Endless Night (GM Reference)


Second Darkness

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Hopefully others can use this thread to clarify questions arising in this adventure. If you happen to see another thread, please link post a link in this one to try and keep things tied together.

Chapter 1: Shadow in the Sky
Chapter 2: Children of the Void
Chapter 3: The Armageddon Echo
Chapter 4: Endless Night
Chapter 5: A Memory of Darkness
Chapter 6: Descent into Midnight


And on it's way!

Remember, if you see anything that would be beneficial, link here or vice versa.

Enjoy


Is the Mothman being CR6 incorrect?

Contributor

Repairman Jack wrote:
Is the Mothman being CR6 incorrect?

Yup, that's right. He's got pretty average hit points, AC, attack bonus, for a CR 6er, though his damage output is pretty low. For the most part, he's not so much a slash-slash-kill-kill monster, but more of a fly around and mess with your head guy. He's a good creepy GM tool too with the open nature of his Agent of Fate ability. But yeah, CR six should be good. Just Wikipedia him if you want some ideas on how to make him really creepy!

Sovereign Court

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Modron wrote:

I've just finished reading Endless Night AP adventure and I can say it's one of the adventures in Pathfinder's APs I've enjoyed the most. I couldn't stop reading, it was certainly enthralling. Congratulations. ;-)

Anyway, there was something that caught my attention and that hasn't showed up here (at least I haven't read it). Drow wizards are really healthy guys... Have you noticed?

Page 31. Erdrinneir Vonnarc -- wizard 10 -- hp 49 (9d8+9)
Page 35. Vonnarc mage -- wizard 6 -- hp 49 (9d8+9)

It seems Safan Domvesia lent her hit points to all male drow mages of Vonnarc ;-)

James Jacobs wrote:

Hmm... yeah. Looks like a three NPC hit dice in there got messed up. Correct HD and hp would be:

Safan: hp 63 (9d10+9)
Erdrinneir: hp 36 (10d4+10)
Vonnarc Mage: hp 16 (6d4)

Although honestly... giving the drow wizards more hit points is actually not a bad idea.

I like keeping all of the errata together - a one-stop shop, if you will.


thanks, Honestly I really do appreciate the effort you put into this on the forum. Keep up the good work. It saves the DMs out there alot of headache trying to track down all the errata on the forums here.


I've been reading through this adventure and I have a couple of questions.

1. Am I wrong or is the 1st floor of the wizard's tower map missing?

2. When the PCs go meet with the drow wizard woman (I forget her name off hand), it says they meet with her after event #4. I can't find any event #4. There are 3 events that I could find, and then it skips right to the meeting at the wizard tower. Is there an event missing or is that a typo?

Contributor

P.H. Dungeon wrote:

I've been reading through this adventure and I have a couple of questions.

1. Am I wrong or is the 1st floor of the wizard's tower map missing?

It's part of the House Vonnarc map n page 20.

P.H. Dungeon wrote:


2. When the PCs go meet with the drow wizard woman (I forget her name off hand), it says they meet with her after event #4. I can't find any event #4. There are 3 events that I could find, and then it skips right to the meeting at the wizard tower. Is there an event missing or is that a typo?

That should be event #3. Event #4 met a fitting demise on the cutting room floor.

Dark Archive

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Mr. F. Wesley Schneider had some very helpful insights that may need to be on this thread, spoiler tag for length.

Spoiler:

Mary Yamato wrote:

I can't predict if they'll bite or not. I rather suspect they won't, because the chance that they'll be detected goes up *so* much if they are in daily close contact with the drow.

Even if they do bite, though, they have no way to know that persevering in the service of their House will get them what they want. It's the wrong House, after all, and drow Houses are very secretive, so why should anyone there know what they need to know?

F. Wesley Schneider wrote:

If the PCs don't want to go with Gadak and join House Vonnarc, let them go. House Vonnarc's role is not meant to be the place the PCs go to learn about the Azrinae plot. Rather, and although it might not look like it at first, House Vonnarc is meant to be a shelter in the storm.

