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I should point out Arbiscar advances in Slow mode (half prestige, experience and gold except for dayjob).
It's ok for me to the 7th player.

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I should point out that I volunteer to get the other half of Arbiscar prestige, XP and gold.
It should be a shame to waste it.
(just kidding, but worth trying ^^ )

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Ha, ha Eredur. Thanks for reminding me about the slow tracking. I have your sheets ready and can get them to you all pretty soon. There's really just one loose end to tie up first.
That 7th player did decline so we should have the exact same group for part two.
The next part looks pretty great. You guys get to be werewolves! Seriously!

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Awesome!!!
I'm going camping this weekend, leaving Thurs night. Can we delay the start of Part II until Monday so I don't miss anything?

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Of course! I still have to prep it! You should get your chronicle later today so you can at least think about purchases.

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Since we're sticking the same group, we're just rolling forward in this thread, right?
Yeah, definitely going to have to ponder purchases and the cheapest upgrades for my AC!

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I was thinking about making a new thread, but I think sticking with this one should be fine.

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So post session I am going to go ahead and pick up:
2 PP Wand of Bless Weapon
1000 gold enchant armor to +1
I guess that 1K for +1 AC is the cheapest route available to start with hah!

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Yeah, +1 armor enhancement and a cloak of resistance +1 are super cheap defensive upgrades. Definitely good things to get at your level.
So I am just going to use the same slides. I'll move the important stuff to the front but still keep in the hand outs and pictures from part 1 for reference. I did make another sign in sheet. Please update anything you need to, although you can wait to roll that day job check for later if you'd prefer. There is also a hand out about Ashava's blessing. I am guessing everyone is going to want to be in the hybrid form for the adventure as its just a straight buff with no real downsides. The wolf form has an awesome movement speed but you lose speech, hands, armor, and the ability to cast spells. Feel free to adjust your stats if you'd like. You'll be in that form for the whole scenario.

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Does the blessing apply to animal companions, too?

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It would be cool have a wolf/badger hybrid, but no, I'm reading the ability as only applying to the PC and not to companions, familiars, etc.

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It makes sense to continue in the same campaign/threads. It also makes it feel as some kind of short module :)
This transformation mechanic makes me remember about a second season scenario where the party transforms into undead to pass their mission: #2-25: You only die twice.
I have a question regarding the "lycanthropy" slide. What action is to swap between forms? According to the werewolf Change Shape ability, it is a move action for natural lycanthropes and a full-action that requires a successful Constitution check.
Also lycanthropes usually gain +2 Wis, –2 Cha in all forms and +2 Str, +2 Con in hybrid and animal forms. Does those bonuses apply to us during this scenario?

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Its not typical lycantropy, its CELESTIAL lycantropy. So you get get whatever benefits are on that handout...except that because you have played part I, you ALSO get the benefits of the Celestial Lycantropy boon on that sheet, which is the acid, cold and electricity resistance 5.
I am going to assume Full action to switch forms. That makes sense, as they describe it as a slow transformation and that is consistent with other polymorph affects such as enlarge person.

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Ok, I will fix those chronicles later tonight. See, I told you there's be a mistake somewhere! At least you can see how much money you're getting so you can plan out your purchase.

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Also, I love You Only Die Twice. I've only had a chance to GM it and would love a chance to play. Heck, I'd love to GM that one again. The final fight is a fun one to run.

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Kala's Chronicle could use her name, PFS#, etc. at the top. Otherwise it looks good. Thanks!

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I leave that up to the players to fill out. That's how we usually do it when running a live game. I think the gray sections are the only parts that require the GM to fill out.

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There is a new sign-in sheet on the slides. Most of your information should be the same, but if your level increased please put that in there, as I think we're on the edge of playing up. Also, there is a column for putting down your character's greatest fear. This can be a phobia, like snakes or heights but it could also be self doubt like a fear of disappointing your parents. From all of her personal introspection, I expect Kala's might be interesting.

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Oh, man! She has so many insecurities, but greatest fear? That's something buried so deep I don't know if she even knows it herself yet. (If she had to guess, it would be losing Stinky. Shows what she knows!)
Kala will still be level 4 for the next scenario.
Profession (trapper): 1d20 + 8 ⇒ (17) + 8 = 25

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Losing Stinky is definitely something I can work with (insert diabolical laugh).

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If she loses him, the next animal companion will be another wolverine named Smelly. Then Stupid, then another Stupid (because why not?), then Rat, and finally Creatures. If she goes through animal companions that quickly, though, she may stop naming them after that.

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BTW, when the Azata cured us, did that negate Kala's negative level, or do I need to use Prestige Points to remedy that?

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The Pharasmans gave the party a scroll of restoration, which would cover it, since you were the only one to get energy drained.

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I think Eredur's greatest fear would be to fail his comrades in battle, a situation were his spells can't save them, or he hasn't the right spell to save them (ironically worse if he has the spell in his spellbook but not commited to memory or already used)

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Great, these are all things I can work with! So I will have the initial post up later tonight. I still need something from Mun and Finnius and if you can add the fear to the spreadsheet I appreciate it!

