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Pathfinder Modules

Pathfinder Module: The Emerald Spire Superdungeon

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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 promist 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 crated by the creators of the Pathfinder Roleplaying Game and a host of fantasy gaming's greatest authors and designers.
- A gazetter of Fort Inevitable, a bastion of merciless order near the Emerald Spire capable of 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!

Cover art by Jesper Ejsing

160 pages, Hardcover

First published June 1, 2014

6 people are currently reading
43 people want to read

About the author

Keith Baker

73 books190 followers
I've been interested in games since I first fell under the sinister influence of the Dungeons & Dragons boxed set, back in sixth grade. Over the last few decades I have managed to turn gaming from a hobby into a career. Here is a list of the highlights of my life as a game designer. If you have any questions, let me know!

From 1994-2002, I fell into the computer games industry. My first job was with Magnet Interactive Studios, in Washington DC. Sadly, Magnet never managed to hit the big time as a game developer. I worked on a number of projects during my stay at Magnet; for a time I was lead designer on a game called BLUESTAR, a position that was held at other times by such roleplaying luminaries as Ken Rolston and Zeb Cook. However, the only work that ever saw the light of day was some level design on the abstract arcade game Icebreaker.

Magnet began a slow implosion in 1996, and along with a number of other people I went to work for a Colorado company called VR1. I started as lead designer on VR-1 Crossroads, a text-based MUD centered on warring conspiracies – The X-Files meets Illuminati, with a world of dreams thrown in for good measure. When VR1 decided to move away from text games, I started work on a graphical MMORPG based on the pulp serials. After a few twists and turns, the project ended up being known as Lost Continents. But early in 2002 I decided that I'd had enough of the computer games industry and left VR1 to focus on writing. Then in June of 2002, Wizards of the Coast announced their Fantasy Setting Search, and I thought: What about pulp fantasy? And the rest is history. . .


Librarian Note: There is more than one author in the GoodReads database with this name. See this thread for more information.

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Displaying 1 of 1 review
110 reviews3 followers
April 10, 2015
The town Inevitable close to the Emerald Spire is a great starting point but the adventure as a whole lacks focus like the excellent adventure with the superdungeon"The Tomb of Horrors". That had a supervillain, enormous suspense and great focus: "stopping the lich and getting out alive" . The Emerald Spire Superdungeon, on the other hand, has so many factions at work that the different floors feel like encounters with a boss at the end.

Why bother going to the deepest level if the only incentive is finding out what evil lurks there? Only by reaching the last floor and beating the end boss the players find out that they have saved the whole region.... That is not the way it should be.

This adventure expects you to have al 4 Pathfinder Bestiaries as well.
Displaying 1 of 1 review

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