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Calistan blasts the area, trying to rid the room of the undead menace.
Channel Positive Energy-DC 19 Will: 5d6 ⇒ (4, 3, 5, 4, 2) = 18

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Calistan blasts the area with positive energy, trying to rid the room of the undead menace. As the energy emerges from his (elemental?) body it seems to be absorbed by the malignant aura surrounding the room which bolsters the skulls resistance to the radiant energy
Will save Yellow: 1d20 + 15 ⇒ (3) + 15 = 18
Will save Red: 1d20 + 15 ⇒ (14) + 15 = 29
Will save Blue: 1d20 + 15 ⇒ (15) + 15 = 30
Incredibly one of the skulls is still hit for maximum force
init
Grimdoc, Samuel, Snow Adder (Logain nauseated 2 more rounds, Marcel 4 rounds)
Skulls
Damage Yellow: 18
Damage Red: 9
Damage Blue: 29

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Grimdoc holds back shouting out from the pain from the skull bite.fort: 1d20 + 12 ⇒ (11) + 12 = 23
The stout dwarf continues to swing at the skull assaulting him, well aware he is running out of air from his crystal.
Adamantine Nodachi, PA/FF: 1d20 + 9 ⇒ (18) + 9 = 27
for dmg, PA: 1d10 + 7 + 6 ⇒ (4) + 7 + 6 = 17
miss: 1d100 ⇒ 35
confirm: 1d20 + 9 ⇒ (15) + 9 = 24
for dmg, PA: 1d10 + 7 + 6 ⇒ (8) + 7 + 6 = 21

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Marcel is now at exactly 0 HP thanks to the combination of stat damage, negative levels, and damage.
Marcel screams out in pain as he barely manages to stay standing. Due to being grappled and nauseated, there's nothing I can do other then bring attention to myself.

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Samuel grimaces as he hears Marcels cry. Holding his breath, the Eagle Knight dashes into the mist to recover his duellist friend.

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Snow Adder takes a step toward the skulls and sends three cold iron arrows lancing toward the blue skull.
Attack 1: 1d20 + 9 ⇒ (5) + 9 = 14
Damage 1: 1d8 + 4 ⇒ (7) + 4 = 11
Attack 2: 1d20 + 9 ⇒ (14) + 9 = 23
Damage 2: 1d8 + 4 ⇒ (8) + 4 = 12
Attack 3: 1d20 + 4 ⇒ (10) + 4 = 14
Damage 3: 1d8 + 4 ⇒ (5) + 4 = 9

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@Grimdoc, there's no more miss chance since the fog went away.
Grimdoc swings his Nodachi at Assuming the skull trying to bite your face off, so blue and hits it very soundly as a spray of bone fragments explodes around his weapon as it passes through his target.
Marcel screams as the life force within his body starts to be ....well, less in his body and more some where else.
Samuel grimaces as he hears Marcels cry. The Eagle Knight dashes into the mist to recover his duellist friend.
Logain dry heaves in a corner
Snow Adder fires 3 cold iron arrows I'm assuming you'd go for the one holding on to Marcel since the blue one went kablooey but only one of his arrows manages to hit his intended target as the other 2 fly wide.
Both skulls cackle some moreI'll admit that I'm not entirely sure which one was sustaining what effect on whom and I don't want to spend the time to look it up and sort it out right now, so making a quick ruling that the one that died was the one with the effects on Grimdoc
Both remaining skulls seem a little bit less damaged
The one attacking Marcel continues to squeeze the life out of him
sustain grab vs Marcel CMD: 1d20 + 10 + 5 ⇒ (13) + 10 + 5 = 28
Damage Marcel: 1d4 + 4 ⇒ (3) + 4 = 7 and 1d4 ⇒ 2 con damage
Concentration check to cast on the defensive: 1d20 + 8 ⇒ (6) + 8 = 14
While the other one tries to get a spell to go off again, but fails as it's too intimidated by what Grimdoc just did to it's fellow body deprived companion and the arrival of Samuel.
init
Party(Logain nauseated 1 more round, Marcel 3 rounds)
Skulls
Damage Yellow: 13
Damage Red: 11

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Erm... If my maths is right, isn't Marcel dead factoring in the 7 additional damage and the -2 Con?
-Posted with Wayfinder

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I will admit that I haven't been paying as much attention as I should to the Life Link, but Marcel should be healing at 5 HP per round. How much damage has he taken?
Going back over it. He took 36 damage over 4 rounds, so 20 points of healing and 20 points of damage to Calistan. The new damage will bring the total to 42 with 25 transferred. His health should be at 25 higher than he thought.
Calistan, sustaining numerous injuries that he didn't notice, sees that Marcel is on the verge of death. He summons up another gout of holy energy, but directs it to heal the party instead.
Channel Energy: 5d6 + 1 ⇒ (2, 1, 6, 3, 4) + 1 = 17 +10 HP to Calistan from Fey Foundling.
Marcel should add 42 HP to whatever he was at after the most recent damage as that is his proper total.
Calistan sees that Marcel's wounds heal a bit as his own are fully handled. Grimdoc's minor wounds are also easily repaired.
Calistan also exits his life energy form, panting a bit.

