Friday, December 21, 2012

The Emerald Enchanter- Part 2




The Emerald Enchanter- Part 2
As always anything written here contains major spoilers of the above adventure so read ahead at your own risk. This is the second part of a session took place right before Halloween, I am slowly continuing to get the through write up we finished the module at this point an are on Haitus thru the Holidays reconvening in January..not sure if The Butchers Dozen’s adventure with the Emerald Enchanter will go all the way to 5 parts, but it will surely be 4.

Continuing part 1, the PC’s number 10 with One Henchman, They are:
The Cleric
Lothar, Acoylte of Gorhan-
The Wizards
Xavos the Sage,
Elazar of the Five
Amarath the Evoker
The Thieves
Sloan Nine Lives
Grym Half-hand
Vermillion.
The Warriors
Reinhart
Brunehilde,
Dogface-
Orioc of Hirot- (henchman)

The Foyer
Smashing down the double doors from the mosaic tiled hall where one of their newest companions was just liquefied by some horrid creation of the green wizard. The players are in no mood for the first run in with their host.  Brunehilde and Dogface have no trouble smashing thru the solid double doors, they barge into the 30 x 40 room looking for a fight…I allow all the players to assemble and wander around the room and explain the room in detail with its strange 20 foot slab emerald table when the flying skulls appear, abruptly followed by Mr. Green himself. No one makes the DC20 Luck Check to be standing right next to the Wizard. Initatives are rolled I roll a 19 +4 for 23 for the EE.  The Party is all but Surprised, however our new Wizard – Amarath (run by player Reinhart) rolls a natural “20” on his initative. Since everyone elses rolls were so poor, I was just going to have him cast his fancy green arrow magic missile and disappear back into the table. But I decide I will give Amarath one action since his roll was a good as he can get.

Not knowing yet the parties individual strengths, I have EE just randomly pick a PC, I roll a “2” which turns out to be Xavos! Or Xavos you poor unluckly bastard., Luck is almost on Xavos side as I roll a “6” for the spellcheck but EE is a 5th level Wizard with fancy toys and +10 to cast that spell…The resulting 8 point green arrow puts Xavos down to -2 hp and he is quickly dying.  "Damn it" player Lothar yells. Kill that SOB!!, I cant believe were only getting one shot at him before he goes gets to go again."  Amarath has 2 offensive spells, Sleep and Magic Missile, he thinks for a moment and realizes even spellburning he probably is not going to do much to him, then he asks me about the table saying he popped up from it, say “yes” and can we see underneath it?, I say  “yes” I then realize where he is going with this that he also has the spell WARD PORTAL from our parties encounter with my home brew “Vistants”, almost simultaneously  my players blurt out. "Ward Portal" the table so he can't get away!!!,
"Very wel"l I say, Amarath goes for broke Spellburning 10 points of Ability Scores his spellcheck is +2..for +12 but he only rolls a “7”  mission accomplished. They have cut off his escape route for 40 hours!

Now we have a fight on our hands.

Picking up the initiative Order . Mr Green gets another round  to act. where  he was going to via his emerald portal he now moves toward the door leading to hallway  (area 1-6) hoping to bring the Emerald Statue guarding the hallway into the fight.  Both Sloan, Elazar and Orioc  are all within easy distance to the door, but not blocking it. Yet. Their initiatives  are “10”, “15” and “5” . The flying skulls "18" and "12". Our Wizard Elazar  is next up in the initiative order right after the flying skulls.  As the EE is moving I decide this is a bad, situation for him and another magic missle isn’t going to cut it, so I have him cast “invoke patron” for his Patron “Azi Dahaka” As Elazar is next he’s somewhat familiar with this situation and declares “I am going to counterspell” “I slice my hand open and invoke my patron “ Obitu-Que”.
So here we have our second Wizard Duel of the Campaign we have the Emerald Enchanter asking his Demon Prince for aid, while Elazar ask his “Pit Fiend”… as the lawful PC’s soil themselves Dice are rolled.
    Despite Elazar burning 5 points of ability scores on some spellburn, he is easily overwhelmed by EE’s roll (16+ 9 Spellcheck) and Elazars spell is cancelled and EE’s goes off.  Since something immediate is whats needed for the EE , not a room full of snakes in the next 1-3 rounds..I choose the lesser result of the Sandstorm that blinds everyone in the whole room. During his action the EE gets to the door and gets the spell cast…but  that’s it. Sloan takes a wild stab in the dark and misses…The flying skulls as allies can see perfectly fine so they  Tie up Brunehilde and Dogface. Lothar , who just wants to charge in Combat  so bad…can’t as he’s on the other side of the room, cannot see and if he does lay hands on Xavos right now he will die . He "lays hands" rolls a “17” and Xavos awakens with 1 hp…another really close call for Xavos. 

