Descent into Midnight (GM Reference)


Second Darkness

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Pathfinder Starfinder Society Subscriber

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


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Dark Archive

How does Drexinis (page 25) cast transformation? It says in his "morale" tactics that his last resort is transformation, but I can't figure out how he casts this spell. It isn't in his spell list and he isn't listed as having a scroll of it.


How much area does The Caltherium take up. The description states, "covers almost a square mile of territory...".

The map on page 40 shows it being somewhere over 120 miles long and perhaps sixty miles wide.

I am going with the map rather than the descriptive text on this one. I think that there might be a typo involved.

CJ

Paizo Employee Creative Director

thelesuit wrote:

How much area does The Caltherium take up. The description states, "covers almost a square mile of territory...".

The map on page 40 shows it being somewhere over 120 miles long and perhaps sixty miles wide.

I am going with the map rather than the descriptive text on this one. I think that there might be a typo involved.

CJ

Go with the map. Ignore the line about it covering such a small area. The article itself was written MONTHS before the map was designed, and we had to make some changes, to some things. That one, alas, slipped through.

The Exchange

Found in this thread:

Gruumash 21 wrote:
I was looking through the recent release of the Pathfinder 18 and I noticed an inconsistancy. At the Shrine of Bound Earth in room E2 it mentions that Denrelwe casts Gentle Repose; daily on the bodies of the dead drow. (by the way love the idea.) The one issue I see is that later page 12 when it goes over her school of prohibited schools it mentions necromancy which contradicts the whole neat concept you have going there. Though I did notice the list of spells she has none are of the Necromancy School. So not sure if you want to add a minion whom is capable of casting that necromancy spell or change her prohibited spell list or something of that sort. Unless of course she is using the limited wish spell she has to cast the Gentle Respose spell but it did not seem clear if that was the case. Just thought I would bring it up I found it a little confusing if that was the case.

James answered:
Denrelwe's stats went through some changes and adjustments during the development of the adventure, and alas the gentle repose trick was accidently left in. Her method of keeping the bodies "fresh" was intended to be changed to an illusory method; she can keep the dead bodies looking and smelling fresh with permanent image, for example.

Dark Archive

Thanks for linking WormysQueue.

Liberty's Edge

There was a question during a Pathfinder chat regarding how the illusionist could make herself appear as a Large creature. James answered that she should have veil in her spell list.

A question of mine: on page 17, Stage 2 reinforcements are listed as 4 soldiers with 1 priest (EL 14), but that only comes out to EL 13. Should that be 6 soldiers and 1 priest?

Also, regarding the mention of priests, their stats are found on page 38. The soldiers are on page 13.

I found it strange that the priests have the same 4th and 5th level domain spell, but given the 5th level options for their domains, maybe doubling up on a lower level domain spell makes more sense.

Dark Archive

From the product discussion thread

Set wrote:

So, I just got this yesterday and noted two minor quibbles on the cursory review;

P 33, Klirikit is described in the text as being an Adept and using curative spells, providing fresh water, etc. Then she's given a one-line description that doesn't include any of that.

P 34, Something about Orrn doing something with potions is mentioned in the descriptive text (vagued up slightly to avoid spoilers), but doesn't actually have any potions in the stat block, nor any mention of using said potions in his combat options.


Like Atrocious I'm puzzled about Drexinis's transformation. Also, despite re-reading the Feasting Damnation on p 20 I'm still uncertain how that combat would execute. It seems that only the tentacles of the creature actually appear (unless it opts to plane shift in), but they don't have any HP or AC info, although it is noted they re grow in 1 week if severed so they appear to be attackable. How do the PCs fight it if it remains in the Abyss? It's noted that a DC 20 will can allow a PC to return to the material from the Abyss, can a PC will themselves through to attack it? The imagery of the battle is cool, but I'm wondering how it would work mechanically.

Paizo Employee Creative Director

Krell wrote:
Like Atrocious I'm puzzled about Drexinis's transformation. Also, despite re-reading the Feasting Damnation on p 20 I'm still uncertain how that combat would execute. It seems that only the tentacles of the creature actually appear (unless it opts to plane shift in), but they don't have any HP or AC info, although it is noted they re grow in 1 week if severed so they appear to be attackable. How do the PCs fight it if it remains in the Abyss? It's noted that a DC 20 will can allow a PC to return to the material from the Abyss, can a PC will themselves through to attack it? The imagery of the battle is cool, but I'm wondering how it would work mechanically.

The tentacles are a part of the monster, and they share the whole's hit points. If the monster remains in the Abyss, they don't HAVE to fight it and they can try to destroy the glyph without opposition... the monster shouldn't remain in the Abyss, thoguh, since that's a kind of boring encounter. In any case, attacks against the monster's tentacles resolve normally, as if the PCs were attacking the entire creature.

