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Sylvester grimaces as he sees Merida in a bloody mess. He draws his wand of cure light wounds and attempts to cure her.
UMD,wand of CLW: 1d20 + 16 ⇒ (20) + 16 = 36
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
The gnome grins as only a few scratches are healed. He knows full well that these magical devices are fickle.
"This may take a bit of time."
Merida is healed 2 hit points. :)

DM Carbide |

Sylvester restores a bit of health to the wounded fighter.
Bullwhip?

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Bullwhip stands his ground, using the wall for cover.
+1 dwarven waraxe v mother in-law (power attack): 1d20 + 7 ⇒ (6) + 7 = 13 damage: 1d10 + 10 ⇒ (3) + 10 = 13

DM Carbide |

Round 3 (ongoing):
The creature takes a short step forward, licking Merida's blood from the end of the chain, before unleashing a barrage of attacks at Bullwhip from around the corner. Only one hits for 7 HP. The dwarf's return blow doesn't get through the chains it wears.
Everyone else can act!
Chain damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7

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Sylvester attempts to patch Merida up.
CLW,UMD DC 20: 1d20 + 16 ⇒ (11) + 16 = 27
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
The wounds close slowly but the gnome figures that slowly is better than not at all. Another 2 hit points healed for Merida.
He calls out to the dwarf.
"Bullwhip, don't hog all the action. We want to play with your friend as well."

DM Carbide |

Round 3 (ongoing):
Initiative order
Enemy-acted
Merida
Corey
Seebonickk
Sylvester-acted
The Reverend
Bullwhip
Sylvester continues to get minimal productivity out of his CLW wand.
Everyone else can go!

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"Pull back! Get it in an open area!"
Corey hustles into the wide hallway and gets next to Merida. He pulls out his bow and waits.
"I hope they can lure it out so we can help destroy it."

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"'ey! Yer al' charged in 'ere an' did yer tin'! Nigh let me do mine!" roars the dwarf. He steps in a let's Corenthiir's mother-in-law have it with the business end of his waraxe.
+1 dwarven waraxe v mother-in-law (power attack): 1d20 + 7 ⇒ (18) + 7 = 25 damage: 1d10 + 10 ⇒ (7) + 10 = 17

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"I guess there is no 'T' in Bullwhip."
Sylvester quips with a smile. If the dwarf wants a solo mano a mano bout with the creature then who is he to complain. Bullwhip is no different than most of the dwarfs that he has met,tough,ornery,stubborn to a fault and often in need of a good bath.
"Don't worry people it will be a cakewalk for Bullwhip. Cheap bargain basement chains versus dwarvern forged steel is no contest at all."

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The Reverend nods knowingly at Sylvester. "I suppose we will just have to wait and see who the Boneyard is welcoming today."

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"Thank you, Sylvester. I feel a bit better already."
Merida draws her own wand of CLW and tries to make it work.
CLW,UMD DC 20: 1d20 + 6 ⇒ (4) + 6 = 10
But the wand doesn’t obey Merida's command. Her deep wounds are making it hard to concentrate, it seems...

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"Thank you, Sylvester. I feel a bit better already."
Merida draws her own wand of CLW and tries to make it work.
But the wand doesn’t obey Merida's command. Her deep wounds are making it hard to concentrate, it seems...
"GODS DAMMIT! PUT YER DAMN MAGICAL TWIGS AWAY AN' PULL OYT A CABER YER IDIOTS!!" roars the dwarf.
"Oi swear yer people an' yier 'idiot sticks' an' naw wan in de party who knows 'oy ter use dem." mutters the dwarf darkly at all the wasted effort, while here he was buying time against Corenthiir's mother-in-law--and what a piece of work she was!
"JIST WALK IT AFF, AN' DO SOMETHIN' USEFUL!!" he shouts over his shoulder.

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Red moves down the hall and uses his magical twig on Merida.
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
"See, that's how it's done. Though I can imagine that it is a but distracting now..."

