@RogerBW asked for a die roll:
Yup, smoke 1, PoI 2.
Flare Up
d6: 1 d8: 3
@RogerBW asked for a die roll:
Yup, smoke 1, PoI 2.
Flare Up
d6: 1 d8: 3
@RogerBW asked for a die roll:
The Fire Rages
d6: 3 d8: 1
@RogerBW asked for a die roll:
The Fire Rages
d6: 6 d8: 5
I’m not much use at moving victims, so instead will work to my strength and make sure that the route is safe:
… unless anyone has any objections?
My only thought would be moving to 3,7 might be better for future turns, whilst still removing the smoke
True. I went further as, after the last game, I’m a bit worried about being blown up if the chemicals in 3,6 heat up!
I guess it doesn’t matter as I’ll be closer to fires if knocked down.
Go to 3,7 as suggested.
Another suggestion would be to move to 2,6, then get the smoke at 2,7, continue moving to 3,6, open the door, then get the fire at 3,5.
Adds some risk though, as the door will be open if a path to the hazmat is rolled.
I’m avoiding opening that door while the hazmat is there.
While it would certainly liven things up, it seems like asking for trouble ![]()
(grandma voice) were you brought up in a barn? (kaboom)
Ahem. Anyway.
That hazmat is my next goal but it’ll take me several turns to get there.
@RogerBW asked for a die roll:
Flare Up
d6: 3 d8: 3
@RogerBW asked for a die roll:
d6: 5 d8: 4d6: 4 d8: 7
4AP to get to 1,5 and see who we have. If genuine. I’ll heal. If not, save 1AP. Done either way.
@RogerBW asked for a die roll:
False alarm.
The Fire Rages
d6: 5 d8: 1
Should I move the ambulance to the south? I feel a little less useful over here with no PoI nearby.
Otherwise I can just move inside and extinguish the fire at 4,7.