 The remaining PCs stumble around blind trying to attack. When I inform them they may hit each they stop and try to come up with a better plan. On the EE's next turn he bolts out the door down the hall the Sandstorm following him as he goes. The hallways guardian, an Emerald Eidolon with raised axe in hand comes out of the sand toward the PC's as the Green Wizard pass by moving to the foyer. The Emerald Skulls are quickly dispatched, As Well as the Guard in the next rouds Orioc with an high AC and good blow followed by Sloan  with a ranged attacked kill the Emerald Eidolon who reverts to human and whispers. “ask Thesdipedes to save my wife” as it dies.

With 15 point of Spellburn between the two usefull wizards the other wizard with 1 hp, they decide to not to pursue the fleeing Emerald Enchanter right now. They regroup, no one took any damage here but Xavos but this could have easily went very bad, I give everyone 3 xp for the fight,  except all three wizards get 4 for various actions..Sloan and her man Orioc pick up and extra 2 for the the fight with the hallway guardian.So ended the groups first encounter with the Emerald Enchanter.

The Library.

Following the path used by the Emerald Enchanter to escape , The players soon end up in the Library
Much time is spent here talking about its contents, as each player  is now running a wizard it goes pretty smoothly but eventually as they get to  Thesdipedes Book and the Emeralds Enchanters Blueprints

The conversation comes up to how much game time do the Characters what to devote here?
 The wizards overall being is sad shape decide to stay here in the library ( looking over the Blueprints
And struggling with use of the “speak with dead” spell. ) while the rest of group goes off to explore nearby, I give them look of “breaking the party is never a good idea” but  I think everyone feels
A bit of recklessness is part of game, and in reality is what would probably go down.
With the Wizard secure ( Lothar again lays hands on Xavos  for good measure but  he still only up to 4 hp) The rest of group leave.

They find and ransack the lounge and bedroom, finding the only the easy to find treasure. Not wanting to dawdle, the  head out only semi cautious down the long hallway.
In DCC finding secret doors isn’t really a thieving skill so despite my thieves checking , I am chalking it up to dumb luck without some sort of magical assistance. They don’t find the secret door the Emerald Enchanter uses to bypass his trapped hallway. But they do find the trap, when both Reinhart and Vermillion, who are on point trigger it…there was no trap searching at this point for some reason. Reinhart makes the tough DC 18 ref save but our newer thief Vermillion fails and takes nose dive into the spiked pit,  getting extremely luckly and only taking 3 hp of damage.
Coming to the end of the hallway they enter  through the door to the end of the “hall of anguish” the peepholes are found giving away the idea there is hall on the other side so they are searching for  a secret door, with a little more to go on, Sloan finds the door quite easily, but then I have Ebon Spirits reach out and attack the characters standing around in the hallway
I have the first one come out of the secret door right in Sloans face, Dogface won the initiative and he pummels one with a critical with the sword that slew the Hound the Hirot  killing it and per his mighty deed shattering a portion of the secret door in the process. Not know what they are up against in tight quarters they all bolt thru the door  Orioc taking a couple points damage from one the Ebon Spirts as the last man running in. They leave the hallway  (leaving 5 spirits still there) and run straight into the guard station.