PCs can't "will" themselves into the Abyss to attack it, but they can use spells like plane shift or gate to go there if they wish.

EDIT: One point of clarification: Remember that while the abyssal harvester can send its tentacles through portals... that doesn't mean it can send them through anywhere. The tentacles have to remain close to each other; they can't send themselves through all over. As the text mentions, the tentacles have to be within 20 feet of each other. This equates to the monster's space. When you run this battle, pick a Gargantuan (space 20) miniature and use it to indicate the place where the tentacles are coming from. Describe it as a 20-foot square area of shimmering shadow and how every now and then portals open and tentacles come through. The tentacles can then use their reach to strike foes in the monster's normal Reach area. Basically... treat the battle as if the monster were actually there, with attacks against its "body" being attacks against the tentacle and the portals they reach through.

Paizo Employee Creative Director

baron arem heshvaun wrote:

So, I just got this yesterday and noted two minor quibbles on the cursory review;

P 33, Klirikit is described in the text as being an Adept and using curative spells, providing fresh water, etc. Then she's given a one-line description that doesn't include any of that.

P 34, Something about Orrn doing something with potions is mentioned in the descriptive text (vagued up slightly to avoid spoilers), but doesn't actually have any potions in the stat block, nor any mention of using said potions in his combat options.

Those fragments refer to versions of Klirikit and Orrn before they had to be trimmed somewhat at the last minute. Ignore mentions of Klirikit's curing and the like and of Orrn's potion drinking.

Paizo Employee Creative Director

Pygon wrote:

There was a question during a Pathfinder chat regarding how the illusionist could make herself appear as a Large creature. James answered that she should have veil in her spell list.

A question of mine: on page 17, Stage 2 reinforcements are listed as 4 soldiers with 1 priest (EL 14), but that only comes out to EL 13. Should that be 6 soldiers and 1 priest?

Also, regarding the mention of priests, their stats are found on page 38. The soldiers are on page 13.

I found it strange that the priests have the same 4th and 5th level domain spell, but given the 5th level options for their domains, maybe doubling up on a lower level domain spell makes more sense.

1) Denrewle is an illusionist. She is intended to have the ability to disguise herself in an illusion. She should have a veil prepared instead of one of her quickened invisibilities... or alternatively, she can just cast limited wish to duplicate the effects of a veil spell if you don't want to change her stats.

2) Stage 2 reinforcements should be 6 drow soldiers and a priest... but if you use 4 and a priest, none of your players will notice anyway.

3) The priestesses' choices for a 5th level domain spell is between dispel law and spell resistance. Since they're drow, spell resistance is a pretty stupid spell for them to cast. And while dispel law's a better choice... they instead use that slot to prepare another chaos hammer so that they've got more "ammo" to hit hard and fast if the place gets invaded. This is a case of something that LOOKS like it might be an error, but is in fact a specific design choice.


James Jacobs wrote:
EDIT: One point of clarification: Remember that while the abyssal harvester can send its tentacles through portals... that doesn't mean it can send them through anywhere. The tentacles have to remain close to each other; they can't send themselves through all over. As the text mentions, the tentacles have to be within 20 feet of each other. This equates to the monster's space. When you run this battle, pick a Gargantuan (space 20) miniature and use it to indicate the place where the tentacles are coming from. Describe it as a 20-foot square area of shimmering shadow and how every now and then portals open and tentacles come through. The tentacles can then use their reach to strike foes in the monster's normal Reach area. Basically... treat the battle as if the monster were actually...

On p. 20, paragraph 3: "... - the Feasting Damnation's far reaching ability can be used here without depleting its daily limit of 12 per day, and it need not inject its tentacles within 20 feet of each other as long as they appear on the area shown in the map of the Crystal Plaza."

O

Paizo Employee Creative Director

Arcesilaus wrote:

On p. 20, paragraph 3: "... - the Feasting Damnation's far reaching ability can be used here without depleting its daily limit of 12 per day, and it need not inject its tentacles within 20 feet of each other as long as they appear on the area shown in the map of the Crystal Plaza."

O

In which case you can have the tentacles attack anyone on the map. I'd go ahead and just mark the tentacles with tokens or something and allow PCs to attack those tentacles as if they were all monsters... but not separate monsters. They all share the same hit point pool.


James Jacobs wrote:


In which case you can have the tentacles attack anyone on the map. I'd go ahead and just mark the tentacles with tokens or something and allow PCs to attack those tentacles as if they were all monsters... but not separate monsters. They all share the same hit point pool.

OK, that'll catch them unawares, No expects the 283 HP tentacle(s)!

