Shadow in the Sky (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


Um... you posted these in the wrong adventure path section. Should be Second Darkness, not Legacy of Fire.


Maybe Gary or somebody will move them on his behalf. Please?

They've always been incredibly useful threads, and the internal links make for easy navigation.


I can't seem to find area "10" on the Riddleport map.

Paizo Employee Creative Director

Ugh... there's a damnable typo, that's why.

You'll note that there are two areas labeled 20 on the map. one of them more accurately matches the shape of the Gold Goblin gaming hall, though; THAT one is area 10.


No sweat. Thanks for the reply!

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Rauol_Duke wrote:
Um... you posted these in the wrong adventure path section. Should be Second Darkness, not Legacy of Fire.

You got your drow chocolate in my desert peanut butter.

Paizo Employee Chief Technical Officer

Rauol_Duke wrote:
Um... you posted these in the wrong adventure path section. Should be Second Darkness, not Legacy of Fire.

Moved!

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Vic Wertz wrote:
Rauol_Duke wrote:
Um... you posted these in the wrong adventure path section. Should be Second Darkness, not Legacy of Fire.
Moved!

Thanks Vic!


Finally got my print copy yesterday - saw a couple things.. let's see...

Ah - the wererats seem to have *far* too high an attack bonus. I calculated it at +6 (and +0) (0 Base, +5 dex, +1 masterwork), module lists it at +10 (and +4).

Oh, the other thing was in the Campaign setting, and I think already was errata'd.

Spoiler:
(Red Mantis Assassin casting - one statement says Intelligence, rest says Charisma).

Liberty's Edge

In the Boneyard ambush, where does the cockroach swarm start? It says the location is marked on the map, but I'm really not seeing it.


In the player's guide.. Why not mark the areas [district] and places highlighted in the guide on the map for the player's?

Paizo Employee Creative Director

Shisumo wrote:
In the Boneyard ambush, where does the cockroach swarm start? It says the location is marked on the map, but I'm really not seeing it.

The cockroach swarm can start in any four linked squares next to any of the wererats.

Paizo Employee Creative Director

Majuba wrote:

Finally got my print copy yesterday - saw a couple things.. let's see...

Ah - the wererats seem to have *far* too high an attack bonus. I calculated it at +6 (and +0) (0 Base, +5 dex, +1 masterwork), module lists it at +10 (and +4).

Oh, the other thing was in the Campaign setting, and I think already was errata'd. ** spoiler omitted **

Yeah; the wererats should have dagger attacks at +6 and bite attacks at +0. Their ranged attacks are okay.

As for the Campaign Setting, yeah...

Spoiler:
... Red Mantises use Charisma for all their spellcasting needs.

Paizo Employee Creative Director

tricky bob wrote:
In the player's guide.. Why not mark the areas [district] and places highlighted in the guide on the map for the player's?

Mostly because we didn't have time to fancy up the map in that way. It would have been cool, but that was, alas, one area where we had to skimp in order to get the Player's Guide (and the other 1,200 or so pages of product) out the door to the printer in time for Gen Con.


James Jacobs wrote:
tricky bob wrote:
In the player's guide.. Why not mark the areas [district] and places highlighted in the guide on the map for the player's?
Mostly because we didn't have time to fancy up the map in that way. It would have been cool, but that was, alas, one area where we had to skimp in order to get the Player's Guide (and the other 1,200 or so pages of product) out the door to the printer in time for Gen Con.

Deadlines kill the fun... I think it is better if it's quality then if it's on time :)


Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

Hello. Got another question of the reconciling text and maps sort. The module says that when Depora is harried enough she runs away and climbs the Cyphergate in order to steal a boat. The problem is that the caverns lead directly to the Gold Goblin, so she would escape in the middle of town, with a full harbor of boats to steal between her and the cyphergate. As a matter of fact, the Goblin is about 500 feet north of the cyphergate, but by traveling underground its only half that. There's a physics issue too, because there is a hole that lets in seawater, but the cavern goes under the harbor to get to the Cyphergate. There's a non-airtight opening to the gold goblin, so the whole place would fill to the level of the sea wouldn't it?

Was the location of her lair changed from one part of the draft to the next? The actual distance between the scale of the city map and the underground map doesn't really matter. And if the battle with Rowyn Kellani is any indication, Depora won't even begin to get away when I run this without a gaseous form potion. And really, the PCs gotta be observant to catch the sea level issue. But still, is there a better place to put the caverns so the Cyphergate showdown can actually happen?