If the PCs want to bumble about a vast alien city with no guide, let them. They should quickly learn that the residents of Zirnakaynin are far more suspicious of strangers and far more hostile to no-bodies than they are to those that are the property (and thus protected) by their city’s noble houses. From poor drow looking for their big break, to slavers willing to pick strong specimens off the street, to nobles hostile against those who don't offer them immediate obeisance, seemingly everyone in Zirnakaynin is hostile - the PCs are strangers in a very strange and deadly land. If they need to find this out first hand, fine - great! - it likely gives you more of a chance to drive home the sinister, deadly nature of the drow and lets you get a little more use out of the Zirnakaynin article. Give the PCs a few days to have some close calls, maybe even have someone grow real suspicious of them, maybe even get attacked a few times. Then have Gadak come back. See then if this schemer's offer of comfortable service - and a bed - does seem more appealing.

The idea that the PCs' chances of being detected increases in the drow house is certainly a way of thinking, but I don't buy it. As servants to a drow house, the PCs have a story, they're somebodies (they're servants to a drow house). Gadak also pulls a few strings to get them in fast - he's a keen one and thinks he might be able to use the PCs. Out in the crowd, though, the characters are nobodies. In the city, the con-artists and criminals don't know them, they're well armed and capable but come from no where, they're probably never seen apart, they have no house allegiance, they're probably asking about things they have no right to ask about (and that every non-noble drow knows to keep their noses far away from), and their stories are likely full of holes - there's something fishy going on with them. It shouldn't take long for the PCs to catch some cunning drow merchant or informant's curiosity. In Zirnakaynin, where there are secrets there's profit to be made and power to be had by finding out those secrets. Remember, Zirnakaynin might look like a city, but it's a wilderness, and the PCs have two options: fit in or die at the hands of a powerful and utterly paranoid magical society. If they're going to survive in the city they need a cover and Gadak offers them a damn good one. If they don't want it, the Zirnakaynin article offers a variety of locations and NPCs the PCs might be able to fall in with, but none that gives them more flexibility and clout than that which they'd find with House Vonnarc.

Remember, part of this adventure is about culture shock. If the PCs parade right into Zirnakaynin like they're walking down the streets of Riddleport, they're going to stick out just as surely as you or I would walking down the avenue of Elizabethan London - we might be able to blend at first glance, even know the language, but the culture and nuances of that society are completely foreign and learning the ropes take time. And in Zirnakaynin, any sign of weakness draws the wolves.

As for the PCs joining House Vonnarc as a way to learn about House Azrinae, I don't expect any group will be doing this. When the PCs get their first offer to join up with the Vonnarcs, they simply don't know enough about the city and the noble houses to know who might benefit them, and even as they do learn more it's obvious the Vonnarcs and the Azrinaes are different families (though, learning that the houses were once close allies might coerce them). Regardless, again, the role of the Vonnarcs is to serve as cover for the party and a way to put the PCs in the places they need to be learn about the Azrinaes. Every errand to the market, every trip to Rygirnan, every escort through the city becomes an opportunity for the PCs to ask questions. The PCs' investigation into the Azrinaes is not scripted in the adventure as there's no way to tell what route it might take. That's what the city article is for, though ultimately they'll probably find out little more about House Azrinae than what's in that same article and snippets from the adventure background. Later, it's mere happenstance that Alicavnis takes note of the PCs and tempts them with the information they seek. But for a party who's been trying to run their own investigation, all while fulfilling the duties that are keeping them alive in a hostile evil city (in which they have limited time), it should feel like a god send. In fact, though, it's just another manipulation, but a mutually beneficial one should they survive it.

Mary Yamato wrote:

It seems inevitable to me that a proactive PC party will raid Azrinae, looking for the information they actually need.
Which will be unfortunate, as that will have to be made up from scratch. Azrinae is supposed to be mostly abandoned but heavily defended. Frankly, I don't feel up to designing it from scratch. And by this level, it is not feasible to give the PCs a quick warn-off; their resources are very extensive.

F. Wesley Schneider wrote:

House Azrinae is undoubtedly the Mount Doom of this adventure. The PCs cannot infiltrate it. The description of House Azrinae on pages 49 and 55 are meant to convey that a legion of drow, demons, and magical whatever-you-wants guard the house. The PCs can certainly try to attack or infiltrate the place, but they should fail - that is, of course, unless you want to design House Azrinae yourself, in which case, go for it. You can bet that Zirnakaynin's house of antiquarians have faced more formidable assaults and more skilled infiltrators that the PCs, and have done so for literally centuries. On top of this, Kardinnyr Azrinae is obsessed and paranoid, even for a drow, meaning that the house's defenses are even greater than usual. If you as a GM don't want the PCs getting in, they're not getting in.

