The Golden Pegasus

Game Master Sai Ling

Player's Map

Cueta's Resource Tracking Spreadsheet


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LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I'm out for a few days- I'm sad to miss all this action! I'll probably make a post or two when I find some internet, but until I say "I'm back", please take care of Vallen and Istiel for me!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Will do Vallen - travel safely!

Regarding the plan of action, Cueta will definitely vote more along the lines of Manari and Ben. Ideally, she'd like to see the following:

1. While it is really humorous to me to think of taking the kuru's canoes and leaving them in the lurch, it presents a couple of problems to me. One, it will be close to nightfall when we get those canoes. How long to you all want to run? They may look for us when they realize their boats are gone, or they may head back towards the island. If they go back towards the island then I think it is safe to assume that for sure they will let everyone there know that we are out there and have some of their boats. I think something we have going for us right now is the element of surprise. They have many conflicts going on (apparently) and I don't think they realize that we know where they are or that we are capable of getting to them. I would prefer to kill the kuru to keep the mystery going. Either via ambush, or another possibility - perhaps they camp for the night when they get to the beach, as nightfall will be coming? Then we wait for them to be asleep and take them out then (guards first obviously).

2. I like Gair's idea of getting up the coast a bit more to get a better vantage point of the island. We may be able to figure out a lot, and if we stay in the treeline, hopefully it won't be easy to spot us.

3. From there, I think we can decide a plan of action, that could include fleeing in the face of overwhelming numbers, sabatouging the kuru, a raid on their boats, a prisoner freeing raid, or all out attack, depending on the information we have. If we still don't have enough information, I'd like to continue scouting by taking to the water.

3a. This is an important point so I broke it out from 3 above - If we can get a number on the canoes, we can probably make a pretty good guess as to the number of warriors that the kuru have at their disposal (number of canoes x 5). It probably won't be totally accurate, but I bet it lines up pretty well.


male Dwarf barbarian 3

Scouting the island from shore is fine, there is no way Kal'Tos is going to the island.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I agree with Ceuta about the boats. These Kuru are likely fresher than we are. The last thing is want is to be tracked from shore by all ten Kuru, pursuing us well into the night as exhaustion sets in. We will have their boats once they are defeated.

Once we do get the boats I'm less sure of what to do though. We could try to circle the island tomorrow but we would have to keep a fair distance. It might be worthwhile to simply take their boats and make for Newspring as quickly as we can. There are enough of us to man both boats and unless we try paddling through a storm we should be able to do well enough with someone untrained steering the second canoe.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Thinking about it, we may be able to put on some Kuru hides and take at least one of the canoes around the back of the island, keeping a fair distance of course. As Ceuta says, getting a proper look and a decent count of their boats will tell us much. The Kuru should believe we are just part of their hunting party returning. By the time we swing around and head back we should have enough of a head start, and they should be delayed in deciding what to do long enough that we can get well away.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Kal'Tos, you seem to have already made up your mind that the island is filled, every square foot, with savage warriors, salivating at the thought that there is a dwarf hiding in the woods, each one alert to the possibility.

I don't think we should be operating under any assumptions at this point, and I think the kuru threat is much less than what some of us seem to. To wit:

1. They are savage warriors, sure, but the only go about the coast in small raiding parties, suggesting that they don't have large numbers to throw at a problem.

2. They exist in a state of constant conflict, both with outsiders, and I'd say we have some proof that among themselves as well (the one prisoner trying to eat the other, a very macho "meet your death" mentality). This leads me to suspect that they are incapable of any large societal gathering.

3. They lack any real organization. They don't watch their boats, they don't fight with much coordination. Again, not the signs of a particularly thriving culture, or one capable on any large-scale significant achievements.

I'm all for getting more information, up the coast via land and then via the sea if need be. We need to have more information to make any informed decisions about how to approach these creatures. I don't think it is risky to go up the coast via land. If we get the canoes, I say we take them up the coast towards the island a bit to leave the trail cold from Harpy Beach. Then, if we find a suitable place, we beach and head up the cliffs, hiding the canoe(s) on the way, or preferably portaging one if possible (and if we can't take both from Harpy Beach we sink one or destroy it so completely at Harpy Beach that they won't take the time to repair it). We get closer to the island, as Gair suggested, by going up the coast, hiding in the forest and getting as close to the cliff-face as we safely can, and see what we see. We should be able to hide in the treeline. Meanwhile, the island is less wooded, probably because they cut down trees for their fires, which could give us a better view of what goes on there. If needed, one of us can climb a tree to get a better vantage point of what is there.

We try to get counts of warriors, captives if any, non-combatants, defensive structures. Vallen has a chalkboard, I have a map-making kit, and Manari has a spellbook. We could be able to get a rough sketch of the layout of the island. Then, with some accurate information in hand, we can make an informed decision of what, if anything, can be done about the Kuru problem.

