Pirate Rob |
Since this side of the dungeon is not quite as conveniently laid out as the other level, I've added a new MAP
Because you are reasonably well prepared with the intelligence from Xorg I've given you all a +5 circumstance bonus to perception.
The passage way turns around while gaining height. It suddenly opens into a naturally cut chamber. Jarlgur and Aleister are able to react quickly to the sudden goblin assault, while others are a bit taken off guard by the speed and ferocity of their assault as an arrow flies at Toren from G2, clattering harmlessly against his armor.
Then Murgmo steps out from around the corner, pieces of her body seemingly smoldering away. She puts her thumbs together, spreads out her fingers and a sheet of flame erupts from her fingers. 10 Fire damage to Torren, Arryn and Kard. Reflex DC 12 for half. As soon as the smoke from the flames clear you easily see that Murgmo's longspear already threatens several of you.
There appear to be several goblins in the room with shortbows at the ready, although pinpointing them all is somewhat difficult.
Please note that there are no hard corners on this map, everything is nice and curved.
Perception:
Arryn 1d20 + 4 ⇒ (10) + 4 = 14
Kardak 1d20 + 6 ⇒ (3) + 6 = 9
Aleister 1d20 + 13 ⇒ (16) + 13 = 29
Toren 1d20 + 1 ⇒ (4) + 1 = 5
Jarlgur 1d20 + 1 ⇒ (16) + 1 = 17
Stealth:
Murgmo: 1d20 + 8 ⇒ (17) + 8 = 25
G1 1d20 + 10 ⇒ (8) + 10 = 18
G2 1d20 + 10 ⇒ (16) + 10 = 26
G3 1d20 + 10 ⇒ (5) + 10 = 15
G4 1d20 + 10 ⇒ (11) + 10 = 21
Initiative:
Murgmo: 1d20 + 5 ⇒ (12) + 5 = 17
G1 1d20 + 6 ⇒ (7) + 6 = 13
G2 1d20 + 6 ⇒ (20) + 6 = 26
G3 1d20 + 6 ⇒ (3) + 6 = 9
G4 1d20 + 6 ⇒ (3) + 6 = 9
Arryn 1d20 + 1 ⇒ (7) + 1 = 8
Kardak 1d20 + 2 ⇒ (16) + 2 = 18
Aleister 1d20 + 6 ⇒ (1) + 6 = 7
Toren 1d20 + 2 ⇒ (10) + 2 = 12
Jarlgur 1d20 + 2 ⇒ (14) + 2 = 16
G2 Shortbow: 1d20 + 0 ⇒ (12) + 0 = 12
Murgmo Burning Hands: 3d4 ⇒ (4, 4, 2) = 10
Surprise Round:
Jarlgur
G1
Toren <Surprised>
G3
G4
Arryn <Surprised>
Aleister
<End of Surprise>
G2
Kardak <Surprised>
Murgmo
Arryn Wildblood |
Reflex + 1 1d20 + 1 ⇒ (9) + 1 = 10
Arryn chokes back a scream as the flames washover him, almost broiling him in his armour with the heat.
down to 1 hp
Given he is in range to use his lucern hammer he swings at the goblin.
1d20 + 5 ⇒ (4) + 5 = 9
1d12 + 6 ⇒ (11) + 6 = 17
Jarlgur Flamnord |
Jarlgur begins chanting arcane phrases and then reaches forward to touch Arryn. Advance everyone! Don't let us get bottlenecked!
Cast Resistance on Arryn
Pirate Rob |
Arryn: unfortunately you are surprised and don't get to go till the normal round, but I'm happy not to hold you to your roll.
Toren: Still need a reflex save vs Burning Hands.
Jarlgur casts resistance on Arryn. Followed by 3 more arrows from Goblins at Toren. One of which slips past Toren's shield for 2 damage.
Aleister pops out his wand to help keep Arryn on his feet.
END OF SURPRISE ROUND
G2 manages to get off a second arrow and adds to the growing number of shafts sticking out of Toren's shield.
G1 1d20 + 4 ⇒ (20) + 4 = 24
G3 1d20 + 0 ⇒ (9) + 0 = 9
G4 1d20 + 4 ⇒ (2) + 4 = 6
G1 Confirm 1d20 + 4 ⇒ (11) + 4 = 15
G1 Damage 1d4 ⇒ 2
G2 1d20 + 4 ⇒ (2) + 4 = 6
Initiative:
Kardak
Murgmo
Jarlgur
G1
Toren
G3
G4
Arryn
Aleister
G2
Toren "Stand" Still |
Reflex 1d20 + 2 ⇒ (7) + 2 = 9
Toren screams in pain as he tries to hang on to his shield while the flames buffet him.
Down to 12 hp
An arrow manages to cut through his shoulder and he grunts again in pain.
Down to 10 hp
Quick question, and I think I'm being stupid, but he is in range of my polearm...does he provoke an AoO from casting during the surprise? I highly doubt it and for some reason my brain isn't remembering.
Kardak the Feared |
Kardak darts across the room and puts his back to a wall, hoping that his position will shield him from most of the archers. "Call off your men and let's discuss things," he shouts at Murgmo, his glaive raised in silent threat. Readying to attack her if she does anything threatening (tries to cast a spell, draws a weapon, takes a swipe at someone).