How is this not heavy handed? Easy. The drow are smarter than the PCs. The drow are also smarter than us as GMs. This gets into the realm of GMing characters with smarts no human - and certainly not you or I - will ever attain. The whole drow race aside, the members of House Azrinae are the scions of a several millennia-old family of paranoid magical geniuses. They've been engaged in a subtle war with who can say how many other millennia-old families of paranoid magical geniuses for centuries, and they've not just survived, they’ve flourished. On top of this, they're scholars and secret mongers, and not just the best in Zirnakaynin, but out of all the drow in all the Darklands. And on top of that, they have essentially unlimited resources. And on top of that they have a vault of magical antiquities unparalleled by any other family in an entire society of insane, evil, demon-worshiping, geniuses. So yeah, they’re pretty badass.

Thus, if the PCs want to sneak in, they're detected. How? They'll probably never know. If they want to attack, they're bested. Why? Because the drow and the armies of the Abyss are infinitely better prepared. If they want to magic their way in, their spells fail, misfire, or have unanticipated effects. Why? Because paranoid Azrinae matrons sought to guard their homes against exactly the spell the PCs are trying to cast centuries before the PCs' grandparents were born... not to mention that now any number of insane drow artifacts and ageless demon sorcerers are now charged with buttressing the Azrinae defenses.

Sounds pretty frustrating to be a PC trying to do this, right? Yeah, probably would and will be. As a GM, there's an important line to walk here. You've got to deny the PCs what might seem like a very likely goal while keeping them from thinking that their task is hopeless or - in a more metagame sense - that you as the GM are against them. Most players who have a long term and trusted rapport with their GMs will likely immediately know that their GM isn’t just trying to screw them to be a jerk, and start looking for other routes. If this isn’t the case, the GM has to be hardcore, with kid gloves. Deny the party, but don’t over do it. Show them that the Azrinae forces are beyond their power, but don’t kill them outright just to make a point (that’s no fun for anyone). The PCs might see either a flight of winged demons or drow who are attempting their own test of the fortress’s defenses, get utterly obliterated. Maybe as the party nears the noble house an empowered DC 35 ray of enfeeblement targets all of them, nailing them each as they get close. When an attempt at teleporting into the house fails, perhaps a powerful succubus sorcerer appears to gloat and tell them how foolish they are for even trying. The point of all this should be to let the PCs know that they’re not getting into House Azrinae without help. That way, when eventually Gadak comes back and offers them a place near the leaders of House Vonnarc it shouldn’t take a great stretch of imagination to think of why they might want an in with such influential sorts.

Remember, part of the craft of being a GM is making the PCs do exactly what YOU want while believing that they’re doing exactly what THEY want.

Mary Yamato wrote:

My other difficulty is that if the PCs do obtain the information, they will tend to go after Allevrah immediately. We had this at the end of RotRL #4 too. The PCs knew who their foe was, and other than levels, there was no reason not to strike. But RotRL #5 and SD #5 both require the PCs to diverge from this plan and for reasons that are not obvious to me. (The premise of RotRL #5 is that the PCs will obtain essential tools by digressing. Unfortunately the AP structure, meant to allow the modules to be run...

F. Wesley Schneider wrote:

There’s a simple reason for why the PC’s cannot go straight after Allevrah. They don’t know where she is. Well, they have a name, but where is that? And how the heck do they get there? That’s the big purpose of “A Memory of Darkness,” get the back story on what’s going on with Allevrah and find out how to get to her. “Endless Night” tells you that she’s in a cave in the Darklands – great, that narrows it down a lot. “A Memory of Darkness” happens before you find out the street that house is on. Its page 8 of “Descent into Midnight” that allows the PCs to learn even the general location of the Land of Black Blood, and page 9 gets the PCs a map straight to the place. Remember, the Darklands are not a friendly country or a well-explored park. Nobody knows much of anything about this scary place. Those that go down there don’t come back, or return all gnawed and insane. And those that come from there probably want to kill you. Thus, when Queen Telanida hands the PCs a road map, remember that she is doing this not a Joe Travel-Agent, but as the Queen of All-the-Bloody-Elves-in-the-World, and even she only knows by happenstance.

