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Dr. Vitruvian beckons the errant wasp swarm back toward the remaining drow.
swarm damage: 2d6 ⇒ (1, 4) = 5 plus distraction and poison, both DC 13.

GM Harker |

Zephyrus redirects his swarm which flies over to the two remaining enemies and proceeds to sting them. The male drow seems to avoid being distracted, but the female drow finds herself nauseated by the wasps flying into her mouth.
"Step to the left to get out of the swarm." The male drow informs his blinded companion in Undercommon, as he moves 5 feet to the southwest. He then attacks Coco twice with his rapier. The second strike hits the eidolon, nearly critically. Coco takes 4 damage.
The blind, nauseated drow follows his instructions and remains sightless.
The tanglefoot glue rooting Zephyrus to the ground finally breaks up.
M Fort Save Distraction: 1d20 + 3 ⇒ (10) + 3 = 13
M Fort Save Poison: 1d20 + 3 ⇒ (18) + 3 = 21
F Fort Save Distraction: 1d20 + 3 ⇒ (2) + 3 = 5
F Fort Save Poison: 1d20 + 3 ⇒ (18) + 3 = 21
M Rapier 1: 1d20 + 12 ⇒ (7) + 12 = 19
Rapier 2: 1d20 + 7 ⇒ (20) + 7 = 27
Crit Confirmation: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
F Will Save: 1d20 + 1 ⇒ (1) + 1 = 2
Initiative (Rounds 5-6)
Heccan [1 Damage] <= Up
Melufiuos [30 Damage, 25 on Quiella's turn; Infernal Healing 8 Rounds; Life link with Quiella] <= Up
Zephyrus [1 Damage; 1 Con Damage; Life link with Quiella] <= Up
2 Drow minions {Female Blue, Male Black}
Vailis/Coco [V: Life Link with Quiella; C: 4 Damage] <= Up
Valik <= Up
Quiella [26 Damage, 31 on her turn] <= Up
Group Effects
Haste: +1 to hit, +1 AC, +1 Ref, +30' speed (20 for small), +1 attack when making a full-round attack.
Everyone is up!

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"သင်ဤမျှော်စင်များတွင်အဖြူမျက်နှာသူတွေကိုဘာလုပ်နေကြတာလဲ!" Vailis shouts in Elven at the enemies.
"What are you doing in this tower white-faced ones?!"
Worried by the wounds supernaturally growing in Quiella, Vailis waves the healing wand in order to try cure her more.
UMD DC 20: 1d20 + 19 ⇒ (14) + 19 = 33
CLW on Quiella+fey foundling: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Meanwhile Coco shimmers under the pain of his injuries, but keeps his fight on the blinded drow.
Claw+haste (blinded?): 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
P/S/B damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw+haste (blinded?): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
P/S/B damage: 1d4 + 4 ⇒ (3) + 4 = 7
Haste attack: Claw+haste (blinded?): 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
P/S/B damage: 1d4 + 4 ⇒ (1) + 4 = 5
Coco: 34/38 hp, AC 22 (hasted)

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who was attacking CoCo, the blind elf? If so is there a 50% miss chance for being blinded?
Valik continues to pummel the enemies present before him and his allies. He lashes out at the nearest Drow.
1d20 + 12 + 2 + 1 ⇒ (8) + 12 + 2 + 1 = 231d10 + 1 ⇒ (7) + 1 = 8

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Free at last, the good(?) doctor goes after the horse-faced foe at the back...
Targeted Bomb, haste, melee penalty vs Squire Horseface: 1d20 + 7 ⇒ (1) + 7 = 8
fire damage: 3d4 + 14 ⇒ (4, 2, 1) + 14 = 21
NOOOO! '1' is the space between us, going clockwise: 1d8 ⇒ 7
...only for this incendiary to wind up exploding in the threshold of the next room! He's going to need to check on his admixture capsules and their gyroscopic effects, he was almost certain he saw that bomb swerve in mid-air....
Your call as to where the wasp swarm heads....

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Quiella is barely into max-Lay-on-hands roll territory when it comes to hp...
"You're next." Quiella says to the woman before attacking her repeatedly.
greatsword, attack, power attack, haste: 1d20 + 12 - 2 + 1 ⇒ (8) + 12 - 2 + 1 = 19 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (2) + 7 + 6 = 15
greatsword, attack, power attack, haste: 1d20 + 12 - 2 + 1 ⇒ (5) + 12 - 2 + 1 = 16 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19
greatsword, attack, power attack, haste: 1d20 + 7 - 2 + 1 ⇒ (8) + 7 - 2 + 1 = 14 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (2) + 7 + 6 = 15
"How do you feel about a surrender now, eh?" She asks whomever is left standing.

