Showing posts with label derro. Show all posts
Showing posts with label derro. Show all posts

Thursday, April 7, 2011

Campaigns End





Well, there you have it. Last night we finished up my Night Below campaign. At a bit over two years in duration, it is surely the longest campaign I have ever run. It was cause to party, and I was sucking down the brewskies with the satisfaction of a long run concluded.

No combat went down in the session, although towards the end during the final treasure shares, Krysantha the Drow and Vaidno the Bard seemed prepared to whip out there weapons and throw down, specifically over what to do with the Crown of Derro Domination. That would have been cool; finally a character death, at the hands of another character no less. But they managed to table further discussion on it and leave it with Vaidno for now. I have to say, it was really nice to relax and watch the characters, more vocal with each other than ever, pretty much take the ball and run with it. Some great role-playing went down.

Back at the surface and cleaned up, the characters were taken before the Queen of Tanmoor, Libertine, who had secretly come to town with some royal guards to see what all the fuss and kidnappings were all about. Meeting with the characters and hearing their story, she gave them modest rewards, and each a Royal Medal of Valor.

The group all went to Terry’s long-time hobbit character’s castle on the border of the Halfling lands for a party in their honor, with all kind of food, kegs of ale and wine of the finest hobbit make, and musical revelry. Lumarin the high elf MU amused himself by giving Terry’s hobbit’s children Tenser’s Floating disk rides in lieu of a pony.

Although rolling in dough from the adventures (I think most characters ended up each with somewhere in the neighborhood of 15-20 thousand golds worth treasure, not counting magic items), nobody is truly rich, so there will be plenty of reason for them to set out and adventure again in the future. I have a couple of high level modules in mind I might like to use on them.

But for now, the characters can go on with their normal above ground lives. Vaidno can go visit the tower the Deck of Many Things provided him (along with his 18 charisma), and Terry’s fighter Helena can marry the NPC soldier she got hooked up with in the course of the adventures . What the others will do, time will tell. But all characters have earned a deserved time of rest in the sunlight of the surface world.

Considering that three years ago I was on year 4 or so of gaming retirement (and dying to run games), I consider myself fortunate to have had the opportunity to run a fairly intense and complex campaign for such a great group of players. Most of our games were like little parties, and were big fun. I want to give special thanks to Andy for hosting us at his place; his wife’s backroom workshop (thanks to Andy’s wife Kara are in order as well) which, with its kitchen and nice garden backyard patio, was a nice place to play. For Andy, Terry, and Dan who have been there pretty much since the inception of this group over two years ago, I give wide thanks for being there for the whole ride.

Andy and the wife are probably going to be renting out the back room at some point in the near future, so we are losing the space to play most likely. Our best bet after that for our regular games would have been Dan’s spacious house up on Mulholland Drive, but he is still having construction done on the house and his wife is apparently days away from having her baby. So the games I run may lessen for awhile. A break might be nice, but I’m hoping to put AD&D aside for awhile and do a little of the Knights of the Old Republic thing I want to run. Some more Champions would be nice with just three or four players, and you know I’ve always got my precious Call of Cthulhu in the back of my mind, waiting for the right time to strike from the shadows. Game dreams and hopes galore.

But whatever happens in the near or far future, I’m just damn glad to have been able to run a long and fulfilling campaign. Here’s to more gaming goodness to come! “Excelsior,” as that old bastard Stan “The Man” Lee would say.

Friday, March 25, 2011

TPK in The Night Below





At least that is what I thought it was going to be. I know, false advertising. But in the previous game two weeks ago, the party went straight from the brutal fight in the Kuo Toan Priest Kings palace in The City of The Glass Pool, and depleted in hit point and vital spells went next door to the very Glass Pool itself, within the huge-domed Temple of The Sea Mother, to try and finish the job.