So, the way the adventures are laid out, as soon as the PCs obtain the information on where Allevrah is, they do go after her immediately.

Dark Archive

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F. Wesley Schneider Insights Part Deux

Spoiler:

Mary Yamato wrote:

--What if the PCs don't speak the relevant languages? Clearly they can't pass themselves off as drow if they can't communicate, and Common just won't do; it wasn't invented yet when the drow went underground.

Unless I am mistaken, neither Comprehend Languages nor Tongues provides the impression that you can actually speak the language.

F. Wesley Schneider wrote:

Bloodlink grants you the ability to speak and understand Undercommon (p 11).

Mary Yamato wrote:

--What if the PCs object, reasonably, that they will have the identity of specific recognizable drow, but don't know anything about those individuals? That's a great way to get caught immediately. Speak with Dead might help a little bit here.

F. Wesley Schneider wrote:

A definite concern, but one the PCs don't know they don't have to worry about. The drow they impersonate are nobodies within the armies of House Azrinae and the drow don't miss fallen soldiers. Let the PCs do whatever they want to satisfy themselves that they are appropriately in character, perhaps even using the ideas for extra drow on page 19 if they magical dig up extra info- that's part of what those characters are there for after all. Heck, even give throw them a few extra XP if they get really into their roles.

If not knowing who they're supposed to be becomes a deal breaker, check out the notes on Eviana's more emotional plea at the top of page 9. Personally, I'd never have here try to throw the PCs out of the forest. Have Eviana promise the PCs whatever you want. Anything. It doesn't matter, they're not coming back this way again. Also, the chaos Kaerishiel and his men mean to create should give the PCs a bit more confidence in their abilities to slip through without too much scrutiny. Or, if being recognized as specific drow becomes a major concerns, it would not be outside of Giseil's power to mix up their faces a bit during his spell, making them look like drow, but not any drow in particular.

A sidebar that got cut for space addresses my major concern about this adventure: Part One is the definition of a railroad. If you want the adventure to happen, the PCs NEED to go through the gate. Thus, as a GM, now is the time for you to lie, cheat, and steal. Do whatever it takes, change what needs to be changed, pander, bribe, guilt trip, make false promises, just get them to go. After they're through it's back to business as usual. Make sure the party knows that by saying no to Eviana's plan they are saying yes to the cataclysm they got a taste of in "The Armageddon Echo." Most parties won't be a problem and will be happy to try out the sneaky plan to heroically save the world. If you anticipate your group's going to be pills about it, though, get out your doe eyes and reach deep into Eviana's pockets to coerce them. Those gp aren't coming out of your pocket after all (and, again, the PC's aren't destined to return to collect).


tdewitt274 did an amazing job creating these gm references for our joint use. For some reason I don't think we as posters are making full use of it as we did with the first two APs. Can we strart linking back to these posts or even better, *posting* on this thread and its sibling gm reference threads because even links get lost in the archieves.


Thanks all, too many of the 'good stuff' gets wasted in the shuffle.


About how far underground do you think do you the drow city of Zirnakaynin would be? I ask because our group is about half-way through it and I am sure they are going to try and teleport to Crying Leaf instead of take the elven gate. So I want to see if it would be possible.


Not sure if this would be the spot to post this but I have a question:

My group is currently on the last leg(Flight from Darkness) and on their treck down the Tower Solacas our mage was Feebleminded when he tried to open a trapped door without talking to the rogue.

So what they want to do is try to get a potion of heal/limited wish/ect in order to resolve this issue. Their plan is to take the monk (who when buffed has an AC of 27-29) into the Pale Market while invisible and then have him tell the drow that they will not die if anyone is willing to sell them said scroll. How they plan on using it is beyond me...maybe a really good UMD I guess.

My question is that this is a creative, if brash, idea...and very movie-like. So I would like to see it happen but I don't want to down play the drow and at the same time I want to give the players any sort of plot immunity. What would you do?

Any ideas would be great.

