
Doctor Abner Svengalu Toffitt |

Round 3, Init 11 {>AS34}
Two hits on Toffitt almost take him down. Thanks, ablative barrier!
Toffitt screams and tumbles out of sleet and smoke and moves next to Atol. "Who is the imbecile who blinded me in the middle of a battle!?!" He drinks an extract of shield.
Acrobatics to move full speed out of blind spot, heroism, blind penalty: 1d20 + 19 + 2 - 2 ⇒ (17) + 19 + 2 - 2 = 36
Active effects/conditions ablative barrier (10), ant haul, darkvision, endure elements, expeditious retreat, mutagen, heroism
Init +8 Perception +16 Sense Motive +15
AC 26 / 27 crowd control (18 touch; 24 flat-footed; uncanny dodge)
10 +4 dex +2 mutagen dex +2 mutagen nat armor +1 amulet +5 armor +2 Ring
25% chance to avoid crit/precision damage
CMB +10 CMD 26
HP 22/5 nonlethal (56 - 39/10 + 5/5) / 69
Fort +12 Reflex +15 Will +9 (+2 v. enchant)
Weapon Equipped Dueling sword
Shield Equipped none
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 90 minute duration)
Elixirs
1 Ant haul ACTIVE 18 hours
- Endure elements ACTIVE 24 hours
- Expeditious retreat
- Shield (Finneas)
- Shield ACTIVE
- open
2 Ablative barrier (Atol)
- Ablative barrier ACTIVE 9 hours (10 of 45 hp remaining)
- Alchemical allocation
- Darkvision 9 hours
- open
3 Fly
- Fly
- Heroism
- open
Controlled Rage 0 of 5 rounds used
Healing touch 15 hp of 45hp used
Boro Beads 0 of 2 used
Preserving flask Shield
Slippers of spider climbing 0 of 10 min. used
Wand of Shield 21 charges
Wand of See Invisibility 8 charges

Glimmil |

Round 3, Init 4
With only his deity's will to guide him, Glimmil takes a breath - clearly visible in the cold of the icy showers, and steps forward.
Blindfolded, he begins to haphazardly swing Claw-Whomper at the giant lizard he knows must be ahead of him while trying to convey his location to the others, including the giant lizard, hoping to draw its attacks to him, instead of the doctor.
"Glimmil is here! Riiiiight here! Get back, doc!"
If the doctor drops or moves away, Glimmil will fight defensively as well to try to combat that burly +20 hit. This would make his AC 26+3-2+2=29. This is not included below attacks since it seems like Toffitt may be up or has decided to stay basing the big bad!
Glimmil attack #1 (+1 Claw Whomper, bless, smite, power) 1d20 + 16 + 1 + 3 ⇒ (16) + 16 + 1 + 3 = 36 for 1d6 + 1 + 4 + 6 + 8 + 2d6 ⇒ (3) + 1 + 4 + 6 + 8 + (3, 5) = 30
Attack #1 concealment (low is bad): 1d100 ⇒ 45
Glimmil attack #2 (+1 Claw Whomper, bless, smite, power) 1d20 + 8 + 1 + 3 ⇒ (4) + 8 + 1 + 3 = 16 for 1d6 + 1 + 4 + 6 + 8 + 2d6 ⇒ (5) + 1 + 4 + 6 + 8 + (4, 6) = 34
Attack #2 concealment (low is bad): 1d100 ⇒ 16
Glimmil Status:
HP: 102/102
AC: 27 (-2 blindness +3 smite), possibly 29 if Toffitt is not a target.
Spells:
1) [X] Divine Favor [ ] Keep Watch [ ] Lesser Restoration
2) [ ] Paladin's Sacrifice [ ] Litany of Righteousness
Smite Left: 2/3
Lay Hands Left: 6/7 (5d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1
Cog Status:
HP 81/81
AC 29 (AC32 with Dyrant's Ward)

Doctor Abner Svengalu Toffitt |

Do dodge bonuses work when you're blind?
Also, Chris, I'm going to try to update my subheading under name ^ as accurately as possible to reflect current buffs. Don't want to make you dig.

Dyrant Maynor, the Pre-Sainted |

Round 4, Init 24
"Ah good, now we can proceed," Dyrant says as he immediately walk and bumps into Atol. "Oh, sorry Atol, didn't see you there. Uhm...I can see a thing. Maybe that worked TOO well?"
4 more rounds of blizzardly goodness! Pretty sure that we should still be able to follow the light from the lantern, but am happy to bumble along.
"Come along, Atol, let us bumble." Dyrant will cast levitate on himself and grab Atol's cassock, letting the Priest pull him along.

Atol Lem |

Round 4, Initiative 23+, Location AR33->AR30
Angel HP: 35/35
Weapon Equipped = none
Conditions = Ablative Barrier, Mage Armor, Bless 4 of 90, Blessings of Fervor 1 of 9
Channel Energy Left: 6/8
Healing Touch: none
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Bestow Resolve: 1/1
Purifying Touch: 1/1
Pearl of Power Left: first (2/2)
Cassock of the Clergy: Spark, [x]Bless, Sanctuary (DC11)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Bless, Ant Haul, Command, Obscuring Mist, Protection from Evil, Protection from Evil
2) Pilfering Hand, Restoration(lessor), Suppress Charms and Compulsions
3) Magic Vestment, Create Food and Water, Daylight, Resist Energy(communal)
4) Spell Immunity, Blessings of Fervor, Blessings of Fervor, Spiritual Ally
5) Righteous Might, Breath of Life, Summon Monster V
Atol finally casts Blessing of Fervor and apologizes to one and all for the delay. Yes, the sickness has overcome my sensibilities - but my fever broke today so I'm on the mend thanks.
Atol uses the spell to increase his speed by 30 feet.