Paizo Employee Creative Director

Krell wrote:
James Jacobs wrote:


In which case you can have the tentacles attack anyone on the map. I'd go ahead and just mark the tentacles with tokens or something and allow PCs to attack those tentacles as if they were all monsters... but not separate monsters. They all share the same hit point pool.
OK, that'll catch them unawares, No expects the 283 HP tentacle(s)!

On further thought, I'd probably say that a tentacle hit causes the tentacle to retract into its portal and be replaced by a new portal, unless the tentacle's got ahold of a PC. That way the PCs REALLY don't know what they're fighting and might start worrying that the monster at the other end has an infinite number of tentacles...


James Jacobs wrote:
On further thought, I'd probably say that a tentacle hit causes the tentacle to retract into its portal and be replaced by a new portal, unless the tentacle's got ahold of a PC. That way the PCs REALLY don't know what they're fighting and might start worrying that the monster at the other end has an infinite number of tentacles...

Ohhh, that would be very funny, "Gah! There's no end to these things and we can't seem to chop through them!"

Liberty's Edge

Can anyone expand on what the timing is in this adventure? I realize that by using the 'Doomsday score', the idea is to make the scenario independent of a time frame, but I think that robs the scenario of its sense of urgency.
What got Allevrah to this point? Why hasn't she invoked the runes before now? What is she waiting for now? Is she waiting for some event, an appropriate celestial object to move into position, some other portent or sign from Abraxas, or what? I would think the group could use some sign that things are coming to a conclusion VERY SOON, and they need to act with a sense of urgency.

Paizo Employee Creative Director

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James Laubacker wrote:

Can anyone expand on what the timing is in this adventure? I realize that by using the 'Doomsday score', the idea is to make the scenario independent of a time frame, but I think that robs the scenario of its sense of urgency.

What got Allevrah to this point? Why hasn't she invoked the runes before now? What is she waiting for now? Is she waiting for some event, an appropriate celestial object to move into position, some other portent or sign from Abraxas, or what? I would think the group could use some sign that things are coming to a conclusion VERY SOON, and they need to act with a sense of urgency.

I've found that hard time limits on adventures almost always make for poorer adventures. Each GM needs to adapt the adventure to fit his players' style; if your players are the type to finish an entire adventure without resting once, a 3 day time limit is meaningless. And if your players are the ones who plan everything and are meticulous or just have the bad luck of the dice and are forced to take longer than normal, then a 3 day time limit is ridiculously short. Worse... for sake of story excitement, it's generally more exciting to have the PCs show up at the last minute and save the world just when things look the darkest; with a hard time limit, that becomes very difficult to pull off.

As for what Allevrah's up to; we deliberate left the mechanics of the ritual vague, but the basic idea is this:

In order to pull down an asteroid, you first need to to create the series of glyphs. This takes a long time, since the glyphs have to incorporate LOTS of arcane math and formulas. Once the glyphs are in place, you use the glyphs to send out your mind into the gulf to find the asteroid you want; the bigger the asteroid you want, the more complex the glyphs you need and the farther apart they have to be. Once you FIND the asteroid you want, you need to spend a set period of time each day in the central glyph, focusing your mind on it. The glyphs draw the asteroid toward you and the glyphs a little more each day. At a certain point, the gravity of the planet takes over and the asteroid is locked in, and the ritual becomes more or less window-dressing. The glyphs take over, luring in the asteroid and preventing it from breaking up in the atmosphere.

When the final adventure ends, the asteroid has entere that final stage of entering Golarion's gravity field. If the PCs finish off the adventure before the Doomsday score gets too high, the pull on the asteroid vanishes and it misses, but if they take longer, it grows increasingly more accurate in its targeting and more resistant to breaking up in the atmosphere. Technically, Allevrah could leave the Land of Black Blood entirely and let the glyphs do their job, but she wants to stay behind until the last minute to make sure meddlers like the PCs won't mess up the glyphs; she can use magic to escape at the last minute.

So, as the PCs break glyphs, the asteroid becomes increasingly unstable, but if they take TOO long, the glyphs do their job and varying degrees of mayhem result.

Liberty's Edge

James Jacobs wrote:
James Laubacker wrote:

Can anyone expand on what the timing is in this adventure? I realize that by using the 'Doomsday score', the idea is to make the scenario independent of a time frame, but I think that robs the scenario of its sense of urgency.

What got Allevrah to this point? Why hasn't she invoked the runes before now? What is she waiting for now? Is she waiting for some event, an appropriate celestial object to move into position, some other portent or sign from Abraxas, or what? I would think the group could use some sign that things are coming to a conclusion VERY SOON, and they need to act with a sense of urgency.