Frog God Games

There is a change to the map which is kind of described in B9, but the map should have a tag at that location indicating that the tunnel travels another 300 feet as it passes beneath the river and then climbs up under the southern arm of the city.


Wow great page, I was about to post about all these things too but instead I found all the answers I need here!

the seawater hole

where the heck is the GG on the DM map of Riddleport

the suspicious Wererat attack bonus

the Dr.Who-ish underground cavern

Spoiler:

about Depora getting away, I think its very very reliant on the success of her darkness spell like ability to blind everyone who doesn't have darkvision

I would like to add a few more things

would a ship crew full of sailors or pirates really be ok with a totally alien creature, in this case a drow, land aboard their ship and kill their captain and then commandeer their ship? I don't think any crew would be terribly cooperative even after their captain died

even if she managed to kill everyone on board the ship, could she pilot it alone without a crew?

the point of this encounter being, "Get the PCs to climb to the top of the Cyphergate in a ridiculously exciting and dramatic chase scene and then have the villain make a dramatic escape by leaping off the very top of the Cyphergate"

I'd say do it all, and then have her quaff a potion of invisibility on the way down and land on the ship undetected, steal a rowboat after sabotaging the ships steering to force it onto some rocks

Paizo Employee Creative Director

deathsausage wrote:

Hello. Got another question of the reconciling text and maps sort. The module says that when Depora is harried enough she runs away and climbs the Cyphergate in order to steal a boat. The problem is that the caverns lead directly to the Gold Goblin, so she would escape in the middle of town, with a full harbor of boats to steal between her and the cyphergate. As a matter of fact, the Goblin is about 500 feet north of the cyphergate, but by traveling underground its only half that. There's a physics issue too, because there is a hole that lets in seawater, but the cavern goes under the harbor to get to the Cyphergate. There's a non-airtight opening to the gold goblin, so the whole place would fill to the level of the sea wouldn't it?

Was the location of her lair changed from one part of the draft to the next? The actual distance between the scale of the city map and the underground map doesn't really matter. And if the battle with Rowyn Kellani is any indication, Depora won't even begin to get away when I run this without a gaseous form potion. And really, the PCs gotta be observant to catch the sea level issue. But still, is there a better place to put the caverns so the Cyphergate showdown can actually happen?

Actually... when Depora tries to escape, she doesn't do so by running back to the start of the caves. There's a couple of problems with the map, alas (products of us rushing to get Pathfindder #13 out the door in time for Gen Con); clearing them up fixes things.

1) Area B9 is longer than shown on the map; this is a long passageway that dips down and moves under the river. The text explains it more clearly, but there should have been an indication on the map that said something like, "300 feet between these points) or something.

2) There's a ladder in the tiny alcove in the southwest corner of area B12; this ladder leads up to the small, abandoned shack next to the western foot of the Cyphergate. It's up through this ladder that Depora flees. The ladder itself is somewhat hidden; it's described in the first paragraph after the read-aloud text in area B12. If she DOESN'T get away, thoguh, and if the PCs cut her down before she escapes, that's actually perfectly okay.

Dark Archive

But, as a DM, I'm very tempted to fudge her HP to give her a chance to try and escape; the idea of a fight taking place on the Cyphergate itself, as pictured in the adventure, is just so friggin cool.


Also- what's up with Lavender Lil?
Her class, levels, and alignment vary fairly significantly between the Pathfinder Companion and Shadow in the Sky itself. (I prefer the CN bardic version of her, btw.)

Continuity errors, or do the changes mark the discrepancy between player info and GM info? I'm guessing the former, but...

My queries and quibbles aside, I love love LOVE all the Pathfinder products, esp.all the Adventure Path bits. Y'all are doing such a great job, ever more important in this time when D&D 4E stinks to High Heaven. IMHO.

Go, go, Golarion!

~Marcus


Jodah wrote:
But, as a DM, I'm very tempted to fudge her HP to give her a chance to try and escape; the idea of a fight taking place on the Cyphergate itself, as pictured in the adventure, is just so friggin cool.

Indeed, a big fight on the Cyphergate is a great ending to the module and whether she escapes or not it would be awesome. I think I'm going to have her flee sooner, it seems to me she is definitely NOT interested in melee with the party. I figure she's going to want to pepper the party with poison (apologies, accidental alliteration... again) from a distance then flee as soon as she gets the chance. Maybe she can make a point of grabbing the journal so they PCs get the hint about it's usefulness (they can be thick sometimes).

