Juicetice |
Just played our first session yesterday. Proud of my squishy group of four (dwarven paladin, half-elf rogue, human sorcerer, elven witch) for clearing the entire thing. Had characters drop below 0 multiple times (one rolled a 20 to stabilize 1 hp away from death). Likely TPK if not for the aid of hero points (they each start with one, and we award 1 HP every time they level, and then the group nominates one player to receive one after each session).
The Dwarf Pally had very few HP remaining, and with burial damage looming, the rest of the sight-challenged party fought their way through the barracks, found the secret passage, and rescued him just in the nick of time.
The energy and excitement during this sequence was excellent. They all knew they were on the clock and venturing into the dark without their Paladin was nerve wracking. They really enjoyed this challenging level, and this moment especially.
First through the door was the Paladin (approaching from A11 where there was no combat so evil was unprepared) who (mistakenly, in retrospect) b-lined it towards Skizzertz, leaving the rest of the party to contend with Clanky. Clanky took a couple of decent shots before flattening the rogue with his first attack. The Pally made short work of Skizzertz, but the party was at a disadvantage due to the magic users being out of spells. The sorcerer got lucky and rolled high on his crossbow and managed to tip Clanky's HP to less than 1/2. On his final attack, Clanky moved two steps towards the Paladin and dropped him with one massive hit and then exploded the following round. The 8 electrical damage took the dying Dwarf to -11 (with a 13 Con). If Clanky had been 5' closer to the rogue, he'd have died for sure.
tyrfing |
I'm not sure if this is an error or not. The Vault Keeper and Vault Builder are listed as outsider (earth, elemental, extra planar). Elemental subtype normally means the monster is not subject to critical or precision damage and is not flankable. However the Vault Builder also lists fortification (50%), which would seem to me to be redundant.
Any thoughts?
legzilla |
After months of being hassled, I just ran my first session on this and the campaign almost ended before it got started. Here's my group
Half Orc Hunter
Half Orc Fighter (Phalanx fighter)
Half Orc Ranger (going for Horizon Walker)
Human Rogue
Catfolk Magus
Dwarven Druid
Gnome Gunslinger
The night started out with getting the party together (the half-orcs and human are brothers so that was easy anyway) and getting a bit too rowdy at the Helmed Lady, I very nearly had to arrest them for drawing weapons but managed to get them under control with Kagnin.
The rogue then started pickpocketing several people and almost got busted by the one of the local guard patrols (he beat the perception by 1 at one point) but was caught by the Seven Foxes and counterpicked with a note being left warning him off.
I managed to get them out of town and on the way to the Spire without arresting or killing anyone but it was a very close thing. Has anyone else run into this after warning them expressly about the laws and nature of Fort Inevitable?
James Jacobs Creative Director |
2 people marked this as a favorite. |
I'm not sure if this is an error or not. The Vault Keeper and Vault Builder are listed as outsider (earth, elemental, extra planar). Elemental subtype normally means the monster is not subject to critical or precision damage and is not flankable. However the Vault Builder also lists fortification (50%), which would seem to me to be redundant.
Any thoughts?
Were I to design the vault keeper today, I'd remove the elemental subtype. That's my suggestion for how to fix things.
Captain collateral damage |
1 person marked this as a favorite. |
My party gradually got into more and more trouble with the Hellkinghts until they stopped going to Fort Inevitable completely and are now at the point of killing any Hellknights they find.
Anyway, my group is about to descend into level 9, and I noticed that it never states what happened to Groshen Urk, the morlock's chieftain, although it says that the Mistress of Thorns knows what happened to him. Is this left to the GM to decide or is it something I missed?
Shinrin |
I'm having difficulty understamding the map for Level 5 (Drowned Level). In area E7, it says that the passage is completely flooded. The notes for the level say that the ceiling height in all areas except as noted is 7' tall. The passage descends at 3 points along the way by 5ft via stairs.
The text says that the depth of the water is only 4ft deep in the 15 feet of the passage before entering E11. How does a passage go from fully flooded (of 7 feet to ceiling height) to only a depth of 4ft (with a breathable air space of 3'?? At what point doe this become noticeable?
Am I missing something?
Captain collateral damage |
"Natural portals along the hallway and its downward stairs reduce the amount of water flowing into area E11; in the last flat interval before area E11, the water is only 4 feet deep." It doesn't really make much sense to either, but essentially the water is only 4 feet deep because of portals draining it. I' not sure, however, as my group skipped level 5.
