with only a hint of wear on it, and a smokes a large hooked walnut pipe stained with a deep reddish stain.
 "The Sultanate of Zervantiss is two days south-east of here.  Once we pass over the Straight of Demeter,  we will be over the lair of our enemy, Notton. Our men have went over the Thunderchild, and it's not exactly in superb shape right now. We were briefed on your mission... and left shortly afterwards. We've been following you the whole time, as has many Notton warships, steamplanes, and steambirds. The good news is.. other than your deathly spiral in the past hour - you've made some good time so far."
He takes a few thoughtful puffs on his pipe, and opens a navigation chart showing typical airship routes over Notton.
"As you know from your geography classes, Notton is an extremely wide country. There's no going around it if you want to get to the Sultanate in time. Your ship is no longer airtight, and might take several days of work at a hangar to get suitable for high altitude cruising."

"So we've came up with several ideas on how to pass safely over Notton.

One. You go through the canyons over the River Sykes. Twisty and deep is the only way to describe it, with many large caves throughout. It's a barren of pirates and other brigands, but it's almost guaranteed to be free of serious military presence.

Two. You hit Hephaestus, the southernmost point on Poggrov's continent. You can find what you need to make the ship airtight again in the Industrial Warrens, and maybe find other resources. This is the slowest option, but with an airtight ship you'll be able to get high enough to avoid most casual patrols and all antiaircraft fire.

Three.
There are many large trains in the forest of Gorth alongside the Northern costs of Notton. They typically carry the massive redwoods from Gorth to the southern shipping dock of Polevio, which happens to be less than two hundred kilometers off the shore of Zervantiss. It's possible... you hijack a southbound train, you load the airship on it, and you go as fast as possible to the shore and launch. The high tree canopies will cover you, although you'll have to deflate your main balloons."

A junior officer with Horst speaks up, "Oh, and remember. The King has instructed the Alastor to only follow halfway through the straight of Demeter, and then report to defense position at Hephaestus"

Horst takes a final puff on his pipe,and then tips it over and empties the ash into brass can. "It looks like there's got some things to talk about, and maybe you need to get all your crew up here to discuss it."

<<The crew needs to come to a consensus decision about which path to take. If you choose to abstain, please post another action to do during the meeting - repairs, cleaning, sleeping, etc.>>

Player Status :
Spoiler: Charles(Doomblade187) (click to show/hide)
Spoiler: Lyliss(Skyrunner) (click to show/hide)
Spoiler: Gerald(Nirur Torir) (click to show/hide)
Spoiler: Harker(Riccto) (click to show/hide)
Airship
Spoiler: available stations (click to show/hide)

Spoiler: Equipment (click to show/hide)
Spoiler: Airship Stats (click to show/hide)
« Last Edit: May 30, 2012, 09:56:41 pm by Mullet Master »
Logged

Dwarmin

  • Bay Watcher
  • Where do we go from here?
    • View Profile
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 16)
« Reply #183 on: May 30, 2012, 10:59:26 pm »

Adrienne looked in the mirror as if she didn't recognize the person within. There was no telling about the subdued pain she felt in her shoulder-a scar, maybe? Difficult to hide, where it was, but at least it was small.

Strange thoughts. Why should she hide it? Wasn't it as much a part of her as anything else?

Indeed...

She went to her trunk, and got out a variety of cleaning concoctions, as well as a hand sewing kit. She would occupy her mind by restoring her dress to proper a dignified status.

Action: Better get out all the blood, mend the bulletholes, etc.
Logged
Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Skyrunner

  • Bay Watcher
  • ?!?!
    • View Profile
    • Portfolio
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 16)
« Reply #184 on: May 30, 2012, 11:04:08 pm »

If repairs are feasible at this time (which they probably ain't) fixfixfix

Else: Go to Adrienne!

"Hi, watsyaname, whay'cha'doing?" Lyliss bounded without knocking, her toolbox dangling next to her held by one hand. She looked at the slammed open door and quietly closed it.
Logged

bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

King_of_the_weasels

  • Bay Watcher
  • My own avatar creeps me out.
    • View Profile
    • Not even internet famous
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 16)
« Reply #185 on: May 31, 2012, 01:08:06 pm »

Find Lyliss, she hasn't really been treated yet.
Logged
Slacker an illustrated story. Actually updated!?

lawastooshort

  • Bay Watcher
  • goodness what
    • View Profile
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 16)
« Reply #186 on: May 31, 2012, 02:11:27 pm »

Send my doctor to seek theirs and offer help if they have need of any; also enquire if they need any spares or mechanical aid. Suggest that the first option sounds jolly spiffing fun, what?
Logged

Mullet Master

  • Bay Watcher
    • View Profile

I'll be posting a turn tomorrow. Next week looks pretty good for me as far as being able to post turns.
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 16)
« Reply #188 on: June 04, 2012, 05:56:01 am »

I vote option one. Two is unacceptable; we need to travel as fast as possible. Three is too complex and leaves us with no maneuver room if we're discovered.
Logged

Mullet Master

  • Bay Watcher
    • View Profile

Turn 18

Hell breaks through the clouds

October 13th, 1888
3:40 AM

The colonel sends over a doctor from the Alastor, and he arrives with some additional therapeutic tinctures. After a short conversation with Wesley, he hands Wesley a top-notch burn ointment, and Wesley disappears into the holds below.

