Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Was Sandman able to finish modifying the studded leather for my use? "Well, what do you think you'd be able to do? Ashrem asks, glad to hear that his friend wouldn't be backing down from the fight. "Maybe find a way to poison their meals or make them sick somehow… Also I think we should strike tonight while most of them are asleep. Kroop, do you think you'd be able to set Owlbear free from his chain? He could be a big help. Other than that, we stick close together and take them all out."
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Ashrem goes to check on Jape in the morning. Frowning, he shakes his head. "I'm doing the best I can but I'm going to need better supplies. If there's another port closer than Port Peril, we should stop and see what they have. If not, his chances may not be too good." Ashrem follows Allie into the galley. He accepts the rum with a grin. "That's the gist of it. We came down here to see if there is any experience you have to offer on how to deal with the situation."
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Conversation with Jack:
"If we stick together like real shipmates should, then yes, I do believe we can. The first morning we were brought on board, Lucanorr, Vaelor, Allende and I had roughed up five or six of them unarmed. We're rougher around the edges now and armed this time. I won't say it'll be easy but it will happen." "I'll talk to Mr Kroop in the morning and see if he has any other ideas. Allie, I think you're right about sabotaging being too risky. Can we think of any other way to get them in trouble? And Amamer, how many days do you think we have before we reach Blood Cove?" Ashrem grins at Sandman, "You're right as well. Plugg will be surprised, I'll make sure to keep myself properly attired."
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
A#33:
"Jack, my friend, do you think any of Plugg's crew would willingly jump overboard to save you?" Ashrem wraps his arm around Jack's shoulder as they walk together. "You know that it's too late to distance yourself now. Even if you were to try and be buddy-buddy with them, they would just assume that you are spying on my behalf," he whispers conspiratorially. "I would never ask you to risk your neck like that for me. I do appreciate you telling me about Plugg's plan. I knew he wasn't heading to Port Peril but it's good to know his actual destination." Ashrem stops the two of them and looks him sharply in the eye. In a cold whisper, he warns Jack. "You can distance yourself if you want, I won't hold that against you. But if Plugg thinks that he can rid himself of me and my friends, then he doesn't deserve to be Captain of this ship. He's making these plans assuming that he and his minions will make it to Blood Cove alive. You can stay neutral, but I would stay away from Plugg's side, if you catch my drift."
Later that evening, Ashrem gathers Allie, Sandman, and Amamer.
Taking a moment to look around to ensure they were not being eavesdropped, Ashrem continues. "I'm the one responsible for Jape's illness. If any of you think you could sabotage Scourge's minion's work and get them a lashing, I may be able to infect them as well. Other then that, I've been gathering venom from the bilge spiders each night. It isn't much but hopefully soon I'll have a dose or two to use. I plan to use every advantage I can to take them down first. Do any of you have any suggestions?"
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
After the evening meal, Ashrem asks Jack about what has him so nervous recently. He also brings some food down to Jaundice Jape, contemplating on how else to increase his infection while he replaces the dirty bandages with clean bandages and a little more "healing" salve.
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Profession(sailor): 1d20 + 6 + 4 ⇒ (3) + 6 + 4 = 13 working diligently
Ashrem is hard at work handling the lines while Allie's song lifts his spirits. He's still worn out at the end of the day. Still, he made sure to tend to Sandara's "wounds" as well as checking on Jape's fever before retiring in the evening and sneaking into the bilges later that night. Dex check: 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 16 three spiders caught
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Dex check: 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 16 two spiders caught
A#33:
Rereading the instructions, is it DC 10 to catch my first spider and then an additional one for each three points over? If so, then I'm two spiders short so far. If that is the case, here's my two additional rolls.
Handle Animal: 1d20 + 5 ⇒ (2) + 5 = 7 Handle Animal: 1d20 + 5 ⇒ (15) + 5 = 20 Ashrem visits the bilges again after laying in his rack for a bit. Tonight though, he doesn't have much success with his endeavors. The spiders he caught had already used up their venom on whatever prey they had caught for the evening. Disappointed, he returns to his rack and sleeps.
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Dex check: 1d20 + 3 ⇒ (17) + 3 = 20 Three spiders caught
Ashrem smiles at the small progress he is making. It's a lot of work for a small advantage but he will take every advantage he can on a ship full of hostile pirates. He sleeps deeply and in the morning has no clue that the ship changed course. He sets about his work, raising and lowering the sail with his usual skill. He keeps an eye out on his companions as he works, ready to help out if they need it. By the end of his shift, he's worn out. Laying in his rack, he listens idly to any chit-chat.
