AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|
We could continue our exploration while our buff are still running? We will have time to look deeper here once the place is cleaned.
It doesn't take the group much time to ascertain that the pits are filled with a variety of nastiness: The smallest pit is filled with stagnant water. The adjacent pit contains some sort of charred, fleshy mass. The ceiling above that pit is coated with greasy black stains. The largest pit is filled with miscellaneous refuse, seemingly the remains of the morlocks’ meals. Most of the organic matter has rotted into a fetid pool of sludge about 4 feet deep.
Do you want to investigate (i.e. search) the pits or just move on?
AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|
Let's keep moving then! says Dolgar who immediately goes to the next door!
If he detects nothing of unusual +17 perception to automatically detect any unusual stonework at 10ft. Dolgar opens the door.
Male N/G Human Cleric (Ecclesitheurge)/10 | HP: 107/107, ER 10 fire | AC/FF/Tch: 3/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+20, Heal+11, Kn Arc/His/Nob/Pln+6, KnRel+14, Ling+6, Perc+12, SMot+20, SCft+7 | Active Conditions: mage armor, hunters blessing (undead and underground), life bubble,, darkvision, delay poison, ant haul, endure elements, sanctuary
Guy sports a new and different grimmace as he glances at each of the pools. Wrinkling his nose he suggests, "Lets give those noxious pools a wide berth, shall we?"
At 4th level, the ectoplasmatist can use her lashes as reach weapons or use them to manipulate objects from a distance...
When the lashes are used to manipulate items, they have the same manual dexterity as the ectoplasmatist’s hands.
Hmm, would this allow Uhvat use his lash to reach into the pool of sludge to feel around? He has reach with that so should be enough to reach into the bottom.
At 4th level, the ectoplasmatist can use her lashes as reach weapons or use them to manipulate objects from a distance...
When the lashes are used to manipulate items, they have the same manual dexterity as the ectoplasmatist’s hands.
Hmm, would this allow Uhvat use his lash to reach into the pool of sludge to feel around? He has reach with that so should be enough to reach into the bottom.
Yes, you can use your lash as a reach implement to examine the pool of sludge. Do you wish to do so?
Uhvat searches in the sludgy pool. It is filled with miscellaneous refuse, mostly the remains of the morlocks’ meals. Most of the organic matter has rotted into a fetid pool of sludge about 4 feet deep. It is quite disgusting.
Uhvat, please give me a Fort save vs disease. Sorry, I didn't write this module - I'm just the GM!
Finding nothing of interest in the pool, the pathfinders continue through one of the doors on the far end of the room. They soon discover that both doors - oddly - lead to the same place.
Map updated. Go ahead and move yourselves up into the room.
In the center of this alcove stand the vandalized remains of what is barely recognizable as a statue of bird-headed being with serpents for legs. Long, bronze tubes line an alcove behind the statue.
DC 20 Knowledge (Planes or Religion):
You recognize the statue once depicted the demon lord Abraxas.
AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|
Male N/G Human Cleric (Ecclesitheurge)/10 | HP: 107/107, ER 10 fire | AC/FF/Tch: 3/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+20, Heal+11, Kn Arc/His/Nob/Pln+6, KnRel+14, Ling+6, Perc+12, SMot+20, SCft+7 | Active Conditions: mage armor, hunters blessing (undead and underground), life bubble,, darkvision, delay poison, ant haul, endure elements, sanctuary
Though he is not particularly helpful, mostly just piling up rubble that is within his ability to move, he is quite enthusiastic about the job.
When the statue is dismantled he settles up against a wall and lets his rapid breathing slow down a bit. Almost as if the destruction was a personal favor to Guy, he says, "Thanks, guys."
"Where to next? Thataway?"
He points vaguely to the corridor and vaguely north from his slumped and seated position next to eh east wall of the room.