Lyliss wipes the oil and grease off her hands, and starts to head to Adrienne's room. Instead, she turns a corner to find to find Wesley waiting for her. He politely asks her to come to the infirmary and get the hand taken care of. He washes it thoroughly, not making much conversation. He quickly getting down to the business of applying the new burn ointment and wrapping her hand in a fresh yellow linen cloth.

Adrienne changes into a simple tunic after contemplating her damaged dress. She's heard the echo of unfamiliar voices come from above, and there is no way she can address company in her current state. At first, it is hard to focus on the sewing, with the mixture of anesthetic and adrenaline having wreaked havoc on her nervous system.  But, stitch after stitch, her muscles remember the movements, and continue without thought. After about ten minutes, the dress is looking sufficiently patched and she's in a little better of a mood.

Charles is looking over the horizon with his spyglass. The Thunderchild moves into a clear section of the night sky, dimly lit in the light of the full moon. At the edge of the next large bank of clouds is a sinister triangular shape followed by a long , sleek, trapezoid. It's not just any ship - he recognizes it be a Sirakis Cloudknife. Four times as large as the Alastor, a Cloudknife is best described as a fairy tale, a ghost story told by Airship captains to young recruits to scare them.
The Cloudknives were some the first large scale warships, taking an immense amount of resources to create. They were fast, used far-fetched weapons, and are even said to be able to control the weather around them.  Their only weakness is their turning capability - which made them extremely weak against smaller vessels and ground-to-air artillery.

Charles turned around to tell the others, but it was already too late. The nighttime sky around the two airships had become alive with crisscrossing lightning bolts, jumping from cloud to cloud and circling around the two vessels. The smell of ozone was thick in the air and the resounding thunderclaps could mean only one thing. The Cloudknife has spotted the Thunderchild and Alastor.


Player Status :
Spoiler: Charles(Doomblade187) (click to show/hide)
Spoiler: Lyliss(Skyrunner) (click to show/hide)
Spoiler: Gerald(Nirur Torir) (click to show/hide)
Spoiler: Harker(Riccto) (click to show/hide)
Airship
Spoiler: available stations (click to show/hide)

Spoiler: Equipment (click to show/hide)
Spoiler: Airship Stats (click to show/hide)
« Last Edit: June 04, 2012, 08:14:33 pm by Mullet Master »
Logged

Riccto

  • Bay Watcher
  • Get Funky
    • View Profile
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 18)
« Reply #190 on: June 04, 2012, 08:48:43 pm »

Harker heads up to speed the process of separating the ships again. Dont want to be linked any longer than we have to.
Logged
Raggle Fraggle

lawastooshort

  • Bay Watcher
  • goodness what
    • View Profile
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 18)
« Reply #191 on: June 05, 2012, 07:48:17 am »

"Boody hell, chaps! Action stations! Man the rigging! Strewth the foremast! Hurdle the buggins!"

Air-Colonel Arbuthnot leaves the Thunderchild as fast as he can, with all of his crew. Before leaving, he suggests that perhaps he could perform distracting manoeuvres of some kind, or at least not flee as fast as the Thunderchild.
Logged

Dwarmin

  • Bay Watcher
  • Where do we go from here?
    • View Profile
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 18)
« Reply #192 on: June 05, 2012, 01:42:25 pm »

Adrienne wondered what that scent on the air was. It smelled like death...

Action: Head to the bridge. Notice Monster Ship. Try not to freak out.
Logged
Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Skyrunner

  • Bay Watcher
  • ?!?!
    • View Profile
    • Portfolio
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 18)
« Reply #193 on: June 05, 2012, 04:09:20 pm »

Struggle and try to get away from Wesley! Make his treatment hard.

"I hate cinnamon! Go away! Gahh! Monster!"
Logged

bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

Nirur Torir

  • Bay Watcher
    • View Profile
Re: The HMS Thunderchild : A Steampunk Airship game! (Turn 18)
« Reply #194 on: June 05, 2012, 04:32:57 pm »

Man the aft cannon! Try to slow it down.
Logged
Pages: 1 ... 11 12 [13] 14