KennBo |
Probably a very stupid question, but one that needs answering. I'm running my group through Level 8 tonight, the Circle of Viss-Thar, but I can't wrap my head around the Spectral Serpent trap in H2, specifically regarding these "gigantic spectral snakes."
It says "the snakes fill the entire corridor and cannot be bypassed" and they push any PC within 10 feet of its movement and deal 2d6 pts of damage to any PC it pushes.
Am I to assume that the spectral snakes have the same stats block as the emperor cobra they turn into? If so, it's movement is 30, but that contradicts the fact it takes the snakes 11 rounds to push PCs to the central chamber. None of this adds and I can find nothing about spectral snakes anywhere. Moreover, outside of dispelling, how would one "destroy" a gigantic spectral snake?
Please help. I know my group will argue with me until they're blue in the face about this and I'd like to be able to have answers (i.e. shut them up quick and move on).
Brother Willi |
Probably a very stupid question, but one that needs answering. I'm running my group through Level 8 tonight, the Circle of Viss-Thar, but I can't wrap my head around the Spectral Serpent trap in H2, specifically regarding these "gigantic spectral snakes."
It says "the snakes fill the entire corridor and cannot be bypassed" and they push any PC within 10 feet of its movement and deal 2d6 pts of damage to any PC it pushes.
Am I to assume that the spectral snakes have the same stats block as the emperor cobra they turn into? If so, it's movement is 30, but that contradicts the fact it takes the snakes 11 rounds to push PCs to the central chamber. None of this adds and I can find nothing about spectral snakes anywhere. Moreover, outside of dispelling, how would one "destroy" a gigantic spectral snake?
Please help. I know my group will argue with me until they're blue in the face about this and I'd like to be able to have answers (i.e. shut them up quick and move on).
No such thing as a stupid question. The snakes become emperor cobras when they reach the middle chamber; this is so if the PCs can defeat them, they can buy some time to escape. Prior to that, they are a trap effect and not creatures. I wouldn't present them as combatants before the central room; rather a spectral force of a massive snake slowly gaining speed. My group overcame the snakes by having their rogue disable the trap. Dispelling could also work. I would also allow PCs other clever ways to escape - perhaps Gaseous Form could sneak around the snakes and out the door?
justaworm |
Sorry if this is a silly question, but are we supposed to add treasure based upon the monsters that would normally have treasure, moon-spiders have normal treasure for example, or does the module list all the treasure the PCs are expected to find/have? I ask because my PC are getting trashed...
Probably too late for the OP, but in case others have the same question ... I have always assumed that when running a module the PCs only get the listed treasure for the encounter and whatever gear the defeated foes have on them, and that you do not also add treasure based on the entry in the bestiary.
Of course, if you aren't running it by the book have at it, just watch the wealth by level or your monsters eventually won't stand a chance.
Galatina91 |
I wonder. What would be the Hellknight policy about poisons?
In my group there is a LE Ninja that is interested in the use of poison. I see that in the third level, which we are going to play in a couple of days, there are a lot of poisons. Probably he'll want to take all the vials of poison he can and put them to later use.
Point is, most of the group is made of Hellknights and the whole group is lawful. So they'll have to show all the loot they have found to the Hellknights (that's basically how we agreed to run the campaign, to avoid the 30% tax).
But in the Poison page on the d20pfsrd, it says that poisons selling, buying and crafting is usually prohibited.
I think that the Hellknights would confiscate all the poison. That would be ugly for the Ninja.
So I'm asking for second thoughts and any way to avoid the problem.
Brother Willi |
1 person marked this as a favorite. |
I wonder. What would be the Hellknight policy about poisons? . . . I think that the Hellknights would confiscate all the poison. That would be ugly for the Ninja.
So I'm asking for second thoughts and any way to avoid the problem.
I would say - given the Lord Commander's opposition to the "malcontents" in Fort Inevitable - they would be really hesitant to allow someone to bring in poisons. But your PC will likely be finding lots of poisons in the 3rd level. But I think there are several good options, and you don't want to deny a Ninja their poisons.
1) As the Ninja is Lawful and serving with Hellknights, he pays a modest fee (50 gp, etc.) and gets a Letter of Dispensation from the Castellan or Lord Commander letting him lawfully carry poisons. Essentially a permit for lethal poisons. If someone ends up poisoned later on, he's a prime suspect, however.