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"By the nine!" Heccan curses as his magic is once again defeated. "Well, I never did learn when to quit, why start now." The pale sorcerer releases four arcane bolts toward the farthest foe.
Heccan will cast magic missile, directing all four missiles at the black drow.
Caster Check + Spell Penetration v SR: 1d20 + 10 ⇒ (11) + 10 = 21
MM: 4d4 + 4 ⇒ (1, 4, 1, 3) + 4 = 13

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Mel casts shocking grasp and then moves up beside Quiella. He does not attack anyone this turn. He does glance at the red elf to make sure he is not regenerating or anything.
Shield, Cat's Grace, Heroism, Haste.
Currently invisible.
Holding charge of shocking grasp.
Rapier has a stored shocking grasp as well.

GM Harker |
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As per Vomit Swarm, the swarm continues to move in the same direction unless the caster spends a Standard action to redirect it.
Vailis uses a healing wand to remove more of Quiella's injuries, while Coco attacks the blinded drow woman and hits her three times.
Valik also attacks the blinded drow, hitting her once with his fist. Valik can take a retroactive move action if he wants since a swarm of wasps is going to move over him.
Zephyrus attempts to throw another bomb that completely misses. Apparently it was a good idea to remove the splash from this batch.
The wasp swarm continues to move northwest, and stops to sting the female drow, Quiella, and Valik. The blinded female manages not to get sicken nor poisoned from the swarm. Quiella and Valik take 6 damage and need to make DC 13 Fort save vs Distraction, and another DC 13 Fort save vs. Poison.
Swarm Damage: 2d6 ⇒ (3, 3) = 6
Quiella takes the woman out with her first sword strike, and the drow falls to the ground as an easier target for all the wasps. Since you only needed to attack once, Quiella, you can take a retroactive move action.
Heccan casts a spell and four Magic Missiles slam into the remaining drow.
Melufiuos casts Shocking Grasp and moves into the room. Checking on the red drow, he does not seem to be regenerating, but he isn't completely dead either.
Despite his dead companions, the remaining drow is defiant, saying in Elven, "It doesn't matter what you sun elves do, she's already gotten away!" He then proceeds to attack Coco twice and miss both times.
F Distraction: 1d20 + 3 ⇒ (19) + 3 = 22
F Poison: 1d20 + 3 ⇒ (10) + 3 = 13
Attack 1: 1d20 + 12 ⇒ (1) + 12 = 13
Attack 2: 1d20 + 7 ⇒ (7) + 7 = 14
Initiative (Rounds 6-7)
Heccan [1 Damage] <= Up
Melufiuos [24 Damage, 19 on Quiella's turn; Infernal Healing 7 Rounds; Life link with Quiella] <= Up
Zephyrus [1 Damage; 1 Con Damage; Life link with Quiella] <= Up
1 Drow {Black}
Vailis/Coco [V: Life Link with Quiella; C: 4 Damage] <= Up
Valik [6 Damage; 2 Fort Saves needed] <= Up
Quiella [30 Damage, 35 on her turn; 2 Fort Saves needed] <= Up
Group Effects
Haste: +1 to hit, +1 AC, +1 Ref, +30' speed (20 for small), +1 attack when making a full-round attack.
Everyone is up!

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"သူမသည်? သူမကားအဘယ်သူလောသူရဲဘောနည်းဖြစ်ပါတယ်ဘယ်သူနည်း?" Vailis asks surprised in Elven.
Vailis further heals Quiella then profits his hated speed to move away from the wasps.
UMD DC 20: 1d20 + 19 ⇒ (19) + 19 = 38
CLW on Quiella+fey foundling: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Coco swings his wings in the air stepping to the side, then continues his attacks on the drow.
Claw+haste: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
P/S/B damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw+haste: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
P/S/B damage: 1d4 + 4 ⇒ (4) + 4 = 8
Haste extra attack:Claw+haste: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
P/S/B damage: 1d4 + 4 ⇒ (4) + 4 = 8
This shall be the last haste round!

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Valik moves before the swarm envelops him. He moves next to the lone Drow, and tries to hamper his movement.
ac 34, scorpion style punch, Fort 18 or can only move 5’: 1d20 + 12 + 1 + 4 ⇒ (16) + 12 + 1 + 4 = 331d10 + 1 ⇒ (3) + 1 = 4

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Feeling rather useless and really wanting to even the score with those dang drow, Mel moves around the doctor's swarm and attempts to skewer the black elf.
rapier: 1d20 + 9 + 2 + 2 + 1 ⇒ (20) + 9 + 2 + 2 + 1 = 34
crit confirm: 1d20 + 9 + 2 + 2 + 1 ⇒ (15) + 9 + 2 + 2 + 1 = 29
rapier damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (6) = 15
shocking grasp: 5d6 ⇒ (2, 3, 1, 3, 1) = 10
rapier shocking grasp: 5d5 ⇒ (4, 4, 4, 1, 1) = 14
Crit damage?
rapier damage: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (5) = 13
shocking grasp: 5d6 ⇒ (3, 4, 2, 6, 2) = 17
rapier shocking grasp: 5d5 ⇒ (2, 2, 3, 4, 1) = 12

