Pathfinder Module: The Emerald Spire Superdungeon (PFRPG)

4.30/5 (based on 12 ratings)
Pathfinder Module: The Emerald Spire Superdungeon (PFRPG)
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Secrets None Will Survive!

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.

Pathfinder Module: The Emerald Spire Superdungeon is the largest adventure ever set in the world of the Pathfinder Roleplaying Game. Designed for characters of a wide range of levels, this megadungeon opens with challenges appropriate for 1st-level characters and can carry parties to 13th level or higher. Within this deadly super-adventure, you'll find:

  • Lethal dungeon levels crafted by the creators of the Pathfinder Roleplaying Game and a host of fantasy gaming's greatest authors and designers.
  • A gazetteer of Fort Inevitable, a bastion of merciless order near the Emerald Spire serving as a base for exploration or a launchpad for more adventures.
  • Insights into the region and plots taking central stage in the upcoming Pathfinder Online massively multiplayer online RPG.
  • A bestiary of the Emerald Spire's myriad monstrous menaces and inscrutable inhabitants.
  • Dozens of new treasures, maps, side-plots, and more!

The Emerald Spire Superdungeon is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can be used in any fantasy game setting.

Emerald Spire Essentials!
Don't miss out on the Emerald Spire Superdungeon Multi-Pack to get all the maps you need to run this deadly dungeon, and the Emerald Spire Superdungeon Campaign Cards for quick reference to quests, NPCs, and notable items!

Written by Keith Baker, Rich Baker, Wolfgang Baur, Jason Bulmahn, Ed Greenwood, Tim Hitchcock, James Jacobs, Nicolas Logue, Erik Mona, Frank Mentzer, Chris Pramas, Sean K Reynolds, F. Wesley Schneider, Michael A. Stackpole, Lisa Stevens, and James L. Sutter
Cover Art by Jesper Ejsing

ISBN-13: 978-1-60125-655-3

The Emerald Spire is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (859 KB zip/PDF).

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4.30/5 (based on 12 ratings)

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An amazing story to be told, in a complex and rich dungeon

5/5

We just finished this adventure, and what a ride. It is quite difficult, we lost a ton of characters, but almost everything felt fair.
I completely disagree with the "lack of RP" there are plenty of opportunities and tons of lore for the fans of Golarion. (The end level was... just amazing, what a reveal!)
Some levels are really mean, and it will frustrate players no doubt, but if they want to be challenged, and you like playing to the will of the dice gods, they will have a blast.
We loved the characters on Fort Inevitable and it is most fun when paired with Thornkeep. We ended up doing a lot of sidequests and meeting very interesting NPCs (Dremagne, Iliara Starcloak, Oritian, Abernard are some of my favorites) *When I say interesting NPCs, I mean that they have a lot of potential, not that they come fully fledge and with 3 pages of backstory as some GMs might expect from a written adventure. (I'm fond of the simpler NPC, so I can have fun making them my own)
I was going to give a rundown of the levels, but I feel it would had too many spoilers and I liked the feeling of surprise that we had with every new step we took towards the bottom.

Number of Sessions; 26 over 1 year 1 month.
Hours of Playing; 165+
Major NPC Deaths; 2
Character Deaths; 11 (Strix Medium, Aasimar Cavalier, Gnome Inquisitor (2 times), Undine Hellknight, Fetchling Wizard, Grippli Monk, Human Armiger, Half-Orc Oracle, Aasimar Warpriest, Suli/Elf Tecnomancer)
The final party that completed the Spire were; Grippli Monk, Aasimar Warpriest, Suli/Elf Tecnomancer, Human Gunslinger)

Spoilers:
Hardest Enemy; Lady of Thorns and Lady Estrekan of Almorain Blue
Hardest Level; 13 Throne of Azlant; for Abadar, Lady Estrekan and the Abraxas trap destroyed our group. We ended up with just 1 survivor. An incredible way to finish the Crowned Skull Quest
Best moment of the Campaign; Klanky (Controlled by our Tecnomancer) defeating the final boss of the Spire

I Completely recommend this adventure. Is not just a Superdungeon, it's an amazing story to be retold over and over.


