GM Tarondor's Emerald Spire Campaign

Game Master Tarondor

MAP OF THE EMERALD SPIRE

Emerald Spire Documents and Images

Perception Skills:

[dice=Lilika Perception ]1d20+14[/dice]
[dice=Marcel Perception ]1d20+10[/dice]
[dice=Nycholas Perception ]1d20+10[/dice] +2 Initiative.
[dice=Wymond Perception ]1d20+11[/dice]

HERO POINTS
Lilika: 2
Marcel: 2
Nycholas: 2
Wymond: 3


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Good luck everyone, hope to play with you soon.


THE ROSTER

  • Wymond Dwerryhouse
  • Yirrik Roone
  • Zaia Acayan
  • Perfire Ridal

Those characters, please go sign in at the Gameplay thread.

Thank you so much to everyone who applied. Every GM says it was a tough choice and I don't know if it always is. To be honest, I've sometimes said that just be polite. But this? This was a -tough- set of choices. I really loved several of the characters and had to choose between them with reluctance.

Anyway, I certainly hope you all get to play this game some day. My best wishes to all of you.


Whew....made it in by skin of my teeth !! :)
Thanks GM!

Good luck and happy gaming to those that didn't get in.

Liberty's Edge

Congrats to all who made it in!


Thanks so much, GM. Looking forward to playing. Best of luck to those who didn't make it into this game - the submissions were excellent!


Congratulations all!


Enjoy and best of luck. :-)


We need ONE player to join us in delving the Emerald Spire. We lost our cleric and so need a divine caster / healer of some sort.

The Emerald Spire is a 16-level superdungeon and we haven't quite wrapped up the first level.

Interested parties please post your proposed characters here! See above for character creation details.


This sounds fantastic. I've had an idea for a Cleric who will eventually head into the Holy Vindicator class for a while now.

Tell me, is the Favored Prestige Class and Prestigious Spellcaster feats banned in PFS? I don't know how to look it up, to be honest.

Edit: It seems only the first of the two is allowed.

Oh well, at least that means I have a few more open feat slots. Silver linings and all that.


Ilya the cleric
LG Female Half-elf Cleric 1 of Abadar, 0/1300xp
Init +2; Low-light Vision
AC 16, T 10, FF 16, CMD 12, FFCMD 12
Hp 11
Fort +5, Ref +1, Will +6
Speed 40/30ft.
Melee
...Dagger +2, 1d4+2 (19-20/*2)
...Falcata +2, 1d8+2 (19-20/*3)
Ranged
...Light Crossbow +0, 1d8 (19-20/*2)
Spells
0th
...Create Water
...Light
...Stabilize
1st
...Shield(D)
...Divine Favor
...Divine Favor
Str 14, Dex 10, Con 14, Int 10, Wis 17, Cha 13
Feats: Scribe Scroll, Exotic Weapon Proficiency(Falcata)
Traits: Historian, Fate's Favored
Skills: Appraise +4, Diplomacy +5, Knowledge(History)+7, Knowledge(Local) +2(can be used untrained), Knowledge(Religion) +4
FCB(Cleric & Holy Vindicator): +1Hp
Class: Aura of Law, Channel Positive Energy(1d6, 4/d, DC 11), Protection(defense) Domain; Deflecion Aura(1rd), Travel Domain; Agile Feet(6/d)
Race: Ancestral Arms, Elf Blood, Multitalented, Low-light Vision, Sophisticate, Underworld Guide

Rough Backstory: Ilya hails from Absalom, where she was taken in by a halfling banker and priest when she was a child. Despite being given an education, she's never had much of a head for numbers, and was always looking to run off on an adventure. So she serves the church in that capacity, traveling the roads and looking for new and improved trade routes. She's in the river kingdoms to find out if there's a possibility of trading north with Numeria, giving the world at large access to the wealth of borderline magical technology the isolated nation possesses. Further more, her task is to act as a beacon of law and justice to the region.
As for the Spire, history and the exploration of ruins is a guilty pleasure of Ilya's. Her task is not one that needs be solved immediately, and if she takes a few months off to delve into a possible azlanti ruin, then that's not the end of the world.

