Pathfinder Adventure Path #76: The Midnight Isles (Wrath of the Righteous 4 of 6) (PFRPG)

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Pathfinder Adventure Path #76: The Midnight Isles (Wrath of the Righteous 4 of 6) (PFRPG)
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Chapter 4: "The Midnight Isles"
by Greg A. Vaughan and James Jacobs

After an audience with the Crusader Queen, the heroes journey to a fortress that straddles the boundary between this world and the demon-haunted realm of the Abyss. There, they must face powerful agents of the architects of the Worldwound and put a stop to the production of the powerful elixirs being used to grant demons mythic power. Beyond the fortress lies the Abyssal realm of the Midnight Isles, lair of the succubus queen Nocticula—and the source of the crystals used to create the mystical elixirs. Can the heroes navigate the intrigues of the Midnight Isles to strike a critical blow for the forces of good? And can they avoid losing their souls to darkness in the process?

This volume of Pathfinder Adventure Path continues the Wrath of the Righteous Adventure Path and includes:

  • "The Midnight Isles,” a Pathfinder RPG adventure for 12th-level characters with 5 mythic tiers, by James Jacobs and Greg A. Vaughan.
  • A look into the vast horror of the Abyss and an exploration of its many corrupted realms, by Mike Shel.
  • An overview of Nocticula’s realm of the Midnight Isles in a gazetteer of her capital city, by James Jacobs.
  • A demonic siege in the Pathfinder’s Journal, by Robin D. Laws.
  • Four new monsters, by Amanda Hamon and James Jacobs.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

ISBN–13: 978-1-60125-585-3

"The Midnight Isles" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.6 MB PDF).

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

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Lacks that mythic feel

3/5

Read my full review on Of Dice and Pen.

The Midnight Isles is the first adventure in Wrath of the Righteous to lose that mythic quality and feel like just another adventure. It’s a decent adventure, sure, but it doesn’t stand out the way the other instalments in this adventure path have. In part, this is because planar adventures already have many of the qualities that make an adventure feel “mythic” and so, in order to make them stand out even more, they have to have something more than other planar adventures have—and I really don’t think this one does. In part, it’s also due to the fact that this adventure feels rather “done before”. It bears a lot of similarities to some earlier Paizo adventures, particularly parts of the Savage Tide adventure path. Of course, to a certain extent, all adventures reuse common patterns and tropes, but this one seems to do so to a greater extent. In his foreword, James Jacobs explains that the reason there are two authors on this adventure is because he and Greg A. Vaughan helped each other out due to both of them have very busy and tight schedules. It’s therefore not surprising, I suppose, that in order get it completed, they had to rely on reusing tried-and-true tropes. But alas, tried-and-true does not make for a mythic feel. The result is a planar adventure that seems rather ordinary when compared to the adventures that have led up to it.


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Wycen wrote:

Off the top of my head, there are 2 mythic powers that'll help.

Depending on your mythic tier, the mythic ability Seal of the Star Tower will keep Nocty's seductive aura and domination from functioning for 1 round or more. Irrepressible Soul will also help versus the domination, not sure about the seductive aura without rereading the text.

Hmmmm...I wonder if that is not the reason that the good guys have at least two gay male NPCS. If they're not attracted to women will they be thus immune to Noct's seductive aura.


Abyssal Lord wrote:
Hmmmm...I wonder if that is not the reason that the good guys have at least two gay male NPCS. If they're not attracted to women will they be thus immune to Noct's seductive aura.

I'm fairly certain that her seductive aura pays no attention to the orientation of the PCs/NPCs within range.


Alleran wrote:
Abyssal Lord wrote:
Hmmmm...I wonder if that is not the reason that the good guys have at least two gay male NPCS. If they're not attracted to women will they be thus immune to Noct's seductive aura.
I'm fairly certain that her seductive aura pays no attention to the orientation of the PCs/NPCs within range.

Spoiler:

Yup it cares zero about any of that. I remember a related scenario in Savage Tide where only the party warforged could talk coherently around the succubus queen. He was rather upset with the rest of the party in a way that eventually ended with him becoming the Prince of Demons and banishing everyone else home.


Plus those NPCs are assumed not to follow the party to the Abyss, IIRC


Alleran wrote:
Abyssal Lord wrote:
Hmmmm...I wonder if that is not the reason that the good guys have at least two gay male NPCS. If they're not attracted to women will they be thus immune to Noct's seductive aura.
I'm fairly certain that her seductive aura pays no attention to the orientation of the PCs/NPCs within range.

I would think gay male and heterosexual females would get a bonus to their saves vs effects that rely on physical and sexual attraction.