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Snow Adder steps a little closer and shoots again at the one squeezing Marcel.
Attack 1: 1d20 + 9 ⇒ (20) + 9 = 29
Damage 1: 1d8 + 4 ⇒ (6) + 4 = 10
Confirm Attack 1: 1d20 + 9 ⇒ (9) + 9 = 18
Extra Damage from Attack 1 if Confirmed: 1d8 + 4 + 1d8 + 4 ⇒ (5) + 4 + (7) + 4 = 20
Attack 2: 1d20 + 9 ⇒ (9) + 9 = 18
Damage 2: 1d8 + 4 ⇒ (7) + 4 = 11
Attack 3: 1d20 + 4 ⇒ (7) + 4 = 11
Damage 3: 1d8 + 4 ⇒ (5) + 4 = 9

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Erm... If my maths is right, isn't Marcel dead factoring in the 7 additional damage and the -2 Con?
-Posted with Wayfinder
He would be, yes. And even if he's not, hopefully there's not much more to do in this module.

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@Marcel;There's a bit more to the module (you've covered most of it..I think about 80% by rough estimate), but according to Calistan's post you should be fine with your health. If his math is correct; and I have no reason to doubt that at the moment you are at 25 + 17 hps, which should be roughly what your full hps is right now with your con damage and your negative levels..unless you kept track of the life transference thing in your own hps/damage already? (I'll admit I forgot about that)

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Calistan, sustaining numerous injuries that he didn't notice, sees that Marcel is on the verge of death. He summons up another gout of holy energy, but directs it to heal the party instead. Calistan also exits his life energy form, panting a bit.
Snow Adder steps a little closer and shoots again at the one squeezing Marcel. He's faring a bit better with these shots but again only 1 arrow makes an impression on the skull 1 hit, not confirmed
init
Samuel,Grimdoc(Logain nauseated 1 more round, Marcel 3 rounds)
Skulls
Damage Yellow: 13
Damage Red: 16

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@Marcel;There's a bit more to the module (you've covered most of it..I think about 80% by rough estimate), but according to Calistan's post you should be fine with your health. If his math is correct; and I have no reason to doubt that at the moment you are at 25 + 17 hps, which should be roughly what your full hps is right now with your con damage and your negative levels..unless you kept track of the life transference thing in your own hps/damage already? (I'll admit I forgot about that)
28 should be the currect HP, since Marcel would be -14 without healing/life link. Still pretty high though.

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Passive healing saved the day! Yeah, Calistan definitely couldn't see you getting wrecked in the cloud, but I guess he could feel it!

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Calistan's healing rocks!.
Grimdoc lets out a gasp as he is healed and realizes the cloud is gone.
"Ok let's mop up these knuckleheads boys!."
He steps up to swing at another skull.
Adamantine Nodachi, PA/FF: 1d20 + 9 ⇒ (11) + 9 = 20
for dmg, PA: 1d10 + 7 + 6 ⇒ (8) + 7 + 6 = 21

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Grimdoc inspired by his earlier succes swing at the next skull but the tiny thing dodges underneath his nodachi swing (doesn't hit AC)
Samuel swings his sword at the skull holding on to Marcel]
to hit: 1d20 + 10 ⇒ (11) + 10 = 21 but his sword is deflected by some kind of energy surrounding the skull (doesn't hit AC)
Both skulls continue to cackle like mad men (or women, hard to tell from just a skull) as their fractures close yet again
One of the skulls feels there's a lot more life force left in the body it's holding on to and continue to squeeze every last drop out of it
Sustain grab vs Marcel: 1d20 + 10 + 5 ⇒ (3) + 10 + 5 = 18
damage Marcel: 1d4 + 4 ⇒ (1) + 4 = 5 and 1d4 ⇒ 4 con damage
The other one feeling threatened by new enemies showing up stares deep into Samuel's eyes
(DC 15 will save vs misfortune hex,)
init
Party(nauseated; Marcel 2 rounds)
Skulls
Damage Yellow: 8
Damage Red: 11

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Calistan blasts the skulls with positive energy, trying to save Marcel as his newest wounds are healed by Life Link.
Channel: 5d6 ⇒ (4, 5, 6, 1, 2) = 18 DC 19 to halve.
@Everyone: Don't forget that you have a free reroll on a d20 from my healing channel!

