
Jan Carpenter |

Jan, his hand still glowing with energy, reaches out for the rat, trying to touch it again.
Still holding the charge from last round.
Touch -2 fighting defensively: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
Cure serious wounds: 3d8 + 6 ⇒ (2, 7, 2) + 6 = 17
Channel damage is not reduced by 50% against incorporeal but I'm not sure about other positive energy stuff.
Jan then takes a step back.
5' north, to E4.

Deranged_Maniac_Beth |
Channel damage is not reduced by 50% against incorporeal but I'm not sure about other positive energy stuff.
Interestingly, this rule appears to have been changed for Pathfinder.
Even when hit by spells or magic weap-
ons, it has a 50% chance to ignore any damage from a corporeal
source (except for positive energy, negative energy, force effects
such as magic missile, or attacks made with ghost touch weapons).
That's from the MM PDF, which is based on the 2013 reprints. I don't know if the text was altered compared to the 2003 release. For comparison, the Rules Compendium says
Even when hit by spells (including touch spells) or magic
weapons, an incorporeal creature has a 50% chance to ignore
any damage from a corporeal source—except for positive
energy, negative energy, force effects such as magic missile,
or attacks made with ghost touch weapons. Although it isn’t
strictly a magical attack, holy water can damage incorporeal
undead, but a hit with holy water has a 50% chance of not
affecting such a creature.
For attacks that require attack rolls, the chance to ignore
damage is treated as a 50% miss chance. If a creature receives
miss chances from multiple sources, such as from being
incorporeal and having concealment, they don’t stack. Only
the highest miss chance applies.
On the other hand, the PRD just says
Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
So, it looks like only Channel Energy causes full damage, not other positive energy attacks.

Deranged_Maniac_Beth |
Jan pours light into the rat. They are still alive, but barely.
The two bats approach and attack Gemheart:
B1 bite: 1d20 + 8 ⇒ (9) + 8 = 17
strength damage: 1d6 ⇒ 4
B2 bite: 1d20 + 8 ⇒ (9) + 8 = 17
strength damage: 1d6 ⇒ 3
The two bats sap Gemheart's strength.
The map is updated. Gemheart's turn.

Gemheart |

Are those touch attacks or regular attacks?
concentration to cast defensively DC 21: 1d20 + 13 ⇒ (13) + 13 = 26
Gemheart creates a swirling vortex of damaging energy in the form of a ball five feet in diameter and pushes it into the enemy (R1) nearest him.
Energy Sphere, 1 SP for max damage and 1 SP for the shape and 1 SP for it to last 6 rounds. Works in many ways like Flaming Sphere just not fire.
magical bludgeoning damage, DC 17 reflex halves: 8d6 ⇒ (3, 6, 3, 1, 2, 2, 5, 5) = 27

Deranged_Maniac_Beth |
Those were touch attacks.
Gemheart's power completely obliterates the rat, which fades into nothingness. Even half damage is enough to kill them.
The map is updated. Krezen's turn, then Jan's.

Jan Carpenter |

Jan hurls a bolt of light at the bats. It bursts between them. He then retreats back up the hall.
Throwing a burst of radiance at the intersection between E7 & F8. It has a 10' radius. Then I'll move back to F2 to stay out of Krezen's shot.
Burst of Radiance Damage (no save if evil): 5d4 ⇒ (4, 3, 3, 2, 2) = 14
Reflex DC 15 or blinded for this many rounds (dazzled otherwise): 1d4 ⇒ 2

Deranged_Maniac_Beth |
Bat 1 reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Bat 2 reflex: 1d20 + 7 ⇒ (4) + 7 = 11
Both of them are blinded. The now-blind bats fly away--one flies southeast and the other southwest. They are moving slower than before, each feeling out the familiar passageways that they cannot see.
As the bats fly away at half speed, both provoke AoOs from Gemheart.
Map updated. Gemheart's turn.

Gemheart |

AoO, can only take 1
atk: 1d20 + 11 ⇒ (3) + 11 = 14
dmg: 1d12 + 6 ⇒ (1) + 6 = 7
on turn
Gemheart launches a blast of magical stones at one of the bats, then directs the swirling ball of force toward the other!
ranged touch: 1d20 + 6 ⇒ (9) + 6 = 15
dmg: 5d6 ⇒ (6, 1, 2, 6, 3) = 18
magical bludgeoning damage, DC 17 reflex halves: 8d6 ⇒ (2, 4, 5, 4, 5, 1, 6, 1) = 28
the ball isnt living so i figure it can go through these walls. if not, well i will learn now then haha.