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Heccan's face shows concern as he listens to the exchange between the standing drow and Vailis. He spies Melufiuos and attempts to get the magus' attention. "Master Benidictus, we need this one alive!" His admonition is too late as the elf takes the opportunity to fry and skewer the drow.
I assume Mel put the last drow down. If not, Heccan will demand the drow's surrender. Heccan is also mindful of the swarm and will back away if starts his way.
If needed
Diplomacy: 1d20 + 24 ⇒ (4) + 24 = 28
Intimidate: 1d20 + 8 ⇒ (3) + 8 = 11

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With a satisfied smirk (assuming I really did finish off the last drow), the magus nods back to Heccan, "The leader is just unconscious. Bandage and tie him up for questioning." He then viciously kicks this one's corpse in frustration. He regrets it immediately when he looks up and meets Quiella's gaze. "Sorry." Then, as quick as a child, he attempts to shed himself of blame. "They nearly killed me!" His expression one of doubt Surely that justifies my actions.. Finally though, he sighs, relaxes, and kneels before the diminutive-yet-mighty paladin. "I owe you my life..again. Thank you."

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Atropos, heroism, haste vs black: 1d20 + 11 ⇒ (12) + 11 = 23
damage, plus electrical: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9
Atropos, heroism, haste vs black: 1d20 + 11 ⇒ (13) + 11 = 24
damage, plus electrical: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10
Atropos, heroism, haste vs black: 1d20 + 6 ⇒ (18) + 6 = 24
damage, plus electrical: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (5) = 12
Critical threat!: 1d20 + 6 ⇒ (15) + 6 = 21
Critical damage?: 1d6 + 2 ⇒ (3) + 2 = 5 + 12 = 17

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Vailis tends his hand to Melufiuos shoulder "Well done cousin. Those are just a reminder of all the vile that might be in our ancient elven blood. They have killed us in thousands and deserve nothing else than death and the eternal pain of their souls in each one of the 9 layers of Hell"
The half-elf checks the bodies to spoil them of items and hints on who might be "she". He also points out at the door to the East "There seems to be a small chamber there. We can check it out next"
Coco Perception: 1d20 + 8 ⇒ (20) + 8 = 28

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Vailis tends his hand to Melufiuos shoulder "Well done cousin. Those are just a reminder of all the vile that might be in our ancient elven blood. They have killed us in thousands and deserve nothing else than death and the eternal pain of their souls in each one of the 9 layers of Hell"
"It does not do to surrender to such petty sectarian hatred," Says Dr. Vitruvian, his voice cold as a mid-Kuthona's night. "I would offer a more immediately useful solution." Again he reaches into his black bag, and this time pulls out two syringes full of glistening black sludge....
Alright, DM: How many HD did these suckers have? What were their Strength and Dexterity scores? What were they armed with?

GM Harker |

Zephyrus, tell me what you want to do, then I'll answer your questions.
With the retroactive movements I gave Valik and Quiella, I'll assume they both use them to move away from the swarm before it hits them. So, neither loses the 6 HP nor needs to make the Fort saves.
Vailis heals more of Quiella's injuries, while Coco attacks the last drow three times, but only hits with the third attack.
Valik moves to the enemy and hits him with his fist.
Mel Spell Penetration First Shocking Grasp: 1d20 + 8 ⇒ (15) + 8 = 23
Mel's Spell Penetration Second Shocking Grasp: 1d20 + 8 ⇒ (8) + 8 = 16
Melufiuos ends the combat as he sticks his rapier into the last drow's heart. Two critical Shocking Grasp spells kill the drow instantly.
Combat Over
* * *
Injury Report: Mel 12 Damage after Infernal Healing Ends, Quiella: 29 Damage, Zephyrus 1 Damage, Heccan 1 Damage.
On the two drow minions, you find 20 magical bolts with drow sleep poison on them, 3 tanglefoot bags, 2 magical chain shirts, 2 magical hand crossbows, 10 regular arrows with drow sleep poison on them, and two magical rapiers
On the drow archer, you find 2 magical arrows with green fletching, 7 magical arrows with blue fletching, 1 tanglefoot bag, a magical mithral chain shirt, a magical composite longbow (no Strength bonus), 20 arrows with drow sleep poison on them, a magical elven curved blade, a magical cloak, a magical ring, a drow sporecrafting kit, and 55 pp.
Looking through the sporecrafting kit, Zephyrus finds three vials of antifungal salve. He determines that these can be useful in removing the harmful effects of spores, such as those of the basidironds or other fungal creatures.
All of the following Spellcraft checks requires Detect Magic. Please indicate what items you are spellcrafting in your dice roll to make it easier for everyone to follow.
They are +1 shock drow sleep poisoned bolts.
They are +1 chain shirts.
They are +1 Hand Crossbows
They are +1 Rapiers.
They are +1 Elf Bane Arrows.
They are +1 shocking drow sleep poisoned arrows
It's a +1 Mithral Chain Shirt.
It's a +1 Composite Longbow
It's a +1 Elven Curved Blade.
It's a +1 Cloak of Resistance.
It's a +1 Ring of Protection.
* * *
Behind the east door, Coco hears some pained moaning in a male voice.