2) The Ninja works to conceal them from the other Hellknights. This could cause party strife, so it's only good if your players are game for some good role-playing and can get along. The Apothecary in town is a shady fellow - with a secret that could eventually come back to haunt the Ninja - but may be willing to slip him some things on the DL.
3) The Ninja keeps a stash of poisons in the Echo Woods, without bringing them to town. There's lots of good hiding places. The other Knights know he uses them, but also know he doesn't bring them to a civilized place.
Galatina91 |
So. My players have made their way into Splinterden. And it did not go very well.
At first they went down the normal way. The ninja took a poisoned arrow while trying to disable the lock between areas C1 and C3, got one point of Con damage, and the party decided to retire and return the day after with better equipment. (I did not take that well, they had to fight a forest drake on their way back who nearly killed the aforementioned ninja with his ball of acid and got a couple of character down to 1 hp... so they had to stay in the fort for two days to heal themselves...)
So two days later, I figured Hastenfar was alerted that a group of "lousy" adventurers was recently there. Hastenfar and a half dozen of Splinters prepared an ambush. The PG had easy game with them, but Hastenfar ran away with 1 hp, and the PC interrogated one surviving Splinters. They learned of the secret entrance on C17 and the secret passage between C1 and C5. I figured that would make their job easy.
In the meantime, Hastenfar ran to Splinterden via the secret tunnel and alerted Tarrin of the imminent threat - the adventurers were not so lousy as it seemed!
So Tarrin organized her men - ten Splinters were to wait the party between C3 and C5, while Tarrin, Jaris, Hastenfar and three more Splinters would protect the shrine.
Now, the party went down the northern tunnel without even making Stealth checks. Tarrin made a Perception check with a result of 30 and heard them coming. The party then decided to explore the crypt and lost some time looking for treasure in the tombs and fighting the wight - making of course a lot of noise in the meantime. That gave the Splinters time to reorganize themselves. They converged on the cave corridor and after a long fight in which the party managed to kill or incapacitate more than half of the band, including Hastenfar and Jaris, three of them had to flee while two of them were made prisoners.
Now, I'm unsure about what to do.
Tarrin is left with less than half of her original guild. It's clear for her that she can't stay in the Emerald Spire now that the Hellknight are going to learn where they are.
The three left party members are hustling to Fort Inevitable. Both the prisoners are Hellknight, as is the surviving ninja, so they are going to tell everything to the Lady Commander and to Maralictor Wolfheim. I think Maralictor Wolfheim will seize the moment to destroy the Splinters by leading back to the Spire a small contingent of Hellknight of the Nail as soon as possible.
I figure it took about an hour for the PC to get back to Fort Inevitable by hustling. Another hour for Maralictor Wolfheim to learn the whole story and to hurriedly organize a troop (which may or may not include the PCs) to get back to the Spire.
Dandru Wolfheim would also make a request for light horses to move faster. So it would take another hour to ride back to the Spire, less if the horses are made to hustle.
Tarrin has about three hours to act before the Hellknights get her. She does not know that; she expects them to arrive the next morning.
She has locked up the two prisoners in C6 and is organizing to leave the Spire.
I am uncertain on what she would do. The two prisoners are from a rich family and maybe she could get a good ransom but her main thought now is to get herself and the remaining Splinters somewhere safer.
It is the first time I am the GM and I am unsure of what to do. I think it would be fair for the players to lose the experience and the loot from Splinterden for their blatant errors (which they acknowledged, they said it was just well-played on my side and poorly on their), but I feel uncomfortable to have two of them make a new character. I would prefer to have the Hellknights free the characters.
But I am also a big fan of consistency, so I wonder what could Tarrin Dars do now. She has used all of her spells in the fight with the PCs, and can't heal her comrades who have to rely on potions.
She hates Klarkosh but probably dislikes the Hellknights even more. Would she ask Klarkosh for help or not? What else would she do in the meantime? I am really unsure and I fell I need a second opinion.
[By the way: I made a few modifications on this level. I made Tarrin Dars a level 5 Inquisitor - Sanctified Slayer. I made the Outlaws level 2 Slayers, and tweaked their stat block to make some of them use a falchion instead of a crossbow and the rest of them to use a longbow instead. I made the two scouts of C19 into outlaws, too. The scouts are unchanged except that I gave them the Poisoner archetype. Jaris was an alchemist (toxicant).