GM_Chris |

Do dodge bonuses work when you're blind?
Also, Chris, I'm going to try to update my subheading under name ^ as accurately as possible to reflect current buffs. Don't want to make you dig.
No (Any situation that denies you your Dexterity bonus also denies you dodge bonuses) and thanks.

GM_Chris |

Pretty sure that we should still be able to follow the light from the lantern, but am happy to bumble along.
Not following your logic on this one. The spell reads "Driving sleet blocks all sight (even darkvision) within it." You already know the lantern follows a twisted path through the field, so I don't know how you're going to justify going straight north to the end of the sleet field and then making a right turn. And at rounds per level, you're stuck with this until Round 13.

Finneas Glenn |

Round 4 Init 23
HP = 72/85
AC/T/FF = 22/13/21 (-3 for Blind)
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 25' (30' unarmored)
Rage/day = 8/8
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 7, +12 melee touch, +9 ranged touch):
3 4/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 4/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 12 + Spell Level
Status Effects = Bless, Blind, Blessing of Fervor
"I...can't...see"
Finneas swings at where he thinks the lizard is standing.
Greatsword Power Attack Bless Blind: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 132d6 + 16 ⇒ (5, 1) + 16 = 22
Greatsword Power Attack Bless Blind: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 92d6 + 16 ⇒ (5, 5) + 16 = 26
BoF: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 142d6 + 16 ⇒ (2, 5) + 16 = 23
Evil: 2d6 ⇒ (3, 2) = 52d6 ⇒ (2, 5) = 72d6 ⇒ (3, 6) = 9
Blind High Good: 1d100 ⇒ 31d100 ⇒ 561d100 ⇒ 35
Well that is a stunning wall of suckage.

Dyrant Maynor, the Pre-Sainted |

Not following your logic on this one. The spell reads "Driving sleet blocks all sight (even darkvision) within it." You already know the lantern follows a twisted path through the field, so I don't know how you're going to justify going straight north to the end of the sleet field and then making a right turn. And at rounds per level, you're stuck with this until Round 13.
Dyrant is blind. Painlord doesn't like it, but is fine with it. Also, cast from scroll...so 5 rounds total.

GM_Chris |

Glimmil and Finenas have no luck in the storm, but the basilisk seem adept at such conditions and hits Glimmil twice (43 damage). Toffitt steps out of the fight for a minute. The rest of the party trudges on as Atol casts blessing of fervor.
bite: 1d20 + 25 - 5 ⇒ (9) + 25 - 5 = 29
bite damage: 2d8 + 7 + 10 ⇒ (1, 5) + 7 + 10 = 23
miss chance: 1d100 ⇒ 95
-
claw: 1d20 + 24 - 5 ⇒ (6) + 24 - 5 = 25
claw damage: 1d6 + 7 + 10 ⇒ (3) + 7 + 10 = 20
miss chance: 1d100 ⇒ 25
blind fight miss chance: 1d100 ⇒ 20
-
claw: 1d20 + 24 - 5 ⇒ (11) + 24 - 5 = 30
claw damage: 1d6 + 7 + 10 ⇒ (3) + 7 + 10 = 20
miss chance: 1d100 ⇒ 72
Up for Round 4/5
Round 4
Toffitt = 11
Glimmil = 4
Round 5
Dyrant = 24
Atol = 23+
Finneas = 23
Lizard = 23-

Doctor Abner Svengalu Toffitt |

Map needs a bit of updating.
Round 4, Init 11 {AT31}
Toffitt heals a bit more and moves back to the edge of the sleet. He strikes defensively into the wall of sleet.
Active effects/conditions ablative barrier (10), ant haul, darkvision, endure elements, mutagen, heroism, blessing of fervor, fight defensively
Init +8 Perception +16 Sense Motive +15
AC 35 / 36 crowd control (18 touch; 24 flat-footed; uncanny dodge)
10 +4 dex +2 mutagen dex +2 mutagen nat armor +1 amulet +5 armor +4 Shield +2 Ring
25% chance to avoid crit/precision damage
CMB +10 CMD 26
HP 27 / 69
Fort +12 Reflex +15 Will +9 (+2 v. enchant)
Weapon Equipped Dueling sword
Shield Equipped none
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 90 minute duration)
Elixirs
1 Ant haul ACTIVE 18 hours
- Endure elements ACTIVE 24 hours
- Expeditious retreat
- Shield (Finneas)
- Shield ACTIVE
- open
2 Ablative barrier (Atol)
- Ablative barrier ACTIVE 9 hours (10 of 45 hp remaining)
- Alchemical allocation
- Darkvision 9 hours
- open
3 Fly
- Fly
- Heroism
- open
Controlled Rage 0 of 5 rounds used
Healing touch 20 hp of 45hp used
Boro Beads 0 of 2 used
Preserving flask Shield
Slippers of spider climbing 0 of 10 min. used
Wand of Shield 21 charges
Wand of See Invisibility 7 charges
dueling blade, heroiism, power, blessing of fervor, fight defensively: 1d20 + 15 + 2 - 2 - 4 + 2 ⇒ (2) + 15 + 2 - 2 - 4 + 2 = 15
1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16
1d100 ⇒ 48

