Shadow in the Sky (GM Reference)


Second Darkness

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When are the PCs 'supposed' to level up during Shadow in the Sky?

I'm sure I've read something about this elsewhere on these boards, but I just can't find it now. If anybody could provide some insight or point me in the right direction, I'd be very grateful.


Dance of Ruin wrote:

When are the PCs 'supposed' to level up during Shadow in the Sky?

I'm sure I've read something about this elsewhere on these boards, but I just can't find it now. If anybody could provide some insight or point me in the right direction, I'd be very grateful.

Check out the last paragraph before Thieves and Thugs on p. 9.


Gah! That's what you get from reading way, way too much every single day. You begin to skip things ... just to speed up your read.

In any event, thanks a lot, Joana :).


Say, did anybody find (or rig up) stats for gendarmes? Not that I expect my party to get into any trouble in Riddleport, but....

Thanks,
Treppa

Frog God Games

Treppa wrote:

Say, did anybody find (or rig up) stats for gendarmes? Not that I expect my party to get into any trouble in Riddleport, but....

Thanks,
Treppa

Here are the stats for gendarmes and gendarme officers that I used in the original manuscript but that didn't make the cut. I suspect now, that the soldier class I borrowed from Living Imaginations' "Charge!" sourcebook may not be open content.

RIDDLEPORT GENDARMES CR 1
Male human soldier 1 (Charge! 10)
N Medium humanoid (human)
Init –1; Senses Listen +0, Spot +0
DEFENSE
AC 14, touch 9, flat-footed 14
(+4 armor, –1 Dex, natural, +1 shield)
hp 6 (1d8+1 plus 3)
Fort +3, Ref –1, Will +2
OFFENSE
Spd 30 ft.
Melee rapier +3 [+1 Base, +1 Str, Weapon Focus] (1d6+1/18–20)
Ranged light crossbow +0 (1d8/19–20)
TACTICS
During Combat The gendarmes choose to remain back and focus their crossbow fire on one target until he drops or retreats before shifting fire. They always work in pairs to flank foes in melee.
STATISTICS
Abilities Str 12, Dex 9, Con 13, Int 10, Wis 10, Cha 8
Base Atk +1; Grp +2
Feats Pack RatB (see sidebar), ToughnessB, Weapon Focus (rapier)
Skills Climb +2, Diplomacy +3, Knowledge (local) +4, Swim –1, Use Rope +3
Languages Common
Gear chain shirt, light steel shield, rapier, light crossbow, 20 bolts, crowbar

GENDARME OFFICER CR 6
Male human soldier 3/fighter 3 (Charge! 10)
LE Medium humanoid (human)
Init +4; Senses Listen +9, Spot +0
DEFENSE
AC 18, touch 10, flat-footed 18
(+6 armor, +2 shield)
hp 45 (3d8+6 plus 3d10+6)
Fort +8, Ref +2, Will +6
OFFENSE
Spd 20 ft.
Melee +1 longsword +12/+7 (1d8+5)
Ranged mwk shortbow +7/+2 (1d6/x3)
TACTICS
Before Combat Gendarme officers drink a potion of bull’s strength before closing for melee.
During Combat Gendarme officers prefer to stay behind their troops using Point Blank Shot to soften up foes, only drinking their potion and closing for melee if absolutely necessary.
Base Statistics Without the bull’s strength, stats are:
Melee +1 longsword +10/+5 (1d8+3)
Str 15
Grp +8
Swim –4
STATISTICS
Abilities Str 19, Dex 11, Con 14, Int 10, Wis 11, Cha 12
Base Atk +6; Grp +10
Feats Improved Initiative, Iron WillB, Pack RatB (see sidebar), PatrolB (see sidebar), Point Blank ShotB, Quick Draw, Leadership, Weapon Focus (longsword)B,
Skills Diplomacy +6, Gather Information +3, Intimidate +7, Knowledge (local) +5, Listen +9, Move Silently +4, Swim –2
Languages Common
Combat Gear potion of bull’s strength, 3 sunrods; Other Gear +1 chainmail, masterwork heavy steel shield, +1 longsword, masterwork shortbow, 20 arrows

[[start sidebar]]
NEW FEATS
These feats appear in Charge!: A Military Rules Supplement by Living Imagination, Inc. with slight modifications.
PACK RAT* [MILITARY]
You are very efficient at how you carry things, and are therefore capable of handling heavier loads than your build would suggest.
Prerequisite: Wisdom 13+
Benefit: You may calculate your carrying capacity as though your Strength was 2 points higher.