Thanks,

Rob

Paizo Employee Creative Director

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Xennootch wrote:
About how far underground do you think do you the drow city of Zirnakaynin would be? I ask because our group is about half-way through it and I am sure they are going to try and teleport to Crying Leaf instead of take the elven gate. So I want to see if it would be possible.

Zirnakaynin is in the middle realm of the Darklands—Sekamina. And according to "Into the Darklands," Sekamina's caverns range from 2,000 feet underground down to 8,000 feet underground. Teleport is a perfectly fine method to leave the city and return to it... once you've been there and know where it is!


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Alicavness Vonnarc is male in her stat block and female (correctly) everywhere else.

There is no apparent way to reach the top floor of Tower Solacas, unless you are supposed to levitate through the hole in the floor. Rather annoying, as even the drow who have levitate have it only once a day.

People using the map of House Vonnarc should be aware that the Tower is oriented differently on its detail map than its base is on the main map! Otherwise you will go crazy trying to figure out the stairs. The same is true for the map of the main Zirnakaynin cavern and the map of Eirdresseir; they do not have North in the same place. In general, never assume anything about map orientation or scale.

All references to "where people sleep" should be replaced by "where people rest". You can leave the beds in there, though; drow don't sleep in them, but they might want to make love in them.

The reason I know this is that House Vonnarc is about to put in a cameo as House Azrinae, and I had to work through the entire map. Anyone else who intends to do this, I'd strongly recommend adding a *lot* of constructs. Spiderweb golems and stained glass golems are thematic.


Link to thread about the Recorporeal Incarnation spell: *link*


Is there a map of the final encounter (by the elfgate) somewhere? I can't find one in my printed product :)

Oh, and how do I determine which doors are regular iron doors and which doors are noble doors? As far as I can tell this isn't specified anywhere :)


I have an interesting problem. My group and I have just reached the climax of "Endless Night", just at the part where Alicavniss is casting wish to get rid of their disguises. The group has informed me that they plan to attack her. I ended the session on that cliffhanger. Any good ways to handle this?


Dante668 wrote:
I have an interesting problem. My group and I have just reached the climax of "Endless Night", just at the part where Alicavniss is casting wish to get rid of their disguises. The group has informed me that they plan to attack her. I ended the session on that cliffhanger. Any good ways to handle this?

I suggest you let them. Alicavniss and her Devourers should be able to scare your players enough that they eventually retreat through the portal.

She should have little trouble dealing with them in relatively peaceful ways (Maze, Temporal Stasis and Forcecage, for instance). Alicavniss won't necessarily mind being a bit roughed up or even wounded; that plays into the story she feeds the rest of the Vonnarcs pretty well.

I would replace the quickened haste (not very useful for her) with a quickened dimension door instead just in case the party get the upper hand somehow. Having a fast way to escape any situation is something most wizards would have available, after all :)

If they manage to kill Alicavniss that won't really change anything in the adventure. They still have the information they need to go further.

Dark Archive Vendor - Fantasiapelit Tampere

On the map of Zirnakayin, where is the "entrance" to the Eirdrisser? Where on the map also is the Elf gate?

I cant find them.

Dark Archive

Rosgakori wrote:

On the map of Zirnakayin, where is the "entrance" to the Eirdrisser? Where on the map also is the Elf gate?

I cant find them.

Both the entry elfgate and the exit elfgate are outside the city a few miles away. You find this out in part 1 of endless night and Alicavnis gives you a map to the other one in part 5 before she casts wish and kicks you out.


2 questions about things left out or mis-printed

game plot spoiler:

1) in Event 3 "Dark Pleasures" Undamesta leads the PC's to the second floor to the noble's terrace (area A47) On the map it only goes up to A36. I assuming the nobile's terrace is A36.

2) how do you get to room B13. There is only a hole in the floor but is not mentioned in B13 and in room B10 the hole is metioned as a trap "passage to the void.


Mephiston wrote:

2 questions about things left out or mis-printed

** spoiler omitted **

Regarding your first question, I made the same assumption.

As for the second question: both times when the party goes to meet Alicavniss (and on return from their first meeting), they are escorted by one of the tower mages (either the First Son or one of Alicavniss' lesser apprentices). Presumably the escort temporarily disarms the trap by speaking the password, letting the party pass the trap to their appointed meeting. Alternatively, the escort could activate the trap with a small object, wait the one minute while the trap is in operation, then order the party up during the one round while the trap re-energises and re-sets itself.