Atol Lem |

Round 5, Initiative 23+, Location AR30->AQ28
Angel HP: 35/35
Weapon Equipped = none
Conditions = Ablative Barrier, Mage Armor, Bless 5 of 90, Blessings of Fervor 2 of 9
Channel Energy Left: 5/8
Healing Touch: none
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Bestow Resolve: 1/1
Purifying Touch: 1/1
Pearl of Power Left: first (2/2)
Cassock of the Clergy: Spark, [x]Bless, Sanctuary (DC11)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Bless, Ant Haul, Command, Obscuring Mist, Protection from Evil, Protection from Evil
2) Pilfering Hand, Restoration(lessor), Suppress Charms and Compulsions
3) Magic Vestment, Create Food and Water, Daylight, Resist Energy(communal)
4) Spell Immunity, Blessings of Fervor, Spiritual Ally
5) Righteous Might, Breath of Life, Summon Monster V
Atol channels energy to heal the good doctor and then moves 15' closer to the sleet storm.
Channel Energy healing: 7d6 ⇒ (5, 4, 6, 3, 6, 3, 3) = 30
Atol uses the spell to increase his speed by 30 feet.

Glimmil |

Round 4, Init 4
"Ow! It's fighting me now! Doctor, are you OK?"
Realizing that its likely "kill or be killed", Glimmil focuses on smiting the basilisk down as swiftly as he can, trusting Garl (and Atol) to protect him and aid him in the fight - both in striking faster, and in striking surer.
Glimmil attack #1 (+1 Claw Whomper, bless, smite, power) 1d20 + 15 + 1 + 3 ⇒ (13) + 15 + 1 + 3 = 32 for 1d6 + 1 + 4 + 6 + 8 + 2d6 ⇒ (1) + 1 + 4 + 6 + 8 + (2, 4) = 26
Attack #1 concealment (low is bad): 1d100 ⇒ 34
Glimmil attack #2 (+1 Claw Whomper, bless, smite, power) 1d20 + 8 + 1 + 3 ⇒ (11) + 8 + 1 + 3 = 23 for 1d6 + 1 + 4 + 6 + 8 + 2d6 ⇒ (4) + 1 + 4 + 6 + 8 + (5, 1) = 29
Attack #2 concealment (low is bad): 1d100 ⇒ 93
Glimmil attack #3 from blessing (+1 Claw Whomper, bless, smite, power) 1d20 + 15 + 1 + 3 ⇒ (20) + 15 + 1 + 3 = 39 for 1d6 + 1 + 4 + 6 + 8 + 2d6 ⇒ (6) + 1 + 4 + 6 + 8 + (6, 2) = 33
Attack #3 concealment (low is bad): 1d100 ⇒ 79
Glimmil attack #3 crit confirm (+1 Claw Whomper, bless, smite, power) 1d20 + 15 + 1 + 3 ⇒ (6) + 15 + 1 + 3 = 25 for 2d6 + 2 + 8 + 12 + 16 ⇒ (1, 3) + 2 + 8 + 12 + 16 = 42
Also add +8 damage on the first successful hit. I didn't include the holy damage in the critical confirmation this time.
Glimmil Status:
HP: 89/102 -13
AC: 27 (-2 blindness +3 smite)
Spells:
1) [X] Divine Favor [ ] Keep Watch [ ] Lesser Restoration
2) [ ] Paladin's Sacrifice [ ] Litany of Righteousness
Smite Left: 1/3
Lay Hands Left: 6/7 (5d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1
Cog Status:
HP 81/81
AC 29 (AC32 with Dyrant's Ward)

Finneas Glenn |

Round 5 Init 23
HP = 85/85
AC/T/FF = 22/13/21 (-3 for Blind)
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 25' (30' unarmored)
Rage/day = 8/8
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 7, +12 melee touch, +9 ranged touch):
3 4/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 4/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 12 + Spell Level
Status Effects = Bless, Blind, Blessing of Fervor
"Still...can't...see."
Finneas trys again.
Greatsword Power Attack Bless Blind: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 292d6 + 16 ⇒ (3, 2) + 16 = 21
Greatsword Power Attack Bless Blind: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 82d6 + 16 ⇒ (6, 5) + 16 = 27
BoF: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 182d6 + 16 ⇒ (3, 4) + 16 = 23
Evil: 2d6 ⇒ (2, 6) = 82d6 ⇒ (2, 2) = 42d6 ⇒ (4, 1) = 5
Blind High Good: 1d100 ⇒ 431d100 ⇒ 501d100 ⇒ 34
Missed on potential crit, sucking ice wind on the other two.

Dyrant Maynor, the Pre-Sainted |

Round 7, Init 24
Yep, Fog Cloud would have been much better. Apologies.
Dyrant floats along with Atol, putting away his scroll.
"Atol, no matter what happens when the sleet lifts, I need you to stay strong."
Dyrant continues to float along, being pulled by Atol.
Hopefully, we can find a spot away from its gaze when the sleet ends.