After they finishing demolishing the statue, the group investigates the corridor leading out of the room. They quickly discover that the path forward is blocked by a massive collapse. Note the rubble on the map
AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|
Abraxas, Demon Prince of forbidden lore, magic, and snakes... usually worshipped by drows. Unusual to find it here.
Dolgar asses how many time they will need to pass through the rubbles.
Uhvat shakes off the ill effects of Filth Fever with no difficulties. DC was only 12! One of the problems with (parts) of the Emerald Spire is that the DCs, ACs, and to-hit numbers are just not in line with the characters' levels. If this weren't PFS I would just boost the numbers to make it more challenging for you all.
Uhvat, why do you say that there is no physical contact with the sludge? Isn't the lash part of your body?
And, actually, I'm not so sure that you can search around with the lash without losing your chill touch. Have to think about that...
After some examination, Dolgar can see that clearing away the rubble is well beyond the scope of the group. Specialized mining equipment and days of effort would be needed, and the work might still be rewarded with a cave-in!
Guy leads the way in the other direction, revealing another corridor. Map updated To the West (i.e. bottom of the map) the corridor stretches out until it too ends in a collapsed blocked passage, seemingly the other side of the blockage that Dolgar had just investigated.
To the East (i.e. the towards the top of the map), the party spies two seemingly intoxicated morlocks, who stagger to their feet and attack - pointlessly - as soon as they see the pathfinders.
Going to handwave this fight because it's probably the most pointless encounter on this whole level. I really wonder what the author of this level was thinking sometimes. As if two morlocks isn't already a wimpy enough encounter for level 7-9 characters, they are sickened (drunk) and on the first round they only attempt to do non-lethal dmg. Yeesh.
With the drunken morlocks dispatched (they have nothing of value), the pathfinders find that they have run out of any obvious further routes to proceed.
Male NG Aasimar Bard (Arcane Healer) 8 | HP 59/59| AC 16 T 11 FF 15 | CMB +11, CMD 20 | F: +6, R: +9, W: +8 | Speed 30ft | Active conditions: none
Back to the beginning then. Dolgar, maybe your expertise will find us a way through one of the collapsed tunnels. It's that or try to squeeze through their passage.
AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|
The lash is not part of his body. It is an ectoplasmic manifestation. But oh yes, you're right. Using the lash to touch anything will discharge the charges.
Uhvat comes up behind Dolgar, guarding his back in case of any further morlock surprises. At the same time, he keeps his eyes peeled, similarly looking for a way foward.
The party search around and find a secret tunnel leading into another chamber.
Map updated with Yellow arrow showing the location of the tunnel; the map makes it look like a normal passage but the text makes it clear that it is a secret tunnel.
The passage ascends into a dark antechamber covered with plates of brass and porcelain. Its tiled walls have been bashed to splinters and smeared with filth. Most of the rubble has been pushed up along the north wall in small piles. To the west lie the shattered remains of a smaller side room, its walls broken to the foundation. Along the east wall, a wooden door hangs half open.
A lone morlock stands watch over this room, but she has dozed off.
I'm going to hand wave this one too unless anyone objects.
When she wakes up and sees the pathfinders before her she promptly has a heart attack and dies.
Go ahead and move yourselves into the room and let me know what you'd like to do next.
Azrael finds *another* secret tunnel on the north wall of the chamber.
Now noted on the map with a green arrow.
So you have two exits from the room to choose from: door ajar on the eastern wall and secret tunnel in the rubble on the north wall. Two votes chooses a direction. Nothing else of interest in this room.
AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|
Current time: 14:05 (the level was entered at 12:00) === Out of initiative === Guy du Loc - dmg; no light & normal vision;
Aaftaab - dmg; darkvision 60'; ioun torch;
Saabz (AC 18) - dmg; low-light vision & scent;
Azrael Azarhe - dmg; darkvision;
Dolgar Ironfist - dmg; Heroism (13:50), See Invisibility (13:50); Uhvat Balanos - dmg; Heroism (13:50), Blur (12:38), False Life (15 hp, 20:30), Chill Touch, Shield (12:38)
The party advances through the open door and find a long corridor.
