Now that the long campaign is over, I can talk about some changes I made to the adventure as presented in the module, and some of the reasons I made the changes. I doubt many people are going to take up a super-long campaign with this (one campaign I read about started in the 90’s and well into the current decade – something like 8 years including all the book in the module) at this point, but you never know.
Some of the things I read online when I started the campaign were how players were pretty sick of the oppression and the simple hack and slash of the adventure as it proceeds to the City of The Glass Pool. By that point, role-playing was mostly confined to interacting with a variety of evil and neutral tribes of creatures in the Underwilderness. But in reality, it was I who was getting a bit tired of throwing things at the party in the same setting again and again for two years. So some of my change-ups were not just to save time, but to give me a little variety. Here are some of the things I did, for posterities sake if nothing else.
*Time saving: I think this is key in TNB. This campaign takes people years and years to finish, if they don’t get fed up with it by then. I didn’t want to make a lifetime commitment out of The Night Below. So I cut corners as much as I could even though this particular campaign did not include Book 1 or Book 3. Even with an eye towards time management, this campaign has gone on for a bit over two years. We play for around 3-4 hours twice a month, so if you play a lot more than that then time is not that much of an issue for you. Many of the changes I made in this module cut down on some of the challenges, but they saved months worth of sessions. Where I did remove or tone-down foes, I tried to compensate with other, less time-consuming challenges.
A Sketchy Timeline of Changes
*I bought a used Night Below boxed set on Ebay several months into a casual campaign that had PC’s working for a caravan from the big city of Tanmoor. This caravan was travelling to the southernmost frontier towns of the Tanmoor Kingdom. Ultimately, the players planned (through the urgings of the young ranger NPC “Dia”) to go to a classic dungeon crawl further south in the Hobbit lands. I switched things over then to a Night Below campaign instead. Because much adventure had been experienced in the villages and towns of the south, I completely skipped the Book 1 portion of the module. I literally used nothing from that book. I just had the party come to the largest town in the area, and discover that spell casters and others were being kidnapped wholesale and taken to caverns down below. Two of those kidnapped spellcasters would be new players Big Ben and Paul’s characters, who appeared in the clutches of hungry, stew-making Gnolls in the upper tunnels when it was time for them to join our group.
For little Ben, a player who had played a bit more than Big B and Paul, I came up with some cool stuff for his gnome to get him involved. Mainly, a sub-surface sort of panic room below town that his great uncle had built hundreds of years ago, and below this was found “SouthGem,” an old abandoned surface gnome town from ancient times that a family of gnomes from up north, The Toolos, were living in and studying and restoring. This not only gave the gnome character some gravitas, but having some things in the sub-surface area before the underdark as a buffer to the isolation below added a little color, and possible places to retreat to and rest without having to go all the way up to town.
* I added in surface town encounters with a party of drow (travelling incognito). This party, led by a drow city ex-pat named Avatara (is an NPC I have used on and off for decades) encountered a couple of the characters a bunch of games ago. They are still around the area, and have been on a mission to explore the ruins of the drow city at the Sunless Sea in Book 3. With the PC Krysantha being a drow, and The Night Below lacking in the presence of dark elves, I thought it would be interesting to have this group lurking around.
*I totally threw out the Rockseer Elf part of the adventure. Yes, I know they are a big part of it as written, but I just did not want them and their baggage involved in the game, nor did I want them to become a part of the surface world as the end of Book 3 would tell you to do. So Rockseers, including their magic items, artifacts, and bickering NPC’s are nowhere to be found. Sure, they could be around as they are, but I just don’t involve them. This saves a bunch of time (at the point in the module you encounter the Rockseers, you need to backtrack many days to go to their area), though not using them deprives the players of an opportunity to have an 11th level MU, with an enhanced set of boots and cloak of elvinkind, assist in the attack on the City of the Glass Pool.
*Deep Gnomes – I named their city Blingdenblang, and I gave them a much larger role than depicted in the module (to make up for removing Rockseer Elf involvement). They are a little more helpful, and Queen Carmenaran friendlier to them (though no less paranoid about being invaded by the evil below). They provide the usage of a flux point, and also offer up a certain amount of hospitality. I had the party save a royal engineer of Carmenaran’s from certain death at the hands of gnolls (they ate his legs), so his influence helped the party be accepted as well. I still had the gnomes a bit afraid of giving themselves away to the deadlier races down below, so they offered very limited access to the flux point (the party could only use it two or three times). I had to expand the city a bit one night when Paul’s thief/MU Lily went out to burgle a building. She snuck into a building and climbed some walls, filching from a chest in a room some gold and gems.
*I played down the big troll tribe encounter near the gnome city, and instead just had it be a small encounter with several trolls. Cutting back on this encounter probably saved at least one game session, while still providing a nice troll fight and a favor being done for the gnomes.
*No Grell! I threw out this encounter in its entirety. I really don’t like the Grell as a race or as a monster. For some reason the Grell also seemed sort of out of place and alien even for the Underdark. I really wanted the Illithid, Aboleth, and even the Kuo Toa to be the weirdest races down there. I substituted this place as a Dire Corby hunting ground, where at certain times intruders could expect to fight a “murder” (as flocks of crows are called) of them upwards of 100 at a time. As the PC’s slew around 80 of the beasts, they would cease to be a problem for anyone who passed by for some months.
*There are two encounter areas that I used almost completely as-is by the book. The first was the hook horror/quaggoth and Rakshasa areas, and the second was the Roper/Xorn areas. As usual I did fudge treasure a bit, plus I also decided these areas would have been outpost areas for the drow city on the Sunless Sea left over from its doom several hundred years ago. I included some faded drow artwork and writing on some walls, including a magical portrait of Pajarafane that had the illusion of movement and realism cast upon it (similar to the portraits in Hogwarts).
