
DM Brainiac |

Degan heals 1 HD, so 1d6.
Healing: 1d6 ⇒ 3
He is conscious at 3 HP but permanently loses 1 point of Stamina and gains a nasty scar.
Zathra Attack: 1d20 + 1 + 1d4 ⇒ (15) + 1 + (4) = 20
Damage: 1d10 + 1 + 4 ⇒ (8) + 1 + 4 = 13
Istevan and Mirinde miss again, but Zathra impales the second flying skull, destroying it! You are safe for the time being...

Isteván |

Thanking Zathra, and assuring himself that Degan will be okay, Istevan moves to the door at the other end of the corridor, muttering something about hoping all this is worth it.
Istevan will make sure the door is securely closed against the creatures in the cages, looking to see if there's a way to prevent it from being opened while the party rests.
I don't know if there's something lying around, but maybe even just wedging his dagger in the doorjamb to slow down anything trying to come in -- anything to give them an extra few seconds!

Isteván |

Are we going to rest here long enough to recover a HP and Roscoe's Luck?
Reassured that nothing is likely to get through the door, Istevan sinks to the floor, pulling a canteen and a snack from his bag.
"Well, that could have gone better. Looks like we have burning beams from creatures back there or a skull in there," gesturing to either side. "Personally, I'd rather move forward, if we can -- maybe if we kill the enchanter, the other problems solve themselves. But, how do we get past the skull? Slash out its eyes? Just run for it?"
"Hmm..." Istevan leans over and pokes at one of the formerly flying skulls. "I don't suppose, Mirinde, there's anything you can learn from this thing that would help us with the larger version in front of us?"

Mirinde the Elf |

"We should have destroyed those flying skulls earlier...but they did unintentionally show us we are on the right path." Mirinde responds, "I am too badly wounded to move from here, but I do have time to study these skulls further..." She then takes out her grimoire and quill while carefully gathering the shattered fragments and comparing them to one another.

Clancy the Just |

By the time Clancy is finished healing Degan, the battle is over - much to his relief. Still, now they are trapped between the hammer and the anvil. But at least it doesn't appear that either one is able to open the doors to get at them. "Rest sounds good, though we must remain wary. Here, let me tend to everyone's wounds, if Justicia will grant me the power to do so."
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (13) + 3 = 16 for Mirinde
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (2) + 3 = 5 for Istevan = Failure! - Disapproval rises to 2!
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (13) + 3 = 16 for Istevan (again)
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (11) + 3 = 14 for Degan
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (19) + 3 = 22 for Clancy
HD Healing for Clancy: 2d8 ⇒ (4, 3) = 7
He feels his power falter as he treats Istevan, but the cleric only takes a deep breath and press onward, certainly aware that he might be testing the patience of Justicia. Or perhaps she is only testing his faith - even as a devout worshipper he can never be sure of what the gods are thinking, even his own. After treating his own wounds, he looks over the others once again, to see if anyone is in need of further healing.
Not too shabby, except for that near Disapproval! Thanks Roscoe, your Luck throw saved Degan's life and Clancy getting Disapproval there! Anyone else need healing after that? The HD you roll is dependent on your alignment compared to Clancy, who is Lawful - and maxes out with your character level. So if anyone is Chaotic it's only 1 HD, everyone else gets 2 HD whether you're Lawful or Neutral for the rolls I made. If anyone is down more than a couple that should heal up overnight, let me know and I'll go again.

Isteván |

Healing: 2d12 ⇒ (2, 3) = 5
well that's hilarious
Seeing Clancy struggle to reach his deity, Istevan claps his shoulder good-naturedly: "You channel a mighty power from Justicia, priest. I think maybe your mistress just doesn't like me that much." He says it with a wink and a smile, but Clancy persists in his praying, and Istevan's wounds do close in the end. "Hoho! Maybe I was wrong! Convey my thanks to your goddess."
+1 for healing from our rest brings Istevan to 22/25 hp

Degan the Unready |

Degan was only down 1 HP after the initial healing (his max is 4 HP), and we regain 1 from resting, so I don't think he needed subsequent healing from Clancy. His Stamina drops to 6 from the near-death experience.
Degan slowly regains movement. A horrific burn scars his chest, and even Clancy's miraculous healing cannot fully repair it.
"We don't have anything we can use, do we?
If we could remove a door from its hinges, we could have a mantlet against the giant skull's eye-beams. But both doors are keeping out enemies."
He sighs. "I don't know."