Dark Archive

Abyssal Lord wrote:
Alleran wrote:
Abyssal Lord wrote:
Hmmmm...I wonder if that is not the reason that the good guys have at least two gay male NPCS. If they're not attracted to women will they be thus immune to Noct's seductive aura.
I'm fairly certain that her seductive aura pays no attention to the orientation of the PCs/NPCs within range.
I would think gay male and heterosexual females would get a bonus to their saves vs effects that rely on physical and sexual attraction.

I don't see why they would as it has nothing to do with there own personal likes or dislikes. It is a supernatural ability, it overpowers the mind and normal sensibilities through pheromones and other such nonsense. Just cause I am a heterosexual male does not mean my likes would influence me to like her. Also she can change shape to be male or female.

Liberty's Edge

Wycen wrote:

Off the top of my head, there are 2 mythic powers that'll help.

Depending on your mythic tier, the mythic ability Seal of the Star Tower will keep Nocty's seductive aura and domination from functioning for 1 round or more. Irrepressible Soul will also help versus the domination, not sure about the seductive aura without rereading the text.

Seal of the Star Tower doesn't work on targets whose mythic tier exceeds your own, so that ability wouldn't work on a demigod. Even run-of-the-mill demon lords (of which Nocticula has personally destroyed a couple dozen or so) have mythic tier 10.


If it's based on mythic rank, then you could do it outside of her realm, but not in her realm. Demon lords count as rank 10, with access to mythic power, while in their realms.

In contrast, a Great Old One counts as rank 10, with access to mythic power, at all times.

Webstore Gninja Minion

Added a spoiler tag to a post above—keep in mind people are playing this, so please use the tags!


The_Hanged_Man wrote:
Wycen wrote:

Off the top of my head, there are 2 mythic powers that'll help.

Depending on your mythic tier, the mythic ability Seal of the Star Tower will keep Nocty's seductive aura and domination from functioning for 1 round or more. Irrepressible Soul will also help versus the domination, not sure about the seductive aura without rereading the text.

Seal of the Star Tower doesn't work on targets whose mythic tier exceeds your own, so that ability wouldn't work on a demigod. Even run-of-the-mill demon lords (of which Nocticula has personally destroyed a couple dozen or so) have mythic tier 10.

Also, how is a character in this campaign even going to get Seal of the Star Tower? That's one heck of a side quest.


I don't suppose someone would be kind enough to list the islands of Nocticula's realm? A list of names would do. Don't need to include descriptions. (Or even better, a list of known demon lords slain by Nocticula, if such is given...)

Please and thank you.

Dark Archive

1 person marked this as a favorite.

Islands:
1. Ilmarendus - Dry wells, ghost towns, vengeful dead
2. Luralune - Banshees, mountain valleys, songs
3. Illarenn - Bells, mirrors, vanity
4. Vaetuu - Deathtraps, gears, possessed machinery
5. Azinym - Cursed villages, violent mobs, wolves
6. Talerox - Broken bones, infections, splinters
7. Kovalarue - Broken vows, misplaced revenge, tears
8. Deluria - Frostbite, hunger, winter
9. Halvireg - Floods, hurricanes, washed-up corpses
10. Gorg - Defrocked priests, incest, twins
11. Migorg - Corrupt officials, incest, twins
12. Colyphyr - Dragons, jungles, poisoned waters
13. Alir - Carnivorous plants, scars, tainted soil
14. Marah - Defamation, scandals, shame
15. Mirogo - Lost explorers, sandstorms, vultures
16. Tharvool - Ashes, magical energy, whispers
17. Korluuraud - Bones, desecrated crypts, tombstones
18. Urvog - Misanthropes, old structures, toads
19. Uzail - Astrology, ill fortune, standing stones
20. Alinythia - Harpies, music, seduction
21. Vazglar - Jealousy, loss, ruined cities
22. Bezwarluu - Infestations, rifts, spiders
23. Vyriavaxus - Bats, shadows, sunsets
24. Azverindus - Libraries, mountain spires, secrets
25. Nahyndri - Gems, prisons, slavery
26. Melarach - Open wounds, needles, sadistic doctors
27. Raknus - Alleyways, thievery, urban decay
28. Zimhain - Messengers, slander, talking animals
29. Belatruve - Murderers, nooses, strangulation
30. Kexervix - Beetles, dead trees, severed limbs


brad2411 wrote:
** spoiler omitted **

You are AWESOME!

Thank you very much!

(^_')=b

The Exchange

Abyssal Lord wrote:
Alleran wrote:
Abyssal Lord wrote:
Hmmmm...I wonder if that is not the reason that the good guys have at least two gay male NPCS. If they're not attracted to women will they be thus immune to Noct's seductive aura.
I'm fairly certain that her seductive aura pays no attention to the orientation of the PCs/NPCs within range.
I would think gay male and heterosexual females would get a bonus to their saves vs effects that rely on physical and sexual attraction.

