
Marcus Alanto |

OK while we are lulling I thought I'd collect our location options for after we rest up.
1. Lighthouse / Savage Camp
Possible means of rescue, finish off the savages, recover Jask's holy symbol?
2. Central beach with motionless super crab / western islands including grey island
Lumped together as they are on the same route. Fairly close to current camp, its amusing we kept stopping short of the crab. Could the grey island have some kind of necromantic power source? The rest of the island is lush.
3. Western hill and giant tree
No real clues. We haven't been over here at all. A friendly treant? Lair of the flying monster?
4. Various shipwrecks, Gelik's quest
I count ten left (!) including the one we're in. Seems like a good idea to do the west ones in one go, the south western one with the lighthouse and the eastern ones (other than were we are) when we come back to do the rock formation near the broken bridge (assuming we head back to camp now).
5. Strange rock formation
Suggest doing with the other eastern wrecks as above. Really think we should finish the savages before coming back as its the longest trip.
6. Anyone got others?
Unless I've missed something I see no clues as to where the captain went in relation to these.
People were talking about moving the camp. That seems like a good idea to me given the savages know where it is. We may even find it raided again when we go back.
If we move I vote the plateu where we fought the shiv lizards. We can build the camp around the hut, its near water, its practically the middle of the island and only one way in and out without climbing the bluffs. It seems perfect (assuming no more lizards).

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Yeah, I've been really bad lately about posting...both in my own game and those I'm playing in. I believe I should be back up to pace now.
Welcome back :).
Once a few of you agree on it as a course of action (and after that, once i've posted to confirm you've managed to spend a day recuperating and working on your battle tactics, spells bla bla. without being attacked) you may all go up to third level. I daresay you have earnt it!

Dan E |

Its a bit meta but I suspect Alex would prefer us to deposit the NPCs back at camp now that the immediate threat is passed. Although Ishorou and Jask at least have decent reasons for going to the savage camp. We haven't talked about it but I assume we're not going to keep the NPCs in tow for the rest of the adventure.
It does make sense to check out the rock formation and the other wrecks on this side of the island once we rest up but (i) again Alex maybe unhappy with carting the NPCs and (ii) we will feel pretty dumb if someone dies and we could have leveled up.
Edit: Didn't see Alex's post. Do we need to return to camp to level or can we do it here? TBH it doesn't seem very logical to hang out the shipwreck.
OK I'll put a concrete proposal on the table. I vote we rest here tonight and in the morning return directly to the camp, level and then move the camp to the plateu. Make sure we've cleared it of monsters and then we vote again on where to go.
Addendum: As we walk back to camp we can check out the names on the wrecks and if we find Gelik's we could do that on the way.

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Edit: Didn't see Alex's post. Do we need to return to camp to level or can we do it here? TBH it doesn't seem very logical to hang out the shipwreck.OK I'll put a concrete proposal on the table. I vote we rest here tonight and in the morning return directly to the camp, level and then move the camp to the plateu. Make sure we've cleared it of monsters and then we vote again on where to go.
I'm quite happy for you to level at the shipwreck in all honesty.
And yes, the NPC's coming along is something i'd like to limit; but with the large scale cannibal threat plot arc done the camp should be pretty secure.

Deevor |

Chi would go for, rest here, find and make camp where we can look at the shipwrecks around here and then go to the lighthouse. After making camp tomorrow, then the next day clear immediate threats and the shipwrecks, before going to the lighthouse....Or we either let the NPCs make camp tomorrow and we take the shipwrecks....
Chi is easy with both....

Ambroze |

I also vote for resting and leveling here at the shipwreck.
After we level I wouldn't mind heading for the lighthouse and clearing out the rest of the cannibals (we could check out the shipwrecks we come upon on the way there). Then we could use the lighthouse as our permanent campsite while we track down Ieana and Captain Kovack and finish exploring the island. Also, I'd feel better about leaving the castaways at a campsite while we explore if Jask has his holy symbol and can use his clerical powers.

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Actually, taking 10 doesn't get me there...
So, who needs the most work? Marcus has received some healing, and Tun'ada seems pretty beat...but then, Ishorou collapsed in the last fight, so... not sure who to treat. Any suggestions?
Also, I'm all for getting rid of the NPC's at the earliest opportunity. It feels like cheating, even if Jask has no holy symbol.