DM Carbide |

Bullwhip, since your BAB is +4, shouldn't your Power Attack be -2 to hit/+4 to damage? You've got -1 to hit/+4 to damage. Also, your AC in your header doesn't match your AC on your sheet--it looks like your header is wrong.
Bullwhip lands a solid blow on the creature, but its flesh is resistant to his blade. It gasps in a mix of pain and ecstasy. Everyone else either works on curing Merida or holds in case the enemy gets past the dwarf.
Round 4 (ongoing):
Initiative order
Enemy-acted
Merida
Corey
Seebonickk
Sylvester-
The Reverend
Bullwhip
Four razor-sharp chains lash out at the dwarf. The first three connect, and he barely manages to block the fourth. Take 26 HP, Bullwhip. From his vantage point, the fighter can see the gash his axe blade left slowly start to close.
Party up!
Damage: 6d4 + 6 ⇒ (3, 2, 4, 3, 4, 4) + 6 = 26
Enemy: AC 21 T 13 FF 18 HP taken: 10

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Bullwhip, since your BAB is +4, shouldn't your Power Attack be -2 to hit/+4 to damage? You've got -1 to hit/+4 to damage. Also, your AC in your header doesn't match your AC on your sheet--it looks like your header is wrong.
Thanks for the heads up. Although the only thing of significance is that his standard AC should be 23 (touch and flat-footed were and are correct). The description of Power Attack under special abilities was out of date but his attack and damage dice (the thing I reference when fighting) was up to date. +7 atk, 1d10+10 damage with Power Attack.
Oi 'ope folks are ready.
Bullwhip withdraws using the wall for cover.
In his haste through the short hall he passes something low, and red. Hm!? Ah, whatever. Proobably isn't important.
Bullwhip heads north unless someone waves him south. In which case he still has another 5' of movement.
"Well, ye ready? what's de plan?" says the dwarf breathing hard. "Corenthiir, do yer 'av a way av gettin' in touch wi' yer auld father-in-law? An' where's Seebonickk?"

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Seeing that it is getting too crowded up here, Red moves back to the southern side of the passageway and again prepares to hack at the adversary.
Slashing Damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10
Critical Confirmation: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Critical Damage: 6d4 + 18 ⇒ (4, 4, 3, 2, 3, 3) + 18 = 37

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Sylvester shakes his head when he sees the mess that Bullwhip is in.
"Exactly like my mother-in-law. She gives better than she gets."
The sorcerer grins.
"The plan is to keep moving so as not to get tagged."
With those words the little gnome and dog team are mobile again trying to keep away from the whirling chains of death that is the creature that they are facing. He spurs his mount on with knees as he draws forth the emerald frog from his pocket. When Sylvester reaches his destination he drops the frog to the ground while speaking the word of its activation.
A giant frog appears next to Sylvester and Shaggy.

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"The plan is to keep moving so as not to get tagged."
"Ah, de auld 'Oi don't 'av ter oyt run me enemy, Oi jist 'av ter oyt run de dwarf an' de gnum on foot' strategy, is it?" Bullwhip says resignedly.
A giant frog appears next to Sylvester and Shaggy.
"DE HELLS!" exclaims the dwarf in surprise.
Seeing that it is getting too crowded up here, Red moves back to the southern side of the passageway and again prepares to hack at the adversary.
"Say where's de cleric??" Bullwhip says looking around for the party's nominal healer to bolster his flagging ability to stand and defend like a mobile, low garden wall.
"Ah, for de luv of--." he curses seeing the man at the far end of the hall.
He turns back to the gnome on the dog only find them gone. "Typical."

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Merida tries her wand of CLW again, this time on Bullwhip...
CLW,UMD DC 20: 1d20 + 6 ⇒ (12) + 6 = 18
...but again, the wand does not obey her command.
"Darn it!" How did the Reverend do that?

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Bullwhip's eyes bulge and his facial hair curls up at the inappropriate stick prodding.
"NOT SO LOW, LASSY!" Bullwhip shouts with a start.

DM Carbide |

She's taller than he is--more likely to be poking him in the ear.
Round 4 (ongoing):
Initiative order
Enemy-acted
Merida-acted
Corey
Seebonickk
Sylvester-acted
The Reverend-acted
Bullwhip-acted
Bullwhip retreats, Merida tries to heal him, Sylvester calls up a frog, and the Rev positions himself and readies an attack.
Corey and Seebonick?

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"Do you think that chain creature is going to follow us to out here? I'm ready whenever you all are."
Corey delays.

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"SEEBEE!!! Hurry your little gnome butt outta there!"

