| Zorblag | 
Reflex save vs DC 18: 1d20 + 6 ⇒ (6) + 6 = 12 fail 
Reflex save vs DC 18: 1d20 + 6 ⇒ (3) + 6 = 9 fail
Reflex save vs DC 17: 1d20 + 6 ⇒ (6) + 6 = 12 fail
The rast, after missing with its bite is rattled. When Tristan's starknife flies by, missing it it flinches and is unable to avoid the lightning attacks or the snares which tangle its unconscious body.
Directly after this, the azer finally regains the ability to move and starts by taking a swing at the still paralyzed Groff.
Azer Power Attack: 1d20 + 12 + 4 - 2 ⇒ (20) + 12 + 4 - 2 = 34 hit, critical
Damage (B): 1d8 + 6 ⇒ (7) + 6 = 13 + 1 fire
Critical Confirmation: 1d20 + 12 + 4 - 2 ⇒ (12) + 12 + 4 - 2 = 26
Critical Damage: 2d8 + 12 ⇒ (3, 6) + 12 = 21 + 2 fire
34 damage to Groff after DR, Groff is now at -10 hp with a constitution of 13.
As the dwarf crumples, the azer takes a step forward and continues it's attacks, this time against Khoran.
Azer Power Attack: 1d20 + 7 + 4 - 2 ⇒ (6) + 7 + 4 - 2 = 15 miss
Damage (B): 1d8 + 6 ⇒ (3) + 6 = 9 + 1 fire
Just like with the rast's last bite, the hammer this time barely misses, the azer having spent too much attention on the power and not enough on accuracy. The second attack in a row against Khoran miss by 1.
8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.
Round Thirteen Initiative Order
Groff Paralysis wears off, Unconsious, Dying, needs to make a Stability Check (1d20 +1 vs DC 20) to stabilize unless healed.
Round Fourteen Initiative Order
Grimm - Paralysis wears off, may act normally
Tristan
Khoran - Paralysis wears off, may act normally
Azer
Groff
| Khoran of the Bone Bears | 
Grim faced, Khoran turns his attention to the surviving Azer...
standard Action - Hex Azer, Silkstring Snare
Move action - direct ball lightning spheres at Azer
5' step...
DC 17 reflex or be entangled and stuck in place, then
Damage, Ball 1: 3d6 ⇒ (2, 6, 4) = 12 ref 18 to negate
Damage, Ball 2: 3d6 ⇒ (4, 1, 3) = 8 ref 18 to negate
| Tristan Luckbringer | 
avert: 1d100 ⇒ 96
Tristan sets his sights again and throws
miss: 1d100 ⇒ 60
Bless +1
Starknife 5bab +6Cha +1Starknife, (Deadly Aim -2,+4)
attack #1: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
damage #1: 1d4 + 11 ⇒ (1) + 11 = 12
| Zorblag | 
Reflex save vs DC 18: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11
The first ball of lightning hits the azer for full damage, though it seems to completely shrug off the second.
@Tristan, the rasts are down so no more need to avert eyes or worry about miss chances just now. Also the azer is adjacent to you, so I'll make that a melee attack so you don't have an AoO to worry about.
Tristan stabs it with his starknife, connecting and eliciting a glare from the ruddy face.
8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.
Round Thirteen Initiative Order
Groff Paralysis wears off, Unconsious, Dying, needs to make a Stability Check (1d20 +1 vs DC 20) to stabilize unless healed.
Round Fourteen Initiative Order
Grimm - Paralysis wears off, may act normally
Tristan - Attacked
Khoran - Used Silkstring Snare Hex, moved ball lightning
Azer
Groff
| Grimm Wald | 
Grimm fires his wand at the remaining azer as he motions urgently to Khoran, "Heal or stabilize Groff!"
Caster Level Check: 1d20 + 7 ⇒ (19) + 7 = 26
Magic Missile Damage: 4d4 + 4 ⇒ (2, 3, 2, 3) + 4 = 14
| Zorblag | 
Grimm hits the azer with a round of magic missiles which impact the stocky creature with a series of thuds while Groff, now collapsed on the ground, bleeds a little more.
The azer, taking a variety of blows, still deems Khoran who it saw call the balls of lightning into being, as the most immediate threat and attacks the shaman.