Not for the faint of heart

5/5

I had blast playing this for PFS. We finally finished it. Some levels are crazy hard if the DM runs it correctly. You could be fighting 2-3 encounters at once.

We had a couple players refuse to come back and play. They couldn't handle the pressure. Another player packed his stuff up like every other session crying for mommy :). We made our diplomacy rolls and so he stayed.

I played a paladin. I loved it. Talk about being heroic. I probably saved a dozen player deaths during the sessions with paladins sacrifice.

I would make sure you have some strong players and a well-built group. I would say you need a tank, healer, and rogue. Don't be afraid to max the table out and enjoy the beat down.


My precious

5/5

One of the most "rail-free" modules for pfs - as gm you may put amazing roleplay opportunities there - there are enough backstory for npc`s (town and dungeon alike) to make them alive and have motivation. Combats are neat, exploration are neat, layouts are neat. My favorite module.


Good for earning XP and GP for PFS

3/5

A huge dungeon crawl with minimum roleplay. I can't say the fights are easy... however most PFS gruops of The Emerald Spire are power gamers that put all source on combat. Just not challenging enough.

If you prefer roleplay or investigaion, skip this. It's made for buttkickers that want to build high-level PFS characters(with more gear than average).

I would not recommend this, but for who enjoy "draw a dungeon, than kill them all, get the treasure", that's what you're looking for.


Fun dungeon crawl but needs better editing

4/5

I am running it for a group of players and everyone is having a blast. This module could have definitely been a five star rating if it weren't for all the errors such as wrong monster stats and conflicting tactics.


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ElterAgo wrote:

Ok, My group is considering this for our next campaign. (I will be the GM if we do it.) There have been a few concerns raised based on comments heard/read.

Superdungeon! Kool for the retro feel. But most of my players have become used to a certain amount of mystery/investigation/social/etc... aspects of the game. They certainly like good combat scenes. But they aren't too interested if it is just combat. They really aren't too into the murderhobo scene. (Well, one guy is. But he's trying to get over it.) Is there enough story to satisfy a fairly average group?

Bad Guys? One of the players heard that the PC's almost have to be the bad guys in this one. I've got a couple of players that tend to have a problem with that. They want to be the shining heroes coming to the rescue. Not the ones that people need to be rescued from. Are the PC's really the bad guys in this?

1. Absolutely, provided your group (Or at least the wizard, most likely) has a taste for Azlanti shenanigans. Most of the overarching story is Azlanti in nature, until you get to one of the lowest floors. There are a lot of subquests in between then that might satisfy your group's want of investigations/mysteries, but more or less all real social stuff is going to be in town and made up by the GM, as there are several minor hooks around town that the GM can use if they're feeling creative. (Most of them are fighting high-level monsters that can easily gank an entire party if they find them at too low a level, old-school superdungeon style...)

2. The PCs don't have to be the bad guys, but being good (Especially chaotic good) is going to be incredibly tough in a staunchly Lawful Evil town. Knights in shining armor (And indeed, adventurers in general) aren't held in very high regard by the Hellknight militia. Also, to adventure in the area without the Hellknights persecuting them your PCs will need a warrant from the town leader, which has a VERY steep tax of 30% of ALL the PCs wealth found in the Emerald Spire dungeon.


Ok, thanks Ashram. I will let them know. But it sounds like this may be a go for us.


Then again if they are Chaotic Good, they could break the law.


David Neilson wrote:
Then again if they are Chaotic Good, they could break the law.

And risk getting the long, ironshod boot of the law up their butts, considering there's nothing to go on if the PCs want to, say, start in Thornkeep instead. A Chaotic Stupid character going around breaking laws is just going to piss the Hellknights off and make things hard for the rest of the group.


