Posted: Fri Nov 10, 2006 6:13 pm
Cortez and the Flotilla
Day 5, 8:30 PM
[OOC: This is the first of a series of...very big deals. If you can, I recommend you cue up Mussorgsky's "Night on Bald Mountain" while reading. Enjoy!]
Sentries along the port rail of the Brinewine Runner snap to attention as a small sloop appears in the moonlight, skimming through the water, with triangular black sails and a lean cut to her. They have little time to wonder before the sloop slows and drops sail just past the Nightwalker ship, and a larger ship appears, like a cloud suddenly made solid in the middle of a stiff breeze. The inhabitants of the sloop scramble over boarding lines into the larger ship and begin trimming sails to fill with the steady evening breeze. The sloop vanishes from sight, and the larger ship dips forward like a drunken man, coming about in a tight turn and narrowly completing it before being snapped upright again. The crowd at the rail begin to curse and sound the alarm as they realize two terrible things: first, the ship isn't caught in the slime because it fades into fog about a dozen feet from the water; second, the ship is headed straight for them, picking up speed and preparing to ram!
[Yes, this larger ship is the one everyone's been talking about, the mysterious ghost ship in the ether. This ship is considerably smaller than the Runner, which actually makes the situation much worse than expected: it's poised to collide closer to the waterline. If it maintains enough speed, it could destroy two to four sections of hull on impact, which would give you all from fifteen to eight minutes to evacuate or save the ship. Yes, a lot can happen in eight minutes, but you just might have a lot of other things to deal with.
The ship is a sailing ship with base speed of 20, a ramming prow and a base ram damage of 12d6. It's starting 400' away and has a strong wind that will double its speed and ramming damage, so that if left alone it will collide with the Runner in 10 rounds for 24d6 points of damage. It has 50 hp and 5 hardness per section, and even if it had a waterline, it won't fully sink before it hits the Runner. The rigging has 80 hp and hardness 0, but I'll only count damage before the ship closes to 160' (i.e. within 6 rounds), after which momentum will take over.
The occupants number over a dozen and appear human; any PC looking through a spyglass is welcome to make a Spot check. Most are under cover, but some are readying the pair of ballistae on the fore and aft decks.]
Day 5, 8:30 PM
[OOC: This is the first of a series of...very big deals. If you can, I recommend you cue up Mussorgsky's "Night on Bald Mountain" while reading. Enjoy!]
Sentries along the port rail of the Brinewine Runner snap to attention as a small sloop appears in the moonlight, skimming through the water, with triangular black sails and a lean cut to her. They have little time to wonder before the sloop slows and drops sail just past the Nightwalker ship, and a larger ship appears, like a cloud suddenly made solid in the middle of a stiff breeze. The inhabitants of the sloop scramble over boarding lines into the larger ship and begin trimming sails to fill with the steady evening breeze. The sloop vanishes from sight, and the larger ship dips forward like a drunken man, coming about in a tight turn and narrowly completing it before being snapped upright again. The crowd at the rail begin to curse and sound the alarm as they realize two terrible things: first, the ship isn't caught in the slime because it fades into fog about a dozen feet from the water; second, the ship is headed straight for them, picking up speed and preparing to ram!
[Yes, this larger ship is the one everyone's been talking about, the mysterious ghost ship in the ether. This ship is considerably smaller than the Runner, which actually makes the situation much worse than expected: it's poised to collide closer to the waterline. If it maintains enough speed, it could destroy two to four sections of hull on impact, which would give you all from fifteen to eight minutes to evacuate or save the ship. Yes, a lot can happen in eight minutes, but you just might have a lot of other things to deal with.
The ship is a sailing ship with base speed of 20, a ramming prow and a base ram damage of 12d6. It's starting 400' away and has a strong wind that will double its speed and ramming damage, so that if left alone it will collide with the Runner in 10 rounds for 24d6 points of damage. It has 50 hp and 5 hardness per section, and even if it had a waterline, it won't fully sink before it hits the Runner. The rigging has 80 hp and hardness 0, but I'll only count damage before the ship closes to 160' (i.e. within 6 rounds), after which momentum will take over.
The occupants number over a dozen and appear human; any PC looking through a spyglass is welcome to make a Spot check. Most are under cover, but some are readying the pair of ballistae on the fore and aft decks.]