Warhammer Attack: 1d20 + 12 ⇒ (15) + 12 = 27 hit
Damage (B): 1d8 + 2 ⇒ (2) + 2 = 4 +1 fire
Warhammer Attack: 1d20 + 7 ⇒ (12) + 7 = 19 miss
Damage (B): 1d8 + 2 ⇒ (2) + 2 = 4 + 1 fire
8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.
Round Fourteen Initiative Order
Groff Prone, Disarmed, Unconscious, Dying, needs to make a Stability Check (1d20 +1 vs DC 21) to stabilize unless healed.
Round Fifteen Initiative Order
Grimm
Tristan
Khoran
Azer
Groff
| Tristan Luckbringer | 
wow... Round 14!
Tristan tries stabbing the lone Azer
Bless+1
Starknife 5bab +6Cha +1Starknife, (pa -2,+4)
attack #1: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
damage #1: 1d4 + 11 ⇒ (4) + 11 = 15
| Khoran of the Bone Bears | 
According to the map, the Azer stood still; fine by me...
Lightning Ball Damage: 3d6 ⇒ (6, 2, 5) = 13 ref 18 to negate
Khoran steps out of reach of the Azer's warhammer and tries to heal Groff.
 5' step
Full round action - heal with Healer's Hands on Groff
Heal: 1d20 + 7 + 3 + 4 + 2 + 2 ⇒ (5) + 7 + 3 + 4 + 2 + 2 = 23
7 ranks +3 trained +4 wis + 2 Healing satchel +2 tears to wine
Edit: 18 HP to Groff - he should be conscious... in time for a hammer to the face?
| Zorblag | 
Tristan attempts to stab the azer, but misses.
Khoran steps to the side and applies some healing arts to Groff. The Dwarf stops his bleeding and blinks, conscious once more.
The Ball lightning doesn't do anything unless you spend a move action moving it onto a creature.  Even if it did there would have been two of them and you'd need to roll for Spell Resistance.
*Edit* Reading spell resistance more carefully, it just happens the first time for each spell, so both balls of lightning would have affected the azer the first time around (and for subsequent time, though without the move action, not this round.) As a heads up, next round will the last round the spell is active.
Reflex save vs DC 18: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3 fail
Retcon: last round the azer takes damage from both balls of lightning; it looks slightly more shocked than you had though it had.
| Grimm Wald | 
Grimm fires his wand once more at the remaining azer.
Caster Level Check: 1d20 + 7 ⇒ (14) + 7 = 21
Magic Missile Damage: 4d4 + 4 ⇒ (3, 4, 1, 3) + 4 = 15
| Zorblag | 
Grimm sends another volley of missiles at the azer who is once again rocked a bit as they crash into its body.
The azer takes a step towards Khoran and attempts once more to hit the shaman with its warhammer.
Warhammer Attack: 1d20 + 12 ⇒ (7) + 12 = 19 miss
Damage (B): 1d8 + 2 ⇒ (3) + 2 = 5 + 1 fire
Warhammer Attack: 1d20 + 7 ⇒ (17) + 7 = 24 hit
Damage (B): 1d8 + 2 ⇒ (7) + 2 = 9 + 1 fire
The second swing makes contact and Khoran crumples to the ground, unconscious. Khoran is now at -4 hp with a 7 constitution.
8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.
Round Fifteen Initiative Order
Groff Prone, Disarmed
Round Sixteen Initiative Order
Grimm
Tristan
Khoran Prone, Disarmed, Unconscious, Dying, needs to make a Stability Check (1d20 -2 vs DC 14) to stabilize unless healed.
Azer
Groff
| Zorblag | 
Khoran stops bleeding, and instead lies unconscious, his breathing a bit ragged, but not in immediate danger of dying on his own anymore. Groff meanwhile cautiously gets to his feet, keeping his eye on the azer, his shield at the ready and his weapon ready to deflect an incoming blow.
8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.
Round Fifteen Initiative Order
Groff - Stood up, Total Defense
Round Sixteen Initiative Order
Grimm
Tristan
Khoran - Prone, Disarmed, Unconscious, Stable.
Azer
Groff
| Tristan Luckbringer | 
The team falling all around him Tristan keeps flailing away
Bless+1
Starknife 5bab +6Cha +1Starknife, (pa-2,+4)
attack #1: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
damage #1: 1d4 + 11 ⇒ (3) + 11 = 14
| Grimm Wald | 
Grimm fires his wand again at the azer.