I've found that hard time limits on adventures almost always make for poorer adventures. Each GM needs to adapt the adventure to fit his players' style; if your players are the type to finish an entire adventure without resting once, a 3 day time limit is meaningless. And if your players are the ones who plan everything and are meticulous or just have the bad luck of the dice and are forced to take longer than normal, then a 3 day time limit is ridiculously short. Worse... for sake of story excitement, it's generally more exciting to have the PCs show up at the last minute and save the world just when things look the darkest; with a hard time limit, that becomes very difficult to pull off.

As for what Allevrah's up to; we deliberate left the mechanics of the ritual vague, but the basic idea is this:

In order to pull down an asteroid, you first need to to create the series of glyphs. This takes a long time, since the glyphs have to incorporate LOTS of arcane math and formulas. Once the glyphs are in place, you use the glyphs to send out your mind into the gulf to find the asteroid you want; the bigger the asteroid you want, the more complex the glyphs you need and the farther apart they have to be. Once you FIND the asteroid you want, you need to spend a set period of time each day in the central glyph, focusing your mind on it. The glyphs draw the asteroid...

AHH! <sound of players running screaming> You said the evil word 'math'! That will create the necessary sense of fear and terror!

I agree, a hard time line is very difficult to pull off, as it really puts the time line in the hands of the players, unless you've calculated it perfectly, or manipulate events shamelessly.

So, given what I remember of the path, the PC's do not know this much detail about the workings of the glyphs, so they don't know why it takes this long. Would it be reasonable to say that what they learned from the information at Thorn's End would include some hints that the moons need to be in just the right phases, and that such an event is coming soon? Other possibilities might include some prophet or seer giving them a warning in Kyonin, even if they were told previously there would be no warnings.

Paizo Employee Creative Director

James Laubacker wrote:
So, given what I remember of the path, the PC's do not know this much detail about the workings of the glyphs, so they don't know why it takes this long. Would it be reasonable to say that what they learned from the information at Thorn's End would include some hints that the moons need to be in just the right phases, and that such an event is coming soon? Other possibilities might include some prophet or seer giving them a warning in Kyonin, even if they were told previously there would be no warnings.

Actually, the PCs should be able to recover some of Allevrah's notes at the end of the previous adventure, and that's where they should start to learn about the glyphs and how to deactivate them... getting those notes is actually kind of the whole point of the previous adventure. So the PCs SHOULD know about the glyphs, and they SHOULD be able to study them when they get to them and learn about how close things are, and should know that they're on a timer. And then, during the course of the last adventure, it'd be cool if every time the Doomsday score changes, for good or for ill, the GM should let the PCs know. Don't keep that number a secret. Since the players have no idea what the numbers mean, other than that it's some sort of countdown, it should spur them on quite well.

But yeah; the point of the previous adventure was to give them the heads-up on what's going on behind the scenes, and that they're on a timer.

Liberty's Edge

James Jacobs wrote:


Actually, the PCs should be able to recover some of Allevrah's notes at the end of the previous adventure, and that's where they should start to learn about the glyphs and how to deactivate them... getting those notes is actually kind of the whole point of the previous adventure. So the PCs SHOULD know about the glyphs, and they SHOULD be able to study them when they get to them and learn about how close things are, and should know that they're on a timer. And then, during the course of the last adventure, it'd be cool if every time the Doomsday score changes, for good or for ill, the GM should let the PCs know. Don't keep that number a secret. Since the players have no idea what the numbers mean, other than that it's some sort of countdown, it should spur them on quite well.

But yeah; the point of the previous adventure was to give them the heads-up on what's going on behind the scenes, and that they're on a timer.

My memory of mod 17 must be fuzzy, I don't remember it specifying that much detail on the working of the glyphs or the timeline, just some generic information about how Allevrah has the info, is now a drow, and she knows enough to invoke them.

I guess I was looking for something more along the lines of a roleplaying method, rather than giving them the Doomsday score. That seems too meta-gamish for me. I never would have thought of just openly sharing that, same goes for the similiar scoring methods in the earlier mods.

Paizo Employee Creative Director

James Laubacker wrote:

My memory of mod 17 must be fuzzy, I don't remember it specifying that much detail on the working of the glyphs or the timeline, just some generic information about how Allevrah has the info, is now a drow, and she knows enough to invoke them.

I guess I was looking for something more along the lines of a roleplaying method, rather than giving them the Doomsday score. That seems too meta-gamish for me. I never would have thought of just openly sharing that, same goes for the similiar scoring methods in the earlier mods.

The discussion of these notes is primarily in Pathfinder 18. The author of 17 didn't leave us much room to talk about that part in #17, so we moved the discussion to #18, where it's actually more logical to talk about anyway, since the notes in question are referring to THAT adventure. They're mentioned VERY briefly in PF 17, though.

