Ambroze |
Updated Inventory Lists:
-- Potion: Cure Light Wounds (James, now Savarend)
-- Potion: Cure Moderate Wounds (James, now Marcus)
-- Potion: Cure Light Wounds (Tun’ada)
-- Potion: Cure Light Wounds (Ambroze)
-- Potion: Cure Light Wounds (Flute, now LOST)
-- Potion: Lesser Restoration (Flute, now LOST)
-- Potion: Lesser Restoration (Ambroze)
-- Potion: Lesser Restoration (Chi)
-- Potion: Lesser Restoration (Chi - used)
-- Potion: Water Breathing (Gwen)
-- Potion: Water Walking (James, now Marcus)
-- First Mate Alton Devers' masterwork studded leather armor (Tun’ada)
-- First Mate Alton Devers' masterwork short sword (given to Sasha)
From The Golden Bow:
-- Set of Thieve's Tools (Chi)
-- Masterwork Backpack, Small-sized (Ambroze)
-- Flask: Alchemists Fire (Marcus)
-- Flask: Alchemists Fire (unclaimed?)
-- Flask: Holy Water (unclaimed?)
-- Vial: Antitoxin (grants a +5 alchemical bonus on fort saves vs poison for one hour) (unclaimed?)
From the Brine Demon:
-- Gold Locket (Chi)
-- Wickedly-sharp masterwork dagger (Ambroze)
From Ishorou’s Pirate Treasure:
-- Bejeweled, master-crafted cold iron Starknife (given to Ishorou)
-- Masterwork darkwood buckler that glows softly with a blue light (James, now Gwen)
-- Watertight mithril scroll tube, currently containing a single, well-sealed scroll [Raise Dead] (Gwen)
From the Bearded Harpy:
-- Masterwork scimitar (unclaimed?)
From The Scallywag:
-- Masterwork Backpack, Medium-sized (Gwen)
-- Harrow deck (Gwen)
-- Fuse grenade (Savarend)
-- Everburning torch (unclaimed?)
-- Vial: Antiplague (unclaimed?)
-- Vial: Antiplague (unclaimed?)
-- 4 light crossbows and 60 bolts (unclaimed?)
From abandoned campsite:
-- Masterwork Red Mantis Dagger (Chi)
From first encounter with cannibals:
-- 6 Broken Scimitars (discarded)
-- 2 Javelins (unclaimed?)
-- 6 Light Wooden Shields (unclaimed?)
-- Sea charts and maps,
-- Captain's Log,
-- Block and tackle (+5 bonus on checks to lift heavy objects),
-- Tools,
-- Lumber,
-- 3 large Canvas sheets,
-- 2 Fishing nets,
-- Grappling Hook,
-- 2 Bullseye lanterns,
-- 12 flasks Oil,
-- 150 ft Hemp rope,
-- 5 Shovels
-- 24 days Rations (enough to feed all castaways for 2-3 days – likely all consumed by now)
From The Golden Bow:
-- 2 well-made Folding Chairs,
-- Block and tackle (+5 bonus on checks to lift heavy objects),
-- 3 metal Crowbars (granting a +2 bonus on checks to force open doors, chests and the like) (1 claimed by Marcus),
-- 2-pound bag of Caltrops,
-- Set of basic Manacles
So, as far as unclaimed equipment goes, we have the following:
-- Everburning torch
-- Flask: Alchemists Fire
-- Flask: Holy Water
-- Vial: Antitoxin (grants a +5 alchemical bonus on fort saves vs poison for one hour)
-- Vial: Antiplague
-- Vial: Antiplague
-- Masterwork scimitar
-- 4 light crossbows and 60 bolts
-- 2 Javelins
-- 6 Light Wooden Shields
Plus anything anyone may want from the Group Survival Supplies.
Chi T'reignial |
Chi for my two cents I'd suggest message (for scouting), a mage armour for you and Savarend and sleep for the rest. Dancing lights could potentially get mileage against superstitious cannibals as well.
If only I could have that many spells... :) ... I know Ambroze can cast sleep, but don't know if he's memorizing it. I think if we can cast 2 sleep at the start of the assault, then we might take a few natives down, before melee engagement. Then my other spell would be Mage armor, to be cast on Savarend. I would have Chi use her longbow then, or witch abilities or run into hiding. I'll add Dancing Lights and Message too.
Ambroze |
My 1st level spells are Cure Light Wounds, Sleep, and Vanish. I can cast a total of 3 per day. I also have the cantrips Dancing Lights, Daze, Detect Magic, Mage Hand, and Prestidigitation. I can also cast Comprehend Languages and Message once per day each.
I can use Bardic Performance for 9 rounds per day. My Naturalist ability grants all allies within 30 feet of me a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of a specific kind of monster if I've identified them using the appropriate Knowledge skill. Is it safe to assume that identifying the cannibals to allow the use of my Naturalist ability would require a Knowledge (local) check?