Is the PFS crafting ban in effect? If yes, I'll get rid of scribe scroll for something else.


In the absence of a flood of submissions, I see no reason to wait around.

Ilya is in and RECRUITMENT IS CLOSED AGAIN

Ilya, no, there is no crafting ban in place. This isn't PFS. But thank you for asking. This is a good setting for some crafting to go on. Please report to the discussion thread.

Sczarni

Crap...I just saw this so I wanted to toss in..oh well.


RECRUITMENT IS OPEN AGAIN!

Well folks, like the drummer in Spinal Tap, we keep losing our divine caster and need another one!

I'm taking ONE new character. We're on level 2 of a legendary 16-level superdungeon. Come join us!


Name Gorthug

Character Concept
Gorthug has long struggled with his lycanthropy, and is searching either for a cure...or a way to better control it.

Natural attack build with 2 werewolf archetypes. By lvl5 will be barbarian(1) oracle(4), with 4x natural attacks.

Crunch is about done. Fluff to come.


Definitely interested! Mulling over a character concept - will have something up shortly.


Dotting for interest.


Dotting, I would like to offer Wulfgar Ivarsson, I've played versions of him in a couple of PFS games and in a gestalt game for a while.

He is a fairely developed character that I enjoy playing. If you would like to see a little of his personality, he tells his story to Haltani here.

In this game I would play Cleric 1/ fighter 1, with the rest of the levels in cleric.

Would second level wealth be 1,000 gp? I see the other characters have background skills so I will add them to Wulfgar, I may tweak his build a little bit so give me a day or so to post him.


Apparently that didn't take as long as I thought it was going to. Wulfgar is ready to go if selected, please let me know if I can answer any questions. Thank GM Tarondor for running the game, good luck everyone.

"Bwa ha ha, I am not meanink "good luck'!" I am really meanink 'May the best Cleric of Gorrrram be winnink'! Ha Ha Ha."


Given your "death hurts" rule, I assume we'll be coming in as a first level character and the initial char-gen rules apply.

This sounds nifty. I'll try to have something put together soon.


Also dotting, hope to submit something ASAP.


Here is my submission:

Obni Sternshade

Crunch:

Female dwarf cleric (foundation of faith) of Abadar 1 (Pathfinder Player Companion: Elemental Master's Handbook 8)
LG Medium humanoid (dwarf)
Init -1 (+1 while underground); Senses darkvision 90 ft.; Perception +4
Aura deflection aura (20 ft.)

Defense

AC 17, touch 9, flat-footed 17 (+5 armor, -1 Dex, +1 natural, +2 shield)
hp 11 (1d8+3)
Fort +6, Ref +0, Will +7; -2 vs. [light] effects, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law
Defensive Abilities bastion; SR 6, magic resistant[APG]

Offense

Speed 20 ft.
Melee dagger +2 (1d4+2/19-20) or
morningstar +2 (1d8+2)
Ranged light crossbow -1 (1d8/19-20)
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—acid dart (1d6+1 acid)
Cleric (Foundation of Faith) Spells Prepared (CL 1st; concentration +5)
1st—abadar's truthtelling (DC 15), bless, shieldD
0 (at will)—detect magic, read magic, stabilize
D Domain spell; Domains Protection (DefenseAPG subdomain), Earth

Statistics

Str 14, Dex 8, Con 16, Int 12, Wis 18, Cha 8
Base Atk +0; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats IronhideAPG
Traits lover of the law, tunnel fighter
Skills Acrobatics -7 (-11 to jump), Diplomacy +3, Heal +8, Knowledge (history) +5 (+7 on checks that pertain to dwarves or their enemies), Knowledge (religion) +5, Profession (miner) +8, Spellcraft +5; Racial Modifiers lorekeeperAPG
Languages Celestial, Common, Dwarven
SQ minesightARG, spell smasher, stonesingerAPG
Other Gear scale mail, heavy wooden shield, dagger, light crossbow with 20 bolts, morningstar, backpack, bedroll, belt pouch, candle (10), cleric's vestments, flint and steel, grappling boltUE, mess kitUE, pot, silk rope (50 ft.), soap, spell component pouch, trail rations (5), twine (50')APG, waterskin, wooden holy symbol of Abadar, 5 gp, 9 cp