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Heccan nod to Mel. "Ah, very well, then nicely done Master Benedictus. I must agree these cretins were starting to be bothersome and, as I am in no way happy to discover, your dark cousins reputation for death and mayhem appears to be quite warranted."
Heccan walks over to the unconscious drow, and motions to both Mel and Valik "May I enlist you fine men to aid me in securing this prisoner. After hearing his compatriots slip, I do believe he may have information we require." Heccan glances to Quiella, then back to the prisoner "I have some...methods...that I am certain will be effective. I shall inspect our findings before proceeding".
Heccan will examine the loot while the prisoner is secured. Once secured, Heccan will start by touching the prisoner on the head using his corrupting touch class feature which will give the prisoner the shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks) condition for 8 rounds, then will cast Charm Person (WILL, DC 20) until the magic takes (up to three tries) before questioning the drow captive. Heccan will also share all information on successful ID checks with party.
Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Spellcraft: 1d20 + 13 ⇒ (18) + 13 = 31 Bolts
Spellcraft: 1d20 + 13 ⇒ (6) + 13 = 19 Chain Shirts
Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23Crossbow
Spellcraft: 1d20 + 13 ⇒ (20) + 13 = 33Raipers
Spellcraft: 1d20 + 13 ⇒ (19) + 13 = 32Arrows Green
Spellcraft: 1d20 + 13 ⇒ (20) + 13 = 33Arrows Blue
Spellcraft: 1d20 + 13 ⇒ (2) + 13 = 15Mithril Chain Shirt
Spellcraft: 1d20 + 13 ⇒ (8) + 13 = 21Longbow
Spellcraft: 1d20 + 13 ⇒ (13) + 13 = 26Curved Blade
Spellcraft: 1d20 + 13 ⇒ (19) + 13 = 32Cloak
Spellcraft: 1d20 + 13 ⇒ (3) + 13 = 16Ring
Caster Check + Spell Penetration v. SR: 1d20 + 11 ⇒ (11) + 11 = 22
Caster Check + Spell Penetration v. SR: 1d20 + 11 ⇒ (20) + 11 = 31
Caster Check + Spell Penetration v. SR: 1d20 + 11 ⇒ (6) + 11 = 17

GM Harker |

I'll adjudicate Heccan's attempt to magically coerce the drow if/when someone heals him. Although as fair warning, I'm going to give him the +5 bonus to the saves on Charm Person since the group almost killed him and is only keeping him around for information.
Also, everyone should look under Heccan's Rollin spoiler to see what he spellcrafted, or Heccan can provide a list.

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Zephyrus, tell me what you want to do, then I'll answer your questions.
Why, I intend to reanimate them, of course! It's kind of what I do. I'm assuming that either now's a good time to rest, or maybe we can put them someplace safe for an hour and pick them up when soup's on.

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After the fight, Mel sits down to 'rest a bit' despite having taken a nap during the fight itself :) He is duly impressed with Heccan's work to identify the items and it is with more than a little trepidation that he attempts the ones that proved obstinate (especially with his familiar still upstairs watching the teleporter).
Spellcraft on Mithral Chain Shirt: 1d20 + 13 ⇒ (9) + 13 = 22
Spellcraft on Ring: 1d20 + 13 ⇒ (18) + 13 = 31
"Bah! I was hoping the mithral chain shirt would be better than what I already have. No-good scum."
He uses his perl of power to recall shocking grasp and then immediately casts it into his rapier. He glances sideways at The Doctor and muses to his rapier, "Maybe I should give you a name too."
He retrieves his wand of cure light wounds from his porter and then insists that it be used to heal his own wounds and offers it to cover anyone else's.
(are there any bonus on the heals right now? Heroism/Fae Foundling/etc?)
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (3) + 1 = 4
Just let me know how many extra charges to mark off

GM Harker |

Zephyrus, the drow leader with the bow and the female are still alive, although if no one heals them or finishes them off I can run through their stabilization checks. The dead male (and dying female) drow have 8 hit dice, Str 14, and Dex 18. I will wait to tell you the leader's info since Heccan wants to try to charm him.

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Mel bandages the leader and ties him up.
heal: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
He stares at the female drow for a second and then jabs his rapier through her heart. The dark thoughts entering his mind were too cruel, even for his depraved, dark brethren.

