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I am going to be running level 1 of Emerald Spire - and I was wondering for those who are running it or going to run it. If a party of all or most (race-redacted) are about to play - do you recommend a group change?.
I can tell you for me playing my (race-redacted) it might be frustrating enough not to finish - so I can see how it could be a frustrating game and take a lot longer - where a little warning and a change at 1st level would make the game more fun -
So how are other GMs handling the "Features of the Level" in respect to the (race-redacted) at level 1?
TIA

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Two options: I usually let players play what they want - the society doesn't know what to expect when they assemble a team, and sometimes that works out good or bad. However, if they have a group that all have the same weakness, it might be something to point out to them. I haven't read that level yet, so I don't know the specifics, but neither should the players when they decide who to bring on an adventure. (If it is something in the players' favor, like all elves going into a dungeon of ghouls or something, then definitely don't trick them into switching! Sometimes it's the Gm's job to get totally slaughtered in round one every time.)

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You might want to change the title to say "emerald spire level 1" - so you don't need to spoiler it up.
I'm running it tonight. I'm not sure what (race redacted) means, but I'm guessing:
Nobody has Darkvision?
The inability to see beyond 5' will be very difficult for an archer character.
But this will be difficult for an archer anyway, since there is so much tight space and difficult terrain. If you have a 6 player table, odds are your level 1 archer always has Cover from a bunch of allies and terrain anyway.
Inside the dungeon, as long as one PC has DV, they can call out square locations for archers (still a 50% miss chance, but better than nothing).
And an archer should get a chance to shine in the first encounter. If you let the archer shine when the first mounted commando comes out, then they're less likely to feel bad about it later.
Emerald Spire does have a few levels that are very annoying, especially for many PC types. But that's what happens when each layer has its own theme.
For me, I would prefer to never run level #5:
The drowned level aptly earns its name. But fighting in water, with water based creatures (especially Summoners!) is going to be incredibly frustrating and difficult. If no one has elixirs of swimming, touch of the sea, or a decent swim check, it will be rough. Plus the penalties for fighting in standing water. And it's supposed to be for Level 3-5, which is a rough level to be at for those kind of environment effects.
Then there are levels like
The Godhome level can be done in 2 hours of roleplaying (I really don't know how to adjudicate GP and XP/prestige for it though). There's no reason to fight anything. Most non-murder hobo parties would just talk their way through. Even the godbox isn't a threat to anything, it's just weird.

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Also - remember Emerald Spire (and Thornkeep) is not just for PFS, so it is not the same as most scenarios... people playing it should know they are in for a challenge.
this is also a level 1 game that is an introduction to new characters - I can see losing people because their caster was totally shutdown for what may seem no reason and no warning.
I can understand we need to encourage people to not specialize so much - but the options for level 1 casters in that regard are minimal and only by specializing and maxing your caster stat can you have a 50/50 chance of making the concentration check.

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Is it deeper darkness? If not, recommend that one of your players spends some of their starting gold on an ioun torch. That will give them a 2nd-level light source. If you're worried about a player spending half of their starting gold on a light source, then run them through First Steps and The Confirmation before heading into Emerald Spire. This will give them about 1,050 gold and 4 PP to spend when combined with their starting gold.

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Is it deeper darkness? .
The effect is not well defined in the adventure.
Light Consumption: Inside
the structure, a magical effect
swallows up light. Any light
source, no matter how strong,
illuminates only a 5-foot radius.
The Azlanti builders created this
magical effect to activate once
night had fallen, but it is permanently stuck in its night setting.
I might rule that is some epic level Azlantian effect (essentially a level 10 darkness effect) so nothing works (it says nothing).
I might also rule that they probably only bothered to make it a level 2 or level 3 darkness effect. In either case, the Ioun Torch doesn't help. As a 2nd level light effect, the best it can do is restore normal light conditions (which would be dark since the structure is sealed).
It's annoying, especially in a first level mod. Then again, keep in mind the PCs are fighting GOBLINS. And bestiary ones at that. I think the goblins need the little boost to defense. As it is, I think this module will take less than a four hour slot to complete successfully.
The hard fight is the boss fight against the bugbear archer range. That will be rough (I could rule the boss fight is in a room where the darkness doesn't work as well since the roof is described as cracked (maybe allow LLV to work?)