Clancy the Just |

Clancy chuckles at Mirinde's words when he sees only a very few of her wounds fade. He doesn't think she meant to be ironic, but it was sometimes difficult to tell with elves. "Allow me to try again, you are still greatly injured."
LOL! Take Degan's healing roll, Mirinde - since he isn't using it. That's another d8, and I'll make another roll if you're still down by more than 3 or 4 after that. Anyone else? How is Zathra looking? Oh, and do we get 1 HP/Level for 8 hours of rest or just 1 HP no matter our level? I can't recall the DCC rules on that, and I'm without my book at the moment.

Isteván |

The Healing section of the Core Rulebook says: "A character who actively adventures and gets a good night’s rest heals 1 hit point. If the character gets a day of bed rest, they heal 2 hit points per night."

Clancy the Just |

When his second attempt is nearly as sad as his first, the cleric flushes a bit and gives the elf a chagrined look. "Once more. Or... you know, maybe a few times..." He mumbles the last to himself and tries to channel Justicia's magic once again.
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (13) + 3 = 16 for Mirinde
Another dice of healing! Let me know if you need another, I'd definitely rather do it before the rest so that Clancy's Disapproval can reset to 1 for tomorrow. Anyone else? GM, let me know if Zathra is wounded. Thanks!

Clancy the Just |

Clancy watches as the healing takes effect - and though the elf looks a bit stronger the cleric is concerned about the injuries she still has. He takes a deep breath and channels Justicia's power again...
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (19) + 3 = 22 for Mirinde
I definitely don't want your HP total down to almost half going into tomorrow, so let's try this again. I think, with that result, opposite alignment gets 2 dice! Check to make sure in the book, but I believe you get 2d6 for that one. If needed, I'll try again. My Disapproval is still quite low, and I'd like us all at full health or maybe 1 point low at the very worst after tonight's rest.

Clancy the Just |

And again...
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (9) + 3 = 12 for Mirinde
Son of a gun! Once more for the win... Yay! One more die roll and try to get a 2 or better for Justicia's sake! And hey, he's totally being professional! You're right though, the others are gonna start to get uncomfortable... :p

DM Brainiac |

Zathra's only down 4 HP so no real need to lay on hands yet.
After a lengthy bout of healing, you settle down to rest. Luckily, once more your slumber goes undisturbed. You make your morning preparations as you prepare to brave the room with the giant skull once again.
What's the plan? Try to run past the skull and into the next room, or stay and fight it? Or something else?

Mirinde the Elf |

Mirinde yawns and stretches here after a relatively uncomfortable night of sleep. "I can attempt to summon a swarm of bats to distract the giant skull while we run past it. The disadvantage of that plan is we will not have an easy escape route, should we need to flee."

Isteván |

Istevan grumbles: "I'm still holding out hope that all of these weird magical effects go away once we've dealt with the sorcerer..."
Then, more clearly: "That's a good plan, Mirinde. Running past seems like the best idea right now. It's either that or we try to put out the eyes on that skull, and I don't fancy trying that while it's blasting us."

Clancy the Just |

Clancy is in agreement with the plan - to a certain extent. "If we can keep Degan alive long enough to open the door at the far end, we can use it as a quick escape if we cannot defeat the skull. But I would hate to burst through into the next chamber and find us facing a hammer and anvil situation. In the meantime, before we head in, I will as Justicia to aid us."
I'm thinking we make a run for the far door and see if it's locked and/or trapped. If so, have Degan deal with it and protect him from harm while he does so - but let's not actually open it up unless absolutely necessary, for instance if a couple of us are dropped and we get desperate. With only one foe, and all of us ganging up on it, we might be able to defeat it. Clancy can try casting Protection from Evil and Blessings before we open the door and head in.

DM Paguroid |

Before Degan gets too far into the room, he discovers several pressure plates on the floor! There is a trap set to cause bars to drop from the ceiling behind anybody who steps on them, trapping them inside the room.
Avoiding the trap, the thief continues his search. He discovers a lose stone in the wall. When depressed, it causes a secret door next to the giant skull carving to click open.
Unfortunately, at the same time, the giant skull animates! Its red eyes begin to glow with energy as its teeth chomp and gnash! Meanwhile, the eye sockets of the two flying emerald skulls that have been following you this whole time start to glow red as well...
Unless the secret door has closed again, it was opening that door that triggered the skulls to attack. So we should just have to run past the giant skull, but a distraction (Mirinde's bats?) would be handy.
Otherwise, if you want to attack the skull, Istevan will go along with that plan -- it just wouldn't be his first choice :)
DM Brainiac |

