| Xerath | 
Xerath doesn't seem to understand the beast from his his words. However when he see both Derek and the beast jump over a section of the floor, he seems to get it. He walks back to get a running start and attempts to jump to S2 using his spear to pole vault himself over.
1d20 + 17 ⇒ (13) + 17 = 30
It'll take a double move to get there so that is my turn.
"Well at least I'm not some sniveling coward like Appario."
| Derek Keegan | 
Fort save: 1d20 + 3 ⇒ (2) + 3 = 5
Ugh...I feel so weak...
I better get out of here, and fast!
Climb: 1d20 + 5 ⇒ (14) + 5 = 19
I didn't realize I had fallen so far at first...It's a wonder I survived. Probably only because that spell that cusioned my fall.
Rather like a nice plump woman that...but I don't think I'll mention that to Xerath.
| DM Are | 
Constitution damage: 1d2 ⇒ 2
Derek takes another 2 points of Constitution damage as the poison continues coursing through his veins, but even in his weakened state he manages to climb halfway up the pit.
He currently clings to the wall 15 ft down.
***
Xerath flies across the chamber, thumps into the wall above his selected landing spot and easily slides down to stand next to the pit that swallowed Derek.
***
None of the enemies can currently be seen. The blue-ringed creeper is stunned and blinded, while the red-ringed creepers are blinded.
There's supernatural darkness (50% miss chance unless "see in darkness" or scent within 5 ft) everywhere except surrounding Derek's pit, where there's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft). There's bright light in the bottom 20 ft of Derek's pit.
There's a 10-ft drop down from the O-line to the P-line. Derek is clinging to the wall 15 ft down in a 30-ft-deep pit.
The "i"'s represent large chairs; each of those squares are difficult terrain (this also includes Yahirma's current location).
Up next: Appario (round 2).
| DM Are | 
A voice speaks commands in an unknown language, followed soon after by a dagger flying out of nowhere against The Beast.
Dagger attack: 1d20 + 14 ⇒ (8) + 14 = 22 (vs flat-footed AC)
Dagger damage: 1d4 + 3 + 5d6 ⇒ (4) + 3 + (2, 1, 6, 4, 3) = 23 (+5d6: sneak attack)
The dagger misses.
***
None of the enemies can currently be seen.
There's supernatural darkness (50% miss chance unless "see in darkness" or scent within 5 ft) everywhere except surrounding Derek's pit, where there's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft). There's bright light in the bottom 20 ft of Derek's pit.
There's a 10-ft drop down from the O-line to the P-line. Derek is clinging to the wall 15 ft down in a 30-ft-deep pit.
The "i"'s represent large chairs; each of those squares are difficult terrain (this also includes Yahirma's current location).
Up next: The PCs. Derek must succeed at a DC 13 Fortitude save at the beginning of his turn to cure himself of poison and avoid taking another 1d2 Constitution damage.
| "The Beast of War" | 
The Beast snorts in disdain for his cowardly foes and kneels, lowering one tree-trunk thick limb down for Derek.
Not sure what sort of action but the Beast is essentially going to lift Derek out if he spends one more move action to climb up another ~10 feet. The idea is to leave Derek with his standard once he's out.
| Appario Lind | 
Oooh! Is Derek up? If light then...
As Derek's head pokes up and light (or mostly light) spills into the room, Appario fires his bow twice at any blinded baddies he sees.
1d20 + 10 ⇒ (9) + 10 = 19 to hit;
1d8 + 2 + 1d6 ⇒ (8) + 2 + (6) = 16 damage;
1d20 + 5 ⇒ (5) + 5 = 10 to hit;
1d8 + 2 + 1d6 ⇒ (8) + 2 + (1) = 11 damage.
| DM Are | 
None of the creepers are currently blinded.
***
Perception (Appario): 1d20 + 11 + 1 - 4 ⇒ (5) + 11 + 1 - 4 = 13
Perception (Derek): 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20
***
Derek's body finally manages to fight off the poisonous invasion, keeping him from losing even more of his life force, and he's easily able to climb up to The Beast's waiting arm and subsequent show of strength as it hoists him up the rest of the way.
The Morrowfall's light is finally able to fight the darkness in the entire chamber, causing the entire area to be illuminated as by dim light. A stalker is standing across from the large trapped area, while the three remaining creepers are huddled together near the eastern hallway.
In addition, the light reveals more of the western hallway, where there's an open door where it meets a crossing hallway.
Appario hits a creeper with his first arrow, but the second misses.
***
There's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) everywhere.
There's a 10-ft drop down from the O-line to the P-line.