GM_Chris |

Glimmil wallops the basilisk, but it remains standing. Finneas continues to be thwarted by the elements. Toffitt climbs up on one of the large cysts, but also misses.
Atol channels while Dyrant heels to him and Cog heels to Dyrant.
The basilisk roars louder than the storm at the paladin and smites him. The basilisk rips apart Glimmil with his claws and only the protection of his own smite (and the storm) keeps Glimmil from having his head ripped from his shoulders.
bite: 1d20 + 25 - 5 + 2 ⇒ (2) + 25 - 5 + 2 = 24 miss
bite damage: 2d8 + 7 + 10 + 18 ⇒ (1, 4) + 7 + 10 + 18 = 40
miss: 1d100 ⇒ 43
blind fight: 1d100 ⇒ 20
-
claw: 1d20 + 24 - 5 + 2 ⇒ (17) + 24 - 5 + 2 = 38 hit
claw damage: 1d6 + 7 + 10 + 18 ⇒ (2) + 7 + 10 + 18 = 37
miss: 1d100 ⇒ 57
-
claw: 1d20 + 24 - 5 + 2 ⇒ (18) + 24 - 5 + 2 = 39 hit
claw damage: 1d6 + 7 + 10 + 18 ⇒ (3) + 7 + 10 + 18 = 38
miss: 1d100 ⇒ 96
Up for Round 5/6
Round 5
Toffitt = 11
Glimmil = 4
Round 6
Dyrant = 24
Atol = 23+
Finneas = 23
Basilisk (-104) = 23-

Atol Lem |

Round 6, Initiative 23+, Location AQ28->AQ25
Angel HP: 35/35
Weapon Equipped = none
Conditions = Ablative Barrier, Mage Armor, Bless 6 of 90, Blessings of Fervor 3 of 9
Channel Energy Left: 4/8
Healing Touch: none
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Bestow Resolve: 1/1
Purifying Touch: 1/1
Pearl of Power Left: first (2/2)
Cassock of the Clergy: Spark, [x]Bless, Sanctuary (DC11)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Bless, Ant Haul, Command, Obscuring Mist, Protection from Evil, Protection from Evil
2) Pilfering Hand, Restoration(lessor), Suppress Charms and Compulsions
3) Magic Vestment, Create Food and Water, Daylight, Resist Energy(communal)
4) Spell Immunity, Blessings of Fervor, Spiritual Ally
5) Righteous Might, Breath of Life, Summon Monster V
Atol channels energy to heal the glimmer and then moves 15' into the sleet storm. (I think Finneas is outside my healing radius)
Channel Energy healing: 7d6 ⇒ (3, 3, 3, 1, 1, 2, 3) = 16
Atol uses blessings of fervor to increase his speed by 30 feet.

Glimmil |

Round 5, Init 4
Glimmil continues swinging Claw-Whomper, bathed as it is in the ever-shiny glimmering brilliance of the Glamering Garl.
"Guys! I think I hit something! It was real big, so I don't think it was the doctor! Doc?? Guys?? This thing hurts... I feel faint..."
Between the freezing storm, and the blood loss, Glimmil cannot help but break out in a shiver, his small body rattling about his armor like a Rhennee dancer's castanets.
Gritting his teeth, he stows his shield momentary, and knows he needs to heal himself quickly and avoid it's next raking claws to survive long enough to defeat it.
Using the +2AC from the Blessing, and fighting defensively now while shieldless in order to get the lay on hands up.
Glimmil attack #1 (+1 Claw Whomper, bless, smite, power, defensively) 1d20 + 16 + 1 + 3 - 4 ⇒ (2) + 16 + 1 + 3 - 4 = 18 for 1d6 + 1 + 4 + 6 + 8 + 2d6 ⇒ (6) + 1 + 4 + 6 + 8 + (6, 4) = 35
Attack #1 concealment (low is bad): 1d100 ⇒ 94
Glimmil attack #2 (+1 Claw Whomper, bless, smite, power, defensively) 1d20 + 8 + 1 + 3 - 4 ⇒ (1) + 8 + 1 + 3 - 4 = 9 for 1d6 + 1 + 4 + 6 + 8 + 2d6 ⇒ (2) + 1 + 4 + 6 + 8 + (6, 3) = 30
Attack #2 concealment (low is bad): 1d100 ⇒ 6
Lay Hands: 6d6 ⇒ (6, 5, 2, 2, 6, 5) = 26
2 hero points earmarked for cheating death... gulp.
Glimmil Status:
HP: 56/102 -75 +16 +26 = 56
AC: 28 (26 -2 blindness +3 smite -3 no shield +2 blessing of fervor +2 fighting defensively)
Spells:
1) [X] Divine Favor [ ] Keep Watch [ ] Lesser Restoration
2) [ ] Paladin's Sacrifice [ ] Litany of Righteousness
Smite Left: 2/3
Lay Hands Left: 6/7 (5d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1
Cog Status:
HP 81/81
AC 29 (AC32 with Dyrant's Ward)