Although I'm of the opinion that being meta-gamey at times is GOOD (it IS a game, after all, and visual clues like a doomsday clock countdown are no more "distracting," I think, than the clock elements that appear in a show like "24"), if you disagree, the best way to show the PCs that time's running out is to let them study the earthfall glyphs as they come to them like one might study a Mayan calendar stone or Stonehenge or something. Give them some Knowledge checks (whichever checks you think would work best and which the PCs actually have access to) and tell the guy or gal who rolls the highest that things are progressing more swiftly or slowly or whatever.

But still... openly sharing something like a Doomsday clock (or victory points or whatever) is a great way to not only keep the players involved and excited, but it gives them a concrete mechanic that they can use to spur them on. It's no different, really, than letting the PCs track their own hit points or know what their skill bonuses are.


James Jacobs wrote:
Although I'm of the opinion that being meta-gamey at times is GOOD (it IS a game, after all, and visual clues like a doomsday clock countdown are no more "distracting," I think, than the clock elements that appear in a show like "24")

Umm wow ! Great analogy ! Going to steal this for myself, thanks Doctor Jacobs.

Now where do I find sound effects for an hour glass...

Liberty's Edge

James Jacobs wrote:
James Laubacker wrote:

My memory of mod 17 must be fuzzy, I don't remember it specifying that much detail on the working of the glyphs or the timeline, just some generic information about how Allevrah has the info, is now a drow, and she knows enough to invoke them.

I guess I was looking for something more along the lines of a roleplaying method, rather than giving them the Doomsday score. That seems too meta-gamish for me. I never would have thought of just openly sharing that, same goes for the similiar scoring methods in the earlier mods.

The discussion of these notes is primarily in Pathfinder 18. The author of 17 didn't leave us much room to talk about that part in #17, so we moved the discussion to #18, where it's actually more logical to talk about anyway, since the notes in question are referring to THAT adventure. They're mentioned VERY briefly in PF 17, though.

Although I'm of the opinion that being meta-gamey at times is GOOD (it IS a game, after all, and visual clues like a doomsday clock countdown are no more "distracting," I think, than the clock elements that appear in a show like "24"), if you disagree, the best way to show the PCs that time's running out is to let them study the earthfall glyphs as they come to them like one might study a Mayan calendar stone or Stonehenge or something. Give them some Knowledge checks (whichever checks you think would work best and which the PCs actually have access to) and tell the guy or gal who rolls the highest that things are progressing more swiftly or slowly or whatever.

But still... openly sharing something like a Doomsday clock (or victory points or whatever) is a great way to not only keep the players involved and excited, but it gives them a concrete mechanic that they can use to spur them on. It's no different, really, than letting the PCs track their own hit points or know what their skill bonuses are.

Thanks again, James. I have to admit, like I said, I wouldn't have thought about showing the score, but after you suggested it I started thinking of some sort of item or device that would do it, and your suggestion of using the glyphs themselves would work very well. I appreciate the time and and feedback!

Despite my questions, I'm really looking forward to running this AP, especially for the guy that wants to play a drow.


James Jacobs wrote:
Actually, the PCs should be able to recover some of Allevrah's notes at the end of the previous adventure, and that's where they should start to learn about the glyphs and how to deactivate them...

Thanks on this piece. I'm starting the first chapter in a few weeks, and my group has decided they don't want a very mixed group. The PCs are a fighter, paladin, ranger, and a rogue. This makes the AP tougher, but I think they'll enjoy it. However, regarding the "best" order of deactivating the glyphs, who can they interogate to actually find this out? It didn't seem that anyone really has this knowledge(except for Allevrah). I could plant it in Allevrah's notes too, but I don't want to plant everything there. Any suggestions, or did I miss someone who has this information?

Paizo Employee Creative Director

Gray wrote:
James Jacobs wrote:
Actually, the PCs should be able to recover some of Allevrah's notes at the end of the previous adventure, and that's where they should start to learn about the glyphs and how to deactivate them...
Thanks on this piece. I'm starting the first chapter in a few weeks, and my group has decided they don't want a very mixed group. The PCs are a fighter, paladin, ranger, and a rogue. This makes the AP tougher, but I think they'll enjoy it. However, regarding the "best" order of deactivating the glyphs, who can they interogate to actually find this out? It didn't seem that anyone really has this knowledge(except for Allevrah). I could plant it in Allevrah's notes too, but I don't want to plant everything there. Any suggestions, or did I miss someone who has this information?

The "best" order to do the glyphs isn't something that the PCs should necessarily be able to figure out... but PCs have a lot of tricks. A PC that, say, uses powerful divination magic might figure it out, as might a PC that rolls a really high DC for Knowledge (arcana). Basically, this is the type of information you should hold back on and then hand out if the PCs do something that REALLY impresses you and you want to reward them with something.