Tracked Resources

Acid Dart 1d6+1 acid (7/day) (Sp) - 0/7
Crossbow bolts - 0/20
Dagger - 0/1
Deflection Aura (1 rounds, 1/day) (Su) - 0/1
Trail rations - 0/5

Special Abilities

Acid Dart 1d6+1 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Bastion (Ex) Add Constitution bonus to CMD and DC to be Intimidated.
Cleric (Foundation of Faith) Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric (Foundation of Faith) Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Darkvision (90 feet) You can see in the dark (black and white only).
Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Ironhide Your skin is thicker and more resilient than that of most of your people. Prerequisites: Con 13; dwarf, half-orc, or orc. Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Minesight Dazzled in bright light and -2 to save vs. light effects.
Spell Resistance (6) You have Spell Resistance.
Spell Smasher +1 racial bonus to attack creatures casting spells/spell-like abilities.
Stonesinger +1 effective level for [Earth] spells and earth-related class abilities.

Background:

Obni Sternshade was born 75 years ago in the underdark. Her clan was at war with a nest of duergar. The training she received as a youth did not prepare her for her journeys as an adult. Her calling to the church of Abadar was unexpected within her clan and they sent her to the surface world to study it. With recent word of recent underground expeditions, the church has seen fit to send her to the Temple of the Golden Key.

Alias will be created if selected.

Paizo Employee Organized Play Line Developer

Ooh! I'm interested. I'll give it some thought.

What level are we starting as? One?


The new character will come in at 2nd level.

I’m thrilled to have so much interest. Thank you! Why don’t we set the decision date at Thursday midnight?


Obni Sternshade

Updated Crunch:

Female dwarf cleric (foundation of faith) of Abadar 2 (Pathfinder Player Companion: Elemental Master's Handbook 8)
LG Medium humanoid (dwarf)
Init -1 (+1 while underground); Senses darkvision 90 ft.; Perception +4
Aura deflection aura (20 ft.)

Defense
AC 17, touch 9, flat-footed 17 (+5 armor, -1 Dex, +1 natural, +2 shield)
hp 19 (2d8+6)
Fort +7, Ref +0, Will +8; -2 vs. [light] effects, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law
Defensive Abilities bastion; SR 7, magic resistant[APG]

Offense
Speed 20 ft.
Melee dagger +3 (1d4+2/19-20) or
   morningstar +3 (1d8+2)
Ranged light crossbow +0 (1d8/19-20)
Domain Spell-Like Abilities (CL 2nd; concentration +6)
   7/day—acid dart (1d6+1 acid)
Cleric (Foundation of Faith) Spells Prepared (CL 2nd; concentration +6)
   1st—abadar's truthtelling (DC 15), air bubbleUC, blessshieldD
   0 (at will)—detect magicmendingread magicstabilize
   D Domain spell; Domains Protection (DefenseAPG subdomain), Earth

Statistics
Str 14, Dex 8, Con 16, Int 12, Wis 18, Cha 8
Base Atk +1; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats IronhideAPG
Traits lover of the law, tunnel fighter
Skills Acrobatics -7 (-11 to jump), Appraise +5, Diplomacy +4, Heal +9, Knowledge (history) +6 (+8 on checks that pertain to dwarves or their enemies), Knowledge (planes) +5, Knowledge (religion) +5, Profession (miner) +8, Spellcraft +6; Racial Modifiers lorekeeperAPG
Languages Celestial, Common, Dwarven
SQ minesightARG, spell smasher, stonesingerAPG
Other Gear scale mail, heavy wooden shield, dagger, light crossbow with 20 bolts, morningstar, backpack, bedroll, belt pouch, candle (10), cleric's vestments, flint and steel, grappling boltUE, mess kitUE, pot, silk rope (50 ft.), soap, spell component pouch, trail rations (5), twine (50')APG, waterskin, wooden holy symbol of Abadar, 5 gp, 9 cp

