Stirrings in the Deep

Game Master Zesdead

Paizo's The Emerald Spire'.

...in which our adventurers explore the Pleasure Gardens.

Party Health
Ea Zalinzel 92/92HP, 3 Hero Points, 1 Blessing of Pharasma
Yasmin al Akbar 74/74HP plus 2THP, 3 Hero Points, 1 Blessing of Nethys
Rallos Therinor 77/83HP, 3 Hero Points, 1 Blessing of Asmodeus
Titania Thrune 94/94HP, 2 Hero Points
Murassa Sonvar 66/66HP, 3 Hero Points

Maps
The Emerald Spire - Level 13
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.

Maps

The Emerald Spire - Level 1
The Emerald Spire - Level 2
The Emerald Spire - Level 3
The Emerald Spire - Level 4
The Emerald Spire - Level 5
The Emerald Spire - Level 6
The Emerald Spire - Level 7
The Emerald Spire - Level 8
The Emerald Spire - Level 9
The Emerald Spire - Level 10
The Emerald Spire - Level 11
The Emerald Spire - Level 12
The Emerald Spire - Level 13

Cross Section of the Emerald Spire

Map of Fort Inevitable

Current Quests

Missing Wizards (Yasmin working for The Goldenfire Order), find the missing wizards Jharun (Found in Klarkosh's Prisons) and Tiawask.

Sage’s Expedition (working for Abernard Royst), catalog the underground dungeon levels for the sage’s records.

Crowned Skull (working for High Mother Dremagne), discover and destroy the evil force represented by the symbol of a crowned skull.

The ones that got away…

Level 1 - Skizzertz, Goblin Cleric - escaped through the rear entrance to the Tower Ruins after Clanky was destroyed.

Level 6 – Aghash Div – teleported away after a bitterly fought fight in the Clockwork Maze.

Level 7 – Sartoss, Serpentfolk Priest of Kro’akoth – escaped, barely, through a portal near the Spire.

And the ones that fell…

Level 1 – Grulk, Bugbear Ranger, holed up in the tower - slain after the goblins of the Tower Ruins wer defeated.

Level 2 - Gorloth, Bone Priest and first wielder of Gorloth's Edge - slain within its inner sanctum.

Level 3 – Tarrin Dars, Leader of the Splinters – brought to Fort Inevitable and handed over to the jurisdiction of Lady Commander Druvost.

Level 3 – The Gibbering Mouther – returning stronger after being exposed to the power of the spire, the mythically empowered mouther was slain when encountered for the second time.

Level 5 – Jorqual and his Undine Brethren – subdued and now allowing unrestricted access through the Drowned Level.

Level 6 – Klarkosh, Numerian Clockwork Mage – slain alongside his Emerald Automatons.

Level 8 – Uzar-Kus, Two-headed Serpentfolk Sorcerer – slain within his temple to Yserdius.

Level 10 - Vrainheis, the Magma Dragon - fell to Grayface's sword and its head, frozen mid-roar, now graces the wall above the Julliver Arms fireplace.

And the one that was banished to hell...

Level 9 - The Mistress of Thorns - banished by Ea when Rallos and Murassa fled...

Research / Information

On the history of the Emerald Spire

On Derro, Morlocks and Troglodytes

On Ghosts, Ghouls and the Lich

Automatic Bonus Progression

In order to face the dangers of the game, characters in the Pathfinder RPG normally need items that grant bonuses to their statistics. With this variant, characters instead gain those bonuses automatically as they increase in level, allowing them to use magic item slots for more interesting items. All characters gain the abilities listed on the table within Pathfinder Unchained when they reach the appropriate level. Decrease character wealth by level to half the normal amount. The automatic bonuses are often more beneficial than that reduction in wealth, but characters have less flexibility, so the advantages and disadvantages balance out. Items that only grant bonuses to AC, saving throws, and ability scores don’t exist in this variant, and wish and similar spells never grant inherent bonuses to ability scores. Magic weapons and armour do exist, but grant only special abilities, not enhancement bonuses.

Deflection
The character gains a +1 deflection bonus to AC at 5th level;
this bonus increases to +2 at 10th level,

to +3 at 16th level,
to +4 at 17th level,
and to +5 at 18th level.

Armour Attunement
The character can attune herself to one suit of armour or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armour, it counts as having a starting enhancement bonus of +0. The attuned suit of armour gains a +1 enhancement bonus at 4th level.
At 8th level, she can split her attunement between a suit of armour and a shield, granting each a +1 enhancement bonus.
At 9th level, she can grant a suit of armour or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus).

At 14th level, she can either grant a suit of armour or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus.
At 15th level, she can either grant a suit of armour or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus.
At 17th level, she can either grant a suit of armour or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus.

Mental Prowess
At 6th level, the character chooses one mental ability score (Intelligence, Wisdom, or Charisma) to gain a permanent +2 enhancement bonus.
At 11th level, this bonus increases to +4.
At 13th level, the character chooses a second mental ability score to gain a permanent +2 enhancement bonus.
At 15th level, the character increases one of these enhancement bonuses by 2.
At 17th level, she chooses a third mental ability score to gain a permanent +2 enhancement bonus.

Physical Prowess
At 7th level, the character chooses one physical ability score (Strength, Dexterity, or Constitution) to gain a permanent +2 enhancement bonus.
At 12th level, this bonus increases to +4.
At 13th level, the character chooses a second physical ability score to gain a permanent +2 enhancement bonus.
At 16th level, the character increases one of these enhancement bonuses by 2.
At 17th level, she chooses a third physical ability score to gain a permanent +2 enhancement bonus.

Resistance
At 3rd level, the character gains a +1 resistance bonus on all saving throws.
This bonus increases to +2 at 8th level,
to +3 at 10th level,

to +4 at 13th level,
and to +5 at 14th level.

Toughening
At 8th level, the character gains a +1 enhancement bonus to natural armour.
This bonus increases to +2 at 13th level,
to +3 at 16th level,
to +4 at 17th level,
and to +5 at 18th level.

Weapon Attunement
The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level.
At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus.
At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each.

At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each.
At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each.
At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.