Not only did it turn out that the newly claimed Crown of Derro Domination would not contact Derro from a distance (the nearest ones were across the city), but on the way into the temple dome a stone giant had thrown a boulder, crushing NPC Dia into the negatives. Still, with all that against them ending last game, Andy’s bard Vaidno took up the sword Finslayer from Dia and led the charge into what was more or less the final fight of the campaign. That last game they had defeated the high priest and some others, but it left a couple of characters under Hold Person. They started this game severly down in manpower. Three strong fighters, including the badly wounded Dia, where unavailable for this combat. I confided to Terry a few days ago on the way to the Pub Session, running the held Helena, that she should not be too shocked if she lost this character and could do nothing about it. It was the decision of Andy and the others to take on the temple straight after another huge fight. I thought it would be the death of them.

So much happened in this fight. So much high level stuff. There was not just a couple of giant lobsters In the pool, but a large water elemental as well. And within a few short rounds the entirety of the Kou Toan army would be busting in. The big challenge was the statue of Blipdoolpoolp that the party came to blow up with the dwarvish bomb (their last). The statue was basically an avatar of the Sea Mother, and it was next to invulnerable to almost everything but weapons +2 or better. It also got a deadly bite if both claws hit you (for 2d8 each); if you were held in both claws and the head bite got a natural 19 or 20 on the hit roll, the victims head is taken clean off, and the body thrown into the pool for the giant lobsters to tear apart. Krysantha the drow druid turned into a bird an bravely flew the bomb over to the statue, but attacks from both the water elemental and the now animated statue made it hard to light a bomb fuse. Krys got grabbed up in those arms, and I made the bite roll in the open, telling them that a 19 or higher was the end of the character. I don’t think I have ever seen a roll watched with more baited breath in my life than Dan watching that dice I got a 15 and it hit, but no head off.

Unfortunately, I would get no more chances at the cool head bite. My rolls for the monster, which are usually notoriously good, were not so great. I think I only hit a 20 crit twice at most, and that was for lobsters and normal Kuo Toa. Man, I coulda used that 20 with the statue, or at least a water elemental attack.

At one point Lumarin the high elf MU broke out his magic gong, and summoned the Asian Gong Warrior, who held off some of the tougher Kuo Toa captains for awhile before succumbing to the hoard that was rushing in. Lumarin also had an Invisible Stalker holding back the hoard from another entrance, so plenty of good magical stuff going on. Vaidno used his gem found long ago in a dwarven forge to summon the fire elemental that had promised to help if ever released from the gem, but the water elemental quickly left the pool to extinguish the fire elemental, and hit some of the characters with some pounding wave actions.

By the time Krysantha fell down at zero hit points, the statue was already badly tore up, and when Vaidno’s final blows from his flashing blades (including Finslayer) broke the statue to bits, the kuo toan mobs fell to madness and the battle was over. Not one damn character death in this fight. Wow. I was so sure this would be at least a near TPK. Perhaps surviving characters taken down to the Sunless Sea as slaves for the Aboleth.

We ended with characters headed back to the tower in the Derro Town they previously claimed from the Mind Flayers. So it’s looking like next time will be the campaign epilogue game. They still have to deal with the slaves they saved, but there are still political groups around, including both the formerly dominated Derro, the Renegade Derro the characters dealt with, Avatara and the other drow who took over the Derro tavern (and their gang of Quaggoths), and a few other random bits. Unless the party heads back into the City of the Glass Pool to try and do some looting (although the city is insane right now, it doesn’t mean they won’t have to fight their way around the city; Kuo Toans are notoriously more dangerous insane than sane), it should be a nice and fun game to run. The campaign finale after more than two years. Wow.

