The fire washes over the deck, and the three Wights scream as their bodies fail them, falling into ash, with bits and pieces surviving the flames to be charred husks.
The Revenant takes the brunt of the blast, his skin blackened and charred, but he is still able to attack.
The crew is now a skeleton crew...no pun intended. They have enough skeletal minions to run the ship, but only just.
Ship 1!
The last remaining Revenant on the ship turns to Bunny, glaring at her. Fear and awestruck terror attempts to invade her mind (Make a Wisdom Save.)
The skeleton crew is having some difficulty keeping the ship near your ship, and it appears that Bunny's fireball destroyed the ropes that were connecting the two ships.
[roll0]
They are barely able to keep the ship next to yours.
Ship 2!
Still being a good 5 feet from the party's ship, the combatants of ship 2 are completely blind, and take 6 damage each.
Currently, only one rope is being pulled, by Revenant 2. Revenant 1 and Wight 3, the only Wight not Turned, try to throw their ropes on to the ship, to pull the ship closer, but seeing as they cannot see the ship, they have disadvantage.
[roll1] or [roll2]
[roll3] or [roll4]
Miraculously, both ropes attach to your ship, and the three undead manage to pull the ship closer. They do, however, end their turn and take the additional Acid damage. The Wight seems to feel the extra damage much more than the Revenants.
OOC:
|
You guys just might pull this off.
|
|
The squid faced captain makes a few arcane gestures, and slimy, swirling tentacles erupt on the party's ship, reaching for the party members!
OOC:
|
Everyone make Dex saves! DC 16. Failure results in [roll5] bludgeoning damage and being restrained by the tentacles. Restrained can still attack, but can't move and has disadvantage on attack rolls.
|
|