Sunday, September 6, 2009

Night Below: The Tweaking of Book Two



OK, in my last post I talked about changing gears in my campaign, and having players go into the Night Below setting instead of the dungeon they have been preparing for (leveling up) for around 20 games and one year of play.

One reason for this is that I have been dilly dallying a bit. I wanted them to be hitting the dungeon around 4th level, but I have had so much fun with adventures around villages and towns that I just let time fly. Now they are closing in on 7th level. I also felt that at least a couple of characters were running a bit roughshod over my world and NPC’s. As they got to higher levels without any major opposition outside of orcs, Kobolds, and trolls, they have become a bit cocky. Night Below is enough of a meat grinder to make them see the error of their ways (and possibly have to roll up newer, more humble characters when these ones get decimated in the Derro battle, heh heh heh).

I’m going for it, and starting with the material in Book 2. But in my more focused reading of the material, and in some of the things I’ve read online, I think I need to make a few changes for this to work for me.

The major thing bugging me right off the bat is the scale. Say the characters travel from the Deep Gnome city down to the Glass Pool area. According to the miles given in the map key, this is something like 400 miles! Yeesh. I rarely make characters trek 400 miles on foot in the surface world, so this is kind of a big deal. The adventure books suggest making multiple trips to the surface world, which makes this journey around an 800 mile round trip. So screw that, I’m going to half that (at least). That should still be enough travelling to get across the “underground wilderness” nature of the Underdark (which surface dwellers in my world call “The Great Beneath”) without the characters having to effectively travel half the length of my gameworld continent.

On the same coin, I’m also thinking of making more flux points for the players to use, and therefore be able to get around a little faster (after the initial foot traveling – each flux point would need to be physically seen in order to be able to travel to it). I’m not real sure about the flux’s though. I want this setting to have all that great oppressiveness that should be felt deep below the ground, and making it easier and faster for players to travel may take away from that. Still, I think I would maybe have a Flux Point that is well guarded in the Gnome City, and another one around the Derro area. As you need to first be in the presence of one in order to travel to it (the way I would do it), the Mind Flayer can’t appear in that one, and the player could not get back to the Gnome Flux without traveling on foot first to one in the Derro area. This addition of Flux would seriously cut back on travel and game time spent in dreary travel later in the game.

I also don’t want this to be a 2-5 year campaign (I have heard from various sources that have taken various amounts of time, but the fact that I am skipping Book 1 should cut back at least a few months). My games are a little less than three hours on a Wed night around twice a month, and should remain so into next year. So I don’t exactly have a plethora of time-stuff to do this. I’d like to cover the entire two books-worth of material, from the Deep Gnomes to the assault on the Aboleth city, between now and Fall of next year. Yep, I gots the next 12 months of games covered here. I’m getting kind of tired of all the above ground village and town encounters anyway. It’s time for a real bloodbath in an alien setting.

One thing I think I will cut out entirely is the Rockseer Elves. That should save a game session or two. I’m not a big fan of them here. Not only are they a major distraction and long journey to deal with, but the campaign is meant for them to go to the surface at the end of it all, and reveal themselves to surface elves. Big whoop. Also, the encounter with them requires that some player characters be kidnapped for a bit, and I have found through decades of experience that not only do players hate this, but it requires a bit of railroading on the part of the DM. Players are usually so resistant to being captured in any way; it is often difficult to pull off without some Deux ex Machina involved.

So I think I will increase both the quantity and quality of the Deep Gnome involvement in the adventure. In the next game I’m going to have the party save a Deep Gnome scout from Gnolls in upper caves. The Gnoll shaman will have fed the Gnomes legs to his pet ghouls, so the party will hopefully escort the crippled Svirfneblin down to his people. Not only will they be rewarded with part of the legless gnomes trove, but he Queen will be more disposed towards liking them than in the original material. As the party currently contains a gnome illusionist, the queen will give him the special treatment as described in book 2 (make him a champion, offer the gnome home as a place of safety and succor). The gnomes will also provide far more info on the goings on down here than book 2 wants you to know early on. They will know about the comings and goings of mind flayers between the Glass Pool and the subsurface world, that they have been coveting spellcasters, and that deep below in the Sunless Sea ancient monsters contemplate the subjugation of the underworld and beyond.

I think I will leave in the Troll caves, though I may not have the Deep Gnome queen ask specifically for them to be eradicated. If they prove a problem for the players, it can be up to them to deal with them if they want (which will still end up getting props from the Gnomes). I want to have a lot of wandering monster type encounters in the first long journey to the Derro area, so trolls can be met on the fly.

I like the idea of the Sunken Drow city in the Sunless Sea, and to tie into that a bit more, I am thinking of creating a long-abandoned Drow outpost up here, maybe in the area where the tunnel to the Rockseer Elves starts. It could be nice and haunted, filled with giant spiders, or whatever. As it is mostly undisturbed in the last 700 years, it can contain some clues about the Sunken Drow City and the ancient Drow presence in the Southern Underdark. There is a Drow in the player party, so she should have some interest here.