Readied attack
Atk, Damg: 1d20 + 5 ⇒ (12) + 5 = 171d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13 Dealing non-lethal. Enforcer Intimidate check: 1d20 + 7 ⇒ (15) + 7 = 22
Pirate Rob |
Murgmo stabs at Kardak with her longspear for 3 damage as he slips to behind the pillar to take cover from the goblin archers.
Murgmo laughs at Kardak's offer.
"Men, you've got men, if I had men I might surrender, instead I've got GOBLINS!"
Murgmo then tries to step away from Kardak to a better position and takes a massive blow from the side of Kardak's blade. Shaken and slightly surprised by the blow Murgmo spits out a tooth before waving her hands and casting a spell at Kardak.
Cause Fear Will Save: DC 12
1d6 - 1 ⇒ (4) - 1 = 3
Initiative:
Jarlgur
G1
Toren
G3
G4
Arryn
Aleister
G2
Kardak
Murgmo
Arryn Wildblood |
We seem to have a flush of bad rolls here... but nice hit from Kardak. Also adjusted HPs as I get +2 hp per die of healing rolled thanks to my Fey trait
Jarlgur Flamnord |
Jarlgur moves down next to Kardak and spits a gout of flame at Murgmo.
Ranged Touch Attack: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d6 ⇒ 6
Move to L10, use Elemental Spit (Fire)
Pirate Rob |
Jarlgur advances into the room and misses Murgmo with a gout of flame. Meanwhile G1 peeks his oversized head around the pillar and plugs Jarlgur with a tiny goblin arrow for 1 damage.
1d4 ⇒ 1
Initiative:
Toren
G3
G4
Arryn <Moving up and belting Murgmo>
Aleister
G2
Kardak
Murgmo
Jarlgur
G1
Toren "Stand" Still |
Toren drops Tessa to the ground with a loud thung and readjusts his grip on the polearm. He yells at the goblin as he steps forward and swings at its stubby feet...
Drop Shield, Move, Trip 1d20 + 4 ⇒ (4) + 4 = 8
...But he catches the floor and misses the goblin.
Pirate Rob |
Murgmo stabs at Toren with her long spear when he moves in for the trip. Fortunately for Toren she misses.
G3 fires at Toren and misses before drawing his short sword.
G4 fires at Jarlgur but bounces off his magical armor.
Arryn moves up and misses Murgmo.
G4 vs Jarlgur: 1d20 + 4 ⇒ (10) + 4 = 14
Murgmo AoO: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7
Initiative:
Aleister
G2
Kardak
Murgmo
Jarlgur
G1
Toren
G3
G4
Arryn
Pirate Rob |
Murgmo's eyes close briefly and her head begins to lull to the side before she snaps out of it.
Kardak flees down the hallway in fear of Murgmo. Kardak snaps out of it after double moving down the corridor.
Murgmo follows up by sucking in a big breath and breathing flame on Torren, Arryn and Aleister before stepping away. 8 fire damage. Reflex DC 12 for half.
G Attack 1d20 + 4 ⇒ (8) + 4 = 12
Fire Breath3d4 ⇒ (1, 3, 4) = 8
Initiative:
Jarlgur
G1
Toren
G3
G4
Arryn
Aleister
G2
Kardak
Murgmo
Toren "Stand" Still |
Does that draw an AoO from Toren, that breath attack?
Reflex 1d20 + 2 ⇒ (20) + 2 = 22
Whew! OK, down to 6 hp.
Toren manages to not get singed by the worst of the fiery breath, but he still catches a good portion.
Realizing his condition, his military training takes over and he thrusts with his Bec de Corbin, just like he learned all those years ago in his basic training.
5' step and Attack 1d20 + 4 ⇒ (16) + 4 = 20
Damage 1d10 + 3 ⇒ (9) + 3 = 12
Pirate Rob |
Opps, sorry for the delay, I read your question and somehow missed the rest of your post.
With Toren's blow Murgmo goes down. The rest of the goblins quickly scatter/are defeated/surrender.
The mists in the room beyond are scarey, but ultimately not life threatening to hearty heroes such as yourselves.
In the final room you are able to recover the legendary SWORD OF ZOG, a small cold iron short sword +1, and open up the final door back into the main gallery.
With the Accursed Halls dangers bested you are eventually able to get the door open.
I have spoiled the door procedure so you can read it if you wish or keep it as a surprise since The Accursed Halls is re-playable.
...
A long hallway slopes down to a room housing a pool of glowing blue water. Shining gold leaf in exotic designs decorates the walls, ceiling, and pillars. A stone archway to the south leads downstairs.
Treasure: The pool is a magical device that functions as a crystal ball. However, it cannot be removed from this spot without destroying its magic—anyone who wants to use it must come to the Accursed Halls and pass the Door of Seven Stars.
CONCLUSION
The discovery of the Pool of Seeing most likely wraps up the PCs’ exploration of the Accursed Halls, the dungeon holds deeper secrets. The stone archway in the room with the Pool of Seeing leads to additional levels of the dungeon, where increasingly dangerous challenges await intrepid heroes. Perhaps the secret of the Accursed Halls’ malign awareness waits to be discovered somewhere below.