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I realized earlier that I forgot to have Quiella reply to Heccan and co.'s thanks to her for saving them earlier. That was simply an oversight on my party, but it feels too late to roleplay it out now.
"I owe you my life..again. Thank you."
Quiella frowns as Mel kicks the corpse, but otherwise ignores it. At his thanks, she gives him a nod. "You've played your role well enough in plenty of these scrapes, yourself, Mel. Think nothing of it--Erastil and his friends gave me these gifts to be used."
"Well done cousin. Those are just a reminder of all the vile that might be in our ancient elven blood. They have killed us in thousands and deserve nothing else than death and the eternal pain of their souls in each one of the 9 layers of Hell"
Then she glances at Vailis. "Are you a Pharasman priest, then, to be doling out judgments about who deserves what?" She purses her lips and begins to turn her attention to the state of the party. Seeing that their wounds are few, she nods, and gratefully accepts the usage of Mel's wand. 4 charges at the average roll + Fey Foundling should get her down to 1hp of damage
"I would offer a more immediately useful solution."
Quiella narrows her eyes. "Solution? For what?"
"I have some...methods...that I am certain will be effective. I shall inspect our findings before proceeding"
"... Methods? Why do you hesitate, when you say that, Heccan? What are your methods? I will not stand idly by to see a prisoner tortured."
As Quiella speaks and processes the whirlwind of strong emotions and dramatic actions swirling through the party, she catches sight of Mel killing the defenseless female Drow. "MEL!" She screams and then works her jaw soundlessly for a moment before clenching it tight. She shakes her head, "Words cannot express my disappointment." She says through clenched teeth and then turns her back to him, refusing to look at him any longer. Sword still drawn, she moves to stand over the last living prisoner. She plants her feet and faces the party, sword to the ground and hands on her hilt, as she waits to hear their answers to her questions.
That was unquestionably an evil act in her book. This scenario, and the actions of our party in it, are really pushing on her. And by RAW, they're pushing on her in more than just an RP sense, see below. As a player, I'm not actually sure how she should be handling this situation. Explore, report, cooperate is a thing too.
Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Quiella's personal oath is also relevant here, though it is not strictly sanctioned by RAW or PFS
I will never slay a harmless being
I will always keep my oaths
I will never leave an ally behind on the field of battle
I will always seek to correct injustice
I will never give up in the face of evil

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1. Oh crud, SORRY!. 2. Way cool that we get to RP through something like this. I'm glad you're pushing us to behave.
4 more charges marked off
When Quiella shouts, the young elf nearly drops his rapier. For an instant, one might think he was seeing it turn into a viper again. But hangs onto it and seems to steel himself, though the expression on his face is an odd mixture of guilt, repentance, and righteous defiance.
"But I had to!" he finally blurts out. "If not, you would surely have struck me down." He looks away, "..you probably will anyway.." The next words come out in a rush, "You just said you cannot abide torture. And there's no way you'd stand by and watch a woman tortured..... THAT way.. even if they would do that to you in a heartbeat. They deserve nothing better." He looks back at the paladin and nearly spits out the words, "None of them do. They are all vile, evil creatures and each of them should personally suffer every abomination they've ever committed!" He holds his hands up in a 'stop/wait' motion. "Sure, I know it would never happen. Not under your watch. And that is good.... but then.. when I realized that, I felt a tiny pang of regret." The horror is clear on his face. "I had to!" he pleads, "I was afraid. I had to get rid of the temptation!" His shoulders sag and he turns his back to the party. You can barely hear him whisper, "Because, for a second, I thought that it might be fun."

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"That will do," Says Dr. Vitruvian calmly, seemingly oblivious to Quiella, as he approaches the two corpses, checking them over thoroughly and checking the dosage in his syringes before injecting them both in turn. Nothing seems to happen.
"Give them about an hour," He says as he stands back up. "I've given them a variation upon my basal formula. The results should be, at the very least, interesting to see."
In 1 hour's time, they will arise as void zombies under my command. They will last until the end of the adventure or until destroyed.
They will each have 9 HD (Which would mean how many hit points? Does 57 - 8 + 5X8 + 9 - sound right?), +2 natural armor, +6 BAB, Str 16, Dex 20, and saves equal to +3 Fort/+8 Ref/+6 Will.
The one other question you'll need to answer is, will they still have their armor proficiencies, and if not, is the armor they wear such that it would even matter?

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*vague hand-shrug gesture* That's what I do, though....

GM Harker |

Well, don't get mad at me or the player if Quiella doesn't want to wait an hour to see what happens especially when it's clear in character that she's already frustrated with some evil appearing acts by the other party members.
I'll post a full update later today, still waiting to see if anyone heals the living the drow to consciousness and who is tying him up and with what rope. Mel's Heal roll will just stabilize the drow.

