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.
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
I have finally finished running this. It is a good project overall, but I'm having some serious issues with some of the levels.
#5 is a great example--written by Sean K. Reynolds, recycles the same stat block three different times.
Spoiler:
Is building a level 5 summoner so difficult that you couldn't even give their Eidolons different appearances? Or did it somehow seem like good level design to make the "boss" creature the first, middle, and last fight of the level? I just ... what? Why?!
#9, by Tim Hitchcock, frankly just sucks out loud.
Spoiler:
Morlocks? Really? For a level 8 dungeon? A bunch of morlocks ... and three fights that are essentially optional? That's it? What the crap, Hitchcock?
As for the final level, by James Jacobs Himself ...
Spoiler:
Man, that boss fight could not have been more anti-climactic. The advanced shining child in the next room was a bigger challenge. I was really excited about it when I read through it at first, because ZOMG LORE THIS IS AWESOME, but from a system perspective, it was lame. But then ... it was written by James Jacobs Himself, after all. :/
Finally, I'm really bummed about the way this was sanctioned in PFS. You're only allowed to run it in PFS mode, with PFS-legal characters. Which means all the side quests are useless as the experience for them means nothing and many of them stretch over multiple levels, the politics of the town are irrelevant, and the gold is set in stone. Plus, items that are supposed to be rare--limited to one or two per party, at least at first--are available to everyone for purchase as soon as they appear, which completely negates the way these levels work together, as a dungeon. This could all be fixed by a simple statement from Paizo: "Okay, you can also run it in campaign mode." Instead they specifically aren't allowing that, which sucks, because make no mistake--this is not just a dungeon, it's a campaign, and it could be beautiful.
PS: Also, WTF is up with Godhome's chronicle sheet? This is a great level with a variety of options, all of which are essentially negated by the PFS sanctioning, because ... muderhobos? I don't know. But it sucks--and can completely mess up your advancement if you're trying to play through with one character, thanks to the necessity of going slow on certain levels.
I've only read through it, not started running it yet. I don't often write reviews, but felt people would appreciate at least one for this (weren't any when I started typing this).
Contents:
159 pages (not counting covers), including:
* New artwork all over the place
* 1 page "holy cow, I can't believe we did it!" intro
* 1 page quest list
* 11 pages detailing Fort Inevitable
* 6 pages of overview/background of the Emerald Spire, including a very helpful cross-section of the entire place
* The Emerald Spire, 16 dungeon levels (averaging 6 pages of text and 1 map page for each level)
* Beastiary (2 pages of encounter tables, 9 pages of new monsters)
I'll go over each section. There will be no spoilers.
1 page "holy cow, I can't believe we did it!" intro
About what you'd expect. Paizo is rightly proud of this beastie. Regarding the artwork--throughout the book, it's very evocative, occasionally downright creepy, and always fires the imagination. There were some nods to the old-school days, and some more modern art styles. No "meh" splash pages, in my opinion.
1 page quest list
It doesn't sound like much, but I found this to be one of the most useful text sections. Essentially, there are "unlockable" quests at various points in the dungeon delve--some above ground, some below. This indexes and summarizes all of them (they are expanded in their relevant sections of the dungeon/environment descriptions). I really, really liked this method. I hope they do it in future products. It makes the GM's job of weaving narrative into the dungeon crawling very simple.
11 pages detailing Fort Inevitable
Page for page, this clobbers Thornkeep's environment. The authors are clearly in love with Fort Inevitable, packing a remarkable amout of detail and nuance into its function, buildings, and background. Ideas for adventures spring up just from this section. It gave me the "new territory rush"...you know, where you look at the overland map, forests and lakes and buildings and ruins and...your imagination takes off.
6 pages of overview/background of the Emerald Spire, including a very helpful cross-section of the entire place
The ancient history of the place is interesting, and for me nothing beats a good cross-section map for a mega dungeon. It's what puts the whole thing in perspective for a GM, and gives the sense of how epic a delve this really is. Because let's face it--if all you have is each level map, it kinda starts to feel like levels of a parking garage. This section helps avoid that. Yay!