Where they are quickly charged by an Emerald  Eidolon on guard duty. Using the same initiative from a few seconds ago I roll  for the Emerald Warrior coming up with an “18” +2 for “20”.  Dogface also a “20” is first through the door after bashing the one Ebon Spirit to smithereens. No Surprise check here…The Emerald Warrior has a high base initiative so I let it go first followed by Dogface, Reinhart, Brunehilde, Lothar, Vermillion, Grym, Sloan then Orioc.  Dogfaces AC is low at 13 and he is easily hit and wounded for7 damage half his total Hp of 14…he responds  with a “3” on his deed die, he’s +6 to hit and roll of “10” just hits the carved man
But his 13 points of damage cleaves it in two.. This one as well reverts to a man and mutters
“tell Thesdipedes, I tried” as it dies.  Dogface is feeling quite proud of himself when I add 5 more Emerald Eidolons come charging into the fray.

The Guard Station
There is enough of an momentum shift here with new combatants so we all roll for initiative, negating any surprise due to the close quarters of the 10 foot hallway.
We get  Reinhart , Dogface and Vermillion all going first with Initiatives over 20, Followed by two Emerald Guards, then Lothar , Orioc,  Sloan,  the Remain 3 guards,  ending with Grym and Brunehilde.  Reinhart gets a “3” on his deed die, talk about trying to disarm the guard but rolls a “1” himself we roll on the fumble chart and he get “Incompent blow” -I don’t recall him using a sword in a awhile ,make sense someone quips. Dogface is riled up for his next kill and gets it with a 3 on the deed die for +3 to hit rolling an “11” to hit (+6 for 17 vs AC 16) then “8”+6 for 14 damage…shattering it…this  guard “death throes” in emeralds…”Oh good”-the thieves quip.  Vermillion , behind the two of them fires a sling bullet an the next advancing on misses.  The next guard charges into the melee targeting the wounded  Dogface..he hits with an “11” +2 which is a hit on his AC 13, 8 damage puts the Mighty Dogface down to -1 and dying., Lothar curses…”ill never get to fight if I have to keep healing you fools

Lothar  is up next and wants to lay hands but the Emerald Guard is standing over a crumpled Dogface..Lothar  holds his turn to let Orioc go…Orioc  bullcharges the Emerald Guard , Sword in hand  try to knock him away from his wounded comrade. he rolls a Three for his deed die and then an 18 to hit. well done I say!. The resulting charged doesn’t kill the Emerald man doing 5 of its 10hp in Damage and both Orioc and it and knocked down and prone  in between the wounded Dogface and the three oncoming guards.. 

Sloan is next…I tell her all 3 guards and bearing down on her prone henchman, and she’s does something totally out of character..directly engaging one of the guards to pull it off the prone Orioc.
Her weak melee attack at +1 misses by two shes asks to burn 2 points of luck to hit it , I say sure…
She hits and rolls a “5” for damage from her Serpent Blade…so it seems worth it…
Orioc is a pretty well armored up Viking with a suit of chainmail and the Lion Shield (from DotSK) with his agility bonus cancelled due to being prone and the bonus +2 to hit  he still solid at an AC 18 , even with the Bonus only 1 Guard’s blow gets thru for 5 Damage ( of his remaining 12).  The other guard  swings at Sloan her AC isn’t great (14) but the guard misses by 1 with 7. 
Lothar now steps up to layhands and Dogface rolls a 1HD heal- good enough, with an 8 and Dogface is up with 7 hp next round.

Brunehilde Charges in with the Wolf Spear and kills the prone Eidolon near Orioc which also explodes in a shower of gems.…Grym fires a Crossbow bolt at the Guard engaging Sloan , Sloan gives him “the look” for firing into melee..but Grym’s crap luck doesn’t seem to apply to his crossbow skills and he hits with a “17”..then rolls a 5 to put the thing Guard.  which reverts to man  Back to the top of the order,  Reinhart and Dogface take down another guard easily, Vermillion moves to flank..allow Lothar to charge into the last guard with his mace ranting about Gorhan’s vengence  and miss with a “2” his Armor saves him  when he is attacked…Sloan wounds it slightly with a dagger thrust from the flank, allowing Brunehilde with the Spear again to Impale the Guard causing another Shower of Gems….5 guards down minimal damage..I was impressed thinking this would be a lot worse however the players dice were solid..I award them all 3 XP here….for the Guard Station throwing Dogface 4XP for the extra kills and the ebon spirit.. Both Grym and Brunehilde  are just 2 points away from level 2.