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Also - remember Emerald Spire (and Thornkeep) is not just for PFS, so it is not the same as most scenarios... people playing it should know they are in for a challenge.
I doubt it will be a challenge. It's designed for 4 players, and PFS (at least in my area) is routinely a 6 player table. I'd refuse to run this for 7 players - especially given the very small maps for every level of the Emerald Spire.

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Just found this comment from the author:
http://paizo.com/threads/rzs2r5jz&page=3?The-Emerald-Spire-Superdungeon -Discussion-Thread#118
Basically she points out that EACH light source illuminates a 5' radius (3x3 squares total) - and if you have enough light sources (i.e. toss sunrods everywhere) you can technically light up the whole dungeon.
Good to know! that makes it much easier. Probably have the PCs make INT/WIS checks to figure that out if they don't on their own.

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Its not magical darkness though, he posted the effect above. As you can usually see at a light source I see no reason you can't with this ability. Also, Lisa says in the link provided by grandpoobah above that they can see light in the distance. As she wrote it I say we are good there.
When I played it I had darkvision(Half-orc) as did the dwarf, but the rest of the party didn't. They all lit up themselves, torches, and made a rope of lights one guy spent the first round or 2 of combat positioning so the others could see the battlefield well enough. It was on a VTT with dynamic lighting so it worked amazingly. I don't think it'd be impossible for a party without darkvision, and it will certainly create a challenge most players have never faced before so I say don't tell them and let them deal with it.
Really, we smashed it even with the lighting issues, but I was a reach inquisitor with darkvision and basically crushed the opposition with AOO's. The lighting situation would've hampered that had I not had darkvision, but I still don't think it will be too diffiuclt.

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Its not magical darkness though, he posted the effect above. As you can usually see at a light source I see no reason you can't with this ability. Also, Lisa says in the link provided by grandpoobah above that they can see light in the distance. As she wrote it I say we are good there.
It's a magical effect, suppressing light. Arguing that it isn't 'magical darkness' is splitting hairs rather too finely, IMO. And while Lisa may say you can see light in the distance, that isn't how darkness has been ruled to work in PFS.
Don't get me wrong - I think it ought to work that way. And in a home game, I'd house-rule that in an instant. But I don't get to introduce house rules at a PFS table.

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I had a group cast light on a rope and stretch it out. Genius if you ask me.
Sadly that doesn't actually work. The light spell doesn't make the touched object glow in its entirety, just the touched point.
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).

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First level of PFS should be MotFF, First Steps, and The Confirmation. That way you don't waste any single use scenarios getting to 2. Crypt of the Everflame and Godsmouth Heresy also work.
Ideally I start people out on the Confirmation for several reasons;
- the boon does more if it's your first Chronicle for that character.- Janira's backpack contains all the consumables you need, which is nice for fresh-from-the-egg characters with no happy stick.
- easy to earn 2PP so you can start session 2 with a happy stick.
- good Pathfinder flavour, introducing a splash of lore but in manageable proportions.
- less predictable than the other scenarios due to random encounters; this also keeps you from getting bored as GM.
The 2PP thing is why I wouldn't use MotFF as first scenario, because I feel it kinda screws you.