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It's going to count as light activity for me to do this, so it will get screwy with my rest.
When, precisely, do we apply the level? When waking up on the day after tomorrow (which is spent training)? I'll just expend all my channels on training day, then. Any GM who attacks us overnight after a day like today is just cruel and unusual :-)

Tun'ada |

Level 3 = 1st level Barbarian (Gain Rage and Fast Movement)
+1 to BAB, +2 to Fort Save
Skill Points = 4 + 1 (human)
+1 Perception (+10)
+1 Survival (+7
+1 Acrobatics (+5)
+1 Knowledge (Nature) (+6)
+1 Intimidate (+5)
Hit Points:1d12 + 1 ⇒ (8) + 1 = 9 (28 Total)
Feat: Extra Rage

Marcus Alanto |

Haven't managed to lay my hands on the inner city primer so haven't been able to view the rondelero fighter. Accordingly, Marcus is going with the two weapon archtype as planned.
+1 lvl fighter (two-weapon archtype)
+1 BAB
+1 will, +1 reflex
skills: climb, perception, survival
feat: power attack
+1 dodge AC vs melee w/full attack
1d10 + 3 ⇒ (9) + 3 = 12
Edit: Haven't rolled for hp in 10 years. Not sure if I can handle the nerves.

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Taldor: Rondelero Duelist
Taldor’s warriors have perfected the art of fighting with
the falcata and buckler in an art they call rondelero. They
use their bucklers both to defend themselves and to launch
unexpected strikes while chopping and hewing at their
foes’ unprotected bodies and heads with their falcatas.
Rondeleros wear any type of armor, but favor bucklers, and
are comfortable using both hands for offense and defense.
Suggested Feats: Exotic Weapon Proficiency (falcata),
Improved Shield Bash, Improved Two-Weapon Fighting,
Power Attack, Shield Slam, Shield Master, Taldan Duelist
(see World Guide: The Inner Sea), Two-Weapon Fighting,
Weapon Focus (falcata), Weapon Specialization (falcata).
Buckler Bash (Ex): At 2nd level, a rondelero can perform a
shield bash with a buckler (use the same damage and critical
modifier as for a light shield). This ability replaces bravery.
Buckler Catch (Ex): At 3rd level, a rondelero can catch his
opponent’s weapon between his buckler and his forearm,
effectively wedging the hafts of polearms and hammers
or the flats of blades. This functions as a disarm combat
maneuver, and the rondelero gains a +4 bonus on the roll.
If the rondelero’s attack fails by 10 or more, he suffers a
–2 penalty to his AC until the start of his next turn. This
ability replaces armor training 1.
Strong Swing (Ex): At 5th level, a rondelero gains a +1
bonus on attack and damage rolls when wielding a falcata
and buckler that applies to attacks made by either hand.
These bonuses increase by +1 for every four levels beyond
5th. With a full-attack action, a rondelero may alternate
between using his falcata or his buckler for each attack.
This does not grant additional attacks or incur penalties
as two-weapon fighting does. This ability replaces weapon
training 1.
Armor Training (Ex): At 7th level, a rondelero gains
armor training 1, and can move at his normal speed in
medium armor. At 15th level, the rondelero gains armor
training 2, and can move at his normal speed in heavy
armor. This ability replaces armor training 2.
Chopping Blow (Ex): At 11th level, as a standard action,
a rondelero can make a single melee attack with a falcata.
If the attack hits, he may make a sunder combat maneuver
against the target of his attack as a free action that does
not provoke an attack of opportunity. This ability replaces
armor training 3.
The biggest perk is weapon training applies to both Falcata and Buckler simultaneously- though you may feel better off as Two Weapon Fighter. Theres a case to be made for both.

Marcus Alanto |

Thank you. Very very interesting. I'd only seen up to buckler catch. I'm assuming you can't take sword or shield again for weapon training 2-4.
Been mulling it over and on the basis that (i) I may not actually find a buckler in a while and (ii) I really haven't built marcus for disarming (no improved disarm makes it a bit harmful, would have been brilliant otherwise), I think I'll go two-weapon.

