Emerald Spire lvl 10 (spoiler)


Adventures

Dark Archive

If the Party uses spire tokens to arrive at lvl 10 (if they bargained with the mistress of thorns), the lava level... where the heck do they appear?


I started my players at the beginning of the level, unsure of the intent of the writers.

Grand Lodge

They teleport to a square adjacent to the spire column.

Dark Archive

so into the lava? instant death for all but one? Seems a bit harsh Witches

Grand Lodge

strangepork wrote:
so into the lava? instant death for all but one? Seems a bit harsh Witches

That one needs to make a combat maneuver against the current occupant of the available space. If you're feeling generous, two others might attempt balance checks.

The module warns (the GM, at least) that using Spire transport into unexplored levels is risky.

Grand Lodge

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strangepork wrote:
so into the lava? instant death for all but one? Seems a bit harsh Witches

I'm just going by what's written in the book.

"When a party uses Spire transport to go to a new level,its members appear adjacent to the Spire in the room or space where the Spire passes through that level."- pp20

Scarab Sages

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber

I've had it at one of the upper levels where two players ended up in a room with Divs...

Dark Archive

OK, lava it is


strangepork wrote:
OK, lava it is

Remember, the Lava will only do 2d6 damage per round. That shouldn't be a lethal prospect for adventurers around level 9-10. Hopefully they have some good spells/magic items to deal with it.

The various elementals in the room are the real danger; the Lava Lurkers can really work a number on a party. As it happens, my party has enormous fire resistances due to class abilities and magic items, but they still got worked over by the Lava Lurkers.

You might let one or two PCs show up on the solid ground around the spire; with a potential bullrush against the Xorn. I would give the PCs a few rounds to recognize that they're in a bad spot - a lava pool filled with hostile elementals and dragons - and let them retreat to solid ground.

If they press on, or fall into the maws of dragons, well - such is the danger of an adventurer.


This will come up soon for my party, so I'll revive the discussion.
I will probably have them roll a d12 to determine where they appear. Then they have one round to prepare for the unlucky circumstance in which they only get 2d6 damage for the initial exposure at the feet. Since lava is a fluid, thex should probably sink in afterwards.


I'm looking at a likely party wipe, the mistress of thorns was generous to let them retreat, but now they are considering just skipping lvl 9 and hopping to lvl 10, current party consists of a human investigator that took Azlanti for a language at lvl 1, a half-elven Hunter with bear companion, a half orc brawler, a human arcanist, and a human cleric(2nd character, their war priest died in a bad encounter on lvl 7), party is around lvl 7 due to 5th party member...

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