I used a Basidirond instead of the Gibbering Mouther. Same CR, less lethal, and maybe its poison was the original source of the synesthetic agent.
The Basidirond and the Clockwork Servant are still in C6 and C15 respectively. The Splinters were too in a hurry to think to free them]
I am sorry for any grammar error. English is not my mother tongue.
Woran |
KennBo wrote:No such thing as a stupid question. The snakes become emperor cobras when they reach the middle chamber; this is so if the PCs can defeat them, they can buy some time to escape. Prior to that, they are a trap effect and not creatures. I wouldn't present them as combatants before the central room; rather a spectral force of a massive snake slowly gaining speed. My group overcame the snakes by having their rogue disable the trap. Dispelling could also work. I would also allow PCs other clever ways to escape - perhaps Gaseous Form could sneak around the snakes and out the door?Probably a very stupid question, but one that needs answering. I'm running my group through Level 8 tonight, the Circle of Viss-Thar, but I can't wrap my head around the Spectral Serpent trap in H2, specifically regarding these "gigantic spectral snakes."
It says "the snakes fill the entire corridor and cannot be bypassed" and they push any PC within 10 feet of its movement and deal 2d6 pts of damage to any PC it pushes.
Am I to assume that the spectral snakes have the same stats block as the emperor cobra they turn into? If so, it's movement is 30, but that contradicts the fact it takes the snakes 11 rounds to push PCs to the central chamber. None of this adds and I can find nothing about spectral snakes anywhere. Moreover, outside of dispelling, how would one "destroy" a gigantic spectral snake?
Please help. I know my group will argue with me until they're blue in the face about this and I'd like to be able to have answers (i.e. shut them up quick and move on).
My players bypassed it by using tools to make a hole in the wall. The walls in the trap are not very thick.
Brother Willi |
3 people marked this as a favorite. |
I'm pleased to announce we finished the Emerald Spire tonight! Nearly a year of real time playing, but the party went through (almost) every room, slew every bad guy, followed side quests in the Echo Woods, and in the end stood victorious. I'll prepare a write-up in the near future, but it was so much fun to wrap up the game that I had to share.
Erik Mona Publisher, Chief Creative Officer |
Brother Willi |
6 people marked this as a favorite. |
So now that we've completed the Emerald Spire, I figured I'd provide a more detailed-write up about each of the levels and the experiences my party had.
Overall Thoughts
The Spire was great. I'd recommend it to anyone who is looking to do a dungeon-crawl style adventure. In playing we didn't discover any parts that were unplayable, contradictory, etc. Now, each level was developed independently of the others, so there is a theme change from each, but that actually helps. It kept each level fresh, and gave my players a reason to want to descend further: They liked seeing what was down there. Along the way, we wove a pretty cohesive story.
The Party
The "Shorter than Average Adventuring Company," so named in a flippant moment in front of Karn Kerommack, Castellan of Fort Inevitable. They initially consisted of Magnus, Dwarven Barian, Hroun, Dwarven Druid, Fjellhammer, Dwarven Cleric, Ro, Halfling Sorcerer, and Buell, the tolken Human rogue. Ro had his throat slit on level three, and was replaced by Abe, a gnome wizard. The - natural endurance - of the party kept other casualties at bay, though there were several points where things looked grim for the party. They started at Lv. 1, and were Lv. 13 at the end - including XP from random encounters and side-quests.
- Get the Thornkeep Book, if possible. Putting the Spire in the context of the Echo Woods helped a lot. My PCs took time to visit Thornkeep, skirmished in Mosswater, and were nearly ambushed by Jaderazor (favorite random encounter, ever). As it happens, this meant they sought out Jaderazor and killed her in her lair. These were really fun moments that didn't detract from the Spire, but made it seem part of a thriving campaign world.
- Use random encounters for travel to and from the Spire. Starting out, the PCs knew that getting to the Spire could be dangerous. It made them make the most of their time in the spire, take a few days to recover in Fort Inevitable, and some times nearly killed them. But they knew they had become powerful when the goblins in the woods started really avoiding them.
