(5.24 PBP) Vault Redux (OOC) Fitz's Refresher


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I’m not sure what the advantage of us going to the caves now or later. Maybe only that they don’t wonder where everyone went? Or maybe that it would be harder to sneak off so close to the watch tower


So our group composition is

Shamal (warrior, melee, healing, persuasion )
Urgan (wizard ranged)
Merrick( warrior melee tank, intimidation )
Torhak (Ranged stealth)
Lorent (Bluff and healing ranged?)
Terrin (melee healing)
Copper? (Ranged, skills)

I know we already did this but now I forget how we split things.

I think Terrin and Lorent should be separated. Then we have a healer in both groups. They also have overlapping skills. Terrin doesn’t seem like someone who would pretend to be a bad person very well (especially wielding that holy symbol) so he might work better in the caves.

Copper and Torhak play the same role. They are both useful in different ways. I’m leaning towards having Copper in Kobold cave because of potential traps. But maybe we can use diplomacy and skip all the traps.

We may have to split the two warriors. Shamal and Merrick play a similar role. Shamal is better at persuading which could be used in either group. Merrick speaks draconic which will be useful in both areas I think. Merrick has advantage to dodging traps.

Urgan can go either place. But caves are best with his +8 in investigation. He can find the traps and Cooper can disable them.
Unless finding traps is perception. Idk

Is Corrah coming with us? What is her skill set?
 
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Double post: here is Snarf’s original idea:
Caves
Shamal (Desert/Dao Martial Melee no ranged) Paladin
Shade-9 (Martial Ranged) Gloomstalker
Merrick (Martial Melee) Barbarian Zealot
Torhak Sonevil (Martial Melee) Gloomstalker
(ADDED) Urgan Magall (Spellcaster Ranged) Illusionist

Shamal can also face if needed in the caves (Cha 16, persuasion +5) and Merrick can intimidate.

Bluff
Cha16 Aywin (Melee) Warlock/Paladin
Copper (didn't want kobolds, Martial, skills) Thief
Cha 16 Lorent Aelmoran (face, ranged spellcaster) Warlock
Terrin (martial melee, spellcaster) Life Cleric

Lake ?
Loklafd (NPC) (not involved in combat)
Urgan Magall (knows Loklafd, Spellcaster Ranged) Illusionist
Bjorn Ursal (Martial Melee) Moon Druid
Darius Braidon (Spellcaster Ranged) Psion
ONE NPC TO BE NAMED LATER (martial melee)



Also- Shade-9 (Martial Ranged) Gloomstalker
Note that Aywin went lake with Shad-9
 

Team Ambush:

Here's our conundrum as I see it. Our goal is to get two parties into the mountain through separate entrances. One of those is going to be the kobold caves and the other, I assume because we now have a password, is going to be the gate rather than the tower.

Getting into the kobold caves seems like it could be easy, not sure, while at the gate I think there's an opportunity to use the caravan as a trojan horse if we bring our whole force, take the gate, and then split up, sending a group around to the kobold caves from there. Two problems with that is it wastes time for the kobold group and they'll still have to pass the tower.

Another option is for the whole group to cross the bridge together and split up from there. It's unclear how difficult it'll be to split up without alerting the tower, so it might be a good idea to take out the tower with our whole force, although this runs the risk of alerting the gate before we get there. Then we could split up. Maybe the tower is a way in, and we forget about the gate at that point.

The last alternative is to split up now, but of course that leaves the gate group with the task of muscling their way in if the bluff doesn't work. Any thoughts?
 

I will talk a bit about Corrah in the IC. It looks like she's made friends with both Copper and Terrin - if they both go to the Caves, with Urgan or Merrick, or both, then she might be convinced to come along, or she will just show you there and make her own way back.
 

I think Terrin and Lorent should be separated. Then we have a healer in both groups. They also have overlapping skills. Terrin doesn’t seem like someone who would pretend to be a bad person very well (especially wielding that holy symbol) so he might work better in the caves.
I'm open to a swap although Terrin has already put on the mercenary outfit, but I just wanted to point out that Shamal and Torhak both know cure wounds, so the cave group might be okay on healing as is. Also, you might have missed it, but I described Terrin covering up his holy symbol with one of the Beast Boys badges.

Copper and Torhak play the same role. They are both useful in different ways. I’m leaning towards having Copper in Kobold cave because of potential traps. But maybe we can use diplomacy and skip all the traps.
I know Copper is on the fence although he originally expressed a preference for the gate, but Torhak, I believe, has said he wants to go to the caves.

We may have to split the two warriors. Shamal and Merrick play a similar role.
I'm thinking along the same lines which is why Terrin told Merrick we may need a warrior to come to the gate with us. I think Shamal is set on going to the caves because of his affinity for the earth element.
 

I’m not sure what the advantage of us going to the caves now or later. Maybe only that they don’t wonder where everyone went? Or maybe that it would be harder to sneak off so close to the watch tower


So our group composition is

Shamal (warrior, melee, healing, persuasion )
Urgan (wizard ranged)
Merrick( warrior melee tank, intimidation )
Torhak (Ranged stealth)
Lorent (Bluff and healing ranged?)
Terrin (melee healing)
Copper? (Ranged, skills)

Thanks for this, Taran.

Urgan has some ranged ability, but really his magic is "support". He's not a damage dealer (and when he is, it's up close).

Urgan can go either place. But caves are best with his +8 in investigation. He can find the traps and Cooper can disable them.
Unless finding traps is perception. Idk

Urgan is happy to go to the caves, but see next message.
 

Team Ambush:

Here's our conundrum as I see it. Our goal is to get two parties into the mountain through separate entrances. One of those is going to be the kobold caves and the other, I assume because we now have a password, is going to be the gate rather than the tower.

We have stopped the mercenaries. If we had time, we could wait for a patrol to weed the numbers further, but if there are 50-70 inside, then stealth and avoiding conflict are going to be advisable.

I will admit that I hadn't fully appreciated why we were making three parties -- I thought we could get by with 2. One group went to the Lake, and then there's Ambush. At this point, I am not sure which is the best way forward. We could

(a) split (in which case, Urgan would go to the caves)

(b) all go caves (still difficult to approach but perhaps we could find a way to avoid the watchtower -- an illusion could work. We just leveled and I didn't take Fog Cloud, but I could make a quick swap (if Fitz'd let me) and then we'd be good with that as well. (I chose Web, but had no intention of casting it.)

(c) all go in the wagon (as has been pointed out, we match the expected complement of the wagon, and now have a means of approach. If we do this, there's deception and a chokepoint at the gate. We might get inside, but we should be prepared for a major combat right away -- the goal of which would be, well -- what? To get away and hide? To kill all 50? I am not sure. But if someone tells me, then Urgan can be on board with that.

My preference is not to split the group further, and so if that influences Urgan's choices, his preference would be (c), (b), (a). But if we are splitting, then Urgan can still obscure the tower, and perhaps assist.

Let's decide!

The last alternative is to split up now, but of course that leaves the gate group with the task of muscling their way in if the bluff doesn't work. Any thoughts?
 


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