Because doing the glyphs in the "wrong" order doesn't make the adventure unwinable.

Contributor

James Jacobs wrote:

The "best" order to do the glyphs isn't something that the PCs should necessarily be able to figure out... but PCs have a lot of tricks. A PC that, say, uses powerful divination magic might figure it out, as might a PC that rolls a really high DC for Knowledge (arcana). Basically, this is the type of information you should hold back on and then hand out if the PCs do something that REALLY impresses you and you want to reward them with something.

Because doing the glyphs in the "wrong" order doesn't make the adventure unwinable.

I agree.

The glyphs are designed to have an extra benefit for parties that follow the exact 'best' order, but specifically not set up to have just one way of completing the task. The best-route stuff is provided for the DM of rewarding clever PCs, or dropping hints to keep them from drowning if they're over their heads.


Brian Cortijo wrote:
James Jacobs wrote:
Stuff that makes sense.

Thanks guys. For some reason, I had it in my head that I'm in for a TPK if they don't figure out the order ahead of time.

Liberty's Edge

Gray wrote:
Stuff that makes sense. Thanks guys. For some reason, I had it in my head that I'm in for a TPK if they don't figure out the order ahead of time.

Not a TPK, but if they destroy a glyph that isn't the restoration glyph first, wait a day, then do another, they should have SOME way of finding out that the first glyph they destroyed is recreated. The doomsday score, however you present it, might not be enough of a clue. Maybe each time they see a glyph, give them a knowldege check, and seeing the glyph gives them some insight into the information they got from Thorn's End, which will eventually reveal the nature of each of the focus glyphs. I wouldn't let them be unlucky enough to randomly try the restoration glyph last and have to do the other 4 all over again - that would just be cruel. Unless of course they are really stupid or stubborn about it.


P. 27

The Moldering Emperor wrote:
...the Moldering Emperor was one of the first creatures to undergo the hideous transformation into a black blooded creature - and unlike those that followed, the Moldering Emperor's body is forever. It does not fear the dissolution that affects all other victims of the black blood curse - but only as long as it remains in the Land of Black Blood: it can never return to its kind in distant Denebrum far to the west...

Question:

What 'dissolution that affects all others victims of the black blood curse'? I can find no mechanic given in either the entry for the Land of Black Blood or the Black Blooded template in the bestiary section for acquiring (the template as?) any kind of 'curse', nor, unless by 'dissolution' the Tainted Life (Ex) feature of the Black Blooded template is referred to can I see anything which resembles dissolution.

P. 34-35
Glyph of Watching
No details are given for just how (in the true key section) a character is supposed to successfully decipher the Glyph of Watching's runes so that they can realise what the key to defeating the Glyph is. Based on details for the other Glyphs my guess is that a DC 20 or 25 skill check would be required; could someone please clarify what check this should be?

And, on the subject of identifying means to disable Glyphs:
P. 29
Glyph of Vigilance
The Glyph of Vigilance is the 'odd man out' of the glyphs of Fury, Renewal, Defense, and Vigilance, in that the DC for discerning the means to disable it is only DC 20; is this correct, or should it be DC 25 in line with that for the other three Glyphs for which a DC is listed?

Finally, an easy one to finish off with...
P. 60
How in the Abyss does Nocticula eat or handle anything with fingernails like that? Unless they're false nails which she wears for special occasions such as to pose for illustrations by Paizo artists, I imagine she's going to end up with a lot of broken nails or stabbing herself and/or other things if she tries to handle anything.
(Please don't let the answer be something boring such as she use alter self a lot; at least make it that she is accompanied everywhere by hordes of servants to open doors, peel grapes, attach her jewellery, etc for her. :D)

Dark Archive

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Charles Evans 25 wrote:
How in the Abyss does Nocticula eat or handle anything with fingernails like that?

Mage Hand has unlimited use in PRPG.

Contributor

Charles Evans 25 wrote:
P. 27
The Moldering Emperor wrote:
...the Moldering Emperor was one of the first creatures to undergo the hideous transformation into a black blooded creature - and unlike those that followed, the Moldering Emperor's body is forever. It does not fear the dissolution that affects all other victims of the black blood curse - but only as long as it remains in the Land of Black Blood: it can never return to its kind in distant Denebrum far to the west...

Question:

What 'dissolution that affects all others victims of the black blood curse'? I can find no mechanic given in either the entry for the Land of Black Blood or the Black Blooded template in the bestiary section for acquiring (the template as?) any kind of 'curse', nor, unless by 'dissolution' the Tainted Life (Ex) feature of the Black Blooded template is referred to can I see anything which resembles dissolution.

