Post by chronoplasm on Sept 1, 2009 11:14:46 GMT -6
As the other ship continues its pursuit, the fog recedes and the glowing flag becomes recognizable. It's Jolly Roger. With a series of bangs, your ship is pelted with another barrage of skulls.
OK guys, I'm going to limit you to throwing only one skull overboard per post. There are seven skulls on the ship: Three skulls on the deck. One skull landed in a life raft. One skull is hanging precariously from the mast. One skull went through a window and is in one of the quarters. You hear Marigold scream. One skull landed on a worms head. Greenfriend is carefully trying to get it off with a hooked pole to avoid causing the worm to lose speed.
Post by chronoplasm on Sept 1, 2009 12:04:31 GMT -6
The other pilgrims and crew aboard the ship realize that something is wrong, and are trying to keep safe down below. Woken up to the horror of a skull shot through her window, Marigold ran out of her room and into the professor's room. The first mate is with them trying to keep them calm.
The halflings Black Coop and Red Coop cower in their hobbit holes down below.
The captain shouts his orders.
A flying skull projectile nearly hits Scissors while he is climbing the mast. geordieracer: Please make a saving throw for Scissors. He needs to role a 12 or higher or fall down.
Post by chronoplasm on Sept 1, 2009 13:31:40 GMT -6
One skull on the deck. One skull held by Scissors. One skull on a worm's head. One skull in Marigold's cabin.
Suddenly, the remaining skulls start to float upward like helium balloons and sprout luminescent blue ribbons resembling the tentacles of jellyfish.
You hear a commotion down below. You hear Greenfriend shout in surprise and anger. Scissors yells and nearly loses his grip on the rigging as the skull he is holding wrenches itself from his arms. The skull on the deck glares with angry empty eyes.
Post by chronoplasm on Sept 2, 2009 16:25:46 GMT -6
The skull squirms painfully, but isn't quite turned. The frantic wretching movements of the tendrils are encouraging though.
Though the worms are being harrassed by a floating skull, they continue to swim with all their might. The Arb Century is out of the pirate ship's reach for the moment. A bucket falls over on its side and rolls across the deck.
Coffee, we're back to you.
*edit* I'll go ahead and give you this bit of info, just to make things easier: The floating skulls have AC 7. They can be turned with a roll of 7 or higher.
Post by chronoplasm on Sept 2, 2009 17:33:39 GMT -6
OOC: Yikes! Hold on, I'll throw you guys a bone.
First... Skull 1 makes another attack against Scissors. 1d20=8 Miss! (Remember geordieracer, you can still give your hirelings orders during combat, and instead of making an attack yourself, you can assign one of your guys to do it.)
Skull 2 makes another attempt to break down the door. 1d20=1Miss!
Skull 3 does not attack, but instead flees, perhaps to assist one of the other skulls. You may each make an extra attack against it.
Bim sees an opportunity to take a swipe at the fleeing skull with his mace... 1d20=9 ...and misses. Thinking better of his cross, he invokes the power of St. Francis against the nearest skull once more: 2d6=8
Post by chronoplasm on Sept 3, 2009 9:34:58 GMT -6
St. Francis smiles upon you. The floating skull flees into the water where it sinks to the abyssal depths of Davey Jone's Locker. The skull on the deck is defeated. Three more skulls remain.
One of these skulls continues to harrass the worms. 1d20=10 It hits Worm 4! 1d6=4 damage!
Sea Worms: Worm 1: 12/12 HP Worm 2: 12/12 HP Worm 3: 12/12 HP Worm 4: 8/12 HP!
With a worm injured, you feel the ship slow down slightly.
kuburanur: That last attack you made was a free attack because the skull was fleeing, and done on the skull's initiative count. We now come back to your turn, so you can choose another target and make another attack if you want.