The "i"'s represent large chairs; each of those squares are difficult terrain (this also includes Yahirma's current location).
Up next: Xerath, Yahirma, Derek's standard action, The Beast's move action. Derek can be on the other side of The Beast, it that's more desirable.
| Derek Keegan | 
Well, since Derek IS trying to be more tactical, I'd say it is for now.
Derek grunts with the effort of getting to his feet, his body a mess of blood and smeared foul black poison.
Like a wounded animal, his very first thought is to fight his way free, and as his gaze falls on the stalker, his eyes narrow dangerously.
Holding the Morrowfall like a pointed sword towards the stalker, his will flows forth, focused like never before due to the pain in his body.
The divine force residing in the ancient artefact leaps to obey his command and the eye of the artefact glows with a Reddish light, clearly an indication of the anger of its bearer.
Searing light, touch attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 5d8 ⇒ (3, 2, 7, 8, 3) = 23
Miss chance: 1d100 ⇒ 98
| DM Are | 
| Yahirma | 
Too many pits. I am certainly not embarrassing myself by trying to navigate that now.
Yahirma puts away her staff and pulls out a blowgun.
Watch out! It's on, now!
Assuming nobody gets horribly injured between now and her next turn, Yahirma will take a shot at whatever enemy is closest. Feel free to use this in case things move quickly before I can next get back to post.
Blowgun: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d2 ⇒ 1
| Derek Keegan | 
Derek manages a weak grin at Apparios humour.
"Yes, you can easily tell the difference between us my friend, you do pratfalls, I do pitfalls."
"One could say that my performance took a nosedive to previously unknown levels, plumbing the depths as it were.
It was a captivating performance, only this time it was the actor and not the audience that was captivated."
"They put true celebrities on pillars, me the put in a hole."
| Xerath | 
"Both of you, stop it."
Xerath moves to S4 and jabs at creeper #5.
1d20 + 7 ⇒ (5) + 7 = 12
1d8 + 3 ⇒ (3) + 3 = 6
However the inane prattling of his comrades infuriates him enough to distract him and he misses.
| DM Are | 
The stalker moves into the corner while drawing another dagger, then throws it at Xerath before resuming its normal dual-wielding stance. One creeper moves down the eastern hallway, emerging through the door at the end of the western hallway. The creeper Xerath prodded with his spear steps closer and attempts to stab him with its dagger, followed by the final creeper charging forward in an attempt at pushing Xerath into the pit behind him.
Dagger attack #1: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31 (-2: distance)
Dagger attack #2: 1d20 + 10 ⇒ (3) + 10 = 13
Dagger damage #1: 1d4 + 3 ⇒ (4) + 3 = 7
Dagger damage #2: 1d3 + 2 ⇒ (2) + 2 = 4
Potential critical: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21
Critical damage: 1d4 + 3 ⇒ (3) + 3 = 6
The stalker's dagger hits, dealing 13 damage (0 once false life is taken into account), while Xerath easily dodges the creeper's attack.
Fortitude vs poison: 1d20 + 10 + 4 ⇒ (3) + 10 + 4 = 17
Xerath's body easily fights off the infection threatening in the wound.
Bull rush attempt: 1d20 + 8 ⇒ (20) + 8 = 28
Misfortune reroll: 1d20 + 8 ⇒ (1) + 8 = 9
The bull rush attempt at first seems on the path to success, but the creeper is distracted by having to bat away Xerath's spear, losing too much of its momentum in the process.
***
There's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) everywhere.
There's a 10-ft drop down from the O-line to the P-line.
The "i"'s represent large chairs; each of those squares are difficult terrain (this also includes Yahirma's current location).
Up next: The PCs, plus Xerath gets an AoO against the bull-rushing creeper.
| Xerath | 
AOO
1d20 + 7 ⇒ (17) + 7 = 24
1d8 + 3 ⇒ (6) + 3 = 9
Gonna wait for the beast again before I post my turn.
| "The Beast of War" | 
The Beast greets the attackers with a thunderous roar before unleashing Maddok's hammer and its own deadly natural weapons.
Targeting the one Xerath took an AoO on.
Primary: 1d20 + 15 ⇒ (4) + 15 = 19 
Primary Dmg: 1d6 + 19 ⇒ (3) + 19 = 22 
Iterative: 1d20 + 10 ⇒ (13) + 10 = 23 
Iterative Dmg: 1d6 + 19 ⇒ (6) + 19 = 25 
Hoof I: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 
Hoof I Dmg: 1d4 + 6 + 1 ⇒ (1) + 6 + 1 = 8 
Hoof II: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 
Hoof II Dmg: 1d4 + 6 + 1 ⇒ (4) + 6 + 1 = 11 
Horns: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 
Horns Dmg: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13
| Xerath | 
Xerath will step back, taking the beast's previous space and strikes at the same creeper with his spear again.