- Figure out Fort Inevitable. In my game, Fort Inevitable was the safest place for caravans and pilgrims in miles. People tolerated the Hellknights because they were tough but fair, and kept them safe. The PCs didn't like the taxes one bit, but they put up with it and even befriended the rulers because they liked the safe place too.
- Have fun with Fort Inevitable. My PCs enjoyed interactions with the NPCs there, and following-up on rumors. They were friends with Abernard Royst, had good relations with High Mother Sarah Dresmaigne, and went out of their way to help the "good" farmers around grow better crops. They found the map on the Red Shield, fought gremlins in the sewer to secure their basement, and got pretty good at smuggling. This is all ancilliary to the Spire, but adds great characterization to the game.
- Telegraph the main villains. Have the PCs hear the names Klarkosh, Nhur Athemon, and Illuchtwar ahead of time. Have crowned skull undead attack the PCs. Have them encounter destroyed caravans infested by ghouls. Have portals pop-up to dangerous places. The battles with each only lasted a few rounds, but they were crazy fun for the PCs. They knew they were fighting big villains who had been hounding them, even though they had never encountered the villains before.
Again, we loved the module. I strongly recommend it, and would be glad to discuss anything here further!
Kalindlara Contributor |
Brother Willi |
I'm way ahead of you on the Notes for GMs section. ^_^
(We're on Level 6 currently.)
Nice! Any fun stories of the surrounds of the spire?
I handed out rumors at the beginning, and would supplement them from time to time, which helped get the players into it. They liked having personalized "secrets" motivating their character.
Kalindlara Contributor |
1 person marked this as a favorite. |
Kalindlara wrote:I'm way ahead of you on the Notes for GMs section. ^_^
(We're on Level 6 currently.)
Nice! Any fun stories of the surrounds of the spire?
I handed out rumors at the beginning, and would supplement them from time to time, which helped get the players into it. They liked having personalized "secrets" motivating their character.
They decided to do an Occult Adventures-themed group, so the party is... interesting. Some highlights include:
-The sylph psychic using telekinetic projectile to throw a beehive at the hobgoblins they encountered on their first trip to the Spire.
-The party tracking down the Outpost of Zog. They had to content with some Small combusted (made from goblins), a shadowfire elemental, and a drekavac that gave the NPC spiritualist a nasty fast-acting case of tuberculosis.
-An absinthe-drinking binge that awakened the android telekineticist's past-life memories (she's now listening to a mysterious Protean voice from the Spire that only she could hear. When the psychic read her mind during this, the voice asked him:
The only me is me. Are you sure the only you is you?
They've since been attacked by a mysterious doppelganger of him while fighting ALL THE THIEVES.
-Encounters with a dryad and a barbarian tribe, both of whom they're planning to recruit for the fight against the Hellknights. That 30% made them pick a side real fast.
That's all that comes to mind right off. I'm also working on special scaling items for them to acquire - if I get them done in time, you might just see them in the next Wayfinder! ^_^
Berik |
1 person marked this as a favorite. |
Really enjoyed reading the notes from everybody on their adventures in the Spire so far. I'm having a blast running it and it's been the most 'intense' campaign we've played for a long time, with death lurking around every major encounter for the not-terribly-optimised party.
I've gone off script a little bit, and was wondering if anybody might have some ideas for fleshing things out. I can go into more details, but I'll keep things brief as there's a fair amount that's gone on.
Some time later the party visited Thornkeep to try and find relief from Hellknight taxation and to visit their friends at the Goldenfire Order. While there I had the party go on a mission to explore the Forgotten Laboratory as a favour for the Order (and so the party would learn a bit more about Nhur Athemon). In order to tie things into the Spire I also decided to make the crazed thieves other members of the Splinters, who had been sent to the Laboratory by Dars to try and find an edge.
After fighting the Mi-Go they found a diary from Tarrin Dars herself, which reflected ever more unhinged journal entries until it revealed that she had come to the Laboratory too. Worse yet discussions with the Mi-Go indicated that she now had even more heretical ideas of worshipping some kind of Norgorber / Nyarlothotep hybrid.
After leaving the Laboratory the party got word that the body of a deceased party member had been dug up in Fort Inevitable. They returned there and found that not only was their party member's corpse missing, but Lady Drovost had been poisoned and was at death's door leading to tension among the Hellknights and Signifier Hast had gone missing.
