Phoenix8008
First Post
A couple hours after leaving port, the setting sun is resting low on the horizon. It's bright rays frame a small islet some distance away from the ship. Perhaps it's volcanic, because there seems to be a cloud of some sort over the island. At least that is your first thought before you notice that part of the cloud is moving against the wind ... and coming straight for the ship itself! Suddenly, a shout comes down from the crows nest at the top of the mast, "Stirges!! Get below decks!" A flurry of activity as the sailors climb, slide, and swing down to the deck after locking the sails in place in hopes that the creatures would leave before they ran into something... like Bacarte's reefs...
Captain Azrael runs up as the group assembles, "Well m'boys, any chance you lot might be able ta kill enough'a them buggers to chase 'em off? I fear they may just swarm around the ship long enough for us to crash into something and wreck 'dis whole voyage otherwise. If ya stay by the door to me cabin, I can let in anybody too injured ta keep fighting. And if'n ya chase enough of 'em off, me an' the crew can help finish 'em off. But we'd only get killed quick-like with the number coming this way it seems. Our lives are in yer hands, matey's."
A swarm of the four winged, four armed, flying bloodsuckers surrounds the ship, flapping noisily. A part of the swarm breaks off and comes zooming in towards the only living thing on deck... the adventurers!
Initiative
24 - Hrav
21 - Alexander
16 - Quagmire
16 - Stirges
13 - Girth
10 - Brudd
Inits for Stirges, Alexander, Brudd, Girth, Hrav, and Quagmire (1d20+7=16, 1d20+1=21, 1d20-1=10, 1d20+5=13, 1d20+4=24, 1d20+6=16)
Hrav is up first...please try not to skip ahead out of turn so we don't have to retcon any actions. If somebody doesn't post an action within a day or two, I'll post for them. I'll also keep controlling Girth until The Digger returns. Also be sure to be specific when targeting any powers or attacks. Thanks.
Captain Azrael runs up as the group assembles, "Well m'boys, any chance you lot might be able ta kill enough'a them buggers to chase 'em off? I fear they may just swarm around the ship long enough for us to crash into something and wreck 'dis whole voyage otherwise. If ya stay by the door to me cabin, I can let in anybody too injured ta keep fighting. And if'n ya chase enough of 'em off, me an' the crew can help finish 'em off. But we'd only get killed quick-like with the number coming this way it seems. Our lives are in yer hands, matey's."
A swarm of the four winged, four armed, flying bloodsuckers surrounds the ship, flapping noisily. A part of the swarm breaks off and comes zooming in towards the only living thing on deck... the adventurers!
Initiative
24 - Hrav
21 - Alexander
16 - Quagmire
16 - Stirges
13 - Girth
10 - Brudd
Inits for Stirges, Alexander, Brudd, Girth, Hrav, and Quagmire (1d20+7=16, 1d20+1=21, 1d20-1=10, 1d20+5=13, 1d20+4=24, 1d20+6=16)
Hrav is up first...please try not to skip ahead out of turn so we don't have to retcon any actions. If somebody doesn't post an action within a day or two, I'll post for them. I'll also keep controlling Girth until The Digger returns. Also be sure to be specific when targeting any powers or attacks. Thanks.