The Emerald Spire, 16 dungeon levels (averaging 6 pages of text and 1 map page for each level)
Diverse. That's the word to describe the 16 levels of this dungeon. The only thing players can be sure of is map size. Veteran PFS players especially are well-attuned to how much dungeon you can put on a standard flip-mat design, and are pretty canny at assessing how much may be left. Beyond that meta-game insight, it's safe to say there's a lot of surprises in this place. One wonders how much coordination went on between each level sometimes, but such is the nature of a mega-dungeon. In several levels, it kind of leaves you feeling like "where did that come from?" However, there are plausible (for fantasy gaming, anyway) reasons why each is what it is. There isn't always a way for the players to find that out, but it's there.
I won't spoil any of the level goodness, so I'll leave it at that. As some have observed, there's no level guideline per floor. In my opinion, that's a good thing.
/*Begin old man gamer rant*/ In my day, you didn't need anyone to tell you the chromatic dragon wasn't meant for level 2 characters, but by Crom if they wanted to stick their noses in there, that's their business, and welcome to it. That they last for less time than a fish in Gollum's mouth is their problem. It's not like there aren't warning signs that an area is out of their league. /*end rant*/
beastiary
I really dislike add-on monsters. Thus, I hate to see beastiary sections in adventure modules. I'm fine with them detaling NPCs, but just new monsters...ugh. But, they have 'em, about 10 of 'em, so there you go. They are all kinds of weird, but given all the creatures already in Beastie Books I-IV, they'd have to be, right?
To summarize: Lots of good material for a campaign here, whether you use it as a mega-dungeon or break it apart into component pieces. I'd give it 4.5 stars, a -.5 rating for the beastiary. Other than that, lots of craziness and several new ideas make for a dungeon delve sure to surprise, delight, and occasionally slaughter, your players.
I did the same thing Haladir. I wasn't too interested in PFO, but wanted to support the project anyways and get Emerald Spire. Totally looking forward to getting my hardcopies.
I completely forgot the Michael Stackpole was working on a floor. It's been awhile since I've read something by him. Great author though. Really excited he contributed.
I did the same thing Haladir. I wasn't too interested in PFO, but wanted to support the project anyways and get Emerald Spire. Totally looking forward to getting my hardcopies.
I completely forgot the Michael Stackpole was working on a floor. It's been awhile since I've read something by him. Great author though. Really excited he contributed.
ME three...
Oh, a Stackpole level! In the center is a fusion engine that if it takes 1 point of damage, the whole level explodes. :-)
I liked Thornkeep, and I will certainly buy this! :)
I just wonder how many chambers each level has, i.e. how big the levels actually are? Small enough to fit a flip-map, or perhaps more like levels in Castle Greyhawk?
I liked Thornkeep, and I will certainly buy this! :)
I just wonder how many chambers each level has, i.e. how big the levels actually are? Small enough to fit a flip-map, or perhaps more like levels in Castle Greyhawk?
Each level fits on a flip mat; same as Thornkeep's levels.
I liked Thornkeep, and I will certainly buy this! :)
I just wonder how many chambers each level has, i.e. how big the levels actually are? Small enough to fit a flip-map, or perhaps more like levels in Castle Greyhawk?
Each level fits on a flip mat; same as Thornkeep's levels.
I wonder if we'll get a Flip-mat pack for this like we did for Thornkeep...
I liked Thornkeep, and I will certainly buy this! :)
I just wonder how many chambers each level has, i.e. how big the levels actually are? Small enough to fit a flip-map, or perhaps more like levels in Castle Greyhawk?
Each level fits on a flip mat; same as Thornkeep's levels.
I wonder if we'll get a Flip-mat pack for this like we did for Thornkeep...