Tracked Resources
Acid Dart 1d6+1 acid (7/day) (Sp) - 0/7
Crossbow bolts - 0/20
Dagger - 0/1
Deflection Aura (2 rounds, 1/day) (Su) - 0/1
Trail rations - 0/5

Special Abilities
Acid Dart 1d6+1 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Bastion (Ex) Add Constitution bonus to CMD and DC to be Intimidated.
Cleric (Foundation of Faith) Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric (Foundation of Faith) Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Darkvision (90 feet) You can see in the dark (black and white only).
Deflection Aura (2 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Ironhide Your skin is thicker and more resilient than that of most of your people. Prerequisites: Con 13; dwarf, half-orc, or orc. Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Minesight Dazzled in bright light and -2 to save vs. light effects.
Spell Resistance (7) You have Spell Resistance.
Spell Smasher +1 racial bonus to attack creatures casting spells/spell-like abilities.
Stonesinger +1 effective level for [Earth] spells and earth-related class abilities.

Paizo Employee Organized Play Line Developer

I'll be submitting Lilika, a darkborn half-elf who finds herself wounded outside Fort Inevitable with no memory of who she is and how she got there. There only clue worth noting she has is the broken piece of green crystal clutched in her hand. Feeling lost and confused, she sets out to discover her past, or die trying.

Statistics:

Lilika
Female Half-elf (darkborn) Druid (cave druid) 2
NG Medium Humanoid (elf, human)
Init +4; Senses Darkvision 60 ft., low-light vision, Perception +10

------------------------------
DEFENSE
------------------------------
AC 14, touch 12, flat-footed 12 (+2 armour, +2 Dex, +0 shield)
hp 17 (2d8+4)
Fort +5, Ref +2, Will +6
…+2 vs. poison and disease

------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee short sword +2 (1d6+1/19-20)
…dagger +2 (1d4+1/19-20)
Ranged sling +3 (1d4+1)
Spell-like Abilities (CL 2nd, Concentration +5)
6/day—acid dart
Spells Prepared (CL 2nd, Concentration +5)
1st—cure light wounds (2), flare burst, magic stone*
0—create water, grasp, stabilize, purify food and drink

------------------------------
STATISTICS
------------------------------
Str 13, Dex 14, Con 14, Int 12, Wis 16, Cha 10
Base Atk +1; CMB +2; CMD 14
Traits Reactionary, Underground Explorer
Alternate Race Traits Blended View (replaces multi-talented), Drow-trained (replaces adaptability), Thinblood resiliance (replaces elven immunities)
Feats Point-blank shot
Skills Acrobatics +3, Climb +6, Knowledge (dungeoneering) +9, Knowledge (engineering) +3, Knowledge (geograhy) +2, Knowledge (nature) +5, Linguistics +2, Perception +10, Spellcraft +5, Survival +11
(8 points; 4 class, 1 INT, 2 background, 1 favoured class)
Abilities Cave sense, keen senses, nature bond (earth domain), orisons, poison use, spontaneous casting (summon natures ally), tunnelrunner, wild empathy (+2)
Languages Common, Aklo, Druidic, Elven

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (1d6 acid, 6/day)

Cave Sense (Ex): A cave druid adds Knowledge (dungeoneering) rather than Knowledge (geography) as a class skill and gains a +2 bonus on Knowledge (dungeoneering) and Survival skill checks. This ability replaces the nature sense ability.

Drow-trained (race trait): Darkborn (half-elves descended from drow) are proficient with the hand crossbow, rapier, and shortsword. This racial trait replaces the adaptability racial trait.