The Grell don’t really appeal to me. Even as a kid reading about them in White Dwarf (including an article on how to make minis of them from scratch), I thought they were kind of lame. So I am going to replace that Grell community with Dire Corbys. Yeah, you heard me. In all honesty they seemed just as lame or lamer than Grell. They looked crappy in the MM2, and their shouting “Doom” as they attacked sounded pretty cheesy. But recently I got a cheap copy of the Drizzt Du’orden Omnibus Graphic novel (I never read the novels based on Drizzt), and I loved the chilling portrayal of a mass Corby attack within. Even the shouts of “Doom!” seemed pretty cool in that context. So I’m going to use them as a nice hack n’ slash encounter.

The Quaggoth and Hook Horrors seemed pretty dumb to me as well, but upon deeper reading it kind of grew on me. When I learned that the shaggy bear-men were left over from the ancient Drow presence here, I kind of liked it. Their reaction to the Drow PC might be interesting as well. The Hook Horrors being led by a shape-shifted Rakshasa is kind of cool. I haven’t used one of those since my last Isle of Dread campaign around 20 years ago. So that whole area, including the sword Finslayer, stays in the picture.

I need to study the Derro encounter areas a bit better, but from what I can tell that is the true bloodbath of Book Two. With both fighting ability and magic, they seem like a nice challenge. I also need to look more closely at the City of the Glass Pool, because so far I have been more into tweaking the areas leading up to the climax of Book Two. One thing I don’t like on cursory inspection is the Ixians. I think that between the Mind Flayers, Kou-Toa, Aboleth, and all the intelligent races and creatures that support them/oppose them, there are already more than enough evil main villains to deal with. But who knows, like the Hook Horror area they may grow on me. For all I know they are integral to the story. It’s a nice long weekend coming up, so I’ll be taking a better look at the end of that chapter of the adventure.

The Glass Pool area requires multiple assaults, because it is so large in scope and has a lot going on. I haven’t looked real closely a the Aboleth city in Book 3 all that much, but Glass Pool seems to be a more complicated war. I’m really not a fan of assault/go rest/assault some more game play. I really do prefer large battles like this to play out more cinematically. For this I would probably have to cut out a lot of stuff and change a lot of others, especially if I am to do it in one setting. But I don’t want to change the entire philosophy of the Night Below campaign, so I need to tread carefully with things I leave out. But I really want to do a lot with the Sunless Sea area, and to do that in a year (of short, three hour games) will for sure require the leaving out of a lot of Book 2.

So, what do you think of these tweaks? I’d also love to hear from anybody who ran the adventure as is with little in the way of changes.

5 comments:

  1. Your post brings back so many memories of the year we spent 8 hours a week hacking through book 2.

    The trolls were a long, tough fight, but they did serve their role as an XP mill quite nicely.

    The grell you mentioned were such a pain in the ass. God what a tough fight. By the time we met the quaggoth, our characters had gone all Hearts of Darkness. We hacked our way through them , not even thinking that we could parley with them.

    Regarding the travel, our wizard's ability to cast Teleport once he was high enough level was helpful. I think he ferried supplies and wounded back and forth.

    We never made it to the Sunken City. We had grown so frustrated with Book 2, we were sort of burned out by book 3. I think it's great that you are going to alter the pace. I've aways thought that in the right hands, the Night Below could be amazing.

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  2. PS: Awesome Hook Horror pic. Those damn things were tough, too.

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  3. In our NB game, I kinda "skipped to the good part" with the trolls - jumped in in media res while they've been fighting them and just ran one troll combat so it wouldn't be so long and grindey.

    I kept the grell and deepspawn. I made all the grell into deepspawn spawn because it was kinda tarded that they weren't. It was mighty tough, but the PCs enjoyed the tentacly horror.

    I mostly cut out the quaggoths and hook horrors because it seemed like a bunch of pretty boring melee fights. I put finslayer in with the shadow dragon instead - a dragon hoard being a better place than a frickin' hook horror's box for something like that.

    I didn't even use the flux points for teleportation, they were instead portals to the Dreamlands (I had a whole semi parallel plot going on there).

    I had been planning to cut the Rockseers as being quite toff but one of my players, a half-elf gypsy girl, really got into the hints about them and was kinda on a vision quest to find her lost elven family, so I tied them in to that. In fact, she's the only one that met them, and the rest of the party thought she had just gone totally nuts and was hallucinating.

    I like to subtly float things by the players in-game and if they seem interested, expand in it, and if they don't, skip it.

    Definitely cut the ixians; as you note there's too much going on there already.

    Of course the svifneblin city is largely a waste of space in the mod; my PCs talked with them but never went and poked around their digs.

    I did some shortcutting with Book 3. My PCs were still reasonably low level and the concept of actually taking on an aboleth city was a non-starter; they did some raids but rather than "fight 'em all" they were able to use a ritual to summon huge worms to devour and collapse the city. Only had to sacrifice a party member for that!

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  4. I forgot about that shadow dragon. It worked our party over pretty good. It had some awesome treasure if I remember correctly.

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  5. Christian: In previous Underdark material (such as the Vault of Drow, etc.) spells like teleport, and for the most part scrying/ESP type spells were for the most part unusable down below. But NB is full of scrying, and includes at least one player map that is based on scrying. So maybe in the Southern Underdark, far from the Drow lands, these are good to go spells.
    Mxyzplk: Yeah, I like the "float by" method too. Maybe I can leave things in and just make them optional as things come up. Finslayer in a dragon hoard does sound better. I was also just thinking of letting the Gnomes have it so I can get it involved earlier. Gnome champion gets a staff, and somebody else gets the sword.

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