Monday, November 29, 2010

Night Below: Murder Below




We are finally in the home stretch of this Night Below campaign, which is getting close to the two year mark. I’m guessing we have about two games to go. I could easily have stretched this out. The Derro town urban location I created as a last stopping point before the City of the Glass Pool could have provided a ton of role-playing opportunity, with its marketplace and slave trade and all. All sorts of humanoid types mixing it up there. But with the previous game more or less being one giant waste of time (taking place almost entirely in a small cave two characters were recovering from going into the negatives), I feel I should not dilly dally. Personally, I am starting to feel a bit burnt out on running AD&D. Not for good mind you, I just want to spend the upcoming year focusing on a Knights of the Old Republic campaign, and maybe a bit more Metamorphosis Alpha and some Champions. I need some quality time with a game where players cannot argue with me on every point.

I’m going to do a long post with my final thoughts for posterity on this setting when the campaign is over, but for now I’ll say that it is not just challenging and often brutal in terms of combat, but is also a bit of mental grinder. Besides the oppressive underground setting, there are around half a dozen mostly neutrally aligned tribal forces that have to be dealt with, either through some kind of appeasement or with a huge fight. I see online that there have been groups that have had campaigns go for the better part of a decade with this module. Sheesh, good thing I am stopping with book 2.

So in this game the party carried on, meeting and counseling with the group of Derro Renegades who oppose the Mind Flayers who have enslaved many of their people. Jump ahead to the party going into the Derro Town, meeting the few allies they have there, and making an assault on the Mind Flayer tower where the Crown of Derro Domination is supposedly held by an Illithids. If it is there or not, the group decided that if they were going to assault the City of the Glass Pool, they didn’t need this place at their backs with evil reinforcements. So we ended the game with them beginning assaulting the tower, and the giant Derro cavern rocking with explosions from the Renegade Derro causing distractions for the party.

OK, but the most significant thing that happened this game was while among the Renegades. The Renegade leader had offered to purchase the party captive, Prentyss, the young female thief member of the slaver group from the previous couple of games (and a group that, with the exception of the added NPC Xavier, was a set encounter in book 2 of the module). Yet another argy bargy started (see last game for an example of such) over what to do with Prentyss, but Krysantha the Drow put an end to debate about the teen girl by taking her scimitars and murdering the helpless thief in front of all. It was kind of a chilling moment. I tried to give the other players a chance to do something, but with the Githyanki ally I had Paul (of Lily fame) running also ready to kill Prentyss to end arguments, there was not much they could do.

Let’s talk about big Dan and his drow character Krysantha for a minute. Dan is a big beefy dude from South Africa (white guy) who has also lived in Australia for a long period. He is an international businessman with his own internet-related company (and he lives up on Mulholland in a big house with a view and a hot wife, so I’m guessing rich or on his way to it). He has also worked in the past with some kind of mountain rescue, and you can for sure picture him coming down a mountain with a fucked-up hiker over each shoulder. Dan was one of our group’s original players along with me, Andy, and Terry. He is a funny guy, with a great enthusiasm for the game. Dan also justifies what I would call “powergaming” as just letting off stress and getting some escapism, which I truly believe. He is by no means a problem player as a person, but his character Kryantha has gotten my goat a few times in the past.

When we started this group I was just off of a more or less 7 or 8 year gaming hiatus. The year or so leading up the formation I was dying to do some gaming, but didn’t want to seek out other groups because I wanted to run my own games (plus I wanted to pick and chose the type of people I would sit for hours with and pretend – you know what I mean). So when we got together and my players base turned out to be pretty cool I was tickled pink. One of those side effects of the pink tickle was that I was pretty open with what I was going to allow for characters. Thus came Krysantha.

Krysantha is a female drow, and a fighter/druid. I didn’t really look up drow in the Unearthed Arcana to refresh myself on them before I said “OK, you can have one”, nor did I think of the power gaming ramifications of a female drow (females being the more powerful of the species) combined with fighter prowess and druid spell ability. Ultimately, this turned out to be a powerful character. How much of this did Dan count on? I dunno. See, in the 90’s I ran tons of games of all kinds for a couple of different long-term groups. Most of these people had at most a little bit of gaming experience. So they took what I had to offer without much complaint. Sure, somebody would occasionally point out an inconsistency or something, or ask for something for a character that was out of line. But for the most part, as long as they were having fun they didn’t care how the sausage was made. This is how I got in the heavy (and lazy) habit of house ruling so many things.

