I don't understand how to run the new Emerald Spire superdungeon.


Advice


It has been YEARS since I've run a module, so when I got the Emerald Spire for my group to play, I was expecting it to tell me... more. I've opened the book, but I don't understand how exactly to run this. I'm used to modules telling you what to say and where and what the party should be doing.

This, however, has some fifty places you can go OUTSIDE of the dungeon, each with people with a brief description. It also has some quests and factions.

The problem is that I don't know how to run these quests. It basically just says "this is the quest" and has a reward. Like one where the players have to choose a faction to join, but there's nothing else about that. The book has short descriptions ABOUT each faction, but it doesn't tell me how those situations are supposed to go down, nor does it say what happens when you choose a faction, and if the others get upset or something.

So I have a module, and I have NO IDEA what I'm supposed to do with it outside of the actual dungeon. Is this normal for a pathfinder module?

Did I miss a second book or something? What am I supposed to do here? Is this just minor bits of information and I'm supposed to make up everything else that happens with these quests, factions, and people? I can do that without issue, but I'm just confused if that's WHAT is supposed to happen?

Can anyone give advice on this, please? I'm really, REALLY confused here.

Paizo Employee Design Manager

The Superdungeon is quite a bit different from a normal module due to the fact that it's designed to be more like a contained sandbox / dungeon crawl.

Emerald Spire is more like a story-light dungeon for you to graft your own story on to with lots of pre-made hooks you can take or leave, as opposed to the more "on rails" modules that lay the story and step by step progressions out for you.


Sounds like it's a bit old school - the DM has to do some work integrating the dungeon into his/her campaign world. Nothing wrong with that, unless you've never ever done it - then you might find yourself at a bit of a loss.

I'm awaiting my copy (just recently ordered). So, what will I do with it?

Well, first I'll read it through see what the various challenges are, etc. Then, I'll see where in my campaign would make a good location to place the dungeon, preferably near where my PC's are active (if they aren't actively working through an Adventure Path).

After that, use NPC's, found maps, and other plot hooks to get them to start investigating the level(s) of the dungeon. Use those quests, factions, etc to build some backstory to the dungeon and the surrounding area where I've placed it.

You might find a read through Ultimate Campaign to be helpful.

Paizo Employee Design Manager

Dracovar wrote:

Sounds like it's a bit old school - the DM has to do some work integrating the dungeon into his/her campaign world. Nothing wrong with that, unless you've never ever done it - then you might find yourself at a bit of a loss.

***

Old school is a very good description. Emerald Spire has a lot more in common with, for example, Rappan Athuk or The Temple of Elemental Evil than it does with Rise of the Runelords or Dragon's Demand.


This is brilliant info. Thanks a ton!


Hello! Thanks again for the info guys. I had a question about the flipmat though. Does it show off the secret rooms and doors and whatnot? I'm not sure how to use a premade map without showing off everything that's coming.

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