Earth Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Thinblood Resilience (race trait): Darkborn are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves. This racial trait replaces the elven immunities racial trait.

Tunnelrunner (Ex): A cave druid can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty. This ability replaces woodland stride.

Underworld Explorer: For as long as you can remember, you have felt at home underground: the open spaces and endless sky of the above ground world unnerve you. You believe your destiny lies deep underground, and someday you hope to see the fantastic caverns of the Darklands beneath the surface or perhaps even visit one of the ancient vaults of Orv in the deepest layers of the Darklands. You gain a +1 trait bonus on Knowledge (dungeoneering) checks, and a +1 trait bonus on Survival checks made in a specific area. One of these skills becomes class skill for you.

Wild Empathy (Ex): A cave druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A cave druid can influence oozes, rather than magical beasts, with a –4 penalty on her wild empathy check.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear shortsword, dagger, sling, sling bullets (20), scroll of cure light wounds
Possessions leather armor, backpack, belt pouch, blanket, flint and steel, grooming kit, mess kit, silk rope, trail rations (2), waterskin
Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 47.5 lbs.
Money 4 GP 6 SP 0 CP

Background:

Lilika’s life started three weeks ago. Well, not literally, but as far as she’s concerned it did…

She woke up alone outside the walls of Fort Inevitable, heavily wounded, with no idea who she was or how she got there. She knew her name—Lilika, but not if she had family or friends. She’s a half-elf, though her skin is a sickly gray and her hair is pale white—she suffered from some sickness, most likely, but she felt fine. She didn’t remember being in a battle, but her wounds, and vast number of old scars attested to her familiarity with combat. She’s not a local—the Hellknights and the Abadarans both helped her sift through records and missing persons reports, but there was no sign of her to be found. Must be a traveller. Her clothes were made from a very fine silk, black with silver threads that glimmer in the light. You’d think someone would be able to tell her who made it, but there’s nothing like that here, which left her at another dead end. The only other useful clue upon her is a strange green crystal—which she recently discovered might be the same substance that the fabled Emerald Spire is constructed from.

Alone and homeless in a strange city, Lilika feels lost. The buildings are strange to her and she feels like the sky is… wrong somehow. Like she might float right up into the sky, falling into the clouds… It was unnerving. How could people live like this?

Lilika desperately wants to know who she is and why she’s here. Surely someone must miss her… With no other leads, she’s setting out for the Emerald Spire, hoping to learn about her origins, trigger some memories, or die trying.

Lost Memories:

Lilika’s full name is Lilikaris. She was created deep underground in a drow city, by an ambitious surgeon. One of his tamest breeding experiments, she was created from genetic material of a drow, incubated in a half-elf slave test subject. Although stronger than your everyday drow—but not by much—and slightly more adaptable, she was lacking all of drow’s natural magical talents and was generally considered a failure. She was subjected to many other experimental procedures in the time since, and suffered mental and physical abuse.

Eventually, Lilika managed to escape, travelling up to the surface. Her journey there was through the Emerald Spire (or another nearby exit) and the details are unknown to me (not knowing what’s down there). Safe to say it was harrowing, and she managed to get through on sheer luck. Her only clue to this is the shard of green crystal she carries.

Unfortunately, she managed to get only as far as the walls outside Fort Inevitable before succumbing to her wounds and losing unconsciousness. What she learns from her past (if anything) is entirely up to the GM, and can be altered however you see fit.

Note:
I created her with average starting gold, but will happily increase to whatever value she should have.

Thanks for your consideration.
Good luck to the other entrants!


GM Tarondor wrote:

The new character will come in at 2nd level.

I’m thrilled to have so much interest. Thank you! Why don’t we set the decision date at Thursday midnight?

Cool

GM Tarondor, where do you stand on a third trait and a drawback ? I'm thinking a third trait to make perception a class skill.


Pixels here, submitting Horgam Barrows for consideration. A good and friendly fellow with a knack for healing and fully deaf.


