Gold Dragon

shammond42's page

Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter. Organized Play Member. 30 posts. No reviews. No lists. 1 wishlist. 3 Organized Play characters.



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I couldn't find the depths of the various levels in the Emerald Spire book, so I calculated them from the picture that shows the cross section of the dungeon. I assumed that the bottom was exactly 2 miles deep and worked the rest out from there.

I ended up adjust the depth of levels 2 and 3, they just seemed too deep given their role in the dungeon, I have listed the adjusted depths below as well.

I can hear you asking why this matters, especially given Pathfinder dwarves can no longer automatically determine their depth underground. I admit that there isn't really any way the characters could know this. However, I wanted to have this information available for my players for two reasons.

1) One of my players is a Dwarf with some points in Profession (miner) and I want to give her something meaningful to do with that skill.

2) I think knowing the depths makes the spire more wondrous. It would never occur to my players that it is as deep as it is. I'm hoping that the information will instill a sense of awe.

Anyway, I hope somebody else finds this useful.

Spoiler:

Emerals Spire Level Depths
Level 1: 0 feet
Level 2: 263 feet
Level 2 (adjusted): 40 feet
Level 3: 445 feet
Level 3 (adjusted): 60 feet
Level 4: 928 feet
Level 5: 1,109 feet
Level 6: 1,253 feet
Level 7: 1,535 feet
Level 8: 1,604 feet
Level 9: 1,955 feet
Level 10: 3,672 feet
Level 11: 4,700 feet
Level 12: 5,609 feet
Level 13: 5,910 feet
Level 14: 7,652 feet
Level 15: 8,561 feet
Level 16: 10,560 feet


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I've been running a campaign in the Lands of the Linnorm Kings and Irrisen for a while now, and I have been using material from the Midgard Northlands supplement from Kobold Press. I thought my conversion notes and expansions might be interesting to people playing Reign of Winter so I started putting them up on my blog, Lost Papyrus. The first article is about the using the Hyperborean Race in Golarion.

Feedback and comments are appreciated.

Dedicated Voter Season 6

2 people marked this as a favorite.

Amulet of Amended Strategy:
I liked the item, but the need for it doesn't crop up that often in my games, I don't see players wanting to use their neck slot for this effect. If I introduced this, I might make a single use item.

Circlet of Malevolent Eyes:
This was just too complicated for me. I think there is a superstar item in the idea of manipulating a ranger's favored enemy bonus, but it is a much simpler item.

Immediate Chant:
I kind of like it, but I didn't think the name was very evocative of the item. I think the item would have been stronger as just a scroll tube and without the alternate power. You put a blank scroll in and once per day it scribes a spell as it is being cast. After that the scroll is treated as a normal scroll.

Nautilus Pack of Tangled Tentacles:
I saw this one a few times. I thought it was kind of over the top is a way that I wouldn't want to use in my game. A campaign with the right sort of pirate or aquatic flavor, this could be pretty neat. Otherwise, the implementation seemed OK. Not sure about the bag holding effect, I think part of the decision to use this is losing the ability to have a back pack.

Choker of Subtle Sound:
Using high pitched tones is an interesting idea. This opens some questions that aren't addressed in the description though. Can dogs hear it? How does a DM determine which other monsters can hear it? I get the theme, but the blindsight effect moved this sort of into SAK territory for me.

Ultimate Adventurer’s Egg:
This seemed like a bit SAK of not very interesting or thematic effects.

Blightstone:
I'm not sure about an item that dishes out Oracle curses to opponents. That doesn't seem like what they are for, to me anyway. Also, it wasn't clear if the curse had to be selected at creation or not. I'm guessing yes.

Skein Helm:
This seems like a pretty solid item. I wish the name had continued the goose flavor. I think in the end this one is just a little to mundane.

Disappearing Weapon Cord:
This was a solid item, I voted this up most times I saw it. I think in the end it was just a little bland for superstar status.

Escapee’s Spoon:
Interesting idea, but very niche. Probably more of a plot item than something the characters want to carry.

Fleshwarping Unguent:
I think your self critique is spot on. As a player, I don't want magic items that cause addiction. Balance the effects in other ways.

Sash of Singularity:
There were a few items this year with relativity or physics based names and effects. In general this is a flavor that I don't want to bring into a fantasy game. It is kind of immersion breaking.