Chi T'reignial |

Another level of witch
HP 4=3+1
BAB +1
Will Save +1
1 extra 1st level spell per day.
Feat - extra hex (cackle)
Hex - Slumber
Skills +1 to
Profession(Cook)
Perception
Disable Device
Stealth
Escape Artist
Use Magic Device
Spellcraft (Favored class)
Spells added Enlarge Person, Ventriloquism(patron: deception) and one more...I keep changing my mind it was reduce person last time I thought about it....

Ambroze |

3rd Level Bard (Archivist)
Hit Points 1d8 + 2 ⇒ (6) + 2 = 8
+1 to BAB
+1 to Fort
Bardic Performance: +2 rounds
Bardic Performance: Inspire Competence +2
+1 0-level spell: Open/Close
+1 1st level spell: Grease
3rd level Feat: Extra Performance (+6 rounds)
9 total skill points:
+1 Climb
+1 Diplomacy
+1 Know (dungeoneering)
+1 Know (planes)
+1 Linguistics (Celestial, Dwarven)
+2 Perform (song)
+2 Use Magic Device

Gwenyth |

3rd Level Oracle
HP: 5+3 = 8 (new total max: 27)
New Spell Known: Protection from Evil
New Spell Known: (Gained from Favored Class): Create Water
Favored Class benefit: +1 0-level spell known
Feat: Extra Channel
Revelation: Life Link
Fort Save up to +4
Reflex Save up to +1
Knowledge (Religion) up to +5
Heal up to +8
Spellcraft up to +5 (+9 for concentration)
I should get another skill point, but for some reason my audit is turning up that I had one too many, so I'll short myself here.
Morningstar up to +1 to attack
Crossbow up to +3 to attack
Can't speak for Ambroze, but I hate the 15-minute adventuring day. 7 2d6 channels (along with his extra performances) should go a long way toward giving us some extra staying power. That's my rationale, anyway.
I think that's it.

Marcus Alanto |

Extra hex, extra rage, extra performance, extra channel!
Guys my posting will be limited for the next few days. My home city of Brisbane is flooded and I have some friends and family without power and homeless. We have property that may be going under water in the next 12 hours so a fair bit distracted.

Dan E |

Thanks for the thoughts and prayers. They may well have worked. My place was about a metre off going under and in the hours before the king tide they revised the flood estimate from 5.5m to 4.6m due to the rain finally stopping. So everyone at home is safe and no damage although many people weren't so lucky.
I should be back to normal in a day or so.

Dan E |

I saw your COTCT game needs a DM. I've been idly thinking about starting a game for the AP for a while now but the group really looks like a mixed bag. Some of the other characters have some major background problems and one (the inquisitor) is totally unworkable as is. Can't help thinking if I was going to do it I would want to start fresh.

Deevor |

OK, I know it's not much, but I thought Chi would be taking Comprehend Languages which might be more useful than Reduce Person. Unless Abmroze has this covered? ...Always willing to listen to ideas, if anyone has a burning desire for me to have a particular spell?
Now as for progression, I'm thinking it would be Witch next level and Rogue the level after so that at Lvl 5 she would be 3 witch/s rogue, thereafter a rogue.... always assuming she is still alive.
I have updated the character to a level 3 character now.

Ambroze |

Ambroze has Comprehend Languages as a spell-like ability, but can only use it once per day. I think it could be useful for someone else in the party to have access to that spell.
Alternatively, have you considered Ill Omen?
I'm also considering picking up a couple of levels of rogue, but I probably won't start until until Ambroze reaches Lvl 6.

Marcus Alanto |

Comprehend languages, ill omen, cure light wounds, charm person all seem like good choices to me.
I think our best plan for cannibal leader (circumstances permitting) is for me to try and hold him in melee while the spell casters will save him down led in via an evil eye on saves from Chi.
I guess we can assume on high levels of trappage as well. Hope Chi is feeling rested and healthy.
Have we heard anything from Tanner? Poor guy I'm inclined to think he is really sick but what are we going to do with Savarend while we find out?

Chi T'reignial |

Chi is feeling as rested and well as she can, I'll take Comp Lang, Ill omen is too like Evil Eye.
No probs, being the scout/trap setter off...seems that's what I do best..:( I'll just try to find them this time. She's a healthy stealth if she rolls OK.