Well, as it turned out, when I got these much more experiences players for this latest group, I had house ruled myself into a corner. Both Dan and Andy had a lot of gaming background, and had played under different kinds of DM’s. This did not fully gel with my laid back style, but over time they mostly acclimated. Andy especially has stopped being a pain for me almost completely with this stuff. I think he now gets how I do things, and approaches things a bit more in a way that is more enjoyable to me. Dan as well to a degree, but there is still a side of me that sees the big guy as a shamelessly powergaming bastard. And I made it all possible.

But hell, Dan is fun and really into roleplaying and I would not give him up for anything. But his actions are still a bit frustrating. Before this last game, he emailed me saying he would like to change Krysantha from lawful neutral to neutral. “Oh brother” I said, “he wants to be more difficult with the character now.” That hasn’t panned out yet, but to avoid more argument against his characters wishes, he committed murder on a helpless (and not fully evil) captive and his neutral status prevents any kind of forced alignment change. My call, because Krysantha claimed to have done it for the good of the group (whereas I think Dan just wanted to kill something).

Anyway, it sets up an interesting dynamic. Big Ben’s Lumarin the high elf is lawful/good. Terry is neutral/good (actually, I think neutral with good tendencies), as is little Ben’s Ormac the gnome. Andy’s bard Vaidno is staunchly chaotic/good. I think the shock of this murderous act was palpable for a minute or two. Personally, I had more I would have liked to do with the Prentyss character in the future, but a part of me was glad because her death made a couple of things easier on me (like I didn’t have to have her boyfriend Xavier and friends try to bargain for her release).

But what next? These basically good characters could not really do much about Krysantha, even the lawful Lumarin. I mean, Krysantha is a deadly character with her two magical scimitars and all the rest. Plus they are in the “belly of the beast”, so to speak. More dissension in the group at this juncture could result in a total party kill. But considering this was a basically evil act, the good PC’s are unlikely to associate with the drow once this is all over. Also there is the party NPC, neutral/good ranger Dia to consider. She was obviously miffed at Krysantha for the blatant murder, and she carries the sword Finslayer. Finslayer, besides being and anti-Kuo Toa weapon, is also anti-drow.

The “epilogue game” after this adventure is going to be a hoot. That is, if they all survive the next couple of games.

Thursday, November 11, 2010

All that in-game argle bargle




After several weeks we managed to get back to The Night Below. Until last night I figured it would be maybe three games to finish this up. Now I feel I could not have been more wrong.

I can’t say it wasn’t fun. It was a mostly role playing session, with a short bit of combat at the end. But it was not meant to be hugely talkative, because in this game I expected the group to meet the Derro Renegades, and then spend around half the game in the Derro Town (the last stop before The City of the Glass Pool). I’m no railroady DM though, so things rarely pan out the way I would like, especially in relation to the amount of time things take.

I have a group where the players are all often of a different mind about things with each other, and it is for sure like that with the characters. Not generally especially argumentative with each other, when it comes to the handling of captured NPC’s or treasure they can argie bargie (using the terminology of my Scottish parents; “argle bargle” counts as well) up a storm.

The thief member of the slavers that were fought (to a standstill more or less) last game was charmed by Kyrsantha the drow, so she returned at the beginning of this game from running away from the cave-in. Two characters, Big Ben’s Lumarin the Grey elf MU, and Terry’s Helena the human fighter, were at negative hit points and therefore pretty damn jacked up. The slaver’s young thief Prentyss was then taken into custody (but treated friendly at this point) and the group backtracked a few miles and found a perfect side cave to take the several days rest required for the negative hit point nellies to recover. On a side note, Helena was negative 8, and it had been a long time since anyone in my game was that bad at such a high level (Helena has around 50 hp). My impulse is to at least have some minor crippling of some kind, but that is always tempered by the fact that D&D isn’t really set-up for that. In the long run, I didn’t have anything be wrong once the time period went by, although I am likely to give her a minor thing next game, like a minus 1 to the strength in her shield arm or some BS like that.

