Bob Aberton
First Post
Vemuz: The runner turns to you, startled. He meets your gaze and you see fear in his eyes.
However, as you reach for the pistol, he brings it to bear. The crack of the weapon as it fires seems to fill the whole room.
He misses pathetically. A first mate of a ship, sitting in the table behind you, falls to the ground with a bullet in his arm.
(OOC: Make an attack roll and a STR check)
Malthas: As you charge toward the runner, two other landsmen with the look of runners step out from behind tables and block your path, cutlasses in hand.
(OOC: your charge toward the runner who just fired the pistol, henceforth referred to as "Runner #1" will carry you directly into the threatened areas of both of these runners [they were sitting at tables that you would have charged past within a foot or two])
Malachi: As you inflict Calypso's curses upon the runners present, you can see a notable anxiousness settle over them. As hardhearted as they may be, they can feel the power of Calypso robbing them of their strength and skill.
Bimzoole: You complete the words to the spell, and a pair of glowing missiles not unlike cannonballs glowing with arcane power shoot out of your finger tips and strike the runner, wounding him noticeably.
All: As you finish your respective actions, the room breaks into chaos. At least a dozen ragged-looking men stand up, holding various weapons. The ships officers in the corner all stand up, looking bewildered and seemingly wishing for a way out.
The common tars either stand up and mill about, or finish their drinks, or both.
The bartender recovers from his fright and rises from behind the bar with a musket.
In short, it is pandemonium.
However, as you reach for the pistol, he brings it to bear. The crack of the weapon as it fires seems to fill the whole room.
He misses pathetically. A first mate of a ship, sitting in the table behind you, falls to the ground with a bullet in his arm.
(OOC: Make an attack roll and a STR check)
Malthas: As you charge toward the runner, two other landsmen with the look of runners step out from behind tables and block your path, cutlasses in hand.
(OOC: your charge toward the runner who just fired the pistol, henceforth referred to as "Runner #1" will carry you directly into the threatened areas of both of these runners [they were sitting at tables that you would have charged past within a foot or two])
Malachi: As you inflict Calypso's curses upon the runners present, you can see a notable anxiousness settle over them. As hardhearted as they may be, they can feel the power of Calypso robbing them of their strength and skill.
Bimzoole: You complete the words to the spell, and a pair of glowing missiles not unlike cannonballs glowing with arcane power shoot out of your finger tips and strike the runner, wounding him noticeably.
All: As you finish your respective actions, the room breaks into chaos. At least a dozen ragged-looking men stand up, holding various weapons. The ships officers in the corner all stand up, looking bewildered and seemingly wishing for a way out.
The common tars either stand up and mill about, or finish their drinks, or both.
The bartender recovers from his fright and rises from behind the bar with a musket.
In short, it is pandemonium.
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