Of course, the party is on its own when returning from their second meeting with Alicavniss. They had better have had either sharp ears previously, or be ready to toss a small object down and wait (which also means that the "40% chance of 1d4 Vonnarc mages reading" below in B-13 will notice something and possibly prepare a welcome). :)


Does anyone know if the paler/yellow sections of the House Vonnarc map have any particular significance? (p. 20 + 24, sections A-5, A-9, A-19+20, A-23, A-25, A-27, A-33+34) They seem to be a strange combination of noble areas and common areas (like the kitchens and slave quarters).


Bellona, I was stumped by the yellow areas as well, then I realized that they covered a group of rooms with only one Room Number. Consider all rooms covered by the same yellow area to be of the same room description. IE Kitchen, Slave Quarters Ect.


Eight Ravens wrote:
Bellona, I was stumped by the yellow areas as well, then I realized that they covered a group of rooms with only one Room Number. Consider all rooms covered by the same yellow area to be of the same room description. IE Kitchen, Slave Quarters Ect.

<facepalms self>

Thanks for the quick answer! :)


I just finished reading this adventure last night

I liked it (but i do see the flaws)

I want to add somthing for the chase in the Darklands and I didnt like the side trek adventure if anyone has any ideas let me know


I have a problem understanding something.

In PART:V Tower Solacas it states 'after a few days when a PC reaches a status of a revered servitor' yet I cant find a 'revered servitor' in the part with the working for the house.

Any toughts?


I believe that should read "noble servitor" instead of "revered servitor".


Are wrote:

I believe that should read "noble servitor" instead of "revered servitor".

But the event number 3 in the part 4 'To serve evil' has a trigger stating 'when the PCs achieve the title of 'noble servitor'.

Its not a big deal, just would like to know if there were some aditional tiers and ways to flog my PCs :)


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Thread resurrection:

The problem I see is that Endless Night is an information gathering mission but the adventure doesn't give any ways to get that information other than "eventually, the BBEG gives it to you".

Fighting the driders gives no info. The battle with Safan gives no info. Being a servant offers no direct info.

The DM needs some somewhat generic encounters to use depending on what the PCs are up to. If it's just Gather Info checks for basic background, we need a seedy tavern with some roleplay scenario to learn it. For more secretive info, we need a NPC with the answer and some situation for the PCs to get it from them (kidnap, blackmail, breaking & entering).

I see a lot of work re-purposing what is already there to use when my PCs go seeking answers.


I ran into the same issue: The PCs were basically just killing time waiting for the big timesafe clock to tick down and Alicavniss to deliver the info. Only they didn't know they were spinning their wheels, so they started to get antsy about not getting anywhere.

Here is a summary of what I changed in the adventure to let the PCs be more proactive, but it basically comes down to: let it work. Whatever the PCs come up with to try to find the information, let it work. My group decided to track down the First Son of House Azrinae and question him for information. I made it a sufficient challenge, let them make their rolls, and let it work. If your group comes up with another plan, as long as it makes some kind of sense, let it work. They want to break into a secret library somewhere? If they make the rolls, the info they need is there. They want to track down a disgruntled former House servant who might be willing to spill the beans? Let them do the work to find one, make the rolls to Intimidate or Diplomacy or Charm the info out of them, and let it work.

This makes your players feel like geniuses because they figured out the secret. Their plan worked. (Incidentally, it's a lot less work on the DM, too; if they come up with the plan, the DM doesn't have to. Just run with what they do.) Then give them some reason to go see Alicavniss Vonnarc anyway, let her fill in any tidbits of info they might be missing (maybe the records in the library are incomplete and Alicavniss was the last person to access them, maybe the servant overheard part of a conversation with Alicavniss), and jump back into the storyline there.


So in an effort not to railroad, I let the PCs come up with their own plan. They've decided to walk into Zarnakaynin as themselves and negotiate. The party contains an elf. LFMF.


The disguise spell doesn't include the ability to speak undercommon. Oversight or intentional obstacle for the PCs?