1d20 + 7 ⇒ (11) + 7 = 18
1d8 + 3 ⇒ (1) + 3 = 4
| DM Are | 
Xerath's opportunistic spear-thrust and The Beast's hammering combine to demolish the offending creeper, causing yet another explosion of light.
Fortitude (The Beast): 1d20 + 13 ⇒ (1) + 13 = 14
Fortitude (Xerath): 1d20 + 10 ⇒ (5) + 10 = 15
Fortitude (Creeper #5): 1d20 + 5 ⇒ (18) + 5 = 23
Blindness duration: 1d6 ⇒ 6 rounds.
The Beast succumbs to the blindness, while Xerath fights off the blinding sensation. The creeper's sensitive eyes are temporarily affected.
Even in its blindness, The Beast's stomping hooves and thrashing head serve to injure the now-blinded creeper tremendously, which Xerath's spear and Yahirma's blowgun also add to. It still stands, although only barely.
***
The Beast is blind for 6 rounds; the blue-ringed creeper is blind for 1 round.
There's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) everywhere.
There's a 10-ft drop down from the O-line to the P-line.
The "i"'s represent large chairs; each of those squares are difficult terrain (this also includes Yahirma's current location).
Up next: Appario.
| Appario Lind | 
Be your eyes? You want him to be the bullseye?! But that'll make him a target!
Appario shoots at the blind creeper.
1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20 to hit;
1d8 + 2 + 1d6 ⇒ (4) + 2 + (2) = 8 damage;
1d100 ⇒ 21 miss chance, high is good.
1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13 to hit;
1d8 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8 damage.
1d100 ⇒ 51 miss chance, high is good.
| DM Are | 
Appario's first arrow impales the creeper's forehead, causing yet another explosion of light. His second arrow misses.
Fortitude (Xerath): 1d20 + 10 ⇒ (14) + 10 = 24
Blindness duration: 1d6 ⇒ 2 rounds.
Once again, the spear-wielding mage withstands the light's effect.
***
The stalker smiles briefly as it realizes The Beast's predicament. It edges forward while drawing another dagger, then throws it at the hulking warrior. Once more, it assumes a dual-wielding stance as it surveys the damage.
Dagger attack: 1d20 + 14 ⇒ (12) + 14 = 26 (vs blinded target)
Dagger damage: 1d4 + 3 + 5d6 ⇒ (2) + 3 + (2, 6, 5, 5, 5) = 28 (+5d6: sneak attack)
The thrown dagger barely misses.
The last creeper creeps back where it came from, taking up position near the edge of the eastern hallway.
***
The Beast is blind for 6 rounds.
There's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) everywhere.
There's a 10-ft drop down from the O-line to the P-line.
The "i"'s represent large chairs; each of those squares are difficult terrain (this also includes Yahirma's current location).
Up next: The PCs.
| Xerath | 
"What are you doing beast? The stalker is barely 10 feet in front of you, to your left! Are you some coward like Appario?"
Xerath moves to S5 to strike at the stalker.
1d20 + 7 ⇒ (11) + 7 = 18
1d8 + 3 ⇒ (3) + 3 = 6
| "The Beast of War" | 
The Beast nods.
The bestial spirit weaves a spell causing the hard lines of his massive frame to soften and blur.
Evolution Surge - Shadow Form
Following Xerath's directions, the Beast moves to R6.
| DM Are | 
It was pretty hard to find that evolution.. some random ARG race wasn't exactly the first place I looked! It feels strange that those evolutions are available to all summoners rather than just to fetchlings.
By the way, I think you meant lesser evolution surge, considering Maddok has already cast his only 3rd-level spell of the day (greater magic fang).
***
Xerath misses the stalker, who is both more agile and better armored than the creepers.
The stalker's pale eyes narrow as The Beast's form blends into the shadows.
***
The Beast is blind for 5 more rounds.
There's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) everywhere.
There's a 10-ft drop down from the O-line to the P-line.
The "i"'s represent large chairs; each of those squares are difficult terrain (this also includes Yahirma's current location). The red square and rectangle represent trap locations.
