Sam "Torch" McQuarry |
So it is a good question: where do we want to go next? I assume we will take the necessary steps to move our base camp here, so everyone's ready to go as soon as we get the lighthouse working and someone stops to pick us up (as we hope they will do); beyond that, though, we have the option of either leaving Ieana and the Red Mountain be, or we go after it. Torch, of course, is always up for some dungeon delving and exploration, but we should make sure we're all onboard with the idea first - we should also figure out how much time we're talking about taking in order to accomplish this.
Separately, anyone got any designs on the ghoul-cleric's treasures?
Aerys D Mavato |
The bow need a strength ability score of at least 16, so it must go to either Aerys or Torch. I would say Torch to share things around, or Aerys if Torch wants to be at the front flanking with Hrakar. I don't think the magical quiver should be sold, as it means it will give the correct arrow each time it is used, thus not wasting a move or std action. The arrows should go with the bow and quiver.
Aerys would use the +1 buckler, she is a bit loathe to give up the amulet but would. The question isn't the equality of handing out items, but what is best for the group to survive. She is a front line fighter with a current AC 18, which isn't that good for a fighter. She is unlikely to get a good armor class as she will want to use light armor to get the most out of mobile fighter. Hrakar's current AC is 16 I think, its important he can survive because he's the cleric, it whether he's a front line cleric or more reserved and buffing/debuffing/healing type of cleric.
246 sp, 234 gp, 13 pp (Party Treasure to be split when we get back to civilization.)
a mithral hook designed to be worn on an arm stump (HRKAR)
a fine brass sextant (RALF)
a magic buckler decorated with a skull and crossbones (AERYS)
a magic quiver containing 20 normal arrows, nine cold iron arrows, 10 magic arrows (TORCH or Aerys)
a masterwork composite longbow (+3 Strength) (TORCH or Aerys)
a magic javelin (GELIK)
Hope it helps...
Sam "Torch" McQuarry |
Yeah, the javelin should definitely be earmarked for sale unless it's a use-it-or-someone-dies type of situation.
As for the amulet/buckler deal, I think the question is that there are two approaches to "what's best for the group," one of which is "super-AC on the tank" and the other is "get everyone to a minimum level of survivability." Obviously, it's not an either-or kind of deal, but Ralf and Gelik are both rather toward the low end of survivability (though Ralf at least has the sense to hang back) between their AC and hit point totals, and I think there's a case to be made for boosting the weakest members of the group that way as well. From the perspective of getting high AC on a front-line fighter, the best case would actually seem to be giving Torch the amulet while Aerys gets the buckler (since Torch's AC is still just 16), but I've already snagged the magic scimitar so I'm not interested in anything for me for a bit beyond possibly the bow. (To be clear, though, Torch is definitely a melee-first kind of fighter and will be favoring his two-weapon approach, so I'm not terribly attached to it. I mostly mentioned it because the amulet went to Aerys and it is only a Torch/Aerys choice, really.)
Ralf Pennywhistle |
As for the amulet/buckler deal, I think the question is that there are two approaches to "what's best for the group," one of which is "super-AC on the tank" and the other is "get everyone to a minimum level of survivability." Obviously, it's not an either-or kind of deal, but Ralf and Gelik are both rather toward the low end of survivability (though Ralf at least has the sense to hang back) between their AC and hit point totals, and I think there's a case to be made for boosting the weakest members of the group that way as well.
Ralf's hit points may not be great, but he has the highest AC of everyone in the party.
Aerys D Mavato |
OK then amulet to Torch to get his armor class up.
a mithral hook designed to be worn on an arm stump (HRKAR)
a fine brass sextant (RALF)
a magic buckler decorated with a skull and crossbones (AERYS)
a magic quiver containing 20 normal arrows, nine cold iron arrows, 10 magic arrows (TORCH or Aerys)
a masterwork composite longbow (+3 Strength) (TORCH or Aerys)
a magic javelin (GELIK)
...amulet of natural armor (Torch)
OK I think Torch should have the bow, as he has a better init modifier than Aerys, so can get a ranged arrow off quicker and maybe even do sneak damage too.
Hrakar Orcbane |
The approach should always be about what's best for the party.
That said both the approaches mentioned are valid to an extent: having Aerys as the main tank while Torch specializes as our main melee damage dealer could be a good idea, OR having both Aerys and Torch with decent but not great AC could work nontheless although I tend to prefer specialization of roles over having people doing the same things because then people compete for the same stuff: if you want to be a tank and a damage dealer you are soon competing for weapons AND armor and chances are someone is getting the short end of the stick.