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You might want to change the title to say "emerald spire level 1" - so you don't need to spoiler it up.
I'm running it tonight. I'm not sure what (race redacted) means, but I'm guessing:
** spoiler omitted **
Emerald Spire does have a few levels that are very annoying, especially for many PC types. But that's what happens when each layer has its own theme.
For me, I would prefer to never run level #5:
** spoiler omitted **
Then there are levels like
** spoiler omitted **
I'm running a group through all of Emerald Spire and just finished the 5th level. I chose to expand their area of vision in the first level by 5ft because only one person in the party had darkvision. Even then, I found myself pulling some shots in order to not TPK the whole group.
I liked running level 4 as it was a welcomed breather between the grind. My group talked their way through it but insisted on seeing the whole level (for mapping purposes ala quest). They had to use invisibility spells to get it done though.
Level 5 is a doozy, like the water temple from Ocarina of Time, but way worse. Almost every fight was a near TPK, but my group loved it. I'd do it as a player, but not without a level of preparation first.
Now my group is gearing up to head down to level 6. I'm looking forward to seeing what Richard Baker can dish out here as he has a tough act to follow.

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To each his or her own.
I can't imaging starting character after character with the same adventures. It would feel tedious to me.
When you have as many characters as I do, you need to do everything you can to preserve scenarios, lol.
And yes, I didn't mean to say that you had to do them in that order. I just feel like doing them in that order makes them feel more serial. The Confirmation makes it seem like you've been doing little minor things for the Society for a while, and now you're finally going to be a full-fledged member.

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I've run this module 3 times now, all as PFS play. The first and second groups were mostly unable to see, but the third group had a large portion of darkvision-enabled characters. The third group was the least challenged by most of the scenario, and yet TPKd (ok, not quite - one guy ran away) against the big boss. So, I wouldn't focus too much on the lack of light.

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Chris Mortika wrote:To each his or her own.
I can't imaging starting character after character with the same adventures. It would feel tedious to me.
When you have as many characters as I do, you need to do everything you can to preserve scenarios, lol.
And yes, I didn't mean to say that you had to do them in that order. I just feel like doing them in that order makes them feel more serial. The Confirmation makes it seem like you've been doing little minor things for the Society for a while, and now you're finally going to be a full-fledged member.
QFT. Now with 14 characters in my own arsenal of adventurers, I've been forced to set a 'must play' shortlist before I play any regular tier 1-5 scenario. Ideally for me, the order goes:
5-08 The Confirmation
3-00 First Steps pt.1 - In Service to Lore
any tier 1-2 module (Crypt of the Everflame, Godsmouth Heresy, Murder's Mark, 1st floor of Emerald Spire, ect.)
Master of the Fallen Fortress is also an option. I'm personally not too fond of it though. My last experience was a "yep, I'm good" moment for me too. XD
All of the list I've played/GMed a few times now. I end up with a character on the brink to level 3. What really makes doing these runs enjoyable is the players. The X factor that comes with it is just so fun.

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The Half-Dead City (Mummy's Mask AP) is also evergreen, and is IMO a great intro for a Pathfinder after (say) Fallen Fortress and Confirmation. It gvies a full level, but you don't really want to do a module or AP with a no-XP character who can't afford healing.
At least The Confirmation has some changeable aspects so it isn't a complete repeat.

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Replayable/evergreen scenarios, modules, and AP segments:
Scenarios:
Intro 1 - First Steps, Part I - In Service to Lore (1)
5-08 - The Confirmation (1-2)
Modules:
Crypt of the Everflame (1-2)
Murder's Mark (1-2)
The Godsmouth Heresy (1-2)
Thornkeep - The Accursed Halls (1-2)
Free RPG Day modules:
Master of the Fallen Fortress (1-2)
We Be Goblins (1-2)
AP segments:
Mummy's Mask - The Half-Dead City (1-2)
Reign of Winter - The Snows of Summer (1-2)