Jan Carpenter |

Jan steps forward until he is in view of the bats, and hurls another bolt of light.
Move forward to F4... I can see B1 from there (but not B2 I think). Then casting burst of radiance again.
Damage (no save): 5d4 ⇒ (3, 2, 4, 1, 2) = 12 ...x 0.5 because incorporeal.
Reflex DC 15 or Blinded for this many rounds: 1d4 ⇒ 3 ...If they fail the save I'm hoping the duration adds to the original, but if not it replaces it which is still okay.

Deranged_Maniac_Beth |
B1's reflex: 1d20 + 7 ⇒ (3) + 7 = 10
I don't think the durations stack, but it does reset the timer.
The first bat's blindness worsens. The first bat continues their retreat, still at half speed, further into the maze. The second bat seems to turn around and fly in a different direction, but still further into the maze.
The map has been updated.
Gemheart's turn, then Krezen, then Jan.

Jan Carpenter |

"Perhaps now's our chance. While they are blind we can try and make a run for the far doors."

Deranged_Maniac_Beth |
Gemheart darts through the passageway, though he is still affected by the draining effect of the purple barriers.
Remember any living creature who ends their turn adjacent to the purple walls, including diagonally, takes 4 damage. Gemheart only takes 2 damage, since he is only half-living.
Krezen:
I thought I said that the Head of Vyrellis only teleports you 35 feet as a move action? That wouldn't be enough to get Krezen all the way across this round, since you are starting from E1. I don't have all my notes with me so I could be misremembering, though.
You could move to H7 and then teleport to either H14 or L12, though. That would allow you to make it in one more round by teleporting and again and then moving.
The map has been updated with Gemheart's movement, but not Krezen's.

Krezen |

You are right DMB, but I really don't want to telepport into that maze... Krezen will attack B1 again (since he is being so successful at it...). 5' step to E:2 and shoot.
Composite Bow w/Arcane Strike: 1d20 + 10 ⇒ (1) + 10 = 11
Damage if it hits: 1d8 + 8 ⇒ (6) + 8 = 14
Composite Bow w/Arcane Strike: 1d20 + 5 ⇒ (7) + 5 = 12
Damage if it hits: 1d8 + 8 ⇒ (6) + 8 = 14
FFS... Really?!

Jan Carpenter |

Jan darts into the maze. When he gets to the corner he flings another bolt of light, this time at the bat that is close to Gemheart.
Move forward to B7. I take 4 damage from the walls. Then casting burst of radiance again.
Damage (no save): 5d4 ⇒ (2, 3, 2, 1, 3) = 11 ...x 0.5 because incorporeal.
Reflex DC 15 or Blinded for this many rounds: 1d4 ⇒ 2

Deranged_Maniac_Beth |
Krezen is completely ineffective. Jan casts again...
B1's reflex: 1d20 + 7 ⇒ (9) + 7 = 16
but the bat does not seem to be affected.
The first bat is still blinded and shuffles around aimlessly.
The second bat, on the other hand, is now recovers, and flies north to attack Gemheart through the barrier:
touch attack: 1d20 + 8 ⇒ (4) + 8 = 12
strength damage: 1d6 ⇒ 3

Jan Carpenter |

I am last out of the three of us but I am planning on making a double-move to C16.

Jan Carpenter |

"Here we go!"
Jan darts forward, jogging through the maze-like corridors before stopping in a side tunnel.
Double-move to C16. I am no longer adjacent to one of the deadly walls.

Deranged_Maniac_Beth |
Gemheart makes it down the corridor, and is slightly damaged by the purple barriers:
barrier damage: 1d4 ⇒ 4 divided by 2 because Gemheart is half-living.
Krezen moves up and fires an arrow into the nearest bat, wounding them.
barrier's damage to Krezen: 1d4 ⇒ 2
The first bat is still blinded and once again shuffles around aimlessly. B1 will be able to see again next round.
The second bat darts south through the maze, and stops closer to the southern door, waiting to strike.
Map updated, y'all's turn again.

Jan Carpenter |

I plan on double-moving to E18 on my turn.

Deranged_Maniac_Beth |
Krezen and Jan both move through the maze.
The first bat, now able to see once again, flies southwest and prepares to sink their teeth into the next person to come into reach.
Readying an action to bite.
The second bat steps back and strikes at Gemheart:
bite: 1d20 + 8 ⇒ (18) + 8 = 26
strength damage: 1d6 ⇒ 5

Jan Carpenter |

"We're almost there, guys. Let me clear the way!"
Guys, why don't you delay until after I go?
Casting burst of radiance again, aiming for B2.
Damage (no save): 5d4 ⇒ (4, 4, 1, 3, 3) = 15 ...x 0.5 because incorporeal.
Reflex DC 15 or Blinded for this many rounds: 1d4 ⇒ 4
If it looks like B2 is now blind, Move to I21. Otherwise wait where I am.
Jan rushes to the doors to the south.