Wulfgar Ivarsson wrote:
GM Tarondor, where do you stand on a third trait and a drawback ? I'm thinking a third trait to make perception a class skill.

If you check out the first post in the Recruitment thread, you'll see that I wrote:

Traits: Two traits, one of which must be a campaign trait from David “Jester” Gibson’s Emerald Spire Player’s Guide. No drawbacks.


GM Tarondor wrote:
Wulfgar Ivarsson wrote:
GM Tarondor, where do you stand on a third trait and a drawback ? I'm thinking a third trait to make perception a class skill.

If you check out the first post in the Recruitment thread, you'll see that I wrote:

Traits: Two traits, one of which must be a campaign trait from David “Jester” Gibson’s Emerald Spire Player’s Guide. No drawbacks.

Sorry, I quickly read it a couple of days ago and forgot to check again, thanks!

I guess if I really want a 'perception trait' I can use a wooden holy symbol and the eye-thing can just be a quirk...


Week's been hammering me hard. Still expecting to submit my character today or tomorrow. Planning on going Battle Oracle - would that be 'Divine enough' for the group, or full healer is what you guys are looking for?

I looked at the group composition and it felt like the 'new guy' would need to be able to hold his own in a fight, and maybe offer some protection to the others? (except Wymond :D)


Ok, I haven't seen anyone do this yet. Figure it's time.

Submissions
Grumbaki
Gorthug (Male Human? Mooncursed Barbarian 1/Dual Cursed Lunar Oracle 1)

Robert Henry
Wulfgar Ivarrson (Male Human Unbreakable Fighter 1/Cleric 1)

Kayri_Khaos
Obni Sternshade (Female Dwarven Foundation of Faith Cleric 2)

meloriel
Lilika (Female Darkborn Half-Orc Cave Druid Druid 2

PixelsAreGod
Horgam Barrows (Male Halfling Life Oracle 2)

Expressed Interest
Albion, the Eye
DBH


Albion, The Eye wrote:

Week's been hammering me hard. Still expecting to submit my character today or tomorrow. Planning on going Battle Oracle - would that be 'Divine enough' for the group, or full healer is what you guys are looking for?

I looked at the group composition and it felt like the 'new guy' would need to be able to hold his own in a fight, and maybe offer some protection to the others? (except Wymond :D)

Battle Oracle is fine, Albion.

Thank you for the list Khayri.

As usual, I find myself with more good submissions than I can use and all quite good. I'll pick one sometime between midnight tonight and midnight tomorrow. New submissions welcome until midnight.

Paizo Employee Organized Play Line Developer

Good luck, everyone!


"Bwa ha ha, May everyone be havink good luck!"


I'm super busy, having just purchased a house. I'm going to defer this decision to sometime over the weekend. Thank you for your patience.


And as seen, I was unable to submit a concept and character on time... I'll keep mulling it over and put something forward during the weekend, if I can get it finished.

If any case, good luck to everyone!


Feh. I both love and hate this part. I get to read so many interesting ideas and enjoy such creativity. I always wish I could take everyone. But Emerald Spire, while fun, is not the most challenging superdungeon. It's designed for four and I need to keep it at four. So, I have to choose one character and say no to four terrific characters I would honestly love to have playing in a game. And before anyone says "second game", check out my Campaigns page. I'm running too many as it is!

My current players are really great, but absolutely no help at all. :-) When asked their opinions, the three of them sent me five recommendations, saying some very complimentary things about your submissions. Well, technically they sent seven, but there were some overlaps.

Right, so I'm back at square one.

Okay, time to rip off the band-aid:

Meloriel/Lilika, please report to the Discussion tab.

Everyone else, thank you so much for your submissions. I want you to know the players said things like "would fit really well with our party" and "feels like the character is a real person." I'd have been very pleased to have any of you join the game.


RECRUITMENT IS NOW CLOSED AGAIN.


"Congrrrratulations are beink in order to you Lilika! Be havink a good time to all! Bwa ha ha."


Have fun!