Doctor Abner Svengalu Toffitt |

Frakking Paizo.com eating my frakking posts. Anyone up for finding a more reliable website...?
Round 5, Init 11
"Glim, stay strong my friend." Toffitt slices into the darkness, attempting to turn the stonemaker into a pile of dead flesh.
Active effects/conditions ablative barrier (10), ant haul, darkvision, endure elements, mutagen, heroism, blessing of fervor
Init +8 Perception +16 Sense Motive +15
AC 30 / 31 crowd control (18 touch; 24 flat-footed; uncanny dodge)
10 +4 dex +2 mutagen dex +2 mutagen nat armor +1 amulet +5 armor +4 Shield +2 Ring
25% chance to avoid crit/precision damage
CMB +10 CMD 26
HP 57 (69 after Atol's turn) / 69
Fort +12 Reflex +15 Will +9 (+2 v. enchant)
Weapon Equipped Dueling sword
Shield Equipped none
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 90 minute duration)
Elixirs
1 Ant haul ACTIVE 18 hours
- Endure elements ACTIVE 24 hours
- Expeditious retreat
- Shield (Finneas)
- Shield ACTIVE
- open
2 Ablative barrier (Atol)
- Ablative barrier ACTIVE 9 hours (10 of 45 hp remaining)
- Alchemical allocation
- Darkvision 9 hours
- open
3 Fly
- Fly
- Heroism
- open
Controlled Rage 0 of 5 rounds used
Healing touch 20 hp of 45hp used
Boro Beads 0 of 2 used
Preserving flask Shield
Slippers of spider climbing 0 of 10 min. used
Wand of Shield 21 charges
Wand of See Invisibility 7 charges
Dueling sword, heroism, power: 1d20 + 15 + 2 - 2 ⇒ (15) + 15 + 2 - 2 = 30
power: 1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16
1d100 ⇒ 80
Iterative: 1d20 + 10 + 2 - 2 ⇒ (14) + 10 + 2 - 2 = 24
power: 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18
1d100 ⇒ 82
Fervor: 1d20 + 15 + 2 - 2 ⇒ (1) + 15 + 2 - 2 = 16
power: 1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14
1d100 ⇒ 49
Come on, team: massive damage time!

Dyrant Maynor, the Pre-Sainted |

Round 5, Init 20
Dyrant floats along with Atol, waxing philosophic.
"You know Atol, sometimes my head feels like it's up my backside and whatever decision I make is wrong. I call this feeling 'life' and when I get too full of life, that's when I have earned a cudgelling. And, Atol, I think I'm very full now."
Dyrant will beg Aralynn for the gift of flight.

Finneas Glenn |

Round 6 Init 23
HP = 85/85
AC/T/FF = 22/13/21 (-3 for Blind)
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 25' (30' unarmored)
Rage/day = 8/8
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 7, +12 melee touch, +9 ranged touch):
3 4/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 4/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 12 + Spell Level
Status Effects = Bless, Blind, Blessing of Fervor
Finneas continues his blind assault, attempting to draw the beasts ire and save Glimmil and the Doctor.
Greatsword Power Attack Bless Blind: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 302d6 + 16 ⇒ (4, 5) + 16 = 25
Greatsword Power Attack Bless Blind: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 142d6 + 16 ⇒ (3, 5) + 16 = 24
BoF: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 202d6 + 16 ⇒ (6, 3) + 16 = 25
Evil: 2d6 ⇒ (3, 2) = 52d6 ⇒ (4, 6) = 102d6 ⇒ (3, 5) = 8
Blind High Good: 1d100 ⇒ 831d100 ⇒ 351d100 ⇒ 95
Attack #1 Crit Confirm: 1d20 + 12 ⇒ (13) + 12 = 252d6 + 16 ⇒ (1, 3) + 16 = 20

Atol Lem |

Acrobatics (-armor penalty): 1d20 - 3 ⇒ (14) - 3 = 11
"Where did this sleet storm come from! I don't like it. It's wet and cold!" Atol considers casting Endure Elements.
I knew I should have put on the new armor. Damn this is going to be bad...

GM_Chris |

Glimmil is unable to connect as he tries to keep from dying. Toffitt however slashes into the darkness and connects twice (16+18). Finneas finally finds some favor with Kord or at least some luck and manages to land at least one critical blow (25+5+20). Unfortunately, the combined efforts are not quite enough and the basilisk stands.
The basilisk rips into Glimmil and sends his helm (but not his head) flying and bumping up against Atol's feet. I'm assuming Glimmil uses a couple hero points.
The basilisk then claws at Toffitt and rips open his guts, but Toffitt remains standing.
bite: 1d20 + 25 - 5 + 2 ⇒ (10) + 25 - 5 + 2 = 32 - Hit Glimmil
bite daamge: 2d8 + 7 + 10 + 18 ⇒ (7, 3) + 7 + 10 + 18 = 45
miss chance: 1d100 ⇒ 71
-
claw: 1d20 + 24 - 5 + 2 ⇒ (15) + 24 - 5 + 2 = 36 - Kill Glimmil
claw daamge: 1d6 + 7 + 10 + 18 ⇒ (2) + 7 + 10 + 18 = 37
miss chance: 1d100 ⇒ 70
-
claw: 1d20 + 24 - 5 ⇒ (20) + 24 - 5 = 39 Hit Toffitt
claw daamge: 1d6 + 7 + 10 ⇒ (3) + 7 + 10 = 20
miss chance: 1d100 ⇒ 51
Crit confirm: 1d20 + 24 - 5 ⇒ (13) + 24 - 5 = 32 Confirm
claw daamge: 1d6 + 7 + 10 ⇒ (6) + 7 + 10 = 23
Party up for Round 6/7
Round 6
Toffitt = 11
Glimmil = 4
Round 7
Dyrant = 24
Atol = 23+
Finneas = 23
Basilisk (-188) = 23-
Atol, don't forget the acrobatics check. Dyrant can skip since he's being dragged along. And Cog I'm going to hand wave.