It's not a physical attraction, it's a magical effect - for example, even creatures that have no sex drive or even means of reproduction are still vulnerable to her aura. If you want to find an in game explanation, how about this: Nocticula is all about seduction. Sex is usually the easiest means to seduce a person, and so that is the approach she most commonly uses. However, if for some reason or another the person will never find her attractive, she will resort to other means -so a gay male, for example, might smell an extremely pleasant, intoxicating odor, maybe one that reminds him of something sentimental. A greedy person might feel a compulsion to own some of her jewelry and be so distracted by that that the seduction will work. Every entity in the universe has a crank in it's resolve somewhere, and Nocticula is all about exploiting that.

On an unrelated note, I really like Shamira. The nearly silly verbal interpretation of her "fiery passion" ability is actually very interesting crunch, and it is sure to catch some people off guard and unable to defend themselves against here. I think I am actually going to buff her a little

Spoiler:

and make the ability symmetric. That is, anyone without both immunity to fire and immunity to mind control is not protected her mind affecting effects. Seems like fun :)


I don't really like the Bestiary intro picture in this one...
Why the tiefling-wannabe got the picture and not the Lamhigyn? *Sad forever*

Paizo Employee Creative Director

3 people marked this as a favorite.
Gancanagh wrote:

I don't really like the Bestiary intro picture in this one...

Why the tiefling-wannabe got the picture and not the Lamhigyn? *Sad forever*

Because we're illustrating all of the bestiary openers for Wrath with a fight between an iconic and that volume's new demon, that's why.

Oh... and cambions were around in the game a decade or so before tieflings... and in real-world mythology for a lot longer than that. So if anything... the tiefling is a cambion-wannabe.


Now that I finally have the physical book I can look at I think the character art of Arueshalae on the cover is great, one of the best character pieces of Paizo's that have been done and the best one done by Wayne Reynolds. It's just too bad the background art to go along with that looks like Reynolds mailed in his effort for it.

Dark Archive

Drock11 wrote:
Now that I finally have the physical book I can look at I think the character art of Arueshalae on the cover is great, one of the best character pieces of Paizo's that have been done and the best one done by Wayne Reynolds. It's just too bad the background art to go along with that looks like Reynolds mailed in his effort for it.

I like the Art and the backgrounds are not suppose to out shine the focus of the cover. also it could have been a small art or just a creative choice as it looks like he was trying to add some atmospheric perspective with the light and jungle

Digital Products Assistant

Removed a couple posts. Please revisit the messageboard rules.


Enjoying this one, but is it just me, or there is a bunch of errors in this one. For instance, Melazmera an old umbral dragon should be CL 11 not 15, an abyssal harvester should have 21 HD not 20, there are also a bunch of creatures missing feats, have feats that don't meat prereqs, etc.

Don't mean to nit pick, but I am surprised by some of these. There is usually much better quality control on the adventure paths.


brad2411 wrote:
Drock11 wrote:
Now that I finally have the physical book I can look at I think the character art of Arueshalae on the cover is great, one of the best character pieces of Paizo's that have been done and the best one done by Wayne Reynolds. It's just too bad the background art to go along with that looks like Reynolds mailed in his effort for it.
I like the Art and the backgrounds are not suppose to out shine the focus of the cover. also it could have been a small art or just a creative choice as it looks like he was trying to add some atmospheric perspective with the light and jungle

After rereading my post I think I might have been unduly harsh, or at least unfair, as I don't really know the effort he put into it or the circumstances that went into it's creation. Because of that it might not even have been his fault. Even baring any outside constraints even the best people don't hit stuff out of the park all the time.

Still, I hold by my position that it's sub par work for him for whatever reason. Maybe it's just more glaring considering the quality of the character portrait in front of it.

Liberty's Edge

Frumple wrote:
For instance, Melazmera an old umbral dragon should be CL 11 not 15

Old umbral dragons are CR 17. Giving her the entropic template raises her to CR 18, which is what she's listed at. I'm not sure what you are talking about here.


Can I ask what the general impressions were of this module? I ask because, personally, I was rather disappointed. I really enjoyed the new npcs found in the previous modules - they felt fleshed out, I appreciated the roles they played in the story, and it's been fun having so many unique npcs to interact with my players. In the Midnight Isles, it feels like they've just all disappeared and - worse - there's nothing to replace them. Even Arue the redeemed succubus is strongly urged to not be present (and I was looking forward to seeing the most of her in this mod). It's just sort of a disconnect for me in terms of what's going on in the campaign itself. Does anyone else feel that, or is there something I'm missing perhaps?


Shisumo wrote:
Frumple wrote:
For instance, Melazmera an old umbral dragon should be CL 11 not 15
Old umbral dragons are CR 17. Giving her the entropic template raises her to CR 18, which is what she's listed at. I'm not sure what you are talking about here.

CL = Caster level

CR = challenge rating

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