The Consultorium
Searching the guards quarters is unproductive and the group continues on to the nearby hallways. Examining the dead end hallway and carefully sneaking a peek down the zig zag hallway to the Menagerie, the rough mapping my players are doing makes it clear its looks like something is hidden there.The three thieves coincidentally start at the far end of the hall, after making them throw a bunch of dice, Grym comes up with high score and the experience point for finding the secret entrance.

Checking out the bizarre scene in the Consultorium, and the seeing the nameplate on the corpse of Thisdipedes, The guys are like “whoa this is the guy”  guess that’s what the speak with dead spell is for Let's go get the wizards!!.  Someone says. Since they have already cleared the way, They send Grym and Brunehilde back to gather the wizards..(Grym for the pit trap and Brunehilde in case the need to fight off any more Ebon Spirits in the hall)  

In the meantime, Lothar, Sloan, Reinhart, Dogface, Vermillion and Orioc head down the hall to check out Menagerie .

The Trip leading the wizards back isn’t quite the walk in the park they expect ( is it ever?)  Grym safely triggers the pit trap, and has an idea he’s going to jam it open with several climbing spikes he has then it dawns on them that the wizard wouldn’t bother with this everytime he came down this hall. He starts searching for a secret door and eventually finds burning some luck on close roll.  For some hard work and ingenuity I award Grym the 2 xp he needs for level 2..since he made a couple tough rolls based on some great ideas, they gather the Wizards and lead them back from the Library and of course get assaulted by the Ebon spirits on the way thru the "Hall of Anguish"..Brunehilde takes some damage but again kills one with the Wolfspear., Poor Xavos, cant get a break and gets hurt again! on his way thru and is running around with 1 hp.  Amarath gets off a good Magic Missile in the hallway  (18 with his +2 to spellcheck) and 3 Magic Missles kill another Spirits (3 of 6 down) I give them all another pair of XP here which levels Brunehilde to level 2

Much time is spent in the Consultorium. First the Wizards play rock/ paper / scissors 2 out of 3 to who will make the blood sacrifice and pay homage to “the Hidden Lord”, Amarath who has no patron yet is the obvious choice however he is playing things steadfastly lawful, and feels compromised enough consorting with this Motley crew of characters with revolving motives known as the “butchers dozen” . Eventually Elazar ( player Sloan, of course) says.” My spellburn is shedding my own blood, so what’s a little scarification??” I'll do it!! So Elazar casts the spell carving a symbol of the god of secrets into his flesh, coughing up 2 points of Spellburn in the process….he follows up with a nice touch by sacrificing another 2 points to his patron Obitu-Que  as payment for his action…(somewhere Obitu-Que is pleased). His total spellcheck to is +9 with the bonus, his blood sacrifice and normal spellcheck. Elazar rolls an “18” for 27 hitting the lottery on speaking with the dead here. (we note the guys dice tonight are so above average..they better get ready for when luck swings the other way)  We also note at this point however Both Amarath and Elazar are pretty heavy spellburned (giving up 10 and 9 points of ability scores) relatively early in the adventure. With Xavos limping around half dead, The wizards are somewhat the roleplaying focus of things at this point as they cant do all hell of a lot else.

Elazar speaks to all three of dead wizards asking about The Emerald Enchanter, his experiments, his magic. He learns the secret of returning the transmuted Eidolons back to flesh (although the 1 point of spellburn at this point might as well be 10…)  and the learn of the strange creature called the Moon –Devil, supposed imprisoned somewhere in the Citadel.  He has some conversation with, “Istrobian” the Brain, but I play up Istrobian  as disdainful, bickering and not helpful.
Hilarity ensues when Elazar decides to “Take” Istrobian along  as his new “Familiar”  much too Istobians  protest. After talking about it- I loved the idea so much of Elazar  In his vain and diabolical  (we picture him as a young Vincent Price) Carrying around the Brain of another old dead wizard as a companion/ Trophy…(although he’ll have to cast speak with dead to talk to it, and get ready to spellburn as I place him at dead 100 years) Since he made the Sacrifice, I give him the option of learning the “speak with dead” spell which he gladly accepts..
The other wizards feel somewhat slighted here given Elazars supposed good fortune…but I mention just keeping this in mind when it comes to the Emerald Enchanter…