Hrakar Orcbane |
As I said at the moment I've no way to check my sheets, so I'm rewriting my characters on another site. If anyone had the items and XPs Hrakar had I would be very grateful -__-''
ANd please let me know if you can see the new character sheet
Maestro Gelikugel Aberwhinge |
LIST OF LOOT:
-Keys (we don't know what they open btw)
-Sea charts and maps
-Captain's Log
-Lots of rations (enough for a single man for 24 days)= These will be rationed
-Masterwork studded leather armor (Alton's) = Torch
-Masterwork shortsword (Alton's)
-Masterwork dagger
-Suit of leather armor
-Holy symbol of Nethys
-spell component pouch
-Block & Tackle
-3 large canvas sheets
-2 fishing nets
-Grappling hook
-2 bullseye lanterns
-12 flasks of lantern oil (Gelik x 2)
-150 feet of hemp rope
-5 shovels
-1 bottle of fine brandy = Aerys & Surkoff (shared proprety I guess)
-darkwood model of the Jenivere in a glass bottle
-coffer containing 350 gp
-4 cure light wounds potions (Gelik x 1)
-1 cure moderate wounds potion
-2 lesser restoration potions (Torch x 1, Gelik x 1)
-1 remove disease potion
-1 water breathing potion = Hrakar
-1 water walking potion = Hrakar
3,500 cp
2,000 sp
1,000 gp
50 pp
a silk pouch of garnets and amethysts worth 500 gp in all
a half-dozen moldered and ruined noble’s outfits
a bejeweled masterwork cold iron starknife
a masterwork darkwood buckler
a scroll of Raise dead in a watertight mithral scroll tube
crone's wand of vampiric touch (Gelik)
4 cannibal necklaces
3 antitoxins (Gelik x 1)
2 smokesticks
3 tanglefoot bags (Gelik x 1)
thunderstone
6 potions of ??
2 potions of ??
4,200 sp
180 gp
ruby from doll (radiates necromancy)
Aerys D Mavato |
Sorry, been hit by man 'flu this week, since returning from the weekend away at CrispyCon. I did leave a note on my main profile 'Deevor', if I haven't left you a note to say what's happening. Will be back with you tomorrow, 23rd.
Maestro Gelikugel Aberwhinge |
Iaena is carrying a potion, a whole lot of scrolls, a magic ring and 18 pp.
Loot!
Gelik gives the potion to Ralf - he should be able to identify it.
Ralf and Hrakar can fight over the scrolls.
I propose that Aerys take the Ring of Mind Shielding, and here's my reasoning. I recently realized that though Gelik can cast Vanish, he has little reason to do so on himself. It's sort of cool to be invisible, but he gains no real tactical advantage from it. I propose to cast Vanish on Aerys occasionally, when she can use it to get into a good melee position. With her mind shielded as well, she'll be even harder to pin down.
As for the cash, 4 pp for Torch, Ralf and Hrakar, 3 pp for Aerys and Gelik. I rolled randomly so I didn't have to calculate the change.
Aerys D Mavato |
The buckler wasn't magic, I thought it was just a darkwood buckler, masterwork. It could have been magic but I didn't think so. Happy whatever we do with the ring of mind shielding, however I would tend to Ralf's suggestion, that we sell it once we get back to civilisation.
P.S. Ralf, we had your character use Faerie Fire on Iaena in the fight, which pretty much saved the day.
Ralf Pennywhistle |
P.S. Ralf, we had your character use Faerie Fire on Iaena in the fight, which pretty much saved the day.
I noticed that. You know, I never considered that Faerie Fire would work against Blur, even though it says it right there in the spell description!
Black Tom |
You are about to finish Souls of Smuggler's Shiv. Congratulations. It doesn't seem that Hrakar is coming back, so I'm thinking about recruiting a new party member. You are a very well-balanced party (ahem, mechanically speaking ;) ) and you are all diligent posters, so if you prefer to go with just four players, that could work, but I think it's nice to have one more for safety.
I guess that given your composition, almost any class would be valuable. What say you?
Shisumo |
I'd love to have another player, and clerics are always welcome, but Ralf could easily split healer duties with another character if we recruit someone with some secondary healing capabilities (a bard, a paladin, a druid, etc.). Even that, though, is just me being a bit paranoid - I'd certainly take any good player that came along, regardless of class.