Doctor Abner Svengalu Toffitt |

Round 6, Init 11
Toffitt groans but counts himself lucky not to be Glim. He heals a bit as he cuts into the beastie.
Active effects/conditions ablative barrier (5), ant haul, darkvision, endure elements, mutagen, heroism, blessing of fervor
Init +8 Perception +16 Sense Motive +15
AC 30 / 31 crowd control (18 touch; 24 flat-footed; uncanny dodge)
10 +4 dex +2 mutagen dex +2 mutagen nat armor +1 amulet +5 armor +4 Shield +2 Ring
25% chance to avoid crit/precision damage
CMB +10 CMD 26
HP 36 (69 - 38 / 5 nonlethal + 5 / 5 = 36hp) / 69
Fort +12 Reflex +15 Will +9 (+2 v. enchant)
Weapon Equipped Dueling sword
Shield Equipped none
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 90 minute duration)
Elixirs
1 Ant haul ACTIVE 18 hours
- Endure elements ACTIVE 24 hours
- Expeditious retreat
- Shield (Finneas)
- Shield ACTIVE
- open
2 Ablative barrier (Atol)
- Ablative barrier ACTIVE 9 hours
- Alchemical allocation
- Darkvision 9 hours
- open
3 Fly
- Fly
- Heroism
- open
Controlled Rage 0 of 5 rounds used
Healing touch 25 hp of 45hp used
Boro Beads 0 of 2 used
Preserving flask Shield
Slippers of spider climbing 0 of 10 min. used
Wand of Shield 21 charges
Wand of See Invisibility 7 charges
Dueling sword, power, heroism: 1d20 + 15 + 2 - 2 ⇒ (18) + 15 + 2 - 2 = 33
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19
1d100 ⇒ 24
Dueling sword, power, heroism: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22
1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21
1d100 ⇒ 100
Dueling sword, power, heroism: 1d20 + 15 + 2 - 2 ⇒ (14) + 15 + 2 - 2 = 29
1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20
1d100 ⇒ 41
Is that second one a hit? I hope so...

Glimmil |

"Don't worry guys, I think I figured out how to block th---"
Glimmil's optimism is cut short by his chilling scream and his tiny body hurtles through the air and rebounds off the fleshy ground of Occipitus, his blood feeding the plane's darkened soul.
"Uh.. Never.. mind.. Dy.. rant.. don't.. anger.. Gods.."
His eyes wink shut.
Only Garl can save him, now.
And yes, 2 hero points please, which hopefully puts Glim at -1HP and stable outside of the basilisk's reach.

Finneas Glenn |

Round 7 Init 23
HP = 85/85
AC/T/FF = 22/13/21 (-5 for Blind and Raging)
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 25' (30' unarmored)
Rage/day = 8/8
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 7, +12 melee touch, +9 ranged touch):
3 4/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 4/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 12 + Spell Level
Status Effects = Bless, Blind, Blessing of Fervor
Having finally connected with the creature and confirming it can be hurt but not before Glimmil is (seemingly) killed, Finneas finally commits fully to the fight.
Rage.
Greatsword Power Attack Bless Blind Raging: 1d20 + 11 + 1 + 2 ⇒ (16) + 11 + 1 + 2 = 302d6 + 16 + 3 ⇒ (4, 3) + 16 + 3 = 26
Greatsword Power Attack Bless Blind: 1d20 + 6 + 1 + 2 ⇒ (9) + 6 + 1 + 2 = 182d6 + 16 + 3 ⇒ (3, 2) + 16 + 3 = 24
BoF: 1d20 + 11 + 1 + 2 ⇒ (20) + 11 + 1 + 2 = 342d6 + 16 + 3 ⇒ (5, 6) + 16 + 3 = 30
Evil: 2d6 ⇒ (3, 6) = 92d6 ⇒ (5, 4) = 92d6 ⇒ (1, 1) = 2
Blind High Good: 1d100 ⇒ 771d100 ⇒ 721d100 ⇒ 51
Attack #3 Crit Confirm: 1d20 + 14 ⇒ (7) + 14 = 212d6 + 19 ⇒ (6, 5) + 19 = 30

Atol Lem |

Round 7, Initiative 23+, Location AQ25->AR23
Angel HP: 35/35
Weapon Equipped = none
Conditions = Ablative Barrier, Mage Armor, Bless 7 of 90, Blessings of Fervor 4 of 9
Channel Energy Left: 4/8
Healing Touch: none
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Bestow Resolve: 1/1
Purifying Touch: 1/1
Pearl of Power Left: first (2/2)
Cassock of the Clergy: Spark, [x]Bless, Sanctuary (DC11)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Bless, Ant Haul, Command, Obscuring Mist, Protection from Evil, Protection from Evil
2) Pilfering Hand, Restoration(lessor), Suppress Charms and Compulsions
3) Magic Vestment, Create Food and Water, Daylight, Resist Energy(communal)
4) Spell Immunity, Blessings of Fervor, Spiritual Ally
5) Righteous Might, Breath of Life, Summon Monster V
I'm a little confused. How does Aralynn know to take the jog in the road coming up? As far as I know he can't see the lantern light to know there's a change in the path. So even if I make my rolls, we're still teleporting back to the beginning.
Acrobatics: 1d20 - 3 ⇒ (3) - 3 = 0 vs DC 10 to move 15' (single move with Blessings of Fervor adding to his movement)
Atol is unable to proceed in the slick footing and in fact falls to the ground. In desperation he uses his remaining move action to stand up and hold out the lantern to Dyrant floating in the air above him.
I don't know if Dyrant can take the lantern and proceed - but if I were judging this icy mess, we'd be teleporting... :)

GM_Chris |

Toffitt and Finneas finish off the basilisk, but a moment too late. For bragging rights, Toffitt stole the kill.
Toffitt and Finneas easily find Glimmil's almost lifeless body (stable at -1) as the storm goes away next round.
Meanwhile, Atol, Dyrant, Aralynn, and Cog find themselves back at the beginning of the field of cysts.