The Menagerie
While the Consultorium action is taking place simultaneously 6 PC stumble into the Menagerie.
I am playing the Cats as extremely aggressive, the Snake as indifferent as long as it is not bothered
And the Alien frustratingly trying to communicate as it says in the text, The spend a few moments examining each…I have one of the cats reach out and try to strike Vermillion and it barely misses, they search but cant find anyway to open the cages. Talk of Reinhart shooting the creatures down in their cages comes up but reverting back to his "Hunter "origins and basic lawful nature…He says “ I don’t shoot caged beasts”  Dogface having no such ethics volunteers to do so with his Crossbow. I have the Alien distract them by trying to communicate. They spend some with it, carefully avoiding being touched by it tendrils…not knowing what to make of it..and having just played the other “consultorium” with the other characters..They mistakenly assume this is the “Moon Devil” that the Wizard Gobur spoke of.  Lothar wanders off and finds the captures villagers just about the same time While Sloan ( of course) opens the door at the end of the hall (1-15) opening all the cages and all hell breaks loose.
Lothar and Sloan are on opposite ends of the combat its Reinhart, Dogface, Vermillion and Orioc who are closest to the Ruby Cats whom charge out of their cells looking for a meal. We roll initiative: .
Cat, Reinhart, Sloan, Orioc, Vermillion, Dogface. Cat. Lothar

These cats are nasty with a ranged then melee attack, but given the once high roll (the other roll a 1 which became a “3”) I say the 4 guys in the main hall are surprised so they suffer the full wrath of the cat twice. Randomly picking a target, Orioc is the victim that Cat bear down..his AC is high 19 but the cat starts off rolling a “19”  for 5 points of damage with ruby beam attack it then barrels into him he dodges (it rolls a 5) and it follows up with 2 melee attacks.. a bite which misses and a claw that hits him doing 3…Orioc was previously wounded  and this puts him down dying at -1. Reinhart is up he is 20 feet away so raises his bow using his mighty deed to try to shoot two arrows.  He gets the “3” on the deed die which goes to +4 due to his Agility he rolls a 12 +4 = 16 to hit, just enough…I give him two arrows hitting the Ruby Cat., with his Hawkeye birth augur..he rolls a pair of ‘3”’s on 2d6 become 8 damage..the Cat has 9hp its still alive!.  Sloan puts an end to that Throwing on of her daggers rolling a 14 +3 for 17 killing the one cat…Sloan calls for Lothar!...who grimaces about doing Sloan any favors..but not being stupid about Orioc’s usefulness and says “on my turn”!.. Vermillion fires a Sling bullet at the other more pensive cat..and misses, Dogface pulls his two hander and charges the The second cat. (forgetting he is also wounded I think) It doesn’t matter…Dogface is kicking ass and taking names in this adventure he hits and cuts the big cat down. Lothar is just in range to get to the fallen Orioc  before he bleeds out Rolls a 12 +3 or 15 with the spellcheck getting up a D10 or 6 for 5 hp and mobile. The Fat Snake is camped out in its cage and not moving but the Alien is out of its cage in the hallway advancing (trying to communicate) with the PC’s. Not knowing what to do with Alien..retreat back toward the Consultorium..however Lothar says..there are caged villagers over there!!. They decide to regroup, with everyone lick their wounds and try to go rescue the villagers.


To be continued............ 

Monday, November 26, 2012

The Emerald Enchanter. Part 1



THE EMERALD ENCHANTER- Part 1

Prelude
As always anything written here contains major spoilers of the above adventure so read ahead at your own risk. This session took place right before Halloween, I am just now getting to write ups.

Picking up our game where we left, mid- September, we ran a short , one encounter adventure of my own which served several purposes. A quick new character funnel, to close up some story loose ends from Doom of the Savage Kings  and last but not least, get some of the main characters a bit more experience before we tackled this level 2 adventure.  