This isn't a mechanically-driven breakdown. The implication is that black-blooded creatures cannot survive for long in that state, and begin to physically break down. Consider it not a statistical change, but a massively-accelerated physical degeneration.

Wolf didn't really elaborate on how this manifests, but I'd say that the Black Blood normally overwhelms the physiology of most black-blooded creatures within a year or two, leaving them a bubbly, rather gross mess.

Charles Evans 25 wrote:

P. 34-35

Glyph of Watching
No details are given for just how (in the true key section) a character is supposed to successfully decipher the Glyph of Watching's runes so that they can realise what the key to defeating the Glyph is. Based on details for the other Glyphs my guess is that a DC 20 or 25 skill check would be required; could someone please clarify what check this should be?

The glyph of watching does not have a specific skill associated with identifying its means of deactivation. Characters can still use Decipher Script or read magic, as described in the introduction to the focus glyphs, to determine how to shut it down.

Charles Evans 25 wrote:

And, on the subject of identifying means to disable Glyphs:

P. 29
Glyph of Vigilance
The Glyph of Vigilance is the 'odd man out' of the glyphs of Fury, Renewal, Defense, and Vigilance, in that the DC for discerning the means to disable it is only DC 20; is this correct, or should it be DC 25 in line with that for the other three Glyphs for which a DC is listed?

The DC should be as listed. The focus glyphs, while similar, are not meant to be perfectly symmetrical in ability.


Brian Cortijo wrote:
answers!

Thank you Brian. I'll run up any more queries regarding PF #18 I have in later posts. Now I just need James Jacobs to explain that Nocticula one... :D

Paizo Employee Creative Director

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Nocticula's nails are not fingernails. They're claws. She can probably cut through trees with them. And on top of that... she DOES have the ability to change her shape, just as all succubi do. She's actually the best at that trick of all succubi, since she's the boss. Which is to say, she can probably retract them like a cat. And since she's a demon, she's got something better than mage hand at will; she's got telekinesis at will. And on top of THAT... she can probably use those claws like tweezers or chopsticks.


James Jacobs wrote:
Nocticula's nails are not fingernails. They're claws. She can probably cut through trees with them. And on top of that... she DOES have the ability to change her shape, just as all succubi do. She's actually the best at that trick of all succubi, since she's the boss. Which is to say, she can probably retract them like a cat. And since she's a demon, she's got something better than mage hand at will; she's got telekinesis at will. And on top of THAT... she can probably use those claws like tweezers or chopsticks.

:shock: Ooh. Vorpal nails*. Unpleasant if you're in a situation where she can coup-de-grace you.

Edit:
*Yes I can read it says that they're claws, not nails, but I have it stuck in my head that they're fingernails now...
Part of the reason I asked though, was that they looked a bit impractical from the point of view of trying to grasp anything like the handle of a small mirror, as I could see them sticking into her own wrist, but if they're retractable...
The chopsticks for eating is interesting.

Thank you for the answers.

Contributor

Charles Evans 25 wrote:
Brian Cortijo wrote:
answers!
Thank you Brian. I'll run up any more queries regarding PF #18 I have in later posts. Now I just need James Jacobs to explain that Nocticula one... :D

No trouble at all. I'll do my best to answer, but we all know the guy who wrote it can never be expected to speak with any authority. ;)


I've been considering a slight change regarding Allevrah. According to the plot...

Spoiler:
she betrays the Winter Council, loses her powers as a cleric of Nethyrs and converts to Abraxas. Wouldn't that technically force her with levels of ex-cleric?
But I've been thinking, how about simply changing Allevrah's alignment to Neutral Evil, and letting her stay as a follower of Nethyrs? As an insane deity of magic, I don't think he'd care if she wants to call another Earthfall, if anything he'd be pleased that she's using awesome magic (for whatever reason, doesn't matter to him).
Of course, Abraxas would be coaxing Allevrah on as well.


Minor Errata Report (Likely only useful from the point of view of updating the pdf of Descent into Midnight, or in case the article gets cut/pasted into another book):
P. 63

Demon Lords of Golarion (Xoveron) wrote:
...Realm Ghahazi...

'Realm' should be in bold to match the format of entries for other Demon Lords?

Grand Lodge

What exactly is the purpose behind Alistraxia's inclusion in the adventure? I think it can be used for plot hooks to build off of, but it seems rather weak.

Dark Archive

TriOmegaZero wrote:
What exactly is the purpose behind Alistraxia's inclusion in the adventure? I think it can be used for plot hooks to build off of, but it seems rather weak.

Reply contains spoilers for the Second Darkness AP:

Spoiler:

In my opinion, the nefarious marilith was included in the final adventure to show the PC's that even with the power they have honed and amass, they are still no match for a Demon Lord of Golarion. Going into the final part of the AP, my character's chests are puffed up so large they are about to float. Just about everyone has an AC over 30 now and our archery focused fighter can dish out over 100 points of damage dependably each round.