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Bigdaddyjug wrote:Chris Mortika wrote:To each his or her own.
I can't imaging starting character after character with the same adventures. It would feel tedious to me.
When you have as many characters as I do, you need to do everything you can to preserve scenarios, lol.
And yes, I didn't mean to say that you had to do them in that order. I just feel like doing them in that order makes them feel more serial. The Confirmation makes it seem like you've been doing little minor things for the Society for a while, and now you're finally going to be a full-fledged member.
QFT. Now with 14 characters in my own arsenal of adventurers, I've been forced to set a 'must play' shortlist before I play any regular tier 1-5 scenario. Ideally for me, the order goes:
5-08 The Confirmation
3-00 First Steps pt.1 - In Service to Lore
any tier 1-2 module (Crypt of the Everflame, Godsmouth Heresy, Murder's Mark, 1st floor of Emerald Spire, ect.)Master of the Fallen Fortress is also an option. I'm personally not too fond of it though. My last experience was a "yep, I'm good" moment for me too. XD
All of the list I've played/GMed a few times now. I end up with a character on the brink to level 3. What really makes doing these runs enjoyable is the players. The X factor that comes with it is just so fun.
Only 14 characters? Slacker! (I'm up to 25)
And this is a great idea. I'm going to reverse the order of The Confirmation and First Steps, but I'm totally doing this for all of my new characters going forward. Now I just need to find a group of altaholics like myself for whom I can run these adventures.

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Replayable/evergreen scenarios, modules, and AP segments:
Scenarios:
Intro 1 - First Steps, Part I - In Service to Lore (1)
5-08 - The Confirmation (1-2)Modules:
Crypt of the Everflame (1-2)
Murder's Mark (1-2)
The Godsmouth Heresy (1-2)
Thornkeep - The Accursed Halls (1-2)Free RPG Day modules:
Master of the Fallen Fortress (1-2)
We Be Goblins (1-2)AP segments:
Mummy's Mask - The Half-Dead City (1-2)
Reign of Winter - The Snows of Summer (1-2)
Does We Be Goblins give 1 PP or 2 PP?
Edit: Just bought Murder's Mark and Godsmouth Heresy print editions. I paid more for shipping than I did for either module, lol. I'll pick up Crypt of the Everflame when it goes on sale as well. I already have the Thornkeep book as I've run all 5 levels. I do not look forward to running The Accursed Halls again, though, because the map is a pain to draw.

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@bigdaddyjug:
I bought a roll of flipover grid paper for 11€, 50 sheets. You know, the kind they use for presentations in corporate meetings. But they're just a slight bit bigger than standard flipmats, and when I prep a map once, I can just file it away after the game for when I run the scenario again.
Also, it really speeds up the game if there's multiple maps in the scenario.

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I have an easel pad with 1" squares, so I'll draw the Accursed Halls map on that and then save it in my document tube. It's just such a pain to draw between how big it is and the 10' scale.
Ok, so I'll keep MotFF and WBG out of my starter rotation.
It will go First Steps > The Confirmation > module
And I'll rotate the 3 modules I have and add Crypt of the Everflame in whenever I pick it up.
@Chris: I will definitely have to consider printing the Accursed Halls map on card stock. I like the fact that you can show the 3D aspect of it with that and a dowel cut into 4 equal lengths.

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I had the joy of murderhoboing my way through level one a few weeks ago, and it was very frustrating for my human oracle (no dark vision and lame curse). In fact, nobody in the group had dark vision, so it was a real challenge. That is what made it memorable though.
Nobody died (squeaked by thanks to found healing items), and we had a real feeling of accomplishment at the end. Defeating the dungeon with brand new characters and the odds stacked against us and all.

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just a level or 2, it's a mini con and we are running 3 levels over 3 days so apart from me whom will be GM'ing 2 of the levels, there may not be many continuing players, I am thinking of going with the shared prep dark archive intro.
If you're only doing the first two levels, just treat it like any other module where the players have time to rest up and prepare in-between as normal. There's no point to using any of the quests save if you have a group together for the long haul. Even then, it doesn't really count for anything except for flavor as far as PFS standards as concerned.
/rant
*sigh* Honestly, Emerald Spire should've had a campaign mode.
/rantoff

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I will be running this (and level 2) shortly for PFS, how do we introduce it? The quests don't seem to relate to PFS!
I've written introductions and knowledge checks for the first six levels (more to come) in another thread here. They're meant to give the players a sense that they're part of a growing effort on the Pathfinder Society's part to explore the Spire. They may be of some use to you.