Paizo Employee Creative Director

Marcus o' the Green wrote:

Also- what's up with Lavender Lil?

Her class, levels, and alignment vary fairly significantly between the Pathfinder Companion and Shadow in the Sky itself. (I prefer the CN bardic version of her, btw.)

The Lavender Lil error popped up because we didn't have time to do as detailed cross-referencing between products as we'd hoped to do. The version of Lavender Lil presented in the Second Darkness Player's Guide (the version with a stat block) is the correct one.


James Jacobs wrote:

The Lavender Lil error popped up because we didn't have time to do as detailed cross-referencing between products as we'd hoped to do. The version of Lavender Lil presented in the Second Darkness Player's Guide (the version with a stat block) is the correct one.

Excellent. You guys are sublime. Muchas gracias.

~M

Scarab Sages

Anyone have any clarification on how the map for the Gold Goblin's fighting pits fits together?

It appears one can reach the underground Pub (and thus the pits)through the stairs in between the areas 10, or down to Bojasks room. What purpose, then, does the secret door serve? What exactly is the "guard alcove"?

I'm nearing this part of the adventure, and I need to know what kinds of defenses Saul can throw between himself and the PCs.


Jal Dorak wrote:

Anyone have any clarification on how the map for the Gold Goblin's fighting pits fits together?

It appears one can reach the underground Pub (and thus the pits)through the stairs in between the areas 10, or down to Bojasks room. What purpose, then, does the secret door serve? What exactly is the "guard alcove"?

I'm nearing this part of the adventure, and I need to know what kinds of defenses Saul can throw between himself and the PCs.

Basically... make something up

make it good and sensible

I like the idea of adding a portcullis controlled from Bojask's room that blocks access further down

don't forget to add in some kinda cage in the middle of the octagon to keep the fighters within viewing range of the spectators above (a UFC reference?)

Frog God Games

Jal Dorak wrote:

Anyone have any clarification on how the map for the Gold Goblin's fighting pits fits together?

It appears one can reach the underground Pub (and thus the pits)through the stairs in between the areas 10, or down to Bojasks room. What purpose, then, does the secret door serve? What exactly is the "guard alcove"?

I'm nearing this part of the adventure, and I need to know what kinds of defenses Saul can throw between himself and the PCs.

Sorry so long in responding. Due to competing demands on my time, I have only just now finished reading this volume of Pathfinder. So here goes...

The entrance by Bojask's room is the "service entrance" which can only be accessed through a stairway in the kitchen. Customers only gain egress to the pub and fighting pit through area 11 to control access. The guard alcove is simply a seeming-dead end alcove branching off from the passage to the fighting pit (area 38). During fighting matches, a bouncer stands there, while behind him is a secret door that allows secret access into the employee-only areas of the basement incuding the beast rooms, wine cellar, etc. and allows for quick access by Bojask or other guards to quell unruly customers.

To clarify, there is an error on the map. There should not be a wall drawn between 34 and the passage to 38. 38 itself is a series of descending bleachers that surround a caged pit looking down into the center of 39.

Frog God Games

Cohlrox wrote:

Basically... make something up

make it good and sensible

I like the idea of adding a portcullis controlled from Bojask's room that blocks access further down

don't forget to add in some kinda cage in the middle of the octagon to keep the fighters within viewing range of the spectators above (a UFC reference?)

There is actually a portcullis in the hallway that was left off the map. It is in the hallway outside Bojask's room (area 32), 5 feet south of his door. The winch controlling it should be in his room and a peephole looks out through his wall into the corridor. The portcullis's purpose is in case any of the beasts escape from area 37 (or 39) and make for the stairs, they can only go north as far as the portcullis and south as far as the secret door and can't run wild through the Gold Goblin or disturb its customers. As mentioned, there is a cage running around the edge of 38 where it looks down into area 39, so even if a creature should make the 10-foot leap from the pit below, they are unable to make it into the stands themselves.

Hope that clarifies things for you. These are just some examples of the errors that appear to have crept into the map from the very short deadline.


James Jacobs wrote:

Ugh... there's a damnable typo, that's why.

You'll note that there are two areas labeled 20 on the map. one of them more accurately matches the shape of the Gold Goblin gaming hall, though; THAT one is area 10.

Sorry to be dense, but I want to make sure I have the right one for the GG.

It looks like the GG is the building labeled #20 that's further south and closer to the river than the other, which sits in the middle of town?