I’ll save you a bunch of  the traveling and player organizational details but “ The Butcher’s Dozen” now numbers 14 player characters.   The group from the starting Village of Fenglyn and the group residing in recently “reorganized” Village of Hirot, have once again combined but not all 14 characters are making the trip to far side of the bay and the port town of Sandora to investigate the goings on this mysterious green wizard.

11 PC’s and one henchmen are made the trip. I had the players, as always announce their characters and current titles at the start of the Adventure, the insight on how they are developing is mine.
THE CLERIC
Lothar “the butcher” Acolyte of Gorhan-   The crusading , self- proclaimed leader of the group
THE WIZARDS
Xavos the Sage- The pragmatic diplomat, maybe he'll even get around to casting a spell.
Amarath the Evoker- The inquisitive Scholar
Elazar of the Five- double dealing and vain, an opportunist with loyalties to a demon
THE THIEVES
Sloan Nine Lives- The queen of chaos , de-facto leader of the group
Grym Half HandAn aqua phobic tinker with questionable luck.
Vermillion- A gambler, looking to learn the trade
THE WARRIORS
Reinhart the Woodsman- The sullen ranger, bitter over the deaths of his friends in SotSS.
Dogface- A  former slave who is a savage fighter and so ugly his humanity is questioned
Brunehilde the Bold hardened warrioress, fiercely loyal to Lothar
Fremont the watchman- “The new guy”  looking to make a name
THE HENCHMEN
Orioc of Hirot-  Former Thegn of the deceased Jarl of Hirot, when his loyalty was tested, he choose Sloan.

The groups class breakdown is 1 Cleric, 3 Wizards, 3 Thieves and 5 Fighting men.  If you recall we thought multiple Clerics was pretty powerful even at level one and with 3 clerics now in the group, we decided to leave 2 at home and see how party leader Lothar did on his own, two female Clerics Freya, who was indispensable in Doom of the Savage Kings, and the untested Elyria remain in Hirot where Freya had found herself in charge of the Chapel of Justicia. 

With a large and well- armed group of 11 traveling on horseback, the 3 day journey to Sandora was uneventful. They passed thru several small villages, hovels really, smaller than both Hirot and Fenglyn on the way within close proximity of their destination, and heard tales of green wizard, kidnapping locals who are never seen again. Traveling on, the past the overgrown road that leads to the rocky bluffs where this Wizard’s citadel is located. This led to discussion about the group turning directly to the his stronghold immediately. However it was decided to press on the half day to Sandora to set up a base of operations and look for additional information.

Sandora is port town of approximately 1500, the largest town and port of trade in the area it serves as the focal point of many surrounding small villages trade and supply.  The player spent a short time getting the lay of the land and looking for rumors of the green wizard. This town will play a roll in our campaign for awhile ( I think) and my players start firing off questions about the towns notable features and authority figures while the thieves all want to find out “who’s in charge of what really goes on here” I give them some short details on the town, it Inn, Monastery ( The Sandoran monks are famous for their beer) ,Town, has a Lord Mayor, a Sheriff and a Magister who’s also a wizard his  spiral tower also serves as a lighthouse. I quickly feed them rumors of the Green Wizard who been grabbing villagers from the surrounding small villages and occasional lone travelers going by road to and from Sandora.  Xavos and Lothar are out looking to speak to authority figures, I give them only a quick audience with the Town Sheriff, who see’s this large group of armed characters as trouble making mercenaries, and tells them he’s got an eye on them (the town has a sizeable Militia)  When asked about the Green Wizard….The Sheriff says he cant risk the men, the threat to Sandora  is no more than that of what any traveller’s risk on the roads and surrounding villages on their own. If our players want to stop this Green Wizard from whatever it is he’s up too, feel free. It will earn them some goodwill in the town.


Despite attempts by Sloan and Grym to get in trouble in the town, I keep things pretty tight and the next day, early morning  they are all up at sunrise. They make the wise decision to stable their horses and make the journey on foot with pair of pack mules they purchase. While walking will take them several hours more. Having to worry about what to do with eleven horses  sounded like a big time wasters common sense prevailed  and after a brief conversation about supplies and equipment  they’re  soon hiking up the overgrown road to rocky bluff and the home of the Emerald Enchanter arriving late in the afternoon.


