<div align="center">(https://pathfinderwiki.com/mediawiki/images/thumb/b/b4/Emerald_Spire_cutaway.jpg/250px-Emerald_Spire_cutaway.jpg)<br/><br/><span class="bbc_font" style="font-family: impact;"><span class="bbc_size" style="font-size: 24pt;">THE EMERALD SPIRE</span></span><br/></div><hr/><br/>Six miles northeast of Fort Inevitable lies one of the deepest and strangest dungeons to be found anywhere in the lands of the Inner Sea--the Emerald Spire.  Like an iceberg, this weird structure shows only a small portion of itself above the surface; level upon level of hidden vaults and mysterious crypts lie buried deep below the ground.  Few of the people living in Fort Inevitable or the surrounding lands have even the slightest inkling of the dungeon's true extent, let alone its astounding age.<br/><br/>Standing in a wide clearing within the Echo Wood, the Emerald Spire is the ruin of a large Azlanti (https://pathfinderwiki.com/wiki/Azlanti_(human_ethnicity)) tower that appears to be made of green glass harder than stone.  The upper portions of the tower were destroyed long ago, leaving broken, half-melted glass blocks lying jumbled around the tower's perimeter and the ground nearby.  The site is well known to locals from both Fort Inevitable and Thornkeep, and many travelers passing through the Crusader Road area made the trek into the forest to loon on the ruins--from a safe distance.  The Spire's ruins are known to be infested with dangerous monsters, and the surroundings attract an unhealthy number of bandits, raiders, and hungry predators.<br/><br/>As travelers emerge from the Echo Wood underbrush, they find themselves staring up at a ruined keep guarding a broken central tower, all made of smooth, green glass.  It's obvious that a grand battle took place here many years ago, and the clearing around the ruin lies barren, with sickly weeds struggling to rise from the magic-blasted earth.  Melted chunks of twisted glass pepper the ground, lending hue to the clearing's light.  Despite the damage, however, the glass of the keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by pitting or cracking, clean of moss and other clinging debris.<br/><br/><strong>GM Stuff</strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">game information</div><div class="spoiler_body">Hello, adventurers --<br/><br/>This is a Pathfinder game set in the fictional world of Golarion.  This game uses the Emerald Spire Superdungeon Adventure Module and a variety of other modules, adventure paths, and customized scenarios to create a living, breathing world.  The game follows an adventuring guild as they work their way through the Emerald Spire.  <br/><br/>Players are encouraged to come and go at their leisure.  Aside from building a character in accordance to the rules, there is no GM admission required.  The game is completely open.  However, players may not intrude upon closed scenes within the open world without prior permission from the players participating in the scene.<br/><br/><em>Example:  Moose, Ox, and Tilda are in the middle of a steamy threesome.  Suddenly, Monk kicks the door open.  "Here's dessert!" he screams, disrobing.  Is this permissible?  It depends.  If Moose, Ox, and Tilda's scene is closed, and Monk did not get permission to participate, then Monk's actions are prohibited.  If Moose, Ox, and Tilda have an open scene, or if Monk got permission to participate in a closed scene, then Monk's actions are permitted.</em><br/><br/>Characters level equally, but participating characters will be wealthier.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">setting information</div><div class="spoiler_body">This game takes place at the Emerald Spire (https://pathfinderwiki.com/wiki/Emerald_Spire), which is located six miles northeast of Fort Inevitable (https://pathfinderwiki.com/wiki/Fort_Inevitable), a Hellknight (https://pathfinderwiki.com/wiki/Hellknight)-controlled settlement located in the River Kingdoms.  Since characters are generally from here, a map has been provided.