Caster Level Check: 1d20 + 7 ⇒ (8) + 7 = 15
Magic Missile Damage: 4d4 + 4 ⇒ (1, 4, 1, 4) + 4 = 14
| Zorblag | 
Grimm's magic missiles seem to slide off the azer this time, causing no noticeable damage.
The azer takes a couple of swings at Groff, trying to put the dwarf back on the ground.
Warhammer Attack: 1d20 + 12 ⇒ (9) + 12 = 21 miss
Damage (B): 1d8 + 2 ⇒ (4) + 2 = 6 + 1 fire
Warhammer Attack: 1d20 + 7 ⇒ (17) + 7 = 24 miss
Damage (B): 1d8 + 2 ⇒ (8) + 2 = 10 + 1 fire
Missing Groff completely, the azer takes a small step back towards Tristan, as if trying to keep its options open should it have another chance to attack.
8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.
Round Sixteen Initiative Order
Groff
Round Seventeen Initiative Order
Grimm
Tristan
Khoran - Prone, Disarmed, Unconscious, Stable.
Azer
Groff
| Tristan Luckbringer | 
The Azer stepping to within melee.. Tristan lunges quickly at him
Bless+1
Starknife 5bab +6Cha +1Starknife, (pa-2,+4)
attack #1: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
damage #1: 1d4 + 11 ⇒ (1) + 11 = 12
| Khoran of the Bone Bears | 
The odd, shy pile of flying polished stones that is Khoran's nameless spirit animal slips out of his pack and begins a flying dance, apparently gesturing at his left hand...
Wand of Cure Light wounds, in wrist sheath...
| Tristan Luckbringer | 
Tristan eyes go to Khorans collapsed form and he immediately seeks out the wand in the wrist sheath. Plan A is to keep the healer upright and out of danger.. Plan B is to heal him with the wand of he falls... Doesn't happen often but when it does... The wand is a lifesaver.
Tristan uses as the minimum charges to get Khoran conscious
clw: 1d8 + 1 ⇒ (6) + 1 = 7
| Khoran of the Bone Bears | 
Cracking an eye open, Khoran asks wearily, "Is it over? Are all those guys dead dead?". After making sure that all the enemies are indeed dead and not revivable by channeling, he channels...
Channel Healing: 4d6 ⇒ (6, 4, 1, 2) = 13
I suspect I'm going to need to do it again. Also, someone loot the remains. Finally, I think we need to sneak our way back to the camp and find some diamond dust. I, for one, with an effective constitution of 6 (I think) want to fix some things before carrying on. I will need diamond dust to do so...
| Grimm Wald | 
Grimm detects magic and searches the bodies. He then moves to the end of the hall and looks into the room.
Perception: 1d20 + 12 ⇒ (1) + 12 = 13
| Khoran of the Bone Bears | 
Khoran, looking less like death warmed over, watches as Grimm takes point. He opens his mouth to say something, then closes it and just shakes his head. He channels again.
Channel Healing : 4d6 ⇒ (1, 2, 1, 5) = 9
| Khoran of the Bone Bears | 
He turns to Groff and uses his magic touch to treat the fighter's wounds...
Heal: 1d20 + 7 + 3 + 4 + 2 + 2 ⇒ (10) + 7 + 3 + 4 + 2 + 2 = 28
7 ranks +3 trained +4 wis + 2 Healing satchel +2 tears to wine
Effects: Heal 7 (groffs hd)*2 + 4 (wis from satchel) +4 wis (from satchel for making a DC 25) + 4 wis (from Heal skill making DC 25 ) = 26 hp
| Khoran of the Bone Bears | 
Khoran speak up, pointing, "Yeah, lead that way - out the way we came in. That was the welcoming committee, and it was a doozy. We're in no shape to continue; another mess like that will put us all in the grave beside poor Helgash... Whom we need to do the rites for; else in a place like this, he might just come back."
Given the situation folks, my vote is take whatever loots on the azers, (if any), and Helgash and his stuff and run for town.
| Zorblag | 
Grimm detects no magic in the room beyond what the party already possesses. The azers, whose bodies have remained (which indicates that they weren't summoned via a summon monster spell,) each have masterwork scale mail, a masterwork heavy steel shield, a masterwork warhammer, and a masterwork shortspear. The rasts have nothing of use to you.