*Pajarafan/Finslayer: The only thing I changed about the historical ranger personality of Pajarafan was to make him instead a female from the past named Pajarafane. Finslayer was looking for a neutral good ranger over any other kind of owner, and the only individual that fit the bill best was the young NPC ranger Dia. I did not make Pajarafane a female to coincide with this, but it all made sense once Dia got her hands on the sword. The drow Krysantha at one point declared that Dia was the spirit of Pajarafane returned, but that was not my intention, and still might not be the case.
*Clovis the Underdark Ranger: I included this NPC as a sort of appearing/reappearing guide who could give guidance and information when I needed such things given to the players. I had thought about Underdark Rangers for a long time, so this was a chance to use one. Clovis turned out to be the son of famous ranger and Woodlord Arcturus Grimm who lived in the southern lands above currently. Both Clovis and Dia are children of Grimm (Dia only recently learned all this. Could Grimm be a descendant of Pajarafane?) Clovis was never meant to fight in the City of The Glass Pool. Instead, I have him mainly being concerned with trying to save slaves during the chaos of the city assault. His entire purpose as set up by Arcturus Grimm is as a friendly observer who can offer aid when possible, but otherwise sits on the sidelines.
*The party encountered a raiding party of Minotaur’s (from my using The Old School Encounter Reference for encounters instead of the books). When Krysantha the drow druid changed into a bat to go see where they came from, I went ahead and included a Minotaur maze city hidden a few miles off of the main passage. Krysantha did not look into it further, so I did not have to wing further encounters off of that. That would make a nice mini-campaign sometime in the future (because I think the maze city idea is hellacool).
*Book 2 really plays up the Jubilex shrine area, and seems to think it is an obligatory encounter. It isn’t. The party fought the Rakshasa (actually, they left him alone for ownership of the Deck of Many Things), the high level deranged magic-user, and some of the jelly/ooze overflow, but had no intention of going into the temple. I suspect a lot of players would avoid it, even if they suspect there is treasure. Nobody likes dealing with oozes. I think knowing about it, and hearing some lore about it, was more interesting than actually having the players go in there. The party bypassing it probably cut down on yet another session.
*Mixing up the Slaver attackers near the purple worm area: the diverse party of high level Slavers is a cool encounter and a brutal fight. On top of that, I added the character Xavier as leader. A high level fighter/thief, Xavier was created by Paul so his character Lily could have a bad man in her past. The module had this group attacking to kill in very brutal fashion. I found that silly considering these were slavers looking for more slaves to sell for top dollar. So I held off of the major killing attacks at first. That made the encounter less dangerous, but it was still a big challenge. Two characters were left in negative hit points (fighter Helena and MU elf Lumarin) when this fight ended (more or less in a draw, as the roof collapsed from all the powerful spells going off), forcing the party to find a side cave to rest in for a week (they had no access to high level cleric heals and such).
*Derro Town - Adding an urban location in the derro area, whatever the size, is a must. I like that this part of the Underdark (the southern Underdark in my world) is a wild wilderness compared to the northern Drow/Illithid/Cloaker empires, but the long-term isolation and oppressive surroundings are a bit much for player and DM alike. The module would have players travelling to the surface world again and again to restock supplies (and train, which I don’t really require) and rest, but I figure that an underground trading town near the City of The Glass Pool provides some shelter and stocking of equipment and scrolls and such when they need them the most, assuming the party does not just attack all the evil things. So I had a small mind flayer tower on a hill at the center of town, and several hundred derro (some of whom are under the control of the Crown of Domination) run the towns establishments.
Besides the Illithid tower (usually manned by a couple of mind flayers plus Zanticor the main mind flayer visits often. Also, a troop of ogre and troll guards are on the first level), there is a derro tavern (a large building open to all races who can pay), a brothel made up of various slave girls, a road house with rooms for rent, and a street market with food, supplies, animals, water, and even a group of derro dealing in scrolls and magic supplies. As long as a party of adventurers doesn’t draw undo attention, this is a great place to rest and resupply. Also, characters may just want to assault the tower and kill the mind flayers, which would cause some chaos in the town. In my game the party negotiated with the derro renegades so they would cause various distractions (cave-ins and explosions) on the outskirts of town so they could assault the tower with little interference. After all that, the party used the tower as an HQ, and a place for freed slaves to be safe while the party attacked the City of The Glass Pool.
*The Froghemoth – I never really got to use this behemoth that originally appeared in the Expedition to the Barrier Peaks. Nope, there is no Froghemoth in the Night Below material. But I thought it would be nice to have one around in case I needed just one last dose of possible death to hurl at the party. I decided that Kuo Toan priests could control its actions through special flutes (made from fish bones). They would keep it under the Glass Pool in a large water chamber, to be released under one of two circumstances: Either when the statue of Blipdoolpoolp was defeated (which they didn’t think would ever happen), or if I needed another big encounter and could have priests lead the Froghemoth into the next big cavern to attack the players tower, which would have been a cool set-piece. As it was, I had the creature appear after the fight with the statue, and the players booked right out of there. So never got to use it (although it will still be down there amidst the chaos of the broken Kuo Toan city).
If you’re a DM planning to use The Night Below (either for 1st edition as I did, or for it’s intended 2nd edition) and want more details, just search my blog for “Night Below.” My players discovered my blog late last year, so around then I’m a bit less open about my inner thoughts, but still there is a lot of good detail and ideas within those posts.