The Gateway Guardians.
( note all of the players are level 1 with the exception of Sloan and Lothar, several are very close to leveling so with the larger group, we all assuming they are going to make out ok)


A hundred yards or so away from the citadel, the players send the three thieves ( Sloan, Grym , Vermillion) and Reinhart  the Woodsman ( Hunter, Ranger, etc) to check things out.  I read the player beginning, The four of them creep with some hide/stealth checks to within 50 feet of the large double doors, flanked but the two strange green statues. No one them (surprisingly) get close enough to trigger the attack so they call the rest of group forward.  When the Thieves move to investigate the double door entrance the Emerald Statues attack and they are actually surprised.  Combat begins:
 (learning from our previous combats, I have each player roll initiative for all his characters using a single character highest bonus, instead of individually this is suggested somewhere in rules, but we had been defaulting to individuals…this makes thing much quicker cleaner, with 14 combatants)
Initiatives for the Statues are 16, for the transformed  Eidolon and 12 for the carved.
Group A-  Lothar, Xavos , Brunehilde (+2), Vermillion – 12
Group B- Reinhart, Dogface, Amarath, Grym(+2) -19
Group C- Sloan (+2), Elazar, Fremont, Orioc  - 4

I had the players map out there positions before I announce the surprise attack..since It was a surprise and that was triggered within 30 feet,  I have both Eidolons lumber out and attack once, we then move to straight initiative order.

The three thieves moving toward the door triggered the attack and take the surprise attacks with the Transformed Statue attacking  Grym while the Carved on attacks Sloan. Both Sloan and Grym are AC 14, Grym takes it in the chin with 15+6 a 21!  , for 8 points of Damage…Grym has 8 hp points so he is gutted and falls…Sloan luck is starting off with a bang as the Carved Eidolon rolls a “1”  trips..fails the DC 10 ref save (with a 5+4 =9) is prone at her feet…player Grym gives player Sloan, quite the dirty look. Player Sloan says she gave it a “Juke” (a dodge) and it missed and fell…ok then.
With Grym down..at 0 hp..Group B is first to fight Reinhart fires and arrow..from about 20 feet… calling out a Mighty Deed of “Multishot” he’s still level 1 so I'll let him fire twice if he gets the deed roll..  His Deed Die is a natural “2” so he only gets one shot…its at +3, but rolls a “19” which is a critical.  He hits it in the nose (smash nose) for an extra D6 and does 10 total damage…killing  it….OUCH.. Everyone is kinda stunned Reinhart put the thing down with an single arrow…wow.. there also stunned when I tell them it a reverts to a human being..arrow still in the nose cavity.

Dogface is next, He charges over brings his two handed sword crashing down on the prone statue at Sloans feet.. No Mighty Deed here,  he just says "I smash it"..he is + 7 with the statue prone he rolls a “13” for a “20”  he rolls “7” +5 for 12 damage , he smashed it dead and it explodes into a shards of green.Lothar runs over to Grym still being round 1, to heal the unlucky thief. The lay hands roll of 16 +3 = 19… gets Grym up with 6 hp.. much too a relieved player Grym…”lets not let that happen again he says..

Sloan and Vermillion pick thru the gems and find a couple emeralds pocketing one each.  The thieves argue over whose picking the lock as they know I am awarding  1 xp for lockpicks.. Vermillion is newb needing 40xp but Grym needs 15 for level 2, “go for it” Sloan says. Grym tries and fails With +6 on pick lock Sloan opens the doors easily and they are in, the dirty looks continue. 
(with bunch of characters on the cusp of level 2, I’ll need go the XP awards  per encounter here  I give the participants of the fight 3, and the rest 2 , Sloan got an extra point for the door)