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I did say that if we're not about to rest (in which case the hour will fly by on its own, and I daresay we've spent enough of ourselves that resting after we're done with the interrogation wouldn't sound unreasonable), then I can drag the bodies somewhere safe until "soup's on."
Actually, speaking of which: Am I a doctor or aren't I? I could simply treat the drow leader's deadly wounds (an automatic success, with my Heal skill - and would you say my Precise Treatment would extend to the bonus healing if I beat the DC by 5+?). Doing so would take 1 hour and one use of my healer's kit. Someone else will need to provide bindings. How's that sound to everyone?
"Standard medicine will suffice for this one," He states as he takes out a tight case of needle, thread, bandages, and unguents. "Someone restrain him...."
Heal: 1d20 + 22 ⇒ (9) + 22 = 31
By the time Dr. Vitruvian is finished, the one is conscious...and the other two are back on their feet.

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"Are you a Pharasman priest, then, to be doling out judgments about who deserves what?"
Vailis gives back a harsh look at Quiella and spits at the floor "Drows" and he saves back his healing wand strongly into his belt.
The half-elf listens carefully at Quiella's words before intervening "As you are a gnome, I will not blame you for your ignorance at what these beasts are. Do you know Rovagug?" he points back at the drows "You of course know about the Enemy of the Gods. The Worldbreaker took the souls of those elves too proud of themselves to start their travel to Sovyrian, and transform all good and independence feeling that there is in the elven blood and transform it into evilness and rage"
"Would had you read about the Grave day, the day the elves returned to discover the drow below the Calphiak Mountains and they killed elves on the hundreds..." the Summoner's front becomes full of sorrow as he continues his speech "Would you had been elf, you would had heard hundreds of stories of the Collapse day, when those monsters gave for all welcome a slaughter to the elves, collapsing the ancient ruins of Celwynvian over our heads. If you had known about all these you would know those are monsters, hands of the evil-most of gods, do not let them confuse you by their external resemblance to elves or humans, as there is no such humanity in them"
"Do not let your hand tremble to slay them, as it does not when it comes to undead and demons, as they are abominations of this world no less of those. If we end with them here today, coldlessly, it is just for a higher purpose, so they cannot continue their agenda in this world." he negates with his head "Do not doubt they are after something in this tower, something evil, and that "She" they said, is still away and on track to fulfill their purpose. And we are the only force here to stop that happening"
"So now Quiella, do not let your good feelings and innocence to interfere and let Heccan do its work to uncover what is the plan they are after" the half-elf offers a dark grin to the gnome "And if they are after doing good in the world or protect those innocent I promise I will be in your side to protect them from any danger"
If Quiella moves away, Vailis will come close and heal the drow with infernal healing so Heccan can try to interrogate him.
Meanwhile, Coco, ubiquitous to any moral discussion, notices the moans at the other room and probably unnoticed opens the door to fulfill his curiosity at what that might be.

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Vailis, does your using your healing wand mean you don't want me to take the time to heal them my way (see above)? I imagine to apply both would be redundant.

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Heccan shakes his head as the party has a moment of discontent. The crafty former barrister surveys the group and carefully watches their interactions. After a while, he allows his fellow agents to cool before addressing Quiella.
"My good Lady , a moment if I may." Heccan motions the gnome to a quiet corner before speaking to her privately, but within earshot of the party. "First, let me assure you I have no intent to torture anyone or anything, deserve it though they may. No, Quiella, the curse of my birthright allows me to persuade, quite effectively, just about anyone given enough time. I have several compelling magics that I employ, especially now as our time is short. In fact, should my methods prove effective, I may just save this vile creature's life. But, in any event, I implore you not to be too hard on our elven brethren. Both Melufious and Vailis fought valiantly against a determined and capable foe, and I speak from experience that this mission is far more deadly than advertised, though I cannot say that I am surprised by that at this point." Hecaan says and offers Quiella a wickedly charming smile before continuing. "Fact of the matter is that this is akin to war. Libraries are filled with volumes detailing the difficulties of warriors preparing to take another person's life and more importantly the difficulty of knowing when to stop. I for one am humbled by your courage and discipline and your ability to spare life to those who wish us harm and undoubtedly are not deserving of your mercy. You are a beacon to us all, but forgive our soldiers for lacking the discipline to end their battle rage, even when the fight is over. They, as we, are but mortals and frankly are in a desperate struggle for survival, allow me to aid us in that regard." Heccan bows low to Quiella before approaching that captive.
[ooc]Heccan is trying to sway you, so I will throw out a diplomacy roll. You may do with it what you wish.
Diplomacy: 1d20 + 24 ⇒ (17) + 24 = 41
"Very well, let us see what your dusky cousins are up to, eh" Heccan places his hand on the drow's head, channelling infernal power into the helpless captive. He glances to Zephyrus, curious as to what the alchemist is preparing.

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I think Quiella might do something drastic like behead the bodies before they can become zombies. She is not remotely okay with that. I believe the zombie template states that they are always NE, on top of all the other problems she'll have with what she will see as mistreating the bodies of the dead and practicing an evil craft.
and as Harker implied, not all of my characters would be so firmly opposed to this kind of necromancy.
When Heccan clarifies that he means to use Charm Person she will tie him up and heal him back to bed consciousness. And she will be standing guard over him to ensure that no harm comes to him and that he does not harm anyone else. I don't think she has any reason to view Corrupting Touch as an act of torture.