Venturing into the sewers they discovered that Tarrin Dars had secretly been buying poison from sources in the Fort, and they also heard that Dars and Hast had been meeting for some reason. Returning to the Spire they found signs of some sort of horrific ritual that had recently been carried out on Level 3 in the old Splinter den. They later found Signifier Hast in the same room where they had a memorable encounter with Klarkosh earlier. Negotiations broke down as he was trying to get information from them and lead to a battle that Hast had the better of before teleporting away.
Now I have a good handle on what will happen when the party meets Hast again, but for the eventual run in with Tarrin Dars I'm less sure. My knowledge of mechanical options outside the core could be a lot better, so I'm wondering if anybody has tips to make her a more memorable opponent. As well as adding levels to her I want the ritual to represent some kind of template having been added to her, reflecting influence from the Mi-Go and other 'outer' powers. So I'm keen to know if anybody has any neat ideas for reflecting that idea mechanically.
tldr version: How do I solve the problem of Tarrin Dars? And if anyone has any other cool ideas I'd love to hear them! Cheers for anyone taking the time to look through this. :)
gatherer818 |
2 people marked this as a favorite. |
Hi all,
My group is about to figure out what the transport tokens are for. The problem is, one of the characters speaks Azlanti. I guess this character will then also know what the runes for each level look like. Does this mean they can teleport to any level they wish, without having visited the levels?
If it works like this, I would like to devise some workaround, so that the players are not allow to 'skip ahead' in the dungeon.
My understanding, from reading and re-reading the descriptions, is that the runes are NOT Azlanti, and are not numbers either. When you find them on parchment, there is a label in Azlanti with the floor number on that parchment.
parchment on which is drawn a complicated magical sigil
in iridescent green ink. A character who succeeds at a DC
15 Knowledge (arcana) or Linguistics skill check recognizes
the sigil as an identifying mark similar to an arcane mark.
The sigil is labeled “Six” in Azlanti. This is the runic symbol
needed to travel directly to Level 6 via Spire transport
Emphasis mine.
This, and other comments strewn through the module, indicate that the runes are actually the names of the levels in the original language of the Builder, and the labels are just labels so the Azlants that took over the place for a while knew which floor was which. Likely, the runes themselves refer to the attributes of the levels, but in a language no PC has a chance of knowing.
Captain collateral damage |
Question: So my group is about to do level 10, and they have the sigil from the Mistress of Thorns. (The spire on level 10 is basically completely surrounded by lava.) Watching them all burn in lava, taking them completely by surprise, would be hilarious. But it would also... kind of end the game. Thoughts?
Captain collateral damage |
1. The PCs shouldn't aren't 10th level by level 10.
2. Lava deals 20d6 points of damage per round. Even if they do manage to escape it on round 2, it's highly unlikely that they could do anything to stop the first round, which will deal an average of 70 damage to each character.
3. This particular lava happens to 3 lava lurkers and 2 young magma dragons. That's an epic level fight for 10th level characters even without the lava.
Maidenfine |
Question: So my group is about to do level 10, and they have the sigil from the Mistress of Thorns. (The spire on level 10 is basically completely surrounded by lava.) Watching them all burn in lava, taking them completely by surprise, would be hilarious. But it would also... kind of end the game. Thoughts?
I just reread the description and it doesn't say it explicitly, but I got the gist that the token wouldn't put them in the lava. Now, they may accidentally push each other into the lava, since it's quite a squeeze to fit 4 characters in a little over 1 square. But one square is five feet. That's bigger than a phone booth and I've seen stuff about groups fitting close to 30 people in a phone booth. So they wouldn't be comfortable. And they wouldn't want to stay. But your party should be able to all fit on that tiny island.
Or you could toss them in the lava. Depends on how mean you are. But since you came here to ask how to get around that, I doubt that's what you'd want to do. Basically, I figure since the biggest danger they talked about in the section discussing the tokens was being split into different rooms, the token isn't going to send your characters for a lava bath any more than it would transport them into the rock surrounding the spire on levels where only part of the surface is uncovered.
Captain collateral damage |
1 person marked this as a favorite. |
Well, the spire has a reputation as a treasure filled dungeon, so there's that. Otherwise, there's the missing wizards, sgae's expidition, and crowned skull quests, and it's possible to have the heelknightsgive them a mission, probably signinfer Hast, but perhaps Wolfhelm would hire them to take out the Splinters gang. Moatly the ones in the book boil down to money, but it's not a huge plot heavy module, so it most likely wouldn't be too hard to work in a more personal connection, but that would most likely require working with each player specifically.