Hall of Mosaics

like this- only alot bloodier


They carefully enter the long hall of mosaics, that  details Mr Greens great achievements. As I describe the scene on purpose or not we all starting waxing  some nostalgia to the similiar opening of “Tomb of Horrors” so long ago.  Vermillion, Sloan and Reinhart are again on point, the Thieves carefully searching. Grym. after that close call.  is hiding behind Dogface, just as they are firmly inside.. Player Sloan has ,Orioc and Fremont make a point that they are spiking the large double entry doors open for some reason…I quickly mention that Vermillion has found a peephole but while they are working on the spiking the main doors, the Tile Golem appears and  Combat Begins:
in similar move for initiative we have:
The Tile Golem – 18-4 =  14
Group A -Lothar and Co-  15+2= 17
Group B- Reinhart and Co. 13+ 2= 15
Group C- Sloan and Co.  20+2= 22

Sloan is first and closest to the Tile Golem at  about 20 feet..she doesn’t go toe to toe with Monsters. She drops back a fires her Sling a the man shaped whirling mass of tiles., continuing he good fortune rolls a 19.. no critical for a thief but  scores 4 damage.., she grins. Next up Elazar in the middle of the pack  he doesn’t have spell useful in the instance without getting too close..he makes his way toward the entrance to make room for the fighters.  Orioc is next, he's working on spiking the door, and gives up on that draws his weapons and moves to the front line, just out of reach of being able to attack this turn.  Fremont follows suit and does the same, ,oving  to the front of the line.  

Reinharts' group is next..he tries his mighty deed “Multishot” once again, again fail his deed die.. but hits with an arrow. Doing 6 points of damage. in effort to repeat the earlier success. Dogface charges the thing swinging wildly, described as a “whirling mass of tiles, shaped like a man” Dogface says..”I smash it!!” I ask- is your mighty deed?  He says YES, a huge blow from my two handed sword., Dogface gets the”3” on the deed die…his attack is +6  he rolls a 17 for “23” so he sure cleaves into it…since it is not physically a man, since he smashed it I just give him a damage bonus..for the high roll..he nets 16 damage.. Amarath our new wizard is next ..he follows up with a “magic missile” , he chooses not to spellburn and with a low roll the spell fizzles, try again new guy….Grym then fires his crossbow and put another 3 damage on it.

Lothars group is next.., Lothar starts off smart asking Gorhan for his blessing in this battle, he rolls a “19” for 23 with as his roll.. so +3 to he and allies within 5 feet, nice!. Brunehilde  joins Dogface in direct combat with Tile Golem using the Wolf’s Spear of Ulfeonar from DotSK.  She barely hits but puts another 7 damage on it.  , Xavos tries putting "magic shield" on himself gets a 17 on the spell check for a meager AC bonus..then Vermillion fires his  crossbow into the wall, missing.. 

 They put a lot of hurt on the Tile Golem.. 36 damage…(they’re like how many hp does this thing have??) But now its the Tile Golem's turn and it has a lot of options. For its free draw I have it move a slightly and fire its tile blast…I roll a 19 as the spell check and randomly roll a D6 for the 6 closest PC’s to it. The die comes up a “5” which is Fremont, "The New Guy" . well Fremont takes “4” magic missiles in the face - each D4 + 5, each… I roll 8 plus 20 so 28 Damage Fremont had 14 Hp a lot for a level 1 character but this was double his HP.  I rule Fremont explodes in the goriest way possible ripped to pieces by 1000 shards of hot glass. He is irrevocably dead.  The players are a bit stunned…Fremont we really hardly knew ye!!.. Someone quips that "new guys" are  now called "red shirts" (this guy never really got a chance to do anything either adventure). Not being done yet..The Tile Golem throws it regular “slash” attack back at Dogface…rolls a 19, doing 4 points of hurt to Dogface.

Top of round, we have had one KIA.  Player Sloan has Orioc attack in revenge  Orioc smashes some of the tiles away doing 7 damage.. Sloan has no room to maneuver around for any kind of sneak attack , uses her sling hits it again for 4 more. At AC 10 the Tile Golem is hard to miss..I wish it got another change to go as I was going to have it do another blast before it went down, But Dogface and Brunehildes smash it to pieces on their turns this round.  Tile Golem is destroyed, 

One PC dead….everyone gets 4 XP which levels Reinhart - our 3rd…character to get to 2nd level.
With Fremont’s death, they don’t notice or find the secret doors in the hall and seem to forget about the earlier peepholes.  Dogface and Brunehilde  proceed to smash in the doors of  the Foyer.

To be continued…………………………