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"Practicing an Evil craft?" You mean...SCIENCE?!?
Can you REALLY not find some way to rationalize her accepting this for a while? I'll spare us all an argument about the wisdom of Paizo's restrictive and inconsistent metaphysics (to say nothing of the whole "mistreating the bodies of the dead" thing, I've never understood that in any context - why suddenly care more about them dead than when they were alive?!?). What I'm doing is entirely Society-kosher, and I spent 6 levels sacrificing Bomb damage with nothing to show for it before I became able to do this. To say I can't feels more than a bit unfair (and, though I'm not positive, might constitute PvP).
Would it cut any ice to appeal to my "joke" above and maybe suggest it's something more serious (as in, a qualitative difference in magical versus alchemical zombies)? What if I said, as Dr. Vitruvian is convinced, it's part of a means to a much, much greater end (some crazed, desperate epiphany involving Groetus, possibly to escape or defeat It)?

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I've got a lot of RP to write and a very busy day.
GM, it is alright with me if we move forward with the interrogation bit with your next post. I can make my IC responses to Mel, Heccan, Vailis, and Zephyrus later today or, more likely tomorrow. But we can get the interrogation started so we're not completely stopped just for RP. Although it's not just RP; we still have some conflicts to resolve

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Once Heccan proceeds with interrogation, he will attempt a diplomacy check to try and move the captives attitude from hostile to indifferent in hopes to avoid the +5 check to the save.
After Heccan is certain his infernal gift is bestowed upon the prisoner, he bends at the knees and lowers his head to the newly shaken drow. "I hear your people are as cunning as they are deadly. Therefore I may infer that you have reason, enough reason to realize your life is worth negotiating for, especially when the cost is so trivial. Show me I am right and here my words before you spit bile at me. Trust me, it will be better for both of us, but more so you."
Diplomacy: 1d20 + 24 ⇒ (3) + 24 = 27

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I'm not sure which way the 'not just RP' conflicts are headed, but just in case, let me say one thing. What Mel was implying is truly a horrible thing and I hope that if there are any real-life females here, I did not offend anyone. I figured that having him express true horror and shame at even having the thought enter his mind would keep me on the safe side of that line. If not, then i would like to talk more off-line and learn how to be less clumsy.

GM Harker |

It takes 1.5 minutes to finish up the spellcraft checks and heal.
Coco's actions will preempt questioning the drow since it starts a new combat before the drow is healed to consciousness. I still need to know who is tying up the Drow. If no one says they did, then I'll assume he's not tied up.
Melufiuos stabilizes the drow leader, then equals out his karma by stabbing the dying female in the heart.
Quiella gets upset by Melufiuos' actions and what she assumes Heccan is going to do to the still living Drow.
Zephyrus injects black ichor into the veins of the two dead drow without detailed explanation.
As Zephyrus prepares to using his healing skill to bring the drow back to consciousness, Vailis preempts him with a touch of his Infernal Healing wand.
Meanwhile, Coco opens the east door and a screaming noise rings out of the room. Coco needs to make a DC 17 Will save or he is nauseated for 1d4 ⇒ 4 round(s).
I repositioned everyone in the area around the defeated drow.
* * *
Looking into the room, Coco sees yellow puffball fungi nearly a foot in diameter and chunks of orange and purple crystal glow faintly in the gloom of this round chamber. Strange plaster frescoes depicting acts of violence cover the walls, and in the center of the floor stands an altar made of petrified wood that supports a collection of decaying eyeballs laid in an offering bowl like a demented still-life.
Standing in front of the altar is a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers who just screamed at Coco. When it's scream stops, three creatures pop into existence next to it. Two darkly handsome humanoids with batlike wings, curving horns, and bestial legs appear to its left and right, while a third creature composed only of shadows with bat-like wings and sharp teeth appears to the south.
Chained to the south wall is a male elf who is moaning and appears to be significantly injured.
To identify the screaming plant is Knowledge (nature), to identify the fiendish pretty boys is a Knowledge (planes), and to identify the shadow fiend is a different Knowledge (planes).
The shadow fiend acts first, moving up to Coco and pouncing on the Eidolon, hitting him with its three touch attacks, two claws and a bite. Coco takes 26 damage in total, with 12 of that cold damage.
PC Initiative
Heccan's Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Melufiuos' Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Quiella's Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Vailis' Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Valik's Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Zephyrus Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Mandragora Init: 1d20 + 6 ⇒ (13) + 6 = 19
Incubus Init: 1d20 + 2 ⇒ (13) + 2 = 15
Shadow Init: 1d20 + 8 ⇒ (20) + 8 = 28
Shadow Claw 1: 1d20 + 11 ⇒ (9) + 11 = 20
Shadow Claw 2: 1d20 + 11 ⇒ (14) + 11 = 25
Shadow Bite: 1d20 + 11 ⇒ (15) + 11 = 26
Claw Damage: 2d6 + 2d6 ⇒ (4, 2) + (1, 5) = 12
Bite Damage: 1d8 + 1d6 ⇒ (8) + (6) = 14
Initiative (Round 1)
Shadow Fiend {Orange}
Valik [6 Damage] <= Up
Zephyrus [1 Damage; 1 Con Damage; Life link with Quiella] <= Up
Heccan [1 Damage] <= Up
Melufiuos [3 Damage; Life link with Quiella] <= Up
Screaming Plant {Red}
2 Pretty Boy Fiends {Black, Blue}
Quiella
Vailis/Coco [Vailis: Life Link with Quiella; C: 30 Damage; Will Save needed]
Valik, Zephyrus, Heccan, and Mel go next.

