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Coriolisdave (talk | contribs) (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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