DMFTodd wrote:
The disguise spell doesn't include the ability to speak undercommon. Oversight or intentional obstacle for the PCs?

From another thread:

F. Wesley Schneider wrote:
Bloodlink grants you the ability to speak and understand Undercommon (p 11).

(Or am I thinking of something different?)


hogarth wrote:
DMFTodd wrote:
The disguise spell doesn't include the ability to speak undercommon. Oversight or intentional obstacle for the PCs?

From another thread:

F. Wesley Schneider wrote:
Bloodlink grants you the ability to speak and understand Undercommon (p 11).

Yes, it's not in the sidebar box but in the text of the write-up for the bloodlink amulet.


A DM's Familiar dataset is now available for Endless Night. It can be downloaded here.

DM's Familiar is a program you use at the gaming table to run your combat's faster and smoother, easily look up rules, and keep your game organized. The dataset contains the OGC creatures from the adventure so that you don't have to do any data entry!


Joana wrote:
hogarth wrote:
DMFTodd wrote:
The disguise spell doesn't include the ability to speak undercommon. Oversight or intentional obstacle for the PCs?

From another thread:

F. Wesley Schneider wrote:
Bloodlink grants you the ability to speak and understand Undercommon (p 11).
Yes, it's not in the sidebar box but in the text of the write-up for the bloodlink amulet.

Does either the spell or the amulet remove the need to sleep? If so which?


Elves sleep on Golarion. Here's James Jacobs on the issue:

James Jacobs wrote:
Ral' Yareth wrote:

Mr. Jacobsaur,

Recently I've noticed that there aren't any special rules for elf sleep in the game.

I just did a quick search in the forums and found several different explanations for that, such as:

1) it was left out because strangely enough the elf meditating thing is not part of the SRD.

2) Paizo decided to leave it out so dms can decide what they want in their own game.

3) was a deliberate attempt to distance pathfinder elves from the WotC elves.

Would you mind commenting on that?

Specifically,
do elves in golarion sleep? (I'm aware that elves of golarion says they meditate for 4 hours, but since it's a 3.5 source it may be outdated.)

Thank you so much.

Elves on Golarion sleep. Elves of Golarion was written in the early days before we fully had our heads wrapped around Golarion... or the fact that we'd be doing our OWN rules, for that matter. And as a result, that bit about elves only meditating has been inflicted with fire cancer (aka it's been retconned away).

Elves sleep just like any other race. They're just immune to effects that FORCE them to fall asleep.


Thanks


Are wrote:

Is there a map of the final encounter (by the elfgate) somewhere? I can't find one in my printed product :)

Okay, granted, this was a while back, but I really, really need to know this as well: has anyone, in any of the SD threads, answered this somehow (I'm not finding it, but I've been blind before; it's also not in the SD Map Pack)? Was there supposed to be a map? I can live with not knowing exactly where it was located with respect to the city, but I, for one, need to indicate to my players things like: how wide is the bridge, 5' or 10'? Without a handrail or walls, this can be crucial. How many unimpeded "mad dashes" would it take to get from the entrance to the gate: one, two, more? How much room do they have, strategically or tactically, if they need it? Are there equivalent maps in other game resources so I can fake it (it does kinda remind me a lot of the Bridge of Khazad'dum in the Fellowship of the Ring [or of Zha'ha'dum in Babylon 5, take your pick <G>], but that doesn't help if I don't have access to any I.C.E. products that might've had that)? :-/

I'm a very lowbee GM, and can't necessarily just "wing" such stuff without visual aids. Help! =8-0


Pretty sure this flipmat is supposed to represent the elf-gate cavern, although I can't put my finger on where I read it now. It's what I used for the encounter, anyway. If you don't want to buy a map for the enounter, the product page has a clear (if small) picture of that side of the map you can make a homemade approximation of.


Joana wrote:
Pretty sure this flipmat is supposed to represent the elf-gate cavern, although I can't put my finger on where I read it now. It's what I used for the encounter, anyway. If you don't want to buy a map for the encounter, the product page has a clear (if small) picture of that side of the map you can make a homemade approximation of.

Ah, very cool! That'll work well, I think; thanks! :-)


I have a six player party about to start endless night and this crazy idea crossed my mind: Can I, using recorporeal incarnation, give to my warrior some pain taster traits? Is it possible that one of the bodies used belongs to a pain taster? If yes, how should this works?