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Thanks! I'm still debating whether this is the beginning of Ashrem's descent into Neutral Evil or just balancing out his previous Good actions i.e. treating wounded enemies and jumping overboard to save a crewmate. Been thinking about picking up or manufacturing poisons whenever we reach port too, so we shall see...
Also wanted to say hello to the new possible GM's. Old Guy GM, I've read through the last few pages of your campaigns and I like your DMing style and I think it would be a good fit for our group. My only concern is if you can handle a group this large, though Wilhelm, Fharn, and some of the others have been very helpful in assisting with the rules.
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Once everyone heads below deck, Ashrem grabs a few bandages and a salve that he had collected earlier that day. He knocks on the door to the officer's quarters and explains that he wants to treat Jape's wounds, just as he had for Fipps before. If asked for his reason for helping, he replies. "If any one of us goes down, it'll be more work for my friends and I to shoulder." He also talks to Sandara and Rosie while he works, checking that they are doing alright so far. After chit-chatting for a few moments, Ashrem then examines the wounds closely.
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Profession(Sailor): 1d20 + 6 ⇒ (7) + 6 = 13
Strength check: 1d20 + 2 ⇒ (18) + 2 = 20
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Ashrem grins as the names are called out. Plugg and his cronies think they can take us out without the Captain around, eh? They don't realize that they'd be better off swimming to Port Peril.
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Ashrem takes his new fortune and heads below deck to visit Grok.
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Ashrem removes the officer's coat like a gentleman before unceremoniously wadding it up into a ball and tossing it overboard. "Miss, I'll warn you now that there is some of our crew that I don't trust not to harm you. If it seems we'll be unable to keep you safe from them, I'll try to slip you a dagger to defend yourself with."
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
"Haha!! Blue is a good color for you Allie." Ashrem says as he drags another body over to be tied up.
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Ashrem rolls down the steps and comes up on his feet. Moving over a few more feet he prepares to launch his own vortex of buffeting winds at the middle sailor. Edit: Forgot that I probably shouldn't be able to get up from prone, move, and still use an ability. I'll get him next round. =)
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Can't move the icons from my pc either. Prof(Sailor): 1d20 + 6 ⇒ (17) + 6 = 23
Ashrem tosses the grappling hook across and catches the railing well this time. He quickly ties the end off on the railing of the Wormwood and deftly climbs across to the stairway directly across the water. Once aboard the enemy ship, he whispers his thanks to the Pirate Goddess and prepares to fight.
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Rnd 5: Prof(Sailor): 1d20 + 6 ⇒ (7) + 6 = 13 Ashrem fumes as his hook bounces off of the railing of the Man's Promise.
I also cannot move the icons from my phone. I'll try again from my pc when I get home.
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Rnd 2: Ashrem launches the first of his enchanted stones at the sailor piloting the ship.
Rnd 3: Launching another pebble, this time at the closest sailor manning the ballista.
Rnd 4: Ashrem stows his sling and prepares his rope and hook for boarding!
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Ashrem's also better at ranged combat than Allende though, especially since he has Precise Shot. Not complaining though since Ashrem can still dish out a bit of damage in melee with a knife or shilleleghed club too. You can have the Magic Weapon if you want though, Sandman. Initiative: 1d20 + 3 ⇒ (4) + 3 = 7 Ashrem grinned as Kroop tossed Fipps out of the galley. He had been studying the over-sized cookbook in the evenings ever since he had been replaced. Cooking up quite a feast for everyone at lunch, his cheeks were aching from grinning so much. Joyful to have his old job, he jested and laughed heartily with the crew as he served the food.
After a contented sigh, Ashrem calms down and speaks with the others. "Sandman, I have no issues following your lead. I know you're a good man. I'm glad you have confidence in my man to man fighting, but I want you to know that I'm also good with my daggers at a short distance too. I won't hit an ally in combat either unless I'm truly struck with bad luck. Where ever you want me, I'll do my best."
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Ashrem laughs with Allende's good fortune. "My friend, that was an amazing spectacle! I had thought you a goner halfway through but you pulled through. Congrats on your new prize!" He winks at Allie, "Be careful not to let him get too drunk off you as well as the rum."
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Diplomacy: 1d20 + 1 ⇒ (13) + 1 = 14 plus any bonuses for un-poisoning his food "Here, I'll take care of it for you." Ashrem says as he takes a seat on the other side of Maheem. He takes a few seconds to purify the food.
Male Human (Varisian) Druid (World Walker) 2 HP 15/15
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
After the evening prayer, Ashrem is back to his usual grinning self. He thanks the Sandman after the meal. "It seems like things are starting to come to a boil. If Mr Plugg keeps this treatment up, eventually someone will crack and do something about it. Hopefully this dream of yours comes before that happens."
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