So they fight valiantly against Allevrah and her forces, come out the other end victorious to find a demon lady that they cannot and should not kill. And what does she do? She explains that her evil masters are all powerful and that they are amused by todays events. Basically telling the PC's hey, you guys put on an entertaining show! What? Why am I not upset? Because all that you've done doesn't matter one iota in my master's plan. And oh by the way if you feel like giving up and joining the wining side, take the formula for plucking stars and hide it in a major library. All will be forgiven and hey, maybe we can hang out some time. mwuhahaha.

Okay, I digress, but Paizo makes use of this tactic twice in the AP. Once at the end to show the party that the Demon Lord hasn't been stopped, hell hasn't even missed a step. The other time is in AP 4 when they confront Alcanviss Vonnarc. She plays the same game but with the angle of the omnipotent power of the drow race.

I honestly, see the purpose for both encounters, but don't expect them to make your PC's happy. Their intended purpose is quite the opposite.

Grand Lodge

Alkir wrote:
I honestly, see the purpose for both encounters, but don't expect them to make your PC's happy. Their intended purpose is quite the opposite.

And that is my gripe exactly. Why are we taking all the victory away from the PCs, with no plan to restore it later?

Spoiler:
I would like it better, and probably would do it this way, if when she waves off the threat of destroying the document, she is bluffing. There are no other copies in the world that can be found. This way, the PCs can get a small win over them, and gain a serious enemy for the campaign to be built off of.

I had the same issue with Shackled City, in that the big bads were never foreshadowed, and when you beat one, "Mwahahaha, he was a mere puppet!". I've seen that in too many CRPGs to find it anything but stale and trite.

My favorite CRPG ever, Final Fantasy VI, had the final villian show up in the first act, and continue to be built up over the entire game. I wish I could see this in more APs, rather than Zeronemus arriving by Deus Express.

tl:dr Don't take the PC's acheivements away with a cut scene.

Silver Crusade

Pathfinder Adventure Path Subscriber

That's what I love about RotRL and LoF, in the end you get to kick the booty of the BBEG and it's over, the end, no dark masters or evil twin brothers.

CotCT doesn't let you kill the *really* BBEG, but in the end the players should hate Miss I so much that doing her in is even more rewarding.

SD drops the ball, as in the end it's the good old "oh she was just a meaningless pawn of greater evil, now so long suckers !". And unlike Ileosa, you don't get to dislike her nearly enough.


That's interesting - my players:

Spoiler:
kinda loved running from Alicavniss - maybe it just came off well for me by luck though. They certainly hate her, and didn't trust her, but it didn't seem like they felt cheated.

As for the Marilith - if the players don't need a "this is what was going on" wrap-up, you can skip her. But playing up the "let's make a deal" side could be interesting.

I do like the bluff idea though. "This isn't important of course, but if you do help me out..."


We just finished - players kicked a lot of butt but it was still a long and fun fight. The highly anticipated encounter with Alistraxia (marilith) went well - they had already torched the notes when they met her, but could have limited wish'd them back. They were very relieved not to fight her.

Thanks SO much Brian and James for an awesome conclusion, and to all the other authors for the fantastic, exciting, bewildering, disturbing, incredible run!


So im trying to figure out how the PCs know what glyphs do what? How do they know what each one does I think my PCs are smart enough to figure out which ones should be done in what order but how do they know what glyph does what

Paizo Employee Creative Director

Joey Virtue wrote:
So im trying to figure out how the PCs know what glyphs do what? How do they know what each one does I think my PCs are smart enough to figure out which ones should be done in what order but how do they know what glyph does what

Knowledge (arcana) checks made while studying glyphs on site, divination magic, and interrogating NPCs are the three best ways to dole out glyph info to the PCs.


Thanks James I wasnt sure if I missed it as part of the notes or not

And I dont care what anyone says about this adventure path I really like it


The first part of this AP includes a dialogue Queen Telandia has with the heroes that detail how a new star coming closer has been spotted, and that she has already made preparations for another massive exodus while sending envoys to other nations. Followed by what the Queen offers next should send a clear signal to the party that time is of the essence. I think the Doomsday clock is cool. I think any party motivated to act quickly would be fine.

Regarding the deciphering of the glyphs, I plan on rewarding the PC taking the character traits of mathematical prodigy as well as researcher of the blot. He's an elven wizard with a high Arcane, they have all notes, and the character has been rolling aces regarding the glyphs so far. I like the idea of character traits taken early on still holding significance down to the very last chapter of an AP. The order of the glyphs will be much easier, and attributed by the sheer brilliance and skill attributed to having studied in this area.

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