Up next: Appario, Derek, Yahirma.
| Yahirma | 
Yahirma steps up to the edge of the loft, pulls out a strand of beads, and loops it around her wrist several times. With a look to the treacherous floor, she begins to crouch, places her hands on the edge, and considers how hard it might be to bear her own weight long enough to swing towards Shu-Ah'Eh-Di (P5). She chews her lip while contemplating the difficulty and then holds out a hand to Appario for his help in descending.
One of these days I'm going to buy a grappling hook for all of this rope. One of these days there will also be a reasonable place to affix a grappling hook.
| Derek Keegan | 
Once it is dead, take a step to southeast and you will find the other one."
Still feeling a little weak, Derek decides he doesn't want to get involved yet, and as the Creeper remaining is hidden he stays put but draws his shortbow, just in case.
| DM Are | 
The stalker elects to ignore The Beast for now, knowing full well the effect of concealment on its ability to hit strategic points on an opponent's body. It nimbly and swiftly moves across the battlefield while attempting to keep its defenses intact.
Acrobatics to avoid provoking from The Beast: 1d20 + 20 ⇒ (1) + 20 = 21 (DC +10)
Acrobatics to avoid provoking from Xerath: 1d20 + 20 ⇒ (7) + 20 = 27 (DC +12)
It ends its movement by moving behind Derek, then attempts to push the light-wielding bard into the larger pit.
CMB to bull rush: 1d20 + 10 ⇒ (7) + 10 = 17
All of the stalker's tactically-minded maneuvers are for naught, as it provokes from both The Beast and Xerath while failing to push Derek anywhere.
The creeper stays back, for now.
***
The Beast is blind for 5 more rounds.
There's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) everywhere.
There's a 10-ft drop down from the O-line to the P-line.
The "i"'s represent large chairs; each of those squares are difficult terrain (this also includes Yahirma's current location). The red square and rectangle represent trap locations.
Up next: The PCs, plus The Beast's and Xerath's AoOs. If Appario uses his turn to aid Yahirma in swinging across to a safe spot, she'll get a full round worth of actions.
| Yahirma | 
Much appreciated, Appario. That saves me a round of trying to levitate or fumbling on a wall.
Yahirma lands on the ground with Appario's help and steps up to the Beast while reciting a prayer. One of the beads around her wrist flares momentarily before absorbing the darkness that had settled over her target's eyes.
Prayer bead of healing to manifest remove blindness/deafness on the Beast. We're back in action!
| "The Beast of War" | 
Catching the scent of the stalker's stink as it attempts to sneak past him, the Beast lashes out with Maddok's hammer.
AoO: 1d20 + 15 ⇒ (2) + 15 = 17 
AoO Dmg: 1d6 + 19 ⇒ (2) + 19 = 21 
After Yahirma parkours her way down and absorbs the blindness afflicting Shu-Ak’eh-Di, the bestial spirit blinks as its vision returns.
Seeing that his foe now threatens the bard, the war-spirit lowers his horns and charges.
Powerful Charge: 1d20 + 13 + 1 + 2 ⇒ (20) + 13 + 1 + 2 = 36 
Powerful Charge dmg (half damage): 2d6 + 16 + 1 + 4 ⇒ (1, 4) + 16 + 1 + 4 = 26
Confirming: 1d20 + 13 + 1 + 2 ⇒ (5) + 13 + 1 + 2 = 21 
Additional Dmg (half damage): 2d6 + 16 + 1 + 4 ⇒ (3, 4) + 16 + 1 + 4 = 28
| Xerath | 
AOO
1d20 + 7 ⇒ (3) + 7 = 10
1d8 + 3 ⇒ (1) + 3 = 4
Xerath misses as the stalker tries to roll past so he follows by stepping into S4 and strikes again.
1d20 + 7 ⇒ (9) + 7 = 16
1d8 + 3 ⇒ (6) + 3 = 9
| DM Are | 
Both The Beast and Xerath miss the stalker as it tumbles past, while Appario safely swings Yahirma to land on the floor next to the large trap. Xerath's second prod also misses. The Beast's charge hits, yet the shadowy horns cause less injury than one might have expected from previous experience.
***
There's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) everywhere.
There's a 10-ft drop down from the O-line to the P-line.
The "i"'s represent large chairs; each of those squares are difficult terrain. The red square and rectangle represent known trap locations.
Up next: Derek.
| DM Are | 
One more thing:
***
Standing so close to the warlike Beast, Derek finds that his brotherly connection is somewhat changed compared to the bolstering of morale he gains by Maddok's presence. This creature makes him feel a raging anger instead.
Derek can enter a rage as per the rage spell while adjacent to The Beast. Both benefits and penalties last until just before his next turn.