| Harrowed Wizard |
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
We just started Emerald Spire a few sessions ago and my players didn't much like the light effect of the first level (especially since the ranged character only had Low-Light), and I think they had a good time on the second level with the spiders.
The issue is:
Spoiler:
On the third level, when they fought Jaris Phenogian and his Iron Cobra their luck started to change. First their scout failed the Fort save with the Blue Winnis poison the Cobra has and fell unconscious. Then the second round comes around and their next frontliner a Cavalier also rolls poorly when the Cobra hit him and he is unconscious as well. I finally get Jaris into position and the remaining two players make their saves vs the Color Spray and they promptly start working on making a tactical withdrawal. Sadly, they don't get away fast enough and Jaris is able to get close enough to use his Arcane Bond (Ring) with Color Spray and both of the surviving players are hit with his Color Spray. They are 3rd level so they were stunned for 1d4+1 rounds. I basically had Jaris tie up the players and we ended the session so that I could prep what I wanted to do next with the group since I did not want to do a TPK.
Within reason, where should the players be kept as prisoner within the Emerald Spire or Level 3 of the Spire? (I have 5 players but the 5th was not at the session, I'm just going to have his character with them for group cohesion purposes)