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Ah, that makes more sense. As long as you're on or close to one of the long piers, it should work then.

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since we have a lot of rogues in the party, I haven't really thought anyone wanted to be enlarged, but is there anyone who'd like an Enlarge person cast on them?

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Ēoswulf is more barbarian than fighter. He is always down to be enlarged

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Have we moved on to the second part of this?
If so, do we have a chance to do day job, buy things, etc?
Just checking. Not sure that I need to...

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This event (probably combat) is the last of the first scenario. You'll always have the chance to do after- and between-scenario stuff, even if it doesn't make sense in-game.

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Ok... the flow just felt... weird...
thank you

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And that concludes part one! Chronicles are nearly done, if I could get your Day Job rolls?

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1d20 + 4 ⇒ (6) + 4 = 10 Profession, merchant

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Many of us already did the day jobs at the start of this thread !
But, for Alaric, anything he might earn gets spent on Dino-chow!

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Ugh, wouldn't be a session of me filling out Chronicles without forgetting something. Saves Tere from a bad roll.
In that case, Chronicles are here, and I'm just off to report the game. Does anyone want to stop for any period of time before part two? I'm ready to start whenever.

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I have to level Alaric, but I will have that done today.
Well, that’s frustrating
1000gp short for adding “wild” to my armor.
After this adventure, I guess!

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Looks good.
I think I might buy myself a runestone of power (available on a chronicle to me) - just in case an extra spell would come in handy.
I'm good to start whenever.

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Alaric picked up a cloak of resistance +1.. a small purchase which leaves him enough, assuming the mission goes well, to finally get his armor enchanted to wild... so that it keeps his AC while wild shaped. So helpful!
I should have him ready tonight

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How many of us chipped in to cover the 150gp gambling debt?

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Good question... I know I did.

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Oh yeah, forgot about that. You did well enough in getting the supplies at a discount that the 150 can come out of the money you were given.
I'll post the opening text now, as there's next to none. When I'm back from work tonight, I'll continue past that. You can use that time to declare any preparations and whatnot.

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Purchases:
-2pp mwk Breastplate w/mwk armor spikes (700gp value)
+125gp sold Breastplate w/armor spikes
-2pp mwk heavy shield w/mwk shield spikes (520gp value)
+35gp sold heavy shield w/shield spikes
-1000gp +1 enhancement for Breastplate
-1000gp +1 enhancement for shield
-2000gp +1 ring of protection
Does anyone know if you can increase the strength rating of a bow just by paying the difference? Thinking of buying a Masterwork +3str longbow with prestige points and then increasing the strength rating to +5 by paying 200gp.

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Not sure if you can spend extra money to raise the bow to +5 STR but you are limited to using prestige to once per session. You might get a normal MW bow, upgrade it to +1 and spend 1,000 gp to get adaptive if your strength is going to change. It would also allow another player to use it for a session if they do not have your strength.

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Oh crap, I didn't realize it was once per session. I guess I will buy the shield out of pocket then.
Adaptive is not CORE unfortunately :-( it is from Ultimate Equipment

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Forgot about that. Two Blades is the only Core character I play. Might be easier to use the prestige for the shield and pay out of pocket for the bow sine you want it to be a higher strength.

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I'm already spending 2pp on the armor. I guess that could be from end of part 1 and the shield could be be beginning of part 2.
I will buy the bow out of pocket.

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Purchases:
-2pp mwk Breastplate w/mwk armor spikes (700gp value)
+125gp sold Breastplate w/armor spikes-2pp mwk heavy shield w/mwk shield spikes (520gp value)
+35gp sold heavy shield w/shield spikes-1000gp +1 enhancement for Breastplate
-1000gp +1 enhancement for shield
-2000gp +1 ring of protection
So add this to the above:
-900gp MWK +5 str composite longbow-4gp 40 cold iron arrows

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Gah, I realized there was no point in making the Shield spikes Masterwork. I won't generally use them until I have the Shield Master feat, and that will apply the shield bonus to attacks and damage.
So I am going to spend 220gp out of pocket on those instead of 2pp.

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As noted before my purchase is
one runestone of power (1st level) - available via a chronicle.

AC Shredder |

ok, so Shredder is now become even more vicious... he got bigger, so is medium sized, so his claws are now attacks, and most importantly... gets pounce!

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Sounds as if these archers picked the wrong day to attack a Pathfinder caravan.

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Alaric is annoyed.
Really annoyed.

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Okay, we are in a world of hurt right now. One more hit like that and I am a goner. We are bunched in to close to each other to back out without timing it right. Ēoswulf and Khellek head out. We can then use a withdraw action into those spaces and reform at the stairs is my thought.

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In that case I'll retcon a withdraw up the stairs and hold off using the wand.

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I'm setting up for a wraith fight in another PbP game, so I'd checked it recently. A standard wraith's CON drain has a DC 17 Fort save to avoid, per the description of the CON drain ability.

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Oh, really? That's a bit of a relief. Not sure how I didn't see that in the bestiary entry or the ability description. Alaric and Two Blades, feel free to roll those.

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Okay, the battle is still going to be a problem since half the party are rogues and I think we can not sneak attack unless we have ghost touch weapons or such. I was going to suggest that we reform in the stairway but they can still swarm us since they can come out of the walls and floor to attack.
Please take a look at your chronicles to see if you have anything that might help. They only thing I have useful for this battle is a reroll against undead.

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If we're on the stairs and in the sunlight, they can't attack us. On the other hand, if they come up to the edge of the light, Ēoswulf is probably the best equipped to deal damage to them in a fight. Unfortunately, I didn't buy any ghost salt for Tere, and his bow isn't magical.

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Ghost salt isn't Core anyway :-(
I can help with Tere's bow, as I have a special 1/day use of magic weapon.
Sounds like this is going to be a busy fight, and it is only the 2nd one in the scenario!

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I thought PFS Field Guide items could be used in Core.
ETA: I just reread the Field Guide, and can see that it's definitely not Core. Ah, well--good thing I haven't used anything from it.

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They probably expected you to have a full cleric itching to turn some undead. The bow and the wand of cure light wounds might prevail over the sword on this one.

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Getting Alaric and Shredder mage armor will help(and the others, too).
It is more of a matter of generating damage fast, as it will be halved.
Magic Missile still works well against incorporeal undead, too.
Magic attacks will still do half, though they don’t crit or have precision. I am going to go Dino for more attacks.
We can retreat back to the sun, and then prepare

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I've got a single flame strike, if they get bunched up enough... but it will also only do 1/2 damage, if I am correct.

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Handing the wand around would be interesting... but hopefully helpful.

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I'm not great with UMD. That said, once I have used magic weapon, heroismed folk and used the wand of mage armour on our dino-team, if the wraiths are still up then I'll happily give it a go.

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Sorry, guys, this one's proving to be a doozy. The wraiths are mindless, fighting until destroyed, but they aren't going to pull anything crafty. If you all went into the light, they'd probably follow, realize the problem, and retreat on their next turn. At least that would net you as long as needed to heal HP between bouts, but you don't have the time or resources to attend to the drain.
Any more ideas? You've probably looked over your boons, but if you have anything to boost your saves, or just increase damage after having to deal with the halving, that'd be great.