If no one else wants it, I'll take the unclaimed vial of antitoxin and an unclaimed vial of antiplague.
Marcus Alanto |
More traps seems to equal Chi gets hurt and all the rest of us get XP. Its kind of amusing that we completely and ransomly bypassed this stretch previously just because we were going along the coast.
At a meta level I wonder if these traps are pre-placed or the cannibals only stick them there when they become aware of the party.
Deevor |
More traps seems to equal Chi gets hurt and all the rest of us get XP. Its kind of amusing that we completely and ransomly bypassed this stretch previously just because we were going along the coast.
It's the life of a rogue type character, I get the XP when you guys get into a fight, whilst Chi will be staying at a distance....hopefully.
Marcus Alanto |
Things seem a bit confused particularly with npc opinions in the mix. I suggest that we vote seperately on what we want to do.
Marcus wants to keep following the trail while its there using a stealth team when we seem close. He would also go as a backup with the posted plan which was an attempt at compromise between following the trail and the ambush plan. The only thing he won't go for is doing something else entirely.
Chi T'reignial |
First pop at the ambush plan....
1) We have to wait until Jask and Sasha our our side of the bridge.
2) sleep the guards holding Jask and Sasha, we get them out as quickly as possible.
3) try and sever the bridge once they are across...can we make a trap or something we can pull from distance or is there a way to fire the bridge?
4) You guys go in and do your worst...I'll ping arrows from afar or Evil Eye, if I gcan get within 30ft safely....
5) You target the old woman in melee and stuff....
I will cast Mage Armor on Savarend
I don't expect this to be the best plan...I'm sure you all can make better ones...but its a start...
Alexander Kilcoyne |
Any trap you put on the bridge itself is likely to be noticed, but the bridge is very limited anyway- someone could cut the ropes with a blade or an extremely accurate shot from a bow or crossbow.
From experience, you know that there will be no outrunning the cannibals. They have a move speed of 45 feet.
Marcus Alanto |
First pop at the ambush plan....
1) We have to wait until Jask and Sasha our our side of the bridge.
2) sleep the guards holding Jask and Sasha, we get them out as quickly as possible.
3) try and sever the bridge once they are across...can we make a trap or something we can pull from distance or is there a way to fire the bridge?
4) You guys go in and do your worst...I'll ping arrows from afar or Evil Eye, if I gcan get within 30ft safely....
5) You target the old woman in melee and stuff....I will cast Mage Armor on Savarend
I don't expect this to be the best plan...I'm sure you all can make better ones...but its a start...
I didn't read this before I posted on the thread but this is pretty much what I think.
1) Yes. This is the bugger. If they move the two early we're looking good. If they move them last we're screwed and may need to call things off for now.
2) Yes. Definately.
3) I think alchemists fire is best. I've given one to Aerys. Two shots would be better.
4) Squishies should stay as far away as they can given they are likely to have javelins. My worry is Gwen she may need to get up close to heal.
5) Its a bit meta but "old woman" is obvious spellcaster. We should try and smack her but shooting the crap out of her seems more likely.
Marcus Alanto |
Yes very exciting! And hey those who live will make level 3.
Edit 2: I stand corrected again about the alchemists fire. We seem to have 3, mine has gone to Aerys have assuming she accepted it. Maybe Gelik would make a better choice, I wasn't sure whether she would want to enter melee.
Marcus Alanto |
Once across the bridge, does the terrain still allow us to keep the tribe in a confined area, or can they spread out and swarm over us?
I can use my bow to try and take out the bridge or go for the old woman....
I think the answer is no and yes :)
With an extra 3 or 4 guys up after sleep and the mooks having more than 6hp we may now struggle to fight our way to the bridge before they can bring enough guys across. Makes a big difference if they can double move across then we get 2 guys a round, 1 if they need to single move. Hopefully Aery's can fire the bridge before too many and/or leader guy make it.
Either way we can't run away they have crazy movement.
Marcus Alanto |
Sorry I feel like I've dictated our strategy by moving first and not giving anyone else a chance to comment but I didn't feel like I could stop my action for a big ooc discussion.
My thinking is:
1. We have 13 bad guys up. They can all charge at the melee group this round assuming a +1 bab.
2. If we just double move up at max move strung out then we each eat two raged charges and likely significant damage. Then we hit back likely wounding but not killing any and then they all attack again (minus whoever gets slept). We attack and kill say 4 or 5. They attack again etc.
3. If we ready and attack we hit first likely wounding, we likely eat one charge. Then we attack and kill a few before their second attack.
Hopefully they bunch up. Aerys who I guess is a monk can run action near to the bridge in one round and then fire it. At that point hopefully we have the fight under control.