Finneas Glenn |

"Doctor? Glimmil? Where did the others go? Do you think this evil storm stole them while we weren't looking?"
Finneas looks around in confusion.
"Is Glimmil dead?"
Heal: 1d20 + 4 ⇒ (3) + 4 = 7
Well I hope that's a DC 5.
"Glimm, wake up."
CSW: 3d8 + 7 ⇒ (7, 2, 2) + 7 = 18

Doctor Abner Svengalu Toffitt |

Heal take 10 = 28
"Alive, by some miracle." Toffitt fixes Glimmil's almost detached arm back into the shoulder socket while Finneas mends the surrounding skin (using 5hp of his Alchemist Discovery).
"No doubt they've returned to the beginning. Shall we wait for them and search around?" Toffitt scans the terrain for his friends and for wherever the basilisk's lair may have been.
Perception: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35

Atol Lem |

Atol looks at Aralynn, Dyrant, and Cog.
"Well, we'd better rush on to meet them. Since we're at the beginning anyway, let me change this armor now so we can move a little faster."
Atol takes a moment to change into his new armor (4 minutes actually) and then he proceeds hastily down the path (double move 60'/round). Yay Mithral!
He'll also take a quick round to replace a Bless spell via a perl of power.

Dyrant Maynor, the Pre-Sainted |

Meanwhile, Atol, Dyrant, Aralynn, and Cog find themselves back at the beginning of the field of cysts.
Sorry, was literally driving from Louisiana to FLA this morning. Is there time to ret-con this? Dyrant was going to take the lantern from Atol and fly above the sleet and continue to follow the path. He acts before Atol. Would that not work?

GM_Chris |

No ret-con. Besides, 20' above is more than 5' from path, so effect would occur anyway.
1d100 ⇒ 12 - And the party is able to come together without a random encounter after an hour.
While Toffitt, Glimmil, and Finneas await the return of the rest of the party they will find the basilisk's den nearby. Inside, there is an obvious teleportation circle that they could tinker with prior to the arrival of those more learned in such things. Unfortunately, there is no treasure to admire to kill the time.

Dyrant Maynor, the Pre-Sainted |

Very good then. Dyrant did try it and fail...he wasn't aware of a 5' rule. For a chaotic evil plane, this place sure has a lot of stupid rules. You hafta *kill* guardians. You hafta follow the path. You hafta stay within 5'. You hafta follow the lantern. I don't think these people know what 'chaotic' means.
Dyrant groans and apologies to Atol.
"My bad, Atol, Cog, I hope you can forgive me."
Aralynn: "The only forgiveness will be the cudgel against your back. Repeatedly."
Dyrant cringes.
Dyrant trudges back again.

Glimmil |

Glimmil's eyes dart open, and he fixes on the faces of Finneas and Toffitt staring down at him.
"I'm aliiiiiiiiiiiive!"
While still on his back, only his hands and arms move as he pats various parts of his person, ensuring they are intact and complete. First, he pats his legs, then his chest, then his stomach, before finally ensuring one last area is unscathed.
Scrambling to his feet, he looks around.
"Oh! Where's Dyrant, Atol... and Cog?"
Lay Hands #1: 6d6 ⇒ (1, 5, 3, 5, 3, 5) = 22
Lay Hands #2: 6d6 ⇒ (2, 3, 3, 6, 3, 1) = 18
Glimmil Status:
HP: 63/102 -1 +18 +40 +5
AC: 26
Spells:
1) [X] Divine Favor [ ] Keep Watch [ ] Lesser Restoration
2) [ ] Paladin's Sacrifice [ ] Litany of Righteousness
Smite Left: 1/3
Lay Hands Left: 4/7 (5d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1
Cog Status:
HP 81/81
AC 29 (AC32 with Dyrant's Ward)

Doctor Abner Svengalu Toffitt |

Toffitt also gives Glimmil a professional evaluation, to be doubly sure he's okay. "Turn your head that way Glimmil. Excellent. Now cough."
He takes some time to loot the bodies of the rogues that the party encountered, and to more carefully examine the couatl. He discreetly takes some tissue samples, out of both curiosity and a desire to find a treatment. This includes a feather and a bit of the creature's blood. If only I had finished my research into cures for curses...

Atol Lem |

Atol takes out a scone and begins munching it leaning over (and likely way too close to) the circle.
"Where do you suppose this goes?"
He suggests the party rest and find out after a hearty breakfast in the morning. Or even the next day as some of his spells will be used on their dragged along Couatl in the morning. He prepares to cast Create Food and Water for dinner no matter what however.
I should really be able to make wine with supper - or at least a good beer.
Level 11?! Yowzer, this bit was tough. I can only imagine how much tougher it's going to get...
Oh, also, GM_Chris, you said Remove Curse is what is needed correct? Atol will memorize one in the morrow.

