Ship Combat Joined! Round 0
Okay, the ship is pelted with flaming arrows, a few ballista bolts, and oil as it approaches the
Screwdriver. Your ship rams it broadsides, but comes in a little high and ends up destroying some of the rigging and sails. Suffice to say that your ship has sustained enough damage to start it sinking, but you've distracted the pirates from their grisly task.
Speaking of, Fritjof the Killer Whale is clearly hurt and looking bad. In fact, as the ships join melee, Fritjof drops to -1 hp and dropping! You have ten rounds to save him!
...
Anyway, ship ramming is a pretty violent thing in the choppy waters. Everyone make a save vs. Breath Weapon. The ships are locked and it'll take a full round, basically exposed to missile fire, to enter melee on the decks of the
Screwdriver. Lots of pirate bowmen, plus a few special guys- an ogre with a peg-leg, a blue sea elf who's casting, and a mighty dwarven hunter.
Your actions, sirrahs.