<br/><br/><table class="bbc_table"><tbody><tr><td>(https://i.imgur.com/08FSWgE.png)</td><td><ul class="bbc_list" style="list-style-type: decimal;"><li>Caerlin's Vineyard</li><li>The Stonde Homestead</li><li>Drurn's Tannery</li><li>Naldred's Farm</li><li>Holworth Dairy</li><li>Serragon Ironworks</li><li>Misty Lake</li><li>Kettlefoot Mill</li><li>Mosswater Gate</li><li>City Wall</li><li>Gate Market</li><li>Zoldor's Masonry</li><li>The Juliver Arms</li><li>The Red Shield Tavern</li><li>Foldmar Stables</li><li>Gertrand Yeldun</li><li>Mirelinda the Clothier</li><li>North Gate Cemetery</li><li>Temple of Silence</li><li>The North Gate</li><li>Garrison Stable</li><li>Nolm Bindery</li><li>The Stalwart Priory</li><li>Sefurd's Potions and Reagents</li><li>Rillin's Armory</li><li>Braddon's General Store</li><li>Victory Fountain</li><li>Hall of Rectitude</li><li>Mardyl Barracks</li><li>The Bailey</li><li>Chancery</li><li>Commander's Citadel</li><li>Temple of the Golden Key</li><li>Goldfoot's Mercantile</li><li>Juliver Leather Goods</li><li>The Salamander Company</li><li>Tsador's Arms</li><li>The Helmed Lady</li><li>Lord Commander's Granary</li><li>Dilapidated House</li><li>Abernard Royst's House</li><li>Juliver Gate</li><li>Town Sewers</li></ul></td></tr></tbody></table></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">character creation</div><div class="spoiler_body"><strong>CHARACTER CREATION</strong><br/><br/>The rules for character creation are both strict and liberal.  They are:<br/><br/><strong>Race:</strong> Human, half-elf, elf (but the GM may be bribed by attractive females); addendum: half-drow and scaled-down drow, which are on par of the core races, are also acceptable;<br/><strong>Class:</strong> Paizo, with restrictions;<br/><strong>Attributes:</strong> 20, 19, 18, 17, 16, 15;<br/><strong>Traits:</strong> 2;<br/><strong>HP:</strong> Max HP;<br/><strong>Level:</strong> Gestalt 1 (0 xp);<br/><strong>Gold:</strong> 300 gp;<br/><br/><strong>Class Restrictions:</strong>  Players may elect any two Paizo classes, however:<br/><ul class="bbc_list"><li>players cannot combine a full-casting class with any other casting class.  For the purposes of this game, a full-casting class is a class that has access to level 9 spells.  For example, a player cannot combine a cleric and a wizard or a cleric with a spell-casting ranger.</li><li>players may combine lesser casters.  For example, a player may combine a ranger and a paladin.</li></ul><br/><strong>RPing:</strong>  Characters should be (a) adventurous, (b) friendly, and (c) generally inclined towards dungeoneering.  Characters also generally know each other or of each other.  Although they will form a guild in the future, the guild hasn't been formed yet.<br/><br/><strong>Art:</strong>  Players must use the following type of character art:<br/><br/>(https://img00.deviantart.net/e9a0/i/2014/133/e/5/thief_by_diegogisbertllorens-d7i6tni.jpg)<br/><br/>Images should not be anime, manga, photographs, or “quaint.”<br/><br/><strong>Conventions:</strong><br/><br/><ul class="bbc_list"><li>Pace:  The game is fast-paced.  To that end, players should expect to post at least twice a week.</li><li>Post length:  Posts should not be voluminous.  Be direct and succinct.  I want to run a game, not run a writer's workshop.</li><li>Questions:  I am happy to answer questions about the game.  But I am not here to give a soliloquy about random historical topics of the world.</li><li>Actions:  I don't want to read two paragraphs to suss out what you're doing.  When we are in combat, you will have:  a free action, a swift action, a move action, and a standard action, or just a full action.  Whatever is happening has to happen within those six seconds.  That means that within an action, a character can only say fifteen words.</li></ul><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">posting conventions</div><div class="spoiler_body"><strong>EVEN MORE CONVENTIONS</strong><br/><br/><span class="bbc_u">WHAT HEADERS SHOULD LOOK LIKE:</span><br/><br/><div class="floatleft">(https://i.pinimg.com/564x/67/8d/03/678d03bf7c12b399b4b90039210b348e.jpg)</div><span class="bbc_font" style="font-family: impact;"><span class="bbc_size" style="font-size: 18pt;">Mouser</span></span><br/>Human Rogue/Swashbuckler, 13 HP, AC 19, Character Sheet (https://www.myth-weavers.com/sheet.html#id=1615304).