DM Carbide |

Botting Seebonickk to keep things moving:
The gnome retreats to just behind the Reverend. Seebonickk, I figure the retreat is a given; if you want to move to the other side, feel free.
Round 5 (ongoing):
Initiative order
Enemy-acted
Merida
Corey
Seebonickk
Sylvester-
The Reverend
Bullwhip
Still smiling, the creature follows the party out of the room. It avoids the obvious killing ground for the moment. Red's scythe takes a small piece out of it nonetheless, while the frog can't get a good bite from around the corner. One chain wraps around the corner and hits the Reverend for 8 HP. Red also notices that his scythe doesn't do as much damage as expected, and further that the wound left by Bullwhip's axe continues to heal.
Everyone can act!
Chain damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8
Enemy: AC 21 T 13 FF 18 HP taken: 13

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Botting Seebonickk to keep things moving:
The gnome retreats to just behind the Reverend. Seebonickk, I figure the retreat is a given; if you want to move to the other side, feel free.
I don't know. Seebonickk seems like he might be a mean tactical wrestler. I bet you has has a luchador mask that he dons in secret and then reappears as as Tomas the Tiny Tiger™! In his guise as the Tigre Diminuto he pounces upon his prey!
Seeing that no one else is taking charge, Bullwhip does so!
"Oye! bard-boy! Don't jist stan' dare! It's yer mother-in-law! Do somethin' useful--sin', or dance or play wi' wee puppets or whatever 'tiz yer do! An' you, bow-girl, drop dat stupid steck before sum enterprisin' dwarf sticks it up yer back dur sideways! Make yerself useful an' strin' yer bow! You, ill-favored clergyman! Ah've got a magical 'ealin' backscratcher on me belt. De control phrase is 'a wee lower an' ter de left'. Oi also 'av a poshun dat can cure yer moderately well. Seebonickk, put on yer wee wrastlin' mask, an' prepare ta pounce! You, you dense frog--Oi don't nu. You're a dense frog! I guess whatever yer do don't croak!"
Still smiling, the creature follows the party out of the room. It avoids the obvious killing ground for the moment. Red's scythe takes a small piece out of it nonetheless, while the frog can't get a good bite from around the corner. One chain wraps around the corner and hits the Reverend for 8 HP. Red also notices that his scythe doesn't do as much damage as expected, and further that the wound left by Bullwhip's axe continues to heal.
In a desperate attempt to get to a cleric who actually has a chance of healing him with a wand, or a spell, Bullwhip rushes into the gap and smacks Corenthiir's devilish mother-in-law in the face with his axe. Now might be a good time for some healing or an armor buff, even some "aid other" might do. ;) Bullwhip has the best AC and is probably the most consistent damage dealer in the party so he really shouldn't be hanging back.
+1 dwarven waraxe v mother-in-law (power attack, possibly inspired (+1 more) if de bard knows waaat's good fer 'im ;) ): 1d20 + 7 ⇒ (15) + 7 = 22 damage (possibly inspired (+1 more) as well): 1d10 + 10 ⇒ (8) + 10 = 18

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It looks like that creature is immune to crits. It also seems to have fast healing and DR. Combine this with 4 attacks on a full attack with reach and you have a very, very dangerous creature... :-O
@all: Regarding tactics I didn’t have an idea yet besides drawing it out in the open.
What about anyone else?
Bullwhip seems to be set on going toe-to-toe with the thing in melee, but Merida cannot effectively help if that happens in these narrow corridors - (soft) cover will make most of her arrows miss. And against DR she will not do much damage anyway... :-(
As Merida acts before Bullwhip in initiative, I can pretend she did not hear his instructions yet. ;-)
The young fighter does not see the creature yet, so she stubbornly tries to use her wand again on the worked up dwarf. (before he rushes into battle again)
"Then quit whining and hold still, Bullwhip! With all your hair it's hard to find any actual skin to touch! Even thought of shaving off that mess?"
CLW, UMD DC 20: 1d20 + 6 ⇒ (18) + 6 = 24 Yay!
Heal: 1d8 + 1 ⇒ (7) + 1 = 8 Yay again!

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Sylvester and Shaggy move in and out again but keep as wide a berth as possible. The sorcerer lets three bolts of force fly at the monster before turning his dog around and riding them to their original position.
SR check: 1d20 + 5 ⇒ (1) + 5 = 6
Magic Missile: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11
The concentration and riding checks are automatic successes even on a 1 so I will not be rolling them anymore.

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Corey inspires his allies with heroic tales of famous Pathfinders. He also adds a few "your mama's so ugly" jokes in honor of his mother-in-law for a flourish.
Inspire Courage 9 rounds.