They'll be making it, so I suspect the answer is yes:
PFO Kickstarter rewards wrote:
$100 - RPG Print Pack Add-On
For Backers who want to get the Emerald Spire Superdungeon and Flip-Mat Multi-Pack in print as well as PDF. The RPG Print Pack includes a hardcover print edition of the Emerald Spire Superdungeon, featuring an exclusive
cover available only to Kickstarter backers; a print edition of the Emerald Spire Dungeons Flip-Mat Multi-Pack; a print edition of the Pathfinder Tales novel The Crusader Road; and an Emerald Spire Campaign Cards game
accessory. Also includes 2 bonus Reaper metal miniatures!
I liked Thornkeep, and I will certainly buy this! :)
I just wonder how many chambers each level has, i.e. how big the levels actually are? Small enough to fit a flip-map, or perhaps more like levels in Castle Greyhawk?
Each level fits on a flip mat; same as Thornkeep's levels.
Hmm, I was hoping for bigger levels, but perhaps the rooms will be in general a bit smaller than in Thornkeep?
BTW, did you guys ever discuss the possibility of doing big levels that would be on two or three flip-mats? Since it appears that you're publishing several sets for Emerald Spire anyway? Just being curious... :)
Yep—there will be a giant pack of Flip-Mats that match the multitude of levels.
And we should have it at PaizoCon.
I hope there are flip-mats for all the levels, as the Thornkeep maps were short one level. I’m guessing it was probably because it was only one level (and they are ‘flip’-mats), but I would been ok with just a general square grid on the other side.
Yep—there will be a giant pack of Flip-Mats that match the multitude of levels.
And we should have it at PaizoCon.
I hope there are flip-mats for all the levels, as the Thornkeep maps were short one level. I’m guessing it was probably because it was only one level (and they are ‘flip’-mats), but I would been ok with just a general square grid on the other side.
I'm pretty sure that was because the first layer of Thornkeep was designed to also work as a MMO dungeon, and it turns out for MMO dungeons having more space to move around is much better for gameplay. If you take a look at the first level it's huge. That would take multiple flip mats to have out at once.
I hope there are flip-mats for all the levels, as the Thornkeep maps were short one level. I’m guessing it was probably because it was only one level (and they are ‘flip’-mats), but I would been ok with just a general square grid on the other side.
I'm pretty sure that was because the first layer of Thornkeep was designed to also work as a MMO dungeon, and it turns out for MMO dungeons having more space to move around is much better for gameplay. If you take a look at the first level it's huge. That would take multiple flip mats to have out at once.
Someone is going to ask this, it may as well be me: is this a subscriber module or add-on?
I'm not sure how I feel about this. I liked the environs part of Thornkeep, and some of the dungeons seemed neat. But many, many people did not like the Thornkeep dungeons. It really seemed like too much was going on in too little print space, and that's a lot of the feeling I'm getting here.
Someone is going to ask this, it may as well be me: is this a subscriber module or add-on?
I'm not sure how I feel about this. I liked the environs part of Thornkeep, and some of the dungeons seemed neat. But many, many people did not like the Thornkeep dungeons. It really seemed like too much was going on in too little print space, and that's a lot of the feeling I'm getting here.
From the product description:
Quote:
The Emerald Spire Superdungeon is not part of any subscription, but Pathfinder Module subscribers who preorder this book will receive a free PDF edition of this book when the print edition ships. (Note that you will need to have an active Pathfinder Module subscription at the time The Emerald Spire Superdungeon ships in order to receive the PDF for free.)
When will the flip mat super set be made available for pre order? Also hoping to get PDFs of all 16 maps. Assuming the maps become available for pre order, will a similar PDF deal apply?
We'll be putting up preorders for the print edition of the Flip-Mat set soon. The PDF edition will be available when the print edition is released in June. (The PDF edition will be a subscription benefit for Pathfinder Maps subscribers who preorder the maps, not Pathfinder Modules subscribers.)