I've said it before and I'll say it again because I think it bears repeating - we won't know what is there until we know. Cueta is all about planning for the worst case scenario, so she's expecting there to be savage warriors at every turn on the island, but I think we can get information safely, and it is worth doing. And the results may surprise us. So, I guess I'm also trying to say, let's not speak in absolutes until we have good information at our disposal.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
Thinking about it, we may be able to put on some Kuru hides and take at least one of the canoes around the back of the island, keeping a fair distance of course. As Ceuta says, getting a proper look and a decent count of their boats will tell us much. The Kuru should believe we are just part of their hunting party returning. By the time we swing around and head back we should have enough of a head start, and they should be delayed in deciding what to do long enough that we can get well away.

If we have to scout the oceanside part of the island, I think this is a pretty good idea.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

DM Nerk, could we get an idea if there was any point closer to the island than a mile, from our vantage point?

I guess if the island is at all points about a mile away from the coast we may not get much more information than we already have.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Yeah, I've been thinking much the same thing the more I consider it. If only we had a spyglass...but I don't think there's much chance of that happening for a very very long time.

The boats are probably our best option.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Like you I am also coming to doubt that there are that many Kuru. I would be surprised if there were more than 100 total, likely less. By those numbers, especially if we take out these ten we will have delivered a massive blow to them recently. 20+ will have died since our arrival on these shores.

No matter what though, we need to get some idea one way or another.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Once we get the the beach I think the best plan is for most of us to hide in the forest opposite our false trail and have Ben watch their arrival from a good hiding spot. Once he sees how they plan to approach things he can move back and fill us in. From there it should be fairly easy to formulate a plan of attack.


Indubitably Never 3d6

Cueta: there are places where you can probably get within a half mile that you can see, a point that projects into the bay, on the far side of the mouth of a relatively large stream (1/4th mile across or so). The coast also wraps around to the north of the island, but you can't see anything useful there, because there's an island in the way.

Any questions I missed here: sorry.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Half a mile is pretty significant. That should be close enough to start making out individual people. Of course they would also be able to see us so it's probably best if Ben is the one to scout it out but I think that's a solid plan once we deal with the canoes.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

I think we should contrive a way to shave Vallen's beard while he is away.


male Dwarf barbarian 3

I am not convinced that the island is cover with Kuru, just to me the risk isn't worth the reward. The Church of Abadar is founding on making sound investements, this one is a little to risky for my taste.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I'm certainly not willing to set foot on the island without a lot more info but I think we owe it to ourselves to take this opportunity to scout them out a bit more. There are just too many unknowns...

Though as I said, I would probably be ok with just taking the boats back to Newspring after we deal with their owners. Manari will be more difficult to convince :P


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6
Ben Sandlock wrote:
I think we should contrive a way to shave Vallen's beard while he is away.

Convince him that beards attract cannibals? Or perhaps that it's needed to disguise him as a Kuru?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Kal'Tos wrote:
I am not convinced that the island is cover with Kuru, just to me the risk isn't worth the reward. The Church of Abadar is founding on making sound investements, this one is a little to risky for my taste.

That's fair. I'd argue that we don't know the risk yet, and the reward could be pretty great...


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
Manari will be more difficult to convince :P

Without more threat assessment, Cueta will be too :)


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

If we're going to hide in the woods at the start of the trail, Ben should be able to see whether or not the kuru go towards the clearing, towards the false trail, both, or stay put and set up camp, correct? In that case, I think it is about as good as we can hope for.

I'd like to hide about 30' back from Ben. In case something goes bad, I could get there in a double move. With a stealth mod of +6 and the distance through the trees, I think it is enough to remain hidden.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Alright, but the rest of us should definitely be further back. Kal'Tos has like a -4 to stealth...


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
Alright, but the rest of us should definitely be further back. Kal'Tos has like a -4 to stealth...

Well, of course I rolled a 3, so we'll see, Hopefully the precautions I took and distance penalties plus cover will negate the crappy roll...


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Hopefully, this is why I suggested staying further back. Ben should have about a +11 stealth.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

If you guys are spotted though I suggest falling back rather than moving forward.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Yeah - I have another +6 to the mod from where Ben is to Cueta, plus another 2 for every 10 feet from Ben's distance to the kuru, so we're probably OK...

Plus anything else if Nerk rules the tree and branches provide a bonus.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Your stealth has got to be higher than +8 Ben. You get a +4 size bonus alone. I'd calculate that again if I was you, I think you're shortchanging yourself mate :)


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

And our problem fixes itself! Looks like we'll have ourselves a new canoe, maybe two if we can yell loud enough to draw the other one back :)


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

So, should we go after them or wait it out?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

That's up to you and Ben really as the rest of us can't see them. I however would say you should grab the rest of us and we go for it though, five should be pretty simple!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Actually we're probably best off forming up a little way's out from the start of the trail and shouting to draw them to us. With only one javelin apiece they're forced to come out and meet us on our terms.