Doctor Abner Svengalu Toffitt |

"I suppose it shall get us closer to what I would most prize. Oerth. This place wears on me."
Toffitt gets ready to camp for the evening. He does what he can to help arrange the couatl into a safe, comfortable position and begins working with his portable alchemist's lab. He tests some of the newer materials that he's found, and scribbles for some time in a journal. "Hm. Celestial and demon blood serum have some similar qualities. Correspondence to an infinite point in time, space. Fixity not dependent on form. Let me see here... Ah, thanks Atol. Your prayer food grows more tasty with every day. Cuthbert's cooks must be smiling on us."

Dyrant Maynor, the Pre-Sainted |

We've rested, yes? Aralynn has been able to hold back her fury to commune with me again? Dyrant did one recharge on the staff of fire, now with 6 charges. 2d10 + 11 ⇒ (4, 4) + 11 = 19 False Life. Mage Armors and Extended Heroisms cast.
Split Hex of Blessing of St. Cuthbert to Cog and Atol.
Dyrant hunches over the circle, tapping the ground with his AngelRelic (the staff of fire).
"What's that Atol? You don't know where this goes? Well...we really shouldn't, unless there are some clues about."
1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25 Perception
1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26 Know (Planes)
1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35 Know (Arcana)
1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 41 Spellcraft
Dyrant sniffs and prods near the circle, looking again to the lantern.

GM_Chris |

The circle has been carved into a large piece of black granite. The etched symbols inlaid with gold. It looks as if it has or would survive a thousand years here in this protected cave.
Not much to be learned by looking at it. It's a teleportation circle. Nothing sinister about it.
1d100 ⇒ 36
1d100 ⇒ 82
1d100 ⇒ 56
1d100 ⇒ 67
1d100 ⇒ 2
-
1d100 ⇒ 93 - quite appropriate random roll
During the party's fifth hour of rest the den's shadows themselves attack the party. (so level 11, but not rested)
Perception (level 10 checks, but no one was within 1)
Aralynn 1d20 + 7 ⇒ (9) + 7 = 16
Atol1d20 + 5 ⇒ (3) + 5 = 8
Cog1d20 + 5 ⇒ (14) + 5 = 19
Dyrant 1d20 + 13 ⇒ (16) + 13 = 29
Finneas 1d20 + 13 ⇒ (16) + 13 = 29
Glimmil1d20 + 1 ⇒ (5) + 1 = 6
Toffitt 1d20 + 16 ⇒ (4) + 16 = 20
Shadows 1d20 + 24 ⇒ (9) + 24 = 33
Initiative
Atol1d20 + 4 ⇒ (11) + 4 = 15
Dyrant 1d20 + 9 ⇒ (16) + 9 = 25
Finneas 1d20 + 7 ⇒ (5) + 7 = 12
Finneas Bonus roll 1d20 + 7 ⇒ (1) + 7 = 8
Glimmil1d20 + 3 ⇒ (19) + 3 = 22
Toffitt 1d20 + 6 ⇒ (12) + 6 = 18
Shadows 1d20 + 5 ⇒ (5) + 5 = 10
Dyrant = 25
Glimmil = 22
Toffitt = 18
Atol = 15
Finneas = 12
Shadows = 10
Surprise round and Map to follow.

GM_Chris |

Doctor Abner Svengalu Toffitt |

Round 1, Init 18
Assuming we're prone and that Toffitt did some logical things preparing for rest: using his open 2nd level slot to give himself ablative barrier for the night, and prepping mutagen and heroism (using an open lvl 3 slot) doses. He would have used an open Lvl 1 slot to activate Endure Elements for the next day.
Seeing the shadows come alive, Toffitt flicks his wand of shield out of its wrist sheath and activates it. His inner panther coils up and he stands. Rage Dex +4
Active effects/conditions ablative barrier (50), endure elements, rage dex+4
Init +6 Perception +17 Sense Motive +15
AC 28 / 29 crowd control (18 touch; 22 flat-footed; 24 incorporeal; uncanny dodge)
10 +4 dex +1 amulet +5 armor +2 Ring +4 shield +2 rage dex; +2 force armor ablative barrier
25% chance to avoid crit/precision damage
CMB +9 CMD 26
HP 76 / 76
Fort +11 Reflex +14 Will +7 (+2 v. enchant)
Weapon Equipped Dueling sword
Shield Equipped none
Mutagen READY (+4 Dex, +2 AC, -2 Wis, 90 minute duration)
Elixirs
1 Ant haul 20 hours
- Endure elements ACTIVE 24 hours
- Expeditious retreat
- Shield (Finneas)
- Shield
- Endure elements ACTIVE (doubling up for tomorrow)
2 Ablative barrier (Atol)
- Ablative barrier USED 10 hours
- Alchemical allocation
- Darkvision USED
- Ablative barrier ACTIVE
3 Fly
- Fly
- Heroism USED
- Heroism
4 Echolocation
Controlled Rage 0 of 5 rounds used
Healing touch 0 hp of 50hp used
Boro Beads 2 of 2 used
Preserving flask Shield
Slippers of spider climbing 0 of 10 min. used
Wand of Shield 21 charges
Wand of See Invisibility 7 charges