Anyway, let the hours-long never ending argle bargle commence. Ultimately, both Kryantha the drow and Lumarin the elf felt fairly harsh measures where called for. Not killing (I think), but at least stripping Prentyss of her stuff and sending her off alone into the Underdark. Now, both these characters are lawful in alignment (Lumarin lawful good; Krysantha lawful neutral) and it seems that the last couple of games I have to constantly remind them. I’m like “If you are going to choose a lawful alignment, fucking own it! I didn’t make you choose that alignment.” Man, nothing is more tiring than fretting over alignment issues. The people that don’t use them for sure have a point.

It seemed like they were ready to send Prentyss away to the surface world along with an Invisible Stalker escort to protect her, despite the now uncharmed and tied up Prentyss telling them that gang leader Xavier has a map of the City of the Glass Pool and would probably trade it for her. It really seems that both Lumarin and Krysantha are taking out a lot of their anger at Lily for her betrayal last game on this thief NPC. It all smacked of chaotic actions to me. Even ol’ chaotic good half elf bard Vaidno has become a voice of reason aimed at these guys. Only Vaidno, Helena, and Ormac the gnome seem to not have become bitter at the heavy experiences they have had in the Night Below.

Dia, the NPC ranger and bearer of Finslayer the anti-Kuo Toa, Aboleth, and Drow sword, finally spoke up, and the sword demanded that Prentyss be kept as a useful hostage. Finslayer only cares about what will help the goal of destroying it’s hated enemies. Meanwhile, both Lumarin and Krysantha seem more bottled up with their own vendetta’s against a couple of young female thieves than in destroying the true evil power in the area. In this game for sure they seemed somewhat unlawful to me. Both Ben and Dan are stone sure they are correct in their thoughts and actions (and I have to admit that it is often hard to figure out what is supposed to be coming from the characters, and what is being vented by the players themselves. Here is where it starts to feel like work).

So it is decided that they will take the hostage Prentyss along with them. So begins the hour long bargle over who gets what out of Prentyss’ belongings. Hoo boy, another long spirited debate. At one point Andy was yelling at hard-headed Dan here, and it was a comfort hearing somebody else having to raise their voice at the sometimes obstinate and power gaming Dan.

Poor Paul. Paul is a young guy who came along late in the group, and had no tabletop experience before (although he had lots of D&D type video game experience, such as Neverwinter Nights). He turned out to be a great roleplayer though, and his actions as Lily last game netted him more experience than anyone else has received in one game in this group. Just outstanding stuff. Paul got a kick out of all the trouble Lily was still causing in the group despite having run off with Xavier and gang, but lets face it; sit around for three hours listening to the arguing with no character present is tiring, and finally he was picking up his stuff and ready to book. But I had him stay, and for one little combat encounter with a Derro patrol I had him show up with a Githyanki NPC to run and join the party. In the little bit of time we had, he got right into the character (he had Githyanki experience from them being a major plot point in one of the Neverwinter Nights games).

So there we had it. A spirited game, but one that had way to much in the way of debate. Fun on one side of the coin; exhausting as the chapter in LOTR where they all argue at the meeting in Rivendell on the other side of the coin. Just in the spirit of getting the campaign to a conclusion sometime this millennium, I am going to have to cut these debates short, putting some kind of 15 minute time limit on any subject on the table. It was a special case though, in that they all spent a week in a small cave, and that added to the slow down in game play. I’m hoping we can now move into a nearly all combat phase of the campaign finale. In those brutal and deadly last hours of the campaign, these guys are not going to find me to be the softy, pushover DM I tend to be just for the sake of shutting people up.