Ben can hide just in the trees at the mouth of the trail and then come at them from behind.

Sound good?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

So basically:

Ben(hiding)

Kurus

Cueta Gair Kal'Tos

Vallen Manari
?

Or if the path isn't wide enough:

Ben (hiding)

Kurus

Gair Kal'Tos

Cueta (reach weapon)

Vallen Manari

?

EDIT: I keep forgetting about Bern. I could hide near Ben, on the other side of the trail. They probably won't be looking to the sides when they see people in the path

Ben Cueta (hiding)

Kurus

Bern Gair Kal'Tos

Vallen Manari


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I was actually thinking more out on the beach where the forest/trail starts. Have our main line about 20ft back from the start of the trees.

I have a better idea I'll set up a rough idea in the loot tracker and you can let me know what you think?

Edit : There, the tree line will probably be a little different but I think that's a pretty ideal setup as far as positioning goes. And yes, Vallen and Manari are exposed on purpose, it's an invitation to provoke AoO's :)


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Silly Kuru :)

Do they have Javelins in hand or are they already sporting melee weapons?


Indubitably Never 3d6

axe and javelin.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

We should have a discussion about tactics one of these days guys :P


male Dwarf barbarian 3
Gair Hearthseeker wrote:
We should have a discussion about tactics one of these days guys :P

They are more effective at range than us, Kal'Tos is hoping that they will engage in close combat over throwing javelins with him slightly closer.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Kal'Tos wrote:
Gair Hearthseeker wrote:
We should have a discussion about tactics one of these days guys :P
They are more effective at range than us, Kal'Tos is hoping that they will engage in close combat over throwing javelins with him slightly closer.

Ha! You got your wish!

I would have held the line, but needed to take a 5' step to lose the range increment penalty. When Kal'Tos stepped in front of me, I decided to go wide, so as not to be attacking through anyone. I think having a few set plays for combat is a pretty good idea. I'm not going to be able to use PA to much effect until I can start flanking bad guys.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

So, do you all think there's anything to be done about the 5 kuru that left in the canoe? They couldn't have gone too far, right? It is almost dusk - unless they are nocturnal creatures, I guess.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I'm hoping that once we finish with the last Kuru we can run down to the shore. They other boat can't be more than 5 min out from the landing site. If say you can I can run out on a nearby point along the coast we should easily be able to draw their attention.

I'd much rather take them down here and now then leave them out there to cause problems down the line.


if this were reality I would say they are long gone by this point but it isn't so it would be up to Nerk.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

You really think so? I'd say it depends on the coast really. We don't need to get close enough to attack them, just close enough to be heard over open water. That seems pretty feasible to me at least, sound travels rather far on water, at least on a calm day like this.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Hmm. I suppose it is possible. I guess the big issue will be that nightfall is coming soon. How far and long into the night can we go? It seems like it would be pretty easy to miss the bad guys in the dark.

I wonder what their plans are? Will they be beaching? Paddling through the night?


Indubitably Never 3d6

I made an assumption, which was that you waited for the kuru in the canoe to be safely out of earshot before you started howling. Call that ten minutes.

They are in a canoe (move 30) and can travel in a pretty linear course.

You are on foot, at least two of you have move 20 and it's difficult terrain. Since you can't run in difficult terrain, your best bet is to hustle, which will put you at a move of 20/2x2=20. If you leave Ben and Vallen behind, you'll get a move of 30, which will allow you to keep pace with them, but not stealthily.

You were able to beat them to the beach through a combination of a healthy head start, knowing exactly where you were going, and them having to make two sides of a triangle going around the point.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Given my goal of catching both, I would not have made the same assumption but I'm willing to roll with it. So they're out of reach then.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

On a different note, it seems crazy to me that the Kuru are worth less experience than the zombies. I would definitely rate the Kuru as more dangerous. Silly CR system :P


Indubitably Never 3d6

I think the zombies did better against you than the kuru. They're just familiar, so less worrisome.

If you tell me when you think you howled, I'm happy to adjust. Regardless, if you're racing them overland, you're only going to be able to keep pace with them. Or fall far, far behind if they decide to double move for some reason.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Nah, I doubt it's worth the effort and the others seem less inclined to track them down anyway.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

DM Nerk, how much time do we have before nightfall?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Updated our non-capital resources tracker. I think we ditched the last round of hide shirts, correct? I think we should hold onto these ones, in case we need to implement Gair's circle the island idea.

So, since there are a lot of variables at play, are we leaving the other 5 kuru? If so, should we go east a bit and camp? Should we start working towards scouting the island from the shore?


male Dwarf barbarian 3

I think our best bet is to try to remove the other group of 5 Kuru, then head home. We know now that the Kuru don't appear to travel in large groups and we have other important things to do back in and around Newspring.

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