Plotty Fingers |
Returning to running the Spire in PFS at level 8 (after a TPK on level 7, then re-running it for a retrieval squad to clear the level.
Level 8 has a few traps that seem OP or vague (Golden Doors at H7 specifically). If you perceive the trap, do you have to disarm it while being attacked?
Mostly, are there errata/clarification docs/links somewhere that someone can point me to?
thanks!
Varun Creed |
1 person marked this as a favorite. |
I have updated the Emerald Spire Players Guide to have some extra information about Fort Inevitable, character background questions, and I've updated the traits to be safe to use with Pathfinder Society.
Any feedback is welcome!
Emerald Spire Player's Guide (PFS safe)
Original:
Original Emerald Spire Player's Guide
Varun Creed |
Ignotus Advenium |
Question regarding a stat block appearing in level 11, The Tomb of Yarrix:
Tarondor |
I'm starting an Emerald Spire game. In game, the PC's have been contacted by the Pathfinder Society (no, it's not a PFS game), who wants them to explore the Spire.
So now I'm wondering exactly how to run this. The PC's have decided to try to work for both the Society and Abernard Royst. They haven't heard what Royst wants from them yet. I'm considering the possibility that the various "complete the level" rewards could come from the Society and not Royst, whereas Royst would be looking for particular objects from the Spire (such as the noqual quest written into the adventure.)
Or would I be better off having the Society give them different quests?
I'm not interested in the land rush concept.
Brother Willi |
I'm starting an Emerald Spire game. In game, the PC's have been contacted by the Pathfinder Society (no, it's not a PFS game), who wants them to explore the Spire.
So now I'm wondering exactly how to run this. The PC's have decided to try to work for both the Society and Abernard Royst. They haven't heard what Royst wants from them yet. I'm considering the possibility that the various "complete the level" rewards could come from the Society and not Royst, whereas Royst would be looking for particular objects from the Spire (such as the noqual quest written into the adventure.)
Or would I be better off having the Society give them different quests?
I think it would work to have the PFS pay for the map levels more so than Royst. That part always was a bit odd for our group - a kindly old man who just wants maps of a level. I played it up more that he wanted a map and complete report for his book on the Spire, but the PFS is a natural patron for such work.
Having Royst want items from the Spire is a great idea. You can even throw a few more in with token rewards, etc., that get the party delving deeper.
shammond42 |
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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.
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
Belabras |
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 omitted **
I wondered about that. Splinterden seemed to deep for it's story and for the second entrance to be practical.
Dragonchess Player |
Should Klarkosh not have a spell book? Would it not be with him as he might look stuff up during the crafting process?
See ->here<- for an option.
Ellioti |
Ellioti wrote:Should Klarkosh not have a spell book? Would it not be with him as he might look stuff up during the crafting process?See ->here<- for an option.
I'll consider it, but I won't use your technomancer rework as it doesn't fit our group. I prefer his 4th level spells, too.
So did you let the PCs loot his spell book?Fabius Maximus |
Ellioti wrote:Do the players need to be able to read Azlanti in order to use the spire transport token and the runes, respectively?I have another question:
Should Klarkosh not have a spell book? Would it not be with him as he might look stuff up during the crafting process?
He also doesn't have granite and diamond dust for his Stoneskin spell in his inventory.
Twiglet Sparkle |
Hi all,
Our GM wants us to run the Superdungeon as a party of three, but we are worried about character and level progression.
We have been doing Rise of the Runelords as a party of three and have run into severe power issues at level 10. We seem to be lacking the challenge rating as a party, so we are looking into the mythic tiers to help us for the Superdungeon.
I would like to know if this would make the party completely overpowered? We are unsure how to bridge the obvious gap that has happened with RotR. Gaining additional XP from having one person less hasn't really helped.
Suggested adjustments below:
Level/Superdungeon CR/Party CR
01/02/01.5
02/04/03
03/08/06 (Mythic T01 would make the party CR 7.5)
04/12/09 (Mythic T02 would make the party CR 12)
05/16/12 (Mythic T02 would make the party CR 15)
06/20/15 (Mythic T03 would make the party CR 19.5)
..../..../....
+2/+8/+3 (Mythic T+1 to match/near-match Superdungeon CR)