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Determined to hit the damn things and save Marcel, Snow Adder takes another step closer and sends another three arrows at the skull holding his friend.
Attack 1: 1d20 + 9 ⇒ (3) + 9 = 12
Reroll from Calistan Attack 1: 1d20 + 9 ⇒ (9) + 9 = 18
Damage 1: 1d8 + 4 ⇒ (2) + 4 = 6
Attack 2: 1d20 + 9 ⇒ (5) + 9 = 14
Damage 2: 1d8 + 4 ⇒ (3) + 4 = 7
Attack 3: 1d20 + 4 ⇒ (10) + 4 = 14
Damage 3: 1d8 + 4 ⇒ (1) + 4 = 5
Wow, just wow. Sorry Marcel. Dice roller is not cooperating.

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"Bah! Crazy skull head thingies!"
Grimdoc will swing again.
Adamantine Nodachi, PA/FF: 1d20 + 9 ⇒ (6) + 9 = 15
for dmg, PA: 1d10 + 7 + 6 ⇒ (10) + 7 + 6 = 23
Reroll from Calistan?
Adamantine Nodachi, PA/FF: 1d20 + 9 ⇒ (6) + 9 = 15
How about again? See how many 6's I can roll. Snow Adder...we be doomed!

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Calistan blasts the skulls with positive energy, trying to save Marcel as his newest wounds are healed by Life Link.
Will save Yellow: 1d20 + 15 ⇒ (12) + 15 = 27
Will save blue: 1d20 + 15 ⇒ (2) + 15 = 17
The dark energy suffocating this area are only able to absorb enough of the positive radiance to save one of the skull from taking full damage from Calistan's burst
But both Snow Adder and Grimdoc fail to hit their targets, even with their spirits lifted from being inside the positively bright area.
init
Samuel,logain(nauseated; Marcel 1 round after this)
Skulls
Damage Yellow: 17
Damage Red: 29

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Logain flies back into melee and strikes at the skull with the most cracks.
attack: 1d20 + 9 ⇒ (12) + 9 = 21
dmg fire lightning: 1d6 + 5 + 1d6 + 1d6 ⇒ (5) + 5 + (5) + (5) = 20
-Posted with Wayfinder

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Logain flies back and hovers above Grimdoc and Samuel and barely manages to crush the skull that's holding on to Marcel as the fire doesn't seem to effect it and his blade deal less damamge then expected from a blade to the skull, freeing Marcel in the process.
Samuel goes fully on the defensive.
The last skull heals a bit and tries to cast a spell on the defensive
concentration check: 1d20 + 8 ⇒ (10) + 8 = 18
and then says "drop"
(DC 15 will save vs enchantment (compulsion) for Logain or drop his sword)
init
Party Marcel nauseated for the last round
skull
Damage Yellow: 12

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will + elf resistance: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
"How about n.... Hmm okay, why not." Having dropped the sword, Logain looks at it curiously for a moment, then draws a backup lucerne hammer and strikes the skull with it.
attack+flank: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
dmg: 1d12 + 6 ⇒ (10) + 6 = 16

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Snow Adder moves up another five feet and sends another shower of arrows at the skull.
Attack 1: 1d20 + 9 ⇒ (7) + 9 = 16
Damage 1: 1d8 + 4 ⇒ (4) + 4 = 8
Attack 2: 1d20 + 9 ⇒ (7) + 9 = 16
Damage 2: 1d8 + 4 ⇒ (8) + 4 = 12
Attack 3: 1d20 + 4 ⇒ (6) + 4 = 10
Damage 3: 1d8 + 4 ⇒ (2) + 4 = 6
And the dice roller continues to hate me!

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Calistan heals up some more of Marcel's wounds as he channels to heal once more, giving his allies free rerolls and health.
Channel Energy: 5d6 + 1 ⇒ (2, 5, 2, 1, 1) + 1 = 12 +10 health to Calistan.