Silver Crusade

Wrapped this up the other week.

Interesting Twist:
The party easily killed the second son in the final battle. The party leader took the second son's sword hand then they cast raise dead. The party leader raised him just so he would be a pain in his sister's neck. I plan on rolling with this, including giving him a golem arm replacement (picture Vader or Winter Soldier). Now the question is, does he turn over a new leaf from his experience in the abyss, or does he stay evil?


Technically Pharasma can tell if they will be raised and just keeps them in the Boneyard rather than letting them move on to their final resting place, as once they become a demon or larvae it's hard for them to be pulled out of it. Normally they won't remember the Boneyard, either, but you could either change that fluff or have it that he was granted some insight of his likely fate before being raised.


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I'm not usually one to necro older threads, but this is fantasy roleplaying, so I'll throw a raise dead just to highlight a major issue.

Today my group broke Endless Night entirely. Flat out, off the rails, busted..

We're all veteran roleplayers with over twenty years RP experience apiece, and essentially, the problem with Endless Night comes down to this:

It's a fact finding mission that has no facts to find. And I'm sorry to be so blunt, but much of the book consists entirely of rolling on menial labour tables to get points, whilst waiting for the next to event to happen.
All this culminates in the players simply being handed all of the answers on a platter, thereby negating everything they have done over the last few weeks.

The motivation for the adventure is fine, and the setting is rich. And naturally, as a DM, I have no issues with coming up with things, but the adventure is entirely about hunting for info, but there's really nothing to uncover.

As such, tonight, one player's character got bored, wandered off, sparking a manhunt for the wayward servant, and the party - when they caught up - decided they could no longer go back. Nor did the players want to jump back on the railroad.

Thus, I have to rewrite the middle and final acts to include actual intel for my party to uncover.

As I said, it's fine, and part of the DM's role, but there really should have been much, much more in the way of hooks and encounters where the party could glean some pertinent intel, instead of just going from one fight to the next, and one guard duty or flogging to another, in some vague hope that some info might just show up.

Also, by running a pre generated adventure, I've made the conscious choice of not wanting to write the adventure myself... ;)

This is not so much a complaint as a warning to DMs who've yet to reach this book. I think it would have ran better if the meeting with Alicavniss (sp.) would have taken place at the beginning. Then, at least, the players would know they were working toward some goal. Plus there would have been ample hooks for drow intrigue along the way.

We ended the session far earlier than planned. I could see everyone had become rather bored with the drudgery of just waiting for stuff to happen. Normally I pride myself on my creative ability (and that of my players) to bring the world to life with description and flavour, but there's only so much winging I can do before I have to say, 'OK, sorry we have to stop guys, but I gotta rewrite the adventure now..'

Dark Archive

Pathfinder Adventure Path Subscriber

I think your players are missing the point of that part of the adventure - it's trying to show what Drow life is like. The information gathering is just an excuse to get them there.

When I ran this adventure, I basically only did the slaving rolls for a short portion of one session, then moved straight onto the events, hand-waving any further need to gather trust.


So I'm part way through running endless night, and the party have been grumping a little about a lack of revenue.
They kind of have a point, I'd not noticed in advance but there are no wages for working as a drow they've been at it for a few weeks in game been bumped up to trustees and got one pp each for taking out the driders. Yes room and board is included but beyond the very occasional loot any thoughts on wages for house vonnarc?


@Talisein: Now they are 'trustees' I'd just pay them a stipend.


@PChapman - I feel your pain! :D My players did the same, but actually it ended up being a great choice.

I get your point about not wanting to write the adventure yourself; Endless Night certainly misses the mark if what you are looking for is an off-the-shelf adventure. However (as I'm sure you'd agree) its full of great material to pretty quickly form some great adventures.

I'm documenting the main changes and plot threads I used in my Second Darkness campaign in the Shadowfane's Second Darkness Campaign thread, if you care to take a look and chip in with your experiences.

I'm about to start posting up the Endless Night section (which my PCs are finishing up at the moment). I'm guessing you've either finished Endless Night or even the AP given the date of your post, so i'd love to hear what you did in Book 5 and 6.

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