With a bit of luck, Degan is able to disarm the pressure plate in the room with the skulls. When you are ready, you open the secret door again. Once more, the giant skull carving springs to life as its eye sockets glow with angry red light!
Pending the results of Mirinde's spell check to see if we need to go into initiative or not. :)

DM Brainiac |

Mirinde casts her spell, and a swarm of fluttering bats appears before the skull. It gets the carving's attention, and it begins to fire beams of burning energy at the fluttering mammals! You take advantage of the distraction and hustle through the secret door, closing it behind you once everybody has made it through safely!
This open hallway is clean and spare. Two doors are set along the length of the hall. A heavy iron grate is set into the floor along one corner of the wall, chained shut. At the far end of the hall, a twisting staircase descends into a lower level of the complex.

Isteván |

Istevan points toward the grate with his sword: "Well, that seems worrisome... As much as I'd like to rush through to find the enchanter, I suppose we should we have a quick look through these doors before continuing down."

Degan the Unready |

"There is also the grate. I could try to pick the lock on this chain and see what is under the grate.
But let's try the doors first."
Degan checks both doors for traps.
Find Traps, Door #1: 1d20 + 3 ⇒ (17) + 3 = 20
Find Traps, Door #2: 1d20 + 3 ⇒ (11) + 3 = 14

Isteván |

"Sure..." Istevan looks extremely doubtful. "Maybe we see what's in there before opening it, though?"
He glances over his shoulder at the grate several times as Degan checks the doors, imagining tentacled monsters with scorching eye beams.
With a sigh, he mutters: "I suppose there could be prisoners down there..."

DM Brainiac |

Neither door appears to be trapped. The first door opens into a laboratory. This room is a jumbled mess of tables, vials, beakers, powders, hoses, shelves, and mechanical contraptions.
Despite the mess, your eyes are drawn to something you cannot look away from. In the center of the room, a charcoal pentagram is drawn upon the floor, and within it, a horrid hissing protoplasmic creature is strapped to the floor. Barbs, spines, scorpion tails, and weird tentacles emerge from the corpulent mass. Brass tubes rise from its veins up to the ceiling, where they arc off to empty into several vials.

Mirinde the Elf |

"Hold! Do not approach it!" Mirinde barks, "That must not be freed!" Being a curious sort she decides to patiently study the spawn of Chaos further to glean any insights here...
Has Mirinde ever encountered/heard of such a creature? What is the purpose of the tubes attached to it? What do the vials contain? Would it be possible to send it back to whence it came from?

DM Brainiac |

Having had experience in the Court of Chaos, Mirinde recognizes the creature as a type of least demon from the lowest pits of the underworld, where creatures like it form the base matter from which Chaos Lords craft new varieties of deviltry. Its primal composition provides many building blocks for experimentations of all kinds.
It looks like the tubes are designed to siphon off valuable elements from the creature's essence. Careful examination reveals that the complex system of pipes and valves in this room rises through several apertures in the ceiling, evidently going off to feed something above.
The vials contain potions with labels on them. These include a potion of strength (CL 5), a potion of levitate (CL 5), and a potion of spider climb (CL 5). There are many other mundane potions as well (e.g., to cure warts or induce hair growth).
Mirinde knows that the demon can be freed by spells of the appropriate kind or by simply rubbing a gap in the charcoal pentagram.

Isteván |

(assuming Mirinde explains any of this)
"So... probably not the sort of thing we want as an ally. Should we at least disconnect it so the enchanter stops using to power their experiments?"

Mirinde the Elf |

Mirinde nods in agreement, "Yes the demon would take out its rage on being imprisoned upon its liberators. Pity I do not have the knowledge to banish it whence it came...or control it further." She sighs in frustration. "The potions should be safe to take, feel free to help yourselves. As for those pipes..." she stares up at the pipes intently, "I would not be opposed to breaking those pipes...IF I knew where those pipes lead!"

Clancy the Just |

Clancy's eyes fix upon the demon trapped in the pentagram, and his hand reaches up to clutch his holy symbol in a reflexive gesture. "Abomination." He growls under his breath. He tears his gaze from the beast and glances at the pipes, then looks at Mirinde questioningly. "So those pipes are drawing power from the demon and... feeding it somewhere? Perhaps to further the wizard's evil work? Destroying the pipes seems like a fine idea if so, unless it would serve to free the beast in doing so. We should check the other room before doing anything rash. And maybe the chained grate as well."