<br/><em>Known for biting off more than he can chew.</em><br/><br/><strong>Note:</strong>  Characters aren't required to have vast backstories.  In fact, I highly discourage them because I am definitely not going to read them.  But characters should be known for something.  Mouser here is known for getting into difficult spots because he overestimates himself.  Characters should make note of that when engaging him.<br/><br/><em>For example, "as Mouser entered the forest, he noticed Candace sitting on a tree.  Candace is known for being an excellent hunter.<br/><br/>"Good morning, Candace," Mouser said politely.  "Good game today?"<br/><br/>"Good morning to you," Candace said.  "Game's good.  Caught three rabbits.  And you?  You're not going off to go do something stupid, are you?"</em><br/><br/>Essentially, this is the only instance where one player can force another player's character to think a certain way.  Players are free to choose how to proceed with that piece of knowledge though.  A conservative character might not want to follow Mouser around because they might think that he invites danger, while someone that is more loyal might feel compelled to accompany the young fencer to protect him from harm.  Candance's hunting abilities might draw the jealous ire of another hunter who is also known for being a great hunter, or create amicable hostilities with a druid who is known of being caring to animals.<br/><br/><span class="bbc_u">WHAT COMBAT ACTIONS IN COMBAT SHOULD LOOK LIKE:<br/></span><br/><strong>Free Action:</strong>  Mouser grimaces and says, "... damn it, I hate snakes."<br/><br/><strong>Full Round Action:</strong>  Nevertheless, he resigns himself to charge towards the giant snake, drawing his rapier in the same movement. <br/>And he pierces the enormous serpent in the chest (result of 18), dealing 14 damage because he dealt sneak attack damage since he struck before the snake ever acted.<br/><br/><em>Generally, move actions should be in their own separate action, but a charge is a full-round action.</em><br/><br/><hr/><br/>Contextual roleplay between characters can be as lengthy as mutually desired.  However, I would like for players to be the soul of brevity when addressing me.  <strong>If you find that you absolutely must draft five paragraphs to get your point across,</strong> then please address me separately.  For example,<br/><br/>"[FIVE PARAGRAPHS OF GREAT WRITING].<br/><br/><strong>GM, my character changed into fresh linen.</strong>"<br/><br/>If you don't need to address the GM, or if the GM does not need to resolve any rolls or issues, please state <strong>"GM may overlook"</strong> prior to your post.<br/><br/>GM FIATS AND PROMPTS<br/><br/>Characters can have deeper relationships with one another.  They can be best pals or lovers or have a friendly, albeit dangerous, rivalry.  It's up to you.  Also, while new characters can generally be introduced as "just showing up," it's more likely for me to introduce new characters by placing them in perilous situations.<br/><br/><em>For example, Mouser, Candace and Ox are walking along the beaten path towards the Emerald Spire.  The walk has been pleasant, as the sky is blue and the breeze is crisp.  Suddenly, Candace hears a scream in the distance.  Ox and Mouser didn't hear anything.<br/><br/>"Quickly, come with me," Candace says, as she hurries towards the river.  Ox and Mouser glance at each other, shrug, and follow after her.<br/><br/>Candace arrives at the shoreline first, but the two men arrive just in time to see <strong>an Elven woman</strong> get swept past by the roaring river.<br/><br/>"... Holy shit!" Mouser said, recognizing the woman from her platinum bolt of hair.  "That's Tilda!"<br/><br/>"We must help her," Candace said.  "Let's go!"</em> </div></div>