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The Pharasmans gave the party a scroll of restoration, which would cover it, since you were the only one to get energy drained.
Great! Kala would've asked Therin to use it on her. Thanks for the reminder.
Kala purchased a Ring of Protection +1 for herself and some barding for Stinky (studded leather armor).

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Therin's is becoming undead...he hates them as his cousin was killed by one..which was another of my toons that died in Crypt of the Everflame...
Uh, don't tell me... the shadow. That was my second TPK at the Crypt, on my second Pathfinder session 6 years ago (time flies!).

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nope..the BBEG...almost had him...we had bad rolls and he had good rolls...
Also, buying some gear...getting +1 breastplate, +1 heavy steel shield and +1 cloak of resistance..selling my scale mail and steel shield...total cost...1350+1170+1000-35=3485 gp...

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Still needs to buy stuff, will do this evening, hopefully

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I'm back from my trip, but I still need to do chronicle stuff. It won't level Mun up, so there shouldn't be much change to the statline, just purchases. I'll work on that tonight, but am happy to start the RP aspect as long as we're okay with an equipment update slightly after we start.

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A quick question: does Bracer of Armor and Ring of Protection stack?
Would they stack with a Mage Armor spell?

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Bonuses of different types always stack with each other. Bonuses of the same type rarely stack (dodge is the only one that consistently stacks with itself).
Bracers of armor provide an armor bonus
Rings of protection provide a deflection bonus
Mage armor provides an armor bonus

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So ring of protection+Mage armor give me +5 total armor bonus, while Mage Armor+Bracers of armor give me +4 bonus (from the spell alone), right?

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That is right! Also, that ring of protection is a deflection bonus so it also applies to touch attacks, unlike the bracers. Now if you're looking for an armor bonus, you are probably going to be better off with a haramaki, which has no spell failure or skill penalty, so even without proficiency it is safe to use. It can even be enchanted just like any other armor.

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From someone who played a druid all through Mummy's Mask to the end, I can tell you polymorph effects have many details difficult to remember.
I will go ahead and just post this here for everyone's reference, bacause it will affect the full wolf form (a polymorph effect). That is defined in the magic chapter, on the polymorph entry, a section most people seldom read more than once in their gaming life.
A couple of things to bear in mind are:
Those are the highlights I think.

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Buy
+1 Haramaki (1303 Gp)
Cold Iron Battleaxe (20 gp)
And maybe a few L2 spells if possible

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Yep, there are a lot of things that change if you go into the full wolf form, which is why I'm expecting everyone is probably going to stick with the hybrid form. None of the issues you mentioned happen with the hybrid form. You're basically just becoming a more hirsuit version of yourself, but with some nice buffs.

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Also, when you're full attacking, you can make a bite attack as a secondary natural attack (-5 to hit, 1/2 Str and Power Attack bonuses), even while using a weapon.

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Bought:
Msw Warhammer 312
Msw Cold Iron Battleaxe 320
+1 Haramaki 1153
L2 spells (40 gp each)
Bear endurance, Bull strenght, Fox cunning, Cat's grace, Owl's Wisdom, Stone Call, Resist Energy, Invisibility, Eagle Splendor, False life, Masterwork Transformation, Spontaneous Immolation (12*40=480 Gp)
Total spend 312+320+1153+480=2265
Gold left 3427-2265=1162
Craft Jeweller, msw tools, Artisan trait: 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24
Eredur looks at Mun's work, then at his own. He says nothing, but makes sure Mun's hears everything unsaid.

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Tsk tsk tsk, Arbiscar. I didn't say anything about will o'wisps having an electrical attack. Have you been checking out d20PFSRD?
Sorry good man, my bad, no, I have not checked it (now) but I have been fighting will-o' and GMing bestiaries all down to AD&D, and recent Owlcats Pathfinder Kingmaker has prominent fights against them, so it is kind of an iconic monster :)
I wanted to ask here about the common powers of a will-o' and from Luvyire answer I kind of implied that we were agreeing will-o' is a typical iconic monster enough to some things be commonly known as most people know one or two things about vampires in real life.
I assume the group is going to make questions and do research about will-o' before leaving the lodge. It is not that usual to know what you are facing before hand anyway and we should profit that advantage.
In any case, I am happy to adhere to what you tell us the party knows about them and keep the rest of my player knowledge to myself.

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No big deal! Honestly, you guys know what you're fighting, had almost a month in game time between scenarios, and have access to Sheila Heidmarch's library, so everyone could have taken 20 on Kn:Dungeoneering to learn as much as they could about will o wisps. No one did it, but they might have not known that you can do research even without the skill trained.
For knowledge checks, I know some GMs like to do the questions thing but I prefer giving out facts, starting with most commonly known and most pertinent. If its something like a demon that has a common suite of resistances, that's what you'll get if you make the check. The advantage is that I can make sure you're getting to know about a monsters most iconic, well known abilities. The downside is that the player has less control over what they learn; but I think this is tempered by the fact that I always give the player something on a success.
Your roll earned an additional piece of info, so I gave you their invisibility and their magical immunity. I did consider offering that they have an electrical attack for your check.

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Arbiscar, I actually didn't know that full defense was just a standard action. I had always assumed it was a full round action. I had to look it up.
In fact I think it was a full action in D&D3 and only Pathfinder changed that to a standard ;)