Time to pump it up a notch.

Sunday, January 17, 2010

Tweaking The Night Below continues

As I mentioned in previous posts, I decided that in this second year of our 1st ed. Campaign I would send the characters down into the epic Night Below setting.

With the campaign on hiatus during the holidays, it was nice to get back to it. But I am a bit nervous having committed to this. It’s a big adventure. Besides all the wandering monsters and natural dangers, there are a lot of set encounters on the way to the Sunless Sea of book three. Warring Quaggoths and Hook Horrors, Temple of Jubilex area, Derro colonies, and then the assault on the City of The Glass Pool itself. I rarely run city assaults in my D&D. It’s usually pretty small scale.

Tweaking things in the books is going to continue for two reasons. One, I don’t want this to take another two years of game time. I want to finish this by some time in Summer. Two, these characters are not going to be the suggested level several games from now when they have to assault the Aboleth city in the Sunless Sea. The books recommend being somewhere between 11-15th by the final battles, and the highest characters are around 8th right now. They’ll hit 9th or 10th by then no problem, but that’s about it. So the importance of allies, treasure, etc. will need to be tweaked.

I haven’t exactly memorized the stuff to come (especially in the 3rd book), so I am taking it “one day at a time” as they say, with a bit of an eye on the future. I have completely eliminated the Rockseer Elves, and I am putting more importance in the help from the Deep Gnomes. Though they don’t offer a ton of help in the books, I am making them a little more open to being a safe place during the players adventures. The gnome city has a flux point, so that when the players get to deeper areas they can come back for a rest if necessary, plus have access to the surface if they need an extended rest.

One problem in this last week’s game was that the guy running a gnome character has had to leave our game group, and his character was a lot of the inspiration for taking this direction in the campaign. Carmeneran, the deep gnome queen, was going to give him the Gnome Champion weapon and everything. Now that is a no-go. So here are the characters remaining to carry on the quest.

Krysantha: female drow fighter/druid raised by the druids of the Northern Forest. Self-righteous with a vengeful sense of justice.
Vaidno: half-elf Bard from Tanmoor. A city boy who seems at home in dungeons and dangerous places. Never met a girl he didn’t try to “nail.”
Helena: young girl fighter, raised by her soldier brothers in River City. Sword and shield is her passon. Recently fallen in love with local soldier, who is tagging along on the adventure.
Lumarin: Grey elf magic-user from far north.
Lily: a local girl, magic-user and thief. Reputation as a ho’.
Dia: NPC and teenager ranger girl. Some characters recently discovered she is the daughter of famous Woodlord Arcturus Grimm, though have not told her yet.

So in this week’s game the group enjoyed a party thrown by the gnome they saved in the caves above, before being sent to destroy some local trolls (lead by an Ettin) by queen Carmeneran. Just as in book 2, she wants to test them and their power before agreeing to be more help in their quest.

Mind you, the troll caves are way more complex and populated in book 2 than what I am doing with that section. Instead of two or three actual tribes of trolls, I just have a band of a half dozen of them, lead by an Ettin named “Two Mug.”

By the time they got to the first large cave, we had less than an hour of game time left, so we only did a fight with the first three trolls, who were hanging around that first cave. They had actually planned to use a bunch of oil to burn any trolls who they found, but they cave was way to damp to actually try Molotov action with the oil flasks (which I always resist anyway), so it was more or less a straight up fight. The party was more than a match, as Lumarin cast enlarge spells on Helena and Dia (making for a pair of 10 foot tall broadsword girls), and Krystantha managed to catch one troll in a Snare spell, basically making it helpless for slaughterin’.

They killed the trolls, and managed to get enough oil lit to stop the regeneration. We ended right there. I will pretty much start the next game with the Ettin and the rest of the trolls charging in from the adjacent cavern. With little time for player advance strategy, that should be a pretty decent fight. By the end of that game, the group should be on the “road” to The City of the Glass Pool.

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.