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Unable to make heads or tails of the dwarf's directions (and not the sort of cleric to be able to follow most of them anyway), the Reverend puts a bit of his unholy power into his next swing.
+1 Scythe: 1d20 + 8 ⇒ (6) + 8 = 14
Slashing Damage: 2d4 + 6 ⇒ (2, 1) + 6 = 9
Negative Damage, Channel Smite: 3d6 ⇒ (4, 5, 3) = 12 (Will DC 16 half)

DM Carbide |
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I could see a luchador vigilante, but unfortunately this is a Core game.
Merida, did I miss a crit? The Reverend didn't confirm his, if that's what you were thinking of. Other than that, you summed it up pretty well.
Round 5 (ongoing):
Initiative order
Enemy-acted
Merida-acted
Corey-acted
Seebonickk
Sylvester-acted
The Reverend-acted
Bullwhip-acted
Sylvester's magical force missiles dissipate harmlessly on contact with the creature. Corey starts to inspire the party, Merida cures some of Bullwhip's damage before the dwarf pulls a Leroy Jenkins charges in and attacks, Sylvester's frog tries to bite the enemy, and the Reverend slashes at it as well. Bullwhip hits, but neither the frog nor the Reverend succeed at their attacks.
Seebonickk to go!
Enemy: AC 21 T 13 FF 18 HP taken: 26

DM Carbide |

To keep things moving:
Seebonickk delays.
Round 6 (ongoing):
With the dwarf back in front, the enemy focuses its efforts on him. This time he's able to block or dodge two of the lashing chains, but the other two hit for 15 HP. Its wounds heal a little more.
Party up!
Chain damage: 4d4 + 4 ⇒ (3, 4, 3, 1) + 4 = 15
Enemy HP taken: 24

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Sylvester is not pleased with his effectiveness against this creature to date but hopefully his luck will change. He rides Shaggy on the same back and forth route and tries his luck again with the Magic Missile spell.
SR check: 1d20 + 5 ⇒ (14) + 5 = 19
Magic Missile: 3d4 + 3 ⇒ (4, 4, 4) + 3 = 15

DM Carbide |

No problem, Seebonickk. If the tactical situation wasn't this clear, I would have waited.
Round 6 (ongoing):
After soaking up several more attacks and pinning the enemy in place a little longer, Bullwhip retreats. The frog still can't connect with the agile and armored foe, but Sylvester is able to get past the creature's magical defense. (SR 17, FYI.) Seebonickk prepares a ranged attack.
Merida, Corey, and Red to go!
Enemy HP taken: 41

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"Sorry, but it's not particularly safe for me to move over there. Just stay alive a bit longer and I'll take care of it."
+1 Scythe: 1d20 + 8 ⇒ (16) + 8 = 24
Slashing Damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10
Negative Damage, Channel Smite: 3d6 ⇒ (6, 6, 4) = 16 (Will DC 16 half)
If Seebonickk were kind enough to take a five foot step back, Red would as well.

DM Carbide |

The priest is unable to hit around the corner, the blade of his scythe catching on the chains around the foe.
Merida and Corey!

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@DM Carbide- If Corey is still singing then Bard Song should add +1 to Red's attack and it should hit. :)
@Red - I think that your character's attack should typically be doing 2d4+5 damage (instead of 2d4+6) due to the way rounding works in PFS. A character with 16 strength wielding a two handed weapon would only have a +4 modifier to damage.

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Corey aims his bow carefully at the chain creature, trying to avoid the frog. He lets the arrow loose.
+1 Darkwood Comp. Longbow (+2 Str), deadly aim, PBS, & IC: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
cold-iron piercing & IC: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Free action continue Inspire Courage (8/9 rounds).

DM Carbide |

Good catch! And +1 to damage, too.
Buoyed by Corey's inspiring words, Red hits the creature solidly. Negative energy from his attack sears through it, and it falls.
It is, however, still slowly healing.
What do you do?

DM Carbide |

It's not fast healing.
Despite what should be a lethal wound, it continues to regenerate.
ETA: What is with you people? None of you have a way to shut down its regeneration. OTOH, you can easily do enough damage to keep it from interfering with you for the rest of the mission.

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Sylvester has heard about creatures that regenerate. He can see that the creature is breathing and needs to keep on breathing.
"Red go get the barrel. We will fill it up with some water and smother the mother-in-law."
The gnome laughs.
"That would be a switch around."
Suffocation should work just fine. You cannot regenerate that.

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Red does not believe in your good-aligned "rounding".
"Well, let's see how it handles being in many pieces."
Profession Butcher: 1d20 + 6 ⇒ (5) + 6 = 11 (which is mostly for flavor - he is just removing bits from the creature, not field dressing it.)