Team Alfa Seventy-Eighth Session: Difference between revisions

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(Created page with "= TLDR = = 18th Sunforge = After a bunch of <s>grabass</s> strategising, a scouting group is sent to reconnoitre the Dwarven Bridge (proposed crossing point). Team Alfa, in turn, sets off for the Trading Post. = Several Days of Uneventful Travel = Nothing of interest occurs. At all. = 22nd Sunforge = As the crew approach the trading post, we note signs of mass flight and panic, heading south. == Trading Post? More like Trading Ghost == As evening approaches, the c...")
 
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* Four (4) recovered barges, 30'x50' in size.  
* Four (4) recovered barges, 30'x50' in size.  
= We have cash, you know =
== Hire Mecenaries? ==
* Mercenaries (Skilled Labor with Weapon Prof) is 2 GP per day per mercenary.
** use downtime actions to recruit.
** A traditional, recognized mercenary company would be more expensive.
* Too sizeable or professional a force might just read the situation, just wipe out monstertown then and there, and then go home with the money.
* 50 dudes with 10 HP, 16 AC and +4/1d8+2 damage doesn't stack up great against gnolls (22 HP, 15 AC, and +4/1d8+2), but it's not a blowout.
* The rest of the town stacks up as follows:
** Gnoll:  (22 HP, 15 AC, and +4/1d8+2)
** Front Liners
*** Hobgoblin: (11 GP, 18 AC, and +3/1d8+1+2d6)
*** Orc: (15 HP, 13 AC, and +5/1d12+5)
** Cavalry
*** Worgs: (26 HP, 13 AC, and +5/2d6+3+Prone)
** Support
*** Goblins can use shortbows, so they are obvious better used as archers.
*** Kobolds use slings --shorter range, but they also have pack tactics, making them ideal skirmishers.




[[Category:Team Alfa Session Notes|78]]
[[Category:Team Alfa Session Notes|78]]
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