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Dr. Vitruvian almost literally springs up. "So seldom a dull moment!" He exclaims in a dissonant monotone.
I realize now I've been highly and needlessly irregular in remembering the benefits of my heroism infusion:
Knowledge (Nature), heroism: 1d20 + 21 ⇒ (12) + 21 = 33
Knowledge (Planes), heroism for shadow-being: 1d20 + 11 ⇒ (2) + 11 = 13
Knowledge (Planes), heroism for horny hunks: 1d20 + 11 ⇒ (6) + 11 = 17
Heal, heroism on chained-up elf: 1d20 + 24 ⇒ (17) + 24 = 41
He takes a glass jarlet full of a milky fluid not unreminiscent of vitreous humor, and lobs it at what is no doubt the mandragora...
Plague Bomb, heroism, 2 squares of soft cover vs The Red Fern (I know where it grows): 1d20 + 8 ⇒ (15) + 8 = 23
fire damage: 3d4 + 7 ⇒ (3, 4, 3) + 7 = 17 Pretty Boy Blue and Lord Licorice both take 10 fire damage, or 5 if they make a DC 21 Reflex save (assuming any of that would even matter to them in any case)
...causing not only a small explosion, but the blooming of a much larger, sickly-blue miasma overtaking everything in the chamber - sparing only the far wall holding the prisoner!
Everyone in that miasma must make a DC 21 Fortitude save or contract...
[dice=Blinding Sickness]1d4[/dice] plus an additional saving throw to prevent being permanently blinded!

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Heccan, preparing to question the party's captive drow, wheels his head around at the noise when Coco opens the door.
"Codes and Codicils! What now?"
Heccan shakes his head, drawing upon his power to once again fade from mortal view. He tries to recall his education as he examines the obvious extra planar creatures.
Heccan will cast Greater Invisibility on himself and attempt to ID the fiends.
Know Planes: 1d20 + 6 ⇒ (7) + 6 = 13 pretty boys
Know Planes: 1d20 + 6 ⇒ (1) + 6 = 7 shadow fiend

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Valik listens to Mel’s words flow from his mouth. His jaw hangs open, as Mel spouts words of anger.
Mel! While I understand the logic of what you say, and how they very well may torture us the first chance they get...that means we MUST be better than them. We must offer a chance at redemption, at atonement, even if they reject it with blasphemous intention. If you sink to their level, you become them. Is that what you truly want young man, to become the evil, vile creature you seem to hate so much? I for one don’t, and it’s OUR attempt to alter their course and actions that allow us the liberties we have. Mel, think long and hard on what you want
Valik will tie the Drow woman up, hoping his rope bindings will suffice. He has just enough time to turn around when he hears a roucous from the other room.
Now what?
Valik moves forward to punch the creature.
ac 33, silver/CI/magic: 1d20 + 13 ⇒ (7) + 13 = 201d10 + 1 ⇒ (4) + 1 = 5

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Nearly leaping out of his skin, the magus takes in what he sees over a pounding heart.
Know planes: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 what a waste of a 20!
Know Planes: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Instantly recognizing the pretty boys he lets the group know what they are, their immunities, weaknesses, and special attacks. He is equally forthcoming with anything he knows about the shadowy fiend.

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Unless he knows the shadowfiend is immune to fire, he'll use a charge from his wand of spontaneous immolation (that he's been itching to use).
wand damage: 3d6 ⇒ (3, 6, 6) = 15
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Fortitude half and Reflex (see description); Spell Resistance yes
DESCRIPTION
You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.

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oof, infernal healing again. Quiella was going to heal him when we were ready to start... Let's say she tied him up. 50ft of silk rope

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When Heccan clarifies that he means to use Charm Person she will tie him up and heal him back to bed consciousness. And she will be standing guard over him to ensure that no harm comes to him and that he does not harm anyone else. I don't think she has any reason to view Corrupting Touch as an act of torture.
My post from a few days ago, GM.