Thanks

JD

Frog God Games

JDragon_ITTS wrote:
James Jacobs wrote:

Ugh... there's a damnable typo, that's why.

You'll note that there are two areas labeled 20 on the map. one of them more accurately matches the shape of the Gold Goblin gaming hall, though; THAT one is area 10.

Sorry to be dense, but I want to make sure I have the right one for the GG.

It looks like the GG is the building labeled #20 that's further south and closer to the river than the other, which sits in the middle of town?

Thanks

JD

That is correct. If you squint your eyes just right, you'll see it has the general overall shape of the GG map but is otherwise completely dissimilar in appearance (a courtyard, a well, etc.). That was a case of cartographer misinterpreting a hand-drawn map and there not being time to catch the error before it went to print.

Frog God Games

bump


Just got through The Flat on Rat Street last night, and the note for A7 says that Smeed's strongbox is hidden there, but there's no indication of what it contains. Is there a treasure listing missing?

Frog God Games

Joana wrote:
Just got through The Flat on Rat Street last night, and the note for A7 says that Smeed's strongbox is hidden there, but there's no indication of what it contains. Is there a treasure listing missing?

Hmmm...it appears that the contents were edited out before publication. I'm not sure if that was done on purpose or was merely an oversight. If you wish to include something in the strongbox, here is the original text:

Spoiler:
" Treasure: Sitting conspicuously atop the pile is a coffer that is obviously a recent addition. It is locked (Open Lock DC 22) and holds 225 gp. This is a recent payment made to Smeed by a local bookie that Vancaskerkin had learned of and around which he concocted his story to implicate Smeed in Feldin’s disappearance."


Swamp Barracuda, claws or bite? From the description, I would think a bite might make more sense.

Frog God Games

pres man wrote:
Swamp Barracuda, claws or bite? From the description, I would think a bite might make more sense.

Definitely bite. Don't know how "claws" got in there.

Dark Archive Vendor - Fantasiapelit Tampere

Hi. I just wonder, where I can find a stats for Cindersnake? Should I just use a normal Medium Viper?

Paizo Employee Creative Director

Rosgakori wrote:
Hi. I just wonder, where I can find a stats for Cindersnake? Should I just use a normal Medium Viper?

Correct. "Cindersnake" is just a name. In world, the residents would never call a creature something like "Medium viper." They'd give them names. Like cindersnake.

Frog God Games

They just call them "middle-sized" in my campaign.

Contributor

Cindersnake - isn't that one of those fat snakes?

Frog God Games

1 person marked this as a favorite.

More husky than fat...you know, middle-sized.

Paizo Employee Creative Director

They're just big-boned!

Dark Archive Vendor - Fantasiapelit Tampere

Another question: What happems to the magic items, poisons and rest of the stuff of Saul Vancasrkerkin? When Deporah kills him, did she take the items?


Rosgakori wrote:
Another question: What happems to the magic items, poisons and rest of the stuff of Saul Vancasrkerkin? When Deporah kills him, did she take the items?

That would seem to be a safe assumption, unless she was in a rush to escape. Besides, I would think the poison that Saul had were gifts from Deporah in the first place.

I had plans for Deporah to use Saul's +1 Rapier against the PC's should they engage her in melee.


Link to Greg A. Vaughan's 'Shadow in the Sky Corrections' thread: *link*

Dark Archive Vendor - Fantasiapelit Tampere

Is the Bojask Human or half.orc? On a page 39, the statistics say that he is human, but on p. 40 there is sentence on Pigsaw:s statistics: "Even Bojask, if the half-orc fails a DC 15..."

Frog God Games

He was a half-orc in the original manuscript. I guess he became a human through the editorial process and that reference in the text was missed.

Paizo Employee Creative Director

Yeah; Bojask became a human at the last minute when his art came in and he looked more human than half-orc. We had to make that change at the 11th hour and one reference slipped by, alas.


James Jacobs wrote:
Yeah; Bojask became a human at the last minute when his art came in and he looked more human than half-orc. We had to make that change at the 11th hour and one reference slipped by, alas.

Hey, he could have just taken Veiled Vileness, you know!

(I'm pretty sure he was a half-orc in my campaign, although it's been a long time since Shadow in the Sky and he didn't play a very big part -- mostly conspicuous by his drunken absence and then murdered in his bed by Saul to cover his escape.)

Dark Archive Vendor - Fantasiapelit Tampere

Ok, thanks for the answers! I just thinkd it because in my group, there is half-orc...

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