To the right (south) the corridor ends in the same cave-in they already encountered from the other side.
to the left (north) the corridor proceeds for a few feet and then there is a door (red arrow).
Further down the corridor, and just around the bend, there is another door (pink arrow). The walkway leading to this door is littered with piles of stone bowls, skulls, crudely carved idols, and large chunks of quartzite, hematite, and other semi-precious minerals. A yellowish light leaks from the crack at the bottom of the door.
Even further down the same corridor there is an opening to the right (orange arrow).
A few feet beyond that, the corridor ends in another cave-in (on the other side of which lies the pit trap that you already explored at the very start of the level).
Map updated. Which way would you like to go - two votes advances the action. Also, for the purposes of buffs etc. it has been 90 minutes since the fight with the group of morlocks in the room with the three pits (time to destroy the statue, dig around in the cave-in, and search around for the hidden passage) so most of your buffs have expired as noted in the party tracker above.
AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|
Dolgar recasts Heroism on himself.
Yes, lets find them.votes for the red door
Dolgar checks for traps and if he finds none, opens the door.
The door opens an inch or so before loudly smacking into some kind of obstruction. Peeking through the opening, it appears that there is another cave-in directly behind the door, blocking it.
AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|
After some grumbling Dolgar moves to the other door. pink
Dolgar does not find any traps but the door will not open.
The walkway at his feet is littered with piles of stone bowls, skulls, crudely carved idols, and large chunks of quartzite, hematite, and other semi-precious minerals. While the bulk of the material is of little value, there is a bronzed skull of a naunet protean (worth 500 gp), a 1-pound chunk of hematite worth 100 gp, and 23 assorted semi-precious gemstones worth 50 gp each.
A yellowish light leaks from the crack at the bottom of the door.
AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|
I have a universal opener. says Dolgar showing is adamantine warhammer.
Looking at the gems, he adds
Seems like the creatures living here were showing some devotion to what's in there... be prepare to anything.
I didn't realize that you were actually attempting to break the door down. Dolgar, give me a Sunder check. Azrael, you can either make your own check or Aid Another - please decide which before rolling.
AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|
Dolgar Ironfist
AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|
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Male N/G Human Cleric (Ecclesitheurge)/10 | HP: 107/107, ER 10 fire | AC/FF/Tch: 3/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+20, Heal+11, Kn Arc/His/Nob/Pln+6, KnRel+14, Ling+6, Perc+12, SMot+20, SCft+7 | Active Conditions: mage armor, hunters blessing (undead and underground), life bubble,, darkvision, delay poison, ant haul, endure elements, sanctuary
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Male TN Wayang Unchained Rogue 9.0 | AC 23 (T 16/FF 19)*+2 vs Traps | CMB +6 CMD 23 (FF 17) | HP 75/75 | Init +3 | Fort +6 Ref +13 Will +6 *+2 vs Shadow Magic / +1 vs Humanoid Reptilians)(Evasion) | Perception +20 (+3 to locate traps / +2 avoid surprises) | Darkvision 60' | Speed 20' | Ghost Sound 1/1 | Pass w/o Trace 1/1 | Ventriloquism 1/1 | Vanish 4/4 | Languages: Common, Abyssal, Azlanti, Draconic, Goblin, Infernal, Wayang | Active Conditions:
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Male N Ratfolk | Swashbuckler 1, Occultist 5 | Panache 6/6 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | HP 67/67 | AC 23 T 16 FF 18 | CMB (Trip, Disarm, Sunder) +10, CMD 15 | F: +9, R: +10, W: +5 | Init: +5 | Bluff (Deceive) +9, Dipl. (Influence) +14, Perc +10, SM +3 Spells 1st 6/6, 2nd 3/3 | Transm. Impl. MF 3/3 | Abj. Impl. MF 7/7 | Illusion Impl. MF 2/2 | Speed 20ft (40ft on riding dog)| Active conditions:
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