Paizo Employee Organized Play Line Developer

Thanks! All the best, guys!


Grats meloriel! By the way, that Avatar is amazing :D

Paizo Employee Organized Play Line Developer

Thanks! It's custom. I won it in a design competition on the paizo blogs a while back.


I was wondering about that. It is pretty cool!


RECRUITMENT IS OPEN AGAIN!

We've a player and need a replacement. We currently have a paladin, druid and sorcerer.

I'm taking ONE new character. We're just about to wrap up level 2 of a legendary 16-level superdungeon. Come join us!

I'd love to make the decision by Saturday, September 8, 2018.


hmmmm, I originally dotted with a fighter/cleric.

Do any of the present players have a preference or opinion as to what class of character joins them?

I will look at the game thread and see if a fighter/cleric would still be the best route, or if something more skilled would be needed.

Either way, I won't have a problem posting an idea before Sat. assuming the boards stay up :-)


1 person marked this as a favorite.

Something skilled would definitely be welcomed, we've been finding most traps the hard way and get jumped a lot.


I currently have worked out a Patient ambusher (hunter) that is focused on skills. Specifically stealth, survival, and disable device. I built her as a scout working along side her cougar companion to move ahead of the group alone to check things out and allow the group to prepare.

Here is the inspiring Image!

Early Backstory:
Edamm Osvett, a young Kellid woman who grew up on a farm on the border of the Southern Shutterwood in Ustalav. Edamm, her brother, and her father would often hunt in the wood, wild boar being plentiful in the south. Their last trip though, encountered something else.

It was not uncommon to encounter various giant spiders in the wood, but often a few well placed arrows would send them running off to find easier prey. The spiders encountered on this day though were not so easily run off. They began to circle Edamm and her family, and her father called out for them to run.

The three of them made a break for it but in their sprint they failed to notice they were being herded until it was too late. Edamm saw the trap before it struck, so she managed to move aside but her brother and father were not so lucky. Her father was impaled upon the deadfall, her brother simply wounded. Edamm found a spot to hide, knowing that likely the builder of such as trap would be near.

Within in minutes the thing show up. Part spider, part troll, the ettercap crawled down out of the tree canopy. Its spider companions came up as well, and they began to wrap her family in silks, and they were carried off. Edamm followed, keeping as quiet as possible.

When she got to the lair of these things she managed to get in, bypassing a few traps along the way. She found her father first, killing a smaller spider left to watch this easy meal. She left her father there, his lifeless body too big to carry. Then she found her brother.

The ettercap had brought him to a large chamber, within which was a spider bigger than the largest bear in the wood. Along with her brother were several other silken wrapped bodies, and several old decayed such bundles. The spider bit one of the bundles and a loud boar scream came. It headed for the next bundle and Edamm, recognized the scream of her brother. She had to act fast.

Edamm saw one of the bundles began to unravel, a young cougar had somehow worked its way loose. Perhaps that would be the distraction she needed. She snuck up and cut it loose, then moved for her brother once the spiders noticed the loose prey. The cougar was bitten quickly but Edamm had to move.

Edamm got her brother out, but it was far too late. The convulsions were to intense for him to move on his own. She tried to drag him but could not manage enough. To her surprise though, the cougar had also escaped. It was weak but still upon its feet, and seemed to follow her.

This is all I have so far for story, other than she travels alone with her cougar now, ashamed to return home without her brother and father. She skirts most urban societies, but the wild peoples she mingles with in her travels.

Mechanically the plan is to have her multiclass into rogue for 2 or 4 levels, and keep her companion small for better stealth. She isn't a major damage dealer but can perhaps take out some early scouts or guards in her stealthy scouting.

I've run a few levels of Emerald Spire in PFS but have never had the chance to play beyond level 1. I'd love the chance to play more, especially in a scouting roll, which is a roll I have never really tried. Please let me know.

Liberty's Edge

Tentative dot, I have a couple of concepts in my mind. I assume we'd start at level 1?


Level 2.

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