GM Unsouled's Emerald Spire Campaign

Game Master SparkyDarren

A super dungeon that begins in ruins and ends in.....



Initial Post


Okay guys, this page is for discussions about the game that aren't actually gameplay. Although the picture of your avatar shows up, you are speaking as yourself on this page, not your character.

All the same typing effects work here, such as italics and bold, but they're generally not required. You would type here to come across the same as speaking to someone. This also works great for questions because there is a written copy of the question and the answer that anyone can look back on.

If you have a question about any spell, combat manoeuvre, item, magic item, etc... I highly recommend d20pfsrd.com. This would be the best source to look up information because it's what I will be referencing to answer your questions.


Alright :)


Ok guys, just to touch base again, the general timeframe here is posting once a day. It keeps good flow and doesnt let the momentum or storyline drop. Obviously there are exceptions as real life tends to happen.

Currently, Zoogore, we're at your turn. Your last post was a week ago, last Sat, with a partial post on Tuesday with your 'delay' action, we still need the actions you delayed.

One other point is that this is a learning curve for most of us. If anyone doesnt know exactly how to post what you want to do (die rolls and game mechanics) just explain your intention in your post and I, the great GM Unsouled, will work it out. For example if you want to smash through a locked door, you dont need to know what rolls to make or what to take into account, just post "I smash the door trying to break through to the other side" and I'll look after the rest. As we play, we'll all start to learn the system.

The most important thing here is having fun and developing a story, let me be concerned with the fine details.


The init order used for battles is now going to be a simpler method. Each round, when it is the enemies turn, all enemies will go one after another. When it is the heroes turn it will be all heroes one after another. Also, on the hero turn, order doesn't matter, post in any order. The first round of each fight will have slight differences from this but I will have instructions in each of my posts, directing us, until we all get the hang of it.

Some of you will have actions that require someone else to perform an action first. In these cases, state your action and the action that you are waiting for. For example, you want to attack an enemy after your mage casts a spell to blind it, You would post with something to the effect of

"Goremak, waiting for his foe to be blinded by the wizards spell, readies to attack with his double headed axe.

'Enter attack roll here'
'Enter damage roll here'


Just an explanation here for how searching defeated foes is going to work.

When you search a dead or defeated enemy you will find magic items, the same was as always, with a detect magic search. the mundane items will be listed separately but only take something from this list if you actually want it for your character. The enemies will also have gold and silver on them; take this, obviously.

instead of stripping all the mundane gear to sell in town, I have put the equivalent amount of gold on each enemy to save having to do the selling. Any mundane item kept for your character will be a bonus as you will also get the gold for that item.

Makes sense I hope. Chad is keeping track of the items gathered so far on our spreadsheet and for him I will list here, probably tomorrow, gold from the dead enemies so far; going forward this will be done by you guys as you go.


Human/Elf Magus (Sparkling Targe) Level 2 Perception +5 AC: 17 (19 w/ shield raised) Fort +8 Ref +5 Will +7

This might help (LINK) get Hunter back onto Paizo site. Read all the way to the bottom as well if the first attempt doesn't fix things.


Thanks, we'll check that out.

what's everyone think about the link below for the map? Its a combination of all player views. This would assume that the party is in communication with what they are seeing, without making you guys have the actual discussions about "the room I'm in is round and has debris on the floor". I think were safe to make the assumption that you're talking to each other. You would still have to make sure your character is only interacting with what is actually in their own range of vision.

This map is the equivalent to the most recent set of maps I've posted in-game.

Combined Map


Human/Elf Magus (Sparkling Targe) Level 2 Perception +5 AC: 17 (19 w/ shield raised) Fort +8 Ref +5 Will +7

I believe I have been suggesting this for a while now, to alleviate work for you and for other reasons.

If players don't meta-game and you (GM) can always click on a player's token in Maptool to see if a particular PC has line of sight when needed, this shouldn't be an issue.

We do have to fix the fog of war setting as well so we can see the map for where we have been, but it would be greyed out to show where we can't see currently. For example, the entrance room should be exposed on the map, but greyed out as we can't currently see into that area.


As you guys start posting again, post as though you were always this character. You don't need to cover all the changes between the PF1e and PF2e versions but do include some descriptions in the first few posts here so we have a concept of the new version.


From this point forward we will be using the Automatic Bonus Progression System; it doesn't affect first-level characters so this is a perfect place to start. Details of this change are in the GMG (p 196). The bonuses at each level are in Table 4-11 at that same location.

Before this change, to improve your ability to hit an enemy or do more damage, you would need to get a better weapon; this would carry on throughout the life of your character, always needing a better weapon with a bigger bonus, to improve your attacks. After this change, the focus will be on the improvements in your character rather than on the stats of their weapons. At each level, beginning at the second, your character will get a permanent improvement to one of their stats. Now, whatever weapon you wield, you will keep your current bonus as your character takes their experiences with them; you are no longer just a sum of your possessions.

This progression eliminates striking, potency, and resilient runes from weapons and armour. Both the basic item bonus to AC from armour and any property runes (flaming, holy, etc.) will continue to operate as normal. Items that grant an item bonus to statistics or damage dice no longer do.

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