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We're not having a lot of luck against these freaks :P

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Logain drops his sword and picks up a back-up weapon and ends up missing with it
Snow Adder fires another salvo of arrows all of which miss, except for one that bounces of a nearby wall and hits the creature on the rebound
Calistan channels once more to heal everyone.
While Grimdoc misses the last flying skull
Samuel also tries to get a hit in
To hit: 1d20 + 10 ⇒ (3) + 10 = 13
but he follows the rest of the parties luck and fails to connect
The skull heals a bit and tries to cast another spell
concentration, cast on the defensive: 1d20 + 8 ⇒ (1) + 8 = 9
and it's too distracted by all the weapons that are missing it to get it's intended spell to do what it wants
init
Party
Skull
damage yellow: 10

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Snow Adder lets out a bark of a laugh at the deflection that hits, "Maybe that will be the luck that breaks my string of bad luck." He steps up and fires again. Finally back within 30 feet. "Or not." he mutters.
Attack 1: 1d20 + 10 ⇒ (3) + 10 = 13
Damage 1: 1d8 + 5 ⇒ (5) + 5 = 10
Attack 2: 1d20 + 10 ⇒ (3) + 10 = 13
Damage 2: 1d8 + 5 ⇒ (6) + 5 = 11
Attack 3: 1d20 + 5 ⇒ (14) + 5 = 19
Damage 3: 1d8 + 5 ⇒ (6) + 5 = 11

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His nausea now over, Marcel flourishes his sword, swinging at the creature, but intentionally missing at the last moment.
Superior Feint, The last remaining skull is denied it's dexterity bonus to armor class until my next turn.

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Grimdoc swings his weapon once more, and even though it looks like it's going to miss he manages to reverse grip mid swing and and smash the skull on the side of the..well, uhm..skull, knocking loose a few teeth
Snow Adder fires another round of arrows but all arrows miss the target
Marcel flourishes his sword, swinging at the creature, but intentionally missing at the last moment.
init
Logain, Calistan, Samuel
Skull
Damage Yellow: 22

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Logain swings his lucerne hammer once again at the skull.
attack+flank?: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 191d12 + 6 ⇒ (8) + 6 = 14

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Calistan feels the toll of this fight on his innate abilities and realizes that they are still far away from a safe place to recuperate. He moves up and hides behind his shield to recover his breath.
Total Defense; AC 30.
Got mostly a few 2nd/3rd level spells and one channel left. If we have another fight like this, then we might need that.

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Logain swings his hammer once more, and the tiny skull tries to dodge..but ends up dodging in front of Marcel's blade and steps right back into Logain's swing which just barely clips it.
Calistan feels the toll of this fight on his innate abilities and realizes that they are still far away from a safe place to recuperate. He moves up and hides behind his shield to recover his breath.
Samuel swings his sword once more
to hit AC: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d8 + 5 ⇒ (8) + 5 = 13
which causes the last skull to slit apart and fall on the floor..an few loose teeth roll out of it's split jaw bone and rattle around a bit
Out of combat

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Calistan will expend his last second level spells to get Marcel back in working order. He weaves his magic over the course of a minute before slamming the holy energy he created into Marcel's chest with a firm palm slam on the sternum.
Lesser Restoration - Dexterity: 1d4 ⇒ 3
Lesser Restoration - Constitution: 2d4 ⇒ (2, 4) = 6
Marcel coughs a bit from the strike, but finds that his chakras have been realigned and that most of his physical abilities are back up to snuff, well for a man with five levels.
Remaining: Dex Damage 1 (No effect); Con Damage 2; Cha Damage 2; Negative Levels 2

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Samuel unsheaths his sword and pauses for a moment to catch his breath.
"They were certainly unpleasant."

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"Far more difficult than I would have thought. Shall we see if they left anything behind?" Snow Adder reenters the room and takes a seriously good look around while Marcel is put back together.

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Grimdoc takes a look around the room and starts to doubt everything he sees, he's not that sure the door is even there - it is when he focuses his eyes on it once more. But he doesn't detect any hidden enemies behind hidden doors.
While Snow Adder takes a serious look around (Take 20 on perception?) he doesn't detect anything either, no traps on the door, no secret entrances, no hidden enemies, no hidden loot.

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Calistan pats the dwarf on the back and follows him to the door that only he sees, ready to protect him should the need arise.

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As Grimdoc opens the door you see:
Faded frescoes cover the walls of this cold, dank hallway. They show skeletal warriors garbed in the fluted ceramic plate armor of an ancient empire. The floor is decorated in mosaics of various blue stones.
There's a door on the other side of the corridor (in case someone missed it on the map)

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Snow Adder enters the room, looking for traps or hidden foes. Then he moves forward to the door and checks it as well.
Perception (Room, general): 1d20 + 16 ⇒ (8) + 16 = 24
Then if he can move to the door, he will Take 20 for 26 on the door to search it for traps. If no traps, he'll move back so that someone else can open it.