
Jack Sand |

I'm moving to G8 on my next turn. The maximum damage Jack can do to these skeletons is 1, and he must roll max damage to do it. I will probably just fight defensively since I care more about not being hit than the 25% chance to do 1 damage. :P Feel free to slide Ishirou or whomever else into Jack's old spot so that more people can fight.

Joll |

Alexite should take the falchion since he is the only one who can wield it. Quinta is the only one who can use the wand so she should take that. There are enough pearls that everyone can take three and there will be two left over. Perhaps we should make a gift of them to the dryad.
Since Dragolan is the main healer, I think he should take a least one potion of cure light wounds, a potion of restoration and an anti-venom potion. The tanglefoot bags should go to Jack, Sasha and Ishirou since they are the stealthy folks who can use them to disrupt pursuing enemies.
I never used a smokestick in a game but I think they are also things best used by stealthy characters. If Quinta is going to take any spells like Fog Cloud or Pyrotechnics then she should get one.
Joll will want to grab a potion of cure light wounds. He has a tendency to fall to negative HP once in a while.

Alexite Krupt |

I'm Ok with the loot split and also willing to give up my scabbard of vigor if someone wants to use it.
Is anyone keeping a good record of the loot? I ask because I'm not. I looked at my character sheet and only have the scabbard of vigor written down and I'm sure Jack gave Alexite some of the gold teeth to buy a composite longbow.
At one point, we should balance out everyone's loot to make sure it is fair.

Jack Sand |

I'm not too worried about the monetary split right now since we can't spend any coin yet anyway. We can worry about that later. All the items can go to whomever wants them. Jack doesn't really need any of them. We can just compare the value of gear once we get to a place where money is viable and the person who has the least valuable gear will get an appropriate share of the gold to make up for it. Easy.
I think that at least one person who is not able to heal themselves or others should have a healing potion, if not for themselves, then for a healer who drops and cannot be healed by any other means. What would we do if Dragolan and Quinta were incapacitated simultaneously? It's not that far-fetched. A potion could allow someone to survive, or administer healing to an incapacitated healer.

Dragolan Canario |

Dragolan is tough to incapacitate through damage; 14 CON, lots of ways to heal himself, and Diehard means that he can go to -13 HP and still function well enough to cast a CLW on himself or channel energy to heal (or drink a potion). Remember that you don't take the damage from a standard action until after the results of the action.

Joll |

Joll is going to take a pearl as well and at least two javelins. We can justify taking all the curative potions for the party because we had to save the others from the cannibals and we do most of the fighting on a given day. The NPCs might feel otherwise, of course.

Jack Sand |

Let's just hope Dragolan never gets nauseated, panicked, paralyzed, pinned, or stunned. Panic and stun would be particularly nasty since he would drop all held items and his oracle curse would then teleport them away from him.
It sure would be nice if we had some potions to get us through the rounds in which he was unable to take standard actions. Just sayin'!

Joll |

I only proposed having Dragolan carry one potion of CLW. We should spread them out among the non-healers as well in order to minimize our dependence on Dragolan and Jask. I think Dragolan should also carry a potion of restoration in case he gets hit with a negative level, since that would drop his healing potential in half until he regains the level. The antitoxins might come in handy for all of us, if the name of this AP is any indication.

Quinta Wist-Thrune |

A wand of Vampiric Touch, huh? Interesting...
I don't have immediate plans for taking Fog Cloud or Pyrotechnics. For my next 1st-level spell, I feel more drawn to Magic Missile; I'll be getting Hypnotism as a bonus spell at next level-up.

DM Carpe |

Given your fondness for tripping, and using your whip I would suggest considering True Strike. It takes a round to set up, sure but if you can get it off its a virtually guaranteed success against most foes. On the other hand it is just as good from a wand.

Alexite Krupt |

Regarding Jask going down its your decision, but he'll get a portion of XP and I may up the challenge a little. If he does go down I'd like one of you to run him.
What? What about my pep talk? Doesn't that account for anything? :)
I'm not running him so he can stay up as far as I'm concerned but remember what happened to the NPCs last time they were away from the PCs...

