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Tactics and junk

I was really impressed with everyone's combat tactics last game.  We concentrated on taking out one bad guy at a time when we could, we were never flanked, the tanks protected the squishier folks and the spellcasters used their area of effect spells to the absolute best use possible.  the overlap of the Hunger and the Spirit Guardians was a joy to behold. What should be our next move after we search the room (Kodiak wants to know if any of the Battleaxes or crossbows are magic and if there is anything worth noting on the throne)?  There is a passage to the North and South on the West end of the room and we haven't looked in the East end where there may be more options. Also, what is our plan if we encounter more of these dwarves? Do we talk or fight?  These did not seem to want to talk.  Ultimately, are we going to be force to kill every dwarf we come across?  I'm OK with that.  These guys are dicks.
Agreed. not only were we working pretty well together, when combined with the additional flexibility of 3rd level spells, it works incredibly effectively.  As for future dwarves, I think we should continue to influence them, try to persuade them to see what they're becoming. Try to convince them that they are physically aligning themselves with their enemies. "Look beside you, don't you see that? That is the face of our sworn enemy, and the enemy of all dwarves." Can't you see what you're doing is wrong?.  We all know that these dwarves are not evil, just been told a lie. We have the opportunity to set that right. If they refuse, then it can only mean their minds are beyond corrupted and must be destroyed.
I agree with Steve.  I think Sonn would still want to try talking to the dwarves in order to avoid violence if possible, though, honestly,  Sonn seeing Soldarak guards working willingly with those daelkyr aberrations would probably make him less inclined to do so than he normally would be. In regards to next steps, I think Sonn is particularly interested in the sounds of smithing that we can hear coming from the south of the chamber we are in.  I think we should investigate that area if possible.  Judging by our most recent encounter, whatever the Soldarak smiths might be making is probably not good...
reflecting on last game one thing I think, (this falls under the "and junk"), that could be utilized is trowing Tempelton on top of Comrade Bearcat for scouting out places/rooms. Also any tips to make Vellios more of a contributor? I feel like I am under playing him at tames due to inexperience. He is the first leveled up character I have ever done past level 2 so it is all first rodeo time.
Hi KC. I can offer a couple of suggestions that might be of help. This is only my own opinion and does not reflect on your characters actions, personality, etc. This is purely looking at the Rogue from a mechanical perspective. First, remember that you are the stealthiest person of the game. Although the owl and the rat might 'seem' quieter, your +10 (I think) stealth bonus makes you the ideal lookout. Though familiars are useful in many situations, when we know there are people ahead and stealth is a factor, this can certainly be your strength. Other Skills you are also highly proficient in (gaining expertise in stealth and something else). Do what you can to leverage your skills. I suspect it is sleight of hand, so useful for pick pocketing, or hiding lockpicks. Be creative in how you can use your skills as you far exceed the capabilities of the rest of the party in the skills where you have expertise. Your Sneak Attack is one of your primary offensive capabilities and quickly (level 5 is 3D6) becomes a very powerful recurring attack that can do a great deal of damage. Doing what you can to remain on the offensive and getting the sneak attack every chance you get is ideal. This you've done pretty consistently. Consider your spell list carefully. As you have limited spells available to you, try to pick spells that would bring a unique function to the party. Two people with the same utility spell is usually redundant (eg, two mending spells is usually unnecessary). Sometimes this requires some out of game discussion, but other times its also considering what is fitting for your character and the style of how you play. This selection can also change whether your going with offensive based spells. However, as a Rogue, you will be less likely to use offensive spells (in favor of Sneak Attack). At 5th level, you can also be less afraid of being hit. Uncanny Dodge will reduce any damage you take (that you see coming), by 1/2. This can save your life. Once, my party (3 of us) took a dragons breath, dropping both the paladin and the Cleric, my uncanny dodge (plus a successful reflex save) left me the only one standing, and saved the party. With that said, there is no such thing as a 'correct' way to play a rogue. I've seen a melee based Arcane Trickster, and a full on Swashbuckler style rogue. How you play is a mixture of the personality you want to get across and the backstory of your character. If you are a Valenar Elf, then perhaps make references to your 'honored ancestor' that has selected you as their avatar. Or are you from Aerenal? I can help you develop aspects like this that are unique to Eberron, if you would like. I hope that these suggestions are helpful, and are meant in no why to say that how you play is incorrect, this is just to help call our your strengths, how they differ from the party, and how you can leverage them. Happy to chat offline any time. :)
Thanks Steve, I'll shoot you an email on what I have tinkered with. 
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Koop
Pro
Hey Kevin, I try to stay out of player tactics discussions, for several reasons--most importantly, because this is the players' opportunity to shape their own team. Plus, lots of folks are far better at the D&D tactics stuff than I am! But I'll say that I think you're doing a fine job for a first time past Level 2, and that Vellios has certainly been contributing in combat and to the group. Past that, I agree with Steve that rogues offer a fair amount of flexibility to their combat and play styles. You've already been using the rogue Cunning Action bonus action to good effect to Hide. Combined with Stealth, that's a solid choice. Cunning Action also allows a rogue to either Dash or Disengage, which means that they have the most flexible combat movement of any PC. In 5E, a PC can move both before and after an attack; combined with Disengage or Dash, that's a lot of flexibility to perform melee attacks (including flanking) without leaving the PC next to the opponent for a retaliation. I'm not advocating that as a combat style for Vellios, but it's something to consider in addition to staying at range. The Arcane Trickster build provides Vellios with some flexibility, too, as it offers illusions and enchantments that aren't strictly damage-dealing but can set up conditions for success in and out of combat. You can get very creative with illusions and spells like or even Charm Person. Consider, too, that Vellios's ability to be sneaky may allow him to cast some spells without an opponent (in or out of combat) noticing that they've been cast. Vellios could use his spell-casting to set up others in the group for success. That's worth discussing with the crew. Finally, roleplay and backstory. Kevin, you shared with me some ideas for backstory, and I've mentioned to you some threads I hope to develop (some of which we'll likely begin to see fairly soon in Episode 5, assuming things continue to play out as they appear to be). But as a co-creator of this story, you can decide the essential question Vellios is trying to resolve for himself. Consider your favorite fictional protagonist--Luke Skywalker, Peter Parker, Avatar Ang, you name it--they each have an essential question they're trying to resolve for themselves, which boils down to: what is my role in the world? Can I step into the role that I see for myself, or that others expect? How do I overcome the obstacles that prevent me from becoming my ideal self? Finding that tension--the ideal self that Vellios is trying to achieve, and the obstacles that stand in his way of achieving it--may help inform the roleplaying choices you make for him. Your fellow players can help with all of that as much or better than I can, but I'm also glad to help brainstorm if that would be of use to you. :-) Koop