Joseph Wilson wrote:
bignate013 wrote:
How many players is it for?
All of Paizo's adventures, with the exception of PFS scenarios, are written for the standard 4 players.

Is the 4 player number correct? Looking to start it for PFS this week, but with 5-6 players.

Thoughts?


Emerald Spire Paper Minis are now available.


Plotty Fingers wrote:
Joseph Wilson wrote:
bignate013 wrote:
How many players is it for?
All of Paizo's adventures, with the exception of PFS scenarios, are written for the standard 4 players.

Is the 4 player number correct? Looking to start it for PFS this week, but with 5-6 players.

Thoughts?

The first level has a gameplay mechanic that can make for tough going if the party is not prepared for a campaign taking place primarily underground. Are you planning to play with the same group for multiple sessions?


Vic Wertz wrote:

Please see this post to find out why we don't do full-size battle mats for our AP volumes.

Plus, you can now see that 16 maps that each cover a space of 120x150 comes with a cost of $80—and some of the individual maps in our APs would need to be 4 times the size of one of those.

Would it be possible to print the maps onto battle mats the same size as the flip mats?


Adventure Path Charter Subscriber

yoc the xorn is brilliant. well done, wes!

Silver Crusade

How is it possible for a single character to get all 16 parcels? I must be missing something. Based on the rewards of the parcels, it would appear "(for every 8 parcels you own)" that it should be possible.

Silver Crusade

Never mind...got my answer. I completely forgot about the possibility of characters going in Slow mode.

Sovereign Court

Are the maps in the pdf good enough for pbp, or do I need the map-pack?


Has there been any official word on whether or not level 1 chronicles can be applied multiple times? I've GMed this twice and would like to apply a second chronicle if possible.


I'm pretty sure that The Tower Ruins is eligible for infinite L1 playthroughs.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber
Pathfinder Society Roleplaying Guild Guide pg18 wrote:
All Tier 1 and Tier 1-2 adventures can be replayed an unlimited number of times with a 1st level character for credit.
Pathfinder Society Roleplaying Guild Guide pg38 wrote:
Adventure: Adventures collectively refer to scenarios, sanctioned modules, and sanctioned Adventure Paths.

Since the first level is a 1-2 adventure, it can be replayed for credit, either as a player or GM.


TriOmegaZero wrote:
Pathfinder Society Roleplaying Guild Guide pg18 wrote:
All Tier 1 and Tier 1-2 adventures can be replayed an unlimited number of times with a 1st level character for credit.
Pathfinder Society Roleplaying Guild Guide pg38 wrote:
Adventure: Adventures collectively refer to scenarios, sanctioned modules, and sanctioned Adventure Paths.
Since the first level is a 1-2 adventure, it can be replayed for credit, either as a player or GM.

That second part is what I was missing. Thanks a million!

Grand Lodge

1 person marked this as a favorite.

Pg. 145 - Alien vivisectionists

These creatures are using a unique new weapon called a dart gun, which is to be "treated like hand crossbows". This combined with the fact that they've been made keen means that a crit range should be listed in their ranged attack line. Not to mention mentioning the poison on their darts. Therefore, ranged attack line should read as follows:

Ranged +1 keen dart gun +14/+14/+9 (1d4+1/17-20 plus shadow essence poison)

Also, this weapon can fire an extra dart per round as if the wielder had Rapid Shot. Based on the stat block, it also means they suffer the attack penalty of using Rapid Shot, so it may have been intended that the Rapid Shot feat can't stack with this feature, and should have mentioned that. Lastly, the "darts" these guns fire don't seem to have any stats, and that we're presumably to treat them like crossbow bolts in terms of pricing.

Grand Lodge

Something I just noticed in Level 11. Says Yarrix will use bleeding touch, in her tactics. But she doesn’t have the Death domain. She has Void. Is she supposed to have Death?


Sold out.

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