DM Carpe |

This is one of those things where I think I'm going to have to ask you to work with me a bit Jack. You have a number of reasons to go down, it's your only clue to where the woman who wrecked you here is, releasing a man whose only crime was to be dominated from a fate worse than death I've told you IC your opinion on this was wrong. It also looks like its going to take a week to fix the Lighthouse I would think Jack's pesemism would lead him to assume that the ghouls would attack in that time - afterall who says there is only one entrance to the caves? After all why was the Ligh house never completed in the first place...
Sometimes your character needs to fit the adventure a little or you need to make another one that does. I'll try to give you plenty of logical reasons, but there's only so many reasons I can give with the information available to you. I think it should be pretty easy to both stay in character and justify Jack going down.
I'm not sure why this is more of an issue than many other encounters so far? Because of Jack's brush with ghoul fever perhaps? I feel like the reasons for going down there ought to be pretty compelling.

DM Carpe |

Out of character I'll point out that we've arrived at one of the more frequently mentioned encounters in The Serpent's Skull Obituaries thread. Get ready to bring it!

Quinta Wist-Thrune |

Vampire spawn. o_o
I realize the rules for vampires have changed somewhat, but that's still what I thought of.
In any case, it seems we're fighting another spellcaster. 'Cause that's just fun. ^^; Maybe I should take a ready action to counterspell, if she's packing Charm magic.

Jack Sand |

I think we're boned.
Can we take an inventory of the abilities we have left for the day so that we can determine what we're working with?
I've got a magic dagger but risk vs. reward dictates I shouldn't attempt using it here. I'm down for letting Joll or Dragolan borrow it if the two of you are getting into melee. I can't sneak attack any of the undead creatures we're about to fight anyway. I have a bow, but once the fight gets to the melee phase, I probably won't hit with it much, if at all. Jack is kind of a skill oriented rogue, so encounters like this are difficult for him. He's essentially going to be a below-average fighter with no combat feats for this battle. xD

Quinta Wist-Thrune |

I'll point out I gave her a healthy bonus on her sense motive there because of the rather implausible nature of Quinta's story.
And I still managed it! :D Hooray!
... But now I pretty much have to start taking ranks in Bluff, don't I? ^^;
Joll |

I think we're boned.
Can we take an inventory of the abilities we have left for the day so that we can determine what we're working with?
I've got a magic dagger but risk vs. reward dictates I shouldn't attempt using it here. I'm down for letting Joll or Dragolan borrow it if the two of you are getting into melee. I can't sneak attack any of the undead creatures we're about to fight anyway. I have a bow, but once the fight gets to the melee phase, I probably won't hit with it much, if at all. Jack is kind of a skill oriented rogue, so encounters like this are difficult for him. He's essentially going to be a below-average fighter with no combat feats for this battle. xD
If Joll can hit them with a mundane weapon he is better off using his morningstar. If not, then he has an ability to let his weapons bypass damage reduction. So, I think Jack is better off with the dagger and flanking opportunities.
But I agree, we are likely boned.

Joll |

I thought we were boned in the fight against the cannibals in the lighthouse. So what do I know?
The spokeswoman (spokesdead?) is likely a spellcaster. I think that readied actions to disrupt spells should be on the menu for us.
Whatever the outcome, I have been having a lot of fun in this game.

Quinta Wist-Thrune |

Don't forget I'll be sponsoring you guys with Inspire Courage +1 from the start of this fight.
Hit fast, hit hard, and we'll see what we can achieve.
If worse comes to worst, just try to make it out of the caves and back into the light; Plan B (running away) may be a novelty for us, but it might just work. ;)
If we survive to level again, I think I'll take Good Hope if I can, just to stop all the pessimism. :p

Quinta Wist-Thrune |

I only have two healing spells / day and I was talking to the creepy undead. ^^; If I could somehow sneak in a healing spell for Jack when I wasn't talking to her - 1d8 + 1 ⇒ (6) + 1 = 7.

DM Carpe |

I'm fine with that Quinta she's given some pretty long diatribes.
If it helps any this is pretty much as written, and I'll point out I've said you can all have three rounds for buffing healing. Its very nasty for its CR, but you guys have faced much higher CR encounters.
PF is still loosely based upon a 4 encounter per day expectation, and you've only had two CR 3 encounters thus far, so suck it up ;)

Joll |

Unto the breach!
Joll drank his healing potion already and it at about 3/4 HP. He has buffed himself for AC and attack/damage rolls. His judgment ability will last for the duration of the fight.
If we can confine them in a tight space then Quinta and Joll can fire Disrupt Undead at them. It only causes 1-6 damage but it helps avoid melee. However, Joll can inflict more damage in melee.