Glumr leans his left hip against the rock wall and fires off two quick shots, one of which strikes the floating skull dead-on, causing its blue flame to flicker and nearly go out. The skull dips slightly, but maintains enough control of its course to avoid Holly's sickle.
I kept Holly where she was because H10 is occupied and she is doing a better job of protecting Glumr and Sunna where she is now.
Farden presses the attack on Kelney heroically. He makes an excellent strike at her, but she magically disappears just as she would've been hit, appearing again instantly behind the pair of skull spirits.
Kelney grins wild-eyed. She raises her colored-light-baubled hands and shouts arcane words. 4 bolts of blue flame shoot out unerringly striking every one of you.
Farden, who was already reeling from fire and lightning and his previous wounds, falls back against the pillar. He winces, consciousness fading, and slides slowly floorward. He grits his teeth. For a moment it looks as if he might be able to regain his footing through sheer force of will. Though his spirit is willing the ravages of Sowell magic are too much for his physical form to endure. Farden falls.
Sunna is hardly better off. She looks as if a stiff breeze could finish her, but for now she is still standing.
Farden takes 3 points, dropping him to -1. Holly takes 2 points of damage. Sunna takes 4 points (just 1 HP). Glumr take 5 points.
Normally, magic missile can only strike targets within 15 feet of each other. However, this means Kelney would've targeted Farden with all 4, which was likely to (and would've) killed him. I figured it was better to bend the rules and give you guys a fighting chance to stabilize Farden.
The floating skull with the arrow embedded in it breaks off its attacks on Holly and turns its fire on Glumr. The agile archer spins left to avoid the flames.
One of the skull spirits that had been attacking Farden joins in to double team Holly. She frustratingly tries both to defend Sunna and avoid the flames herself. She is only partially successful.
Holly takes another 2 points of damage and must make a FORT save DC13 to avoid catching fire.
I need just Glumr's turn 3 action and Holly's saving throw.
http://zachery.path.med.umich....efang/Kelney_map.jpg