Midnight Mirror: Questions About Part Two


Adventures


So when the PCs enter the House of Night, the house is listed as being in pitch black darkness, both in flavor text and mechanically. My question is (as a first-time GM) with the party having only one member with Dark Vision and no magical or other external source of light that I know of, how mechanically is their traversal through the house going to go? Are the non-Dark Vision PCs blind for all intents and purposes, suffering massive penalties on perception, attack, and AC? Bear in mind, my players are basically Kuthites IRL and when I asked them if they wanted the opportunity for hand-waving to exist, they told me that whatever happens happens, and they are perfectly accepting (for now) of the chance that they could wipe and have a really hard time in what should be a 2-3 session module.


Yes, characters without darkvision are essentially blinded in the dark, and they'll be entirely reliant on the one who has darkvision to be able to do anything. ...Could they really not pick up a handful of torches in town, or an ioun torch or everburning torch? I mean, I'm pretty sure Stepan would be able to just give them one...or do none of them have a light cantrip? Continual flame spell? There's enough options out there that your players truly are Kuthite in the extreme if they refuse all of them.


Rennaivx wrote:
Yes, characters without darkvision are essentially blinded in the dark, and they'll be entirely reliant on the one who has darkvision to be able to do anything. ...Could they really not pick up a handful of torches in town, or an ioun torch or everburning torch? I mean, I'm pretty sure Stepan would be able to just give them one...or do none of them have a light cantrip? Continual flame spell? There's enough options out there that your players truly are Kuthite in the extreme if they refuse all of them.

Well the party is a fighter, a rogue, an inquisitor, and an alchemist, so they don't have any of those cantrips or spells. They definitely could pick up a torch in town, but from what I'm seeing in the module guide, there doesn't appear to be any point where anyone tells them or even indicates that the midnight mirror realm is utter darkness (yeah, it should be obvious from the name, but not everyone picks up on that) so unless I have an NPC intentionally give them one, there's no reason for them to buy one unless they just decide to. That's one of the reasons why I asked if they wanted to do it straight up or with SOME hand waving, but they insisted on doing things the hard way.


Pathfinder Rulebook Subscriber

I don't think I've ever seen a party that didn't carry torches or sunrods in at least one PCs backpack... They're bound to go to a shop at some point, I'd just have the shopkeeper check they've got all the basic "adventuring supplies" covered. If they choose not to take that option... they're on their own. Or you could have them find something that can produce light within the house, before they enter the shadow realm (or whatever it's called, been ages since I read this one).


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Is that how it ends? We wiped before getting to Part II.


Majuba wrote:
Is that how it ends? We wiped before getting to Part II.

Let me guess, Lurker?

Their first session is tonight and I predict that the module will take 2-3 sessions at the most since it's pretty short, but they said they're just here to see what happens, so we'll see if they make it through. To be honest, Tallowthroat is what concerns me. They all have a Charisma of 8 except for the rogue who has 10, so unless their fort saves are good... RIP.


shadram wrote:

I don't think I've ever seen a party that didn't carry torches or sunrods in at least one PCs backpack... They're bound to go to a shop at some point, I'd just have the shopkeeper check they've got all the basic "adventuring supplies" covered. If they choose not to take that option... they're on their own. Or you could have them find something that can produce light within the house, before they enter the shadow realm (or whatever it's called, been ages since I read this one).

I was considering having them go through one encounter in the House of Night just so they get the experience, then having them find a torch or something.


Pathfinder Rulebook Subscriber
Captain Battletoad wrote:
shadram wrote:

I don't think I've ever seen a party that didn't carry torches or sunrods in at least one PCs backpack... They're bound to go to a shop at some point, I'd just have the shopkeeper check they've got all the basic "adventuring supplies" covered. If they choose not to take that option... they're on their own. Or you could have them find something that can produce light within the house, before they enter the shadow realm (or whatever it's called, been ages since I read this one).

I was considering having them go through one encounter in the House of Night just so they get the experience, then having them find a torch or something.

Sounds like a good solution. They'll be very fed up with the constant misses by then, and will think you're the best GM in the world for giving them an out. :)

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