Interesting points everybody, I agree that we should think up flexible strategies, and that a lot of these things are left to chance in who gets highest in the initiative roll. However, I also want to say that Kraggan did order a retreat before the monster attacked at the beginning of initiative. Drusilia isn't blamed for what happened. Things went badly and went downhill due to multiple decisions. Other players have all made mistakes in every battle we have fought, we are still a level 1 &2 party getting used to each other. Kraggan couldn't do much in combat because I decided to rescue 2 players lives that we needed. I was only able to step in and finish Shakir's work killing the thing at the very end. However, being on the oars is not only a inconvenient roleplay device it is also a key position, which is why the DM doesn't allow afk people to do it. We need to have the understanding in place from this point forward that those on the oars are by default supposed to get us to some landfall in combat. Due to the squeezing nature of the boat, if someone tries to attack a rower other players should have AOOs to weaken it and hopefully let the rower do their task. I am not a new player, and though I haven't played in a while I do have some experience. Kraggan's sole responsibility shouldn't be navigation and loot division, you are right, but up until now all players have wanted to continue moving at every opportunity and not roleplay in session about strategies. I think this group is a great solution to that. Also, Joshua with Valern dead, in game I don't know if our characters would trust whoever your new character will be enough to immediately make them leader. Kraggan wouldn't. It is also her quest that she gathered party members to accomplish so she will want a say in keeping the party focused on that. Joshua I want to address your points and strategy options. 1. I feel that a raft to stow loot will not solve the issue due to the size of our party. From day 1, conditions in the boat have been considered squeezing simply due to numbers of players. Unless we are down to 3 player and no stuff, squeezing will continue AND our stuff would be at risk. I vote no on the raft thing. Anyone else have an opinion? 2. Yes, things got left out during wrap up. I think we should also consider a thread like this one for loot division and general wrap up that doesn't need to be done in gameplay. Leoavor trying to save kobolds for interrogation is in game roleplay, but then we had to take it with us when he couldn't play next session. It is a loose end, but an interesting theory for the trade at the chapel. When gathering the kobolds loot, we left the scale mail and most of the weapons. I believe I remember the DM mentioning low quality and no one took interest. Then we got distracted by the kid and the egg, but we still haven't dealt with those either, even now. Any ideas? We have a hostage, a kid, and an egg that doesn't seem to be a kobold egg... Just keep them tied up for now? Zeke made a fishing net with the bodies, but wasn't there to check on it. I don't think the issue is no one bothered to try and harvest that, but that with so many things, no one remembered it existed. We have to up our game there, or maybe players should get a notepad and we should take notes because going back in the long long chat log can be cumbersome. Baldriks death needed to be handled in game, but next time we should hand out items to the party from dead members in the Loot Thread. 3. Light is a problem sometimes, whenever we have the chance we should make sure the party has a certain number, 40?... Multiple party members can attempt it. We can make it a standard setting up camp task, tents, fires, watch assignments, torch crafting. Also, almost all of us have low light vision... we don't need torches at camp, and maybe we can try to look into a more efficient method of light distribution than torches. Then maybe we could only use torches for combat. 4. Rather than talk about a conversion to a land based operation so soon (while we are deep in a set of river caverns with no exits in sight) , we should gather wood next time we make torches. Anyone have a suggestion on hammer and nails? Does anyone have some? As far as a hired mercenary team and wagoneering group, that's a good plan for the future, but still well off. It also hinges on the finding of this plant, as group treasure is currently only 485 gold, if you convert the silver. We can't afford the wagon and animals yet, let alone pay wages unless we succeed in the bounty. They are 2000 gp per plant we find (minus 1 to keep our promises to the gods) Last, about the Tiamat temple plans, I like your creativity. I think that they should go in reverse, or possibly simultaneously. If Leoavor attempted to negotiate with your plan WHILE Zeke sneaks in, perhaps the distraction would increase his chances. And if he attempts to get a flower for each the child, hostage, and egg that would be even more lucrative, and we have a starting place to bargain down from (keep in mind we need the plant down to its roots with soil. We can keep the plants in some helmets. I think 2 are in the boat, but if we find more that would be better.) Who knows how many plants we will actually find, and more plants is more money. Also, if they are lured out into an ambush then attacked without cover, the more advantages the better. It would also give Zeke more time to look if they are not easily found or he needs to look around the chapel. Though Riet the Druid said in the Chapel... Anyone else have thoughts?