As Grimm looks into the chamber where the rasts appeared from he sees roughly square room with a pair of bronze double doors in the south wall. Each door bears the image of a starburst bisected by a flaming sword. In the east and north walls are shallow alcoves each of which holds a small statuette — approximately waist high — of a maiden, head bowed in weeping. In the center of the chamber is a short pedestal. The room is unusually hot, and the smell of brimstone hangs strongly in the air.
Helgash and his things are going to disappear into the narrative. With new characters coming in as needed with full gear the gear on old characters will die with them.
| Tristan Luckbringer | 
I agree but I am NOT looking forward to how much we're going to get ripped off in the camp..Selling all this stuff may not get us enough diamond dust to cure one of us.... Let alone ALL of us
| Zorblag | 
Gathering itself after a tough fight, the party collects the items of value from the azers and then back into the Desolation, heading back towards the Camp and hoping to recover from some of their more pressing wounds.
1d100 ⇒ 53
1d6 ⇒ 5
1d20 + 11 ⇒ (11) + 11 = 22
1d100 ⇒ 98
1d6 ⇒ 6
On the way back to the road Groff spots a patch of quicksand and helps the group navigate around it, but otherwise the trip back to the Camp is unremarkable. You arrive at the north end of the Camp a late in the afternoon, seeing no obvious changes from the last time you were there.
4:25 PM on Thingsdag, the seventh of Eostre, 3517 I.R.
| Khoran of the Bone Bears | 
"Welp, the obvious answer is try the 'Celestial Emporium'. We can sell the azer gear there too... Should give us enough 'bits' to pay for the dust. If they don't have it, maybe the temple or Mama Grim's. I'd try the temple last - death priests are a [u]LAST[/u] resort for me. We get the dust and I can do 1 tonight, and another 3 tomorrow. I can also finish patching us up... Camp at the same place we did last time?" Khoran is clearly fatigued from a long day's marching (what with his con damage), and wants to get things dealt with expediently and go to bed. It's been a hard day.
Ok, I have 4 MW shortspears at 301 gp, 4 MW warhammers at 312 gp, 4 MW heavy steel shields at 170 gp and 4 MW Scale mail at 200 gp, for a total of 3932 gp. We should be Ok if the diamond dust is available...
| Zorblag | 
The Ears of the City confirms that the Celestial Emporium is the best place in the camp to buy and sell most items.
2d12 ⇒ (11, 8) = 19
At the Celestial Emporium you are able to find merchants who will purchase the armor and weapons for 1966 iron bits (the same you would have gotten in gold elsewhere,) as well as a merchant with enough diamond dust to cover the four castings of restoration for 400 iron bits.
While seeking the appropriate stalls you do notice one inhabitant of the camp who seems to have chosen a lower traffic corner of the Emporium as a place to sleep off a bender. This is a bit surprising given that it's getting close to evening and what you know of the camps general attitude about being out at night.
If you choose to do your buying and selling at the Celestial Emporium you can find most mundane equipment in the Core Rulebook at standard prices (in iron bits rather than gold.) If you'd like anything more exotic or magic items they might be available, but you'll need to ask about them.
| Khoran of the Bone Bears | 
I have no objections to investing in diamond dust, if it's available. The one thing I will note is that I only have Reincarnation as a raise dead effect, and that requires "oils worth 1,000 gp" not diamond.
While purchasing the diamond dust (however much we agree on and is available), Khoran will ask the merchant about the drunkard: "That fella sleeping his binge off over there, what's his deal? Should someone get him undercover before nighttime?"
diplomacy: 1d20 + 7 + 3 + 2 + 2 ⇒ (1) + 7 + 3 + 2 + 2 = 15
7 ranks +3 trained +2 cha +2 racial
| Zorblag | 
I don't know how concerned about current funds everyone is, but you do still have Gurg's Capacity 1 Keen Large Spiked Greatclub that you need to do something with eventually. It would get you 3155 iron bits in the Celestial Emporium.
The merchant follows Khoran's gaze to the sleeping figure and shrugs. "Don't know who that is and it's none of my business."