PATROL* [MILITARY]
You have survived many dangerous patrol missions.
Benefit: Listen and Move Silently become class skills. You gain a +1 bonus to each of these skills per experience level gained after attaining this feat.

*May be selected as a Fighter bonus feat.
[[end sidebar]]

Dark Archive

You can always count on a former military man to keep well organized notes.

Thanks Greg ! I'll put this to use when I revisit Riddleport.


Greg A. Vaughan wrote:


Here are the stats for gendarmes and gendarme officers that I used in the original manuscript but that didn't make the cut.

Thanks so much for the response, Greg. I can't use them exactly as-is, but they definitely provide the flavor needed. My vision was more of halberdiers, but I wasn't sure that was the correct feel for what seems to be essentially a legally sanctioned gang. These fit that mold a bit better, for me. Gracias!


So when they enter there stake in the Steal the Devils Gold how much money do they get to play or they can use as much of their own gold as they want?


Joey Virtue wrote:
So when they enter there stake in the Steal the Devils Gold how much money do they get to play or they can use as much of their own gold as they want?

I let them use as much as they wanted, but my group was sadly not terribly interested in the games, so we didn't run the tourney very long before disaster hit.


Treppa wrote:
Joey Virtue wrote:
So when they enter there stake in the Steal the Devils Gold how much money do they get to play or they can use as much of their own gold as they want?
I let them use as much as they wanted, but my group was sadly not terribly interested in the games, so we didn't run the tourney very long before disaster hit.

Yeah we are playing in two weeks and what im going to do is have them make four rolls each, and say each was a half hour of gambling then they have moved tables to all be at the same bounder table and maybe play a few hands of bounder as the fireworks go off


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So, at the end of Shadow in the Sky, the PCs fight Depora Azrinae. In her stat block it says she shoots poisoned bolts. Few questions:

1: Are elves effected by the drow sleep poison - is this a magical sleep?
2: Her attack states (1d4+3/19-20 plus poison) do I assume that all of her bolts are already poisoned?
3: If not, how does applying poison work? How many bolts can one vile cover, how long does it take, and can she accidentally poison herself?
Thanks

Frog God Games

Alex Bursch wrote:

So, at the end of Shadow in the Sky, the PCs fight Depora Azrinae. In her stat block it says she shoots poisoned bolts. Few questions:

1: Are elves effected by the drow sleep poison - is this a magical sleep?
2: Her attack states (1d4+3/19-20 plus poison) do I assume that all of her bolts are already poisoned?
3: If not, how does applying poison work? How many bolts can one vile cover, how long does it take, and can she accidentally poison herself?
Thanks

1. No poison, is not considered magical sleep, so elves are not immune.

2. Yes, assume they are already poisoned.
3. DMG, p. 296. She does not have the poison use ability so she has a 5% chance of poisoning herself when she applies it. Assume that she did not when she applied it previous to the encounter, but apply this chance if she reapplies any poison. She also must make a DC 15 Reflex save to avoid poisoning herself on a natural 1 attack roll. 1 vial equals 1 dose of poison. As for how long, I believe it would be a move action to withdraw a bolt, a move action to withdraw a vial, and a move action to apply the poison--not something great for the middle of combat.


Sorry very basic I know, I am GMing one of these adventure paths (SD, seems to suit my group best) for the first time, can someone tell me which experience path the PC should progress along medium or fast (I have a larger party than is recommended and am already massaging encounter CR levels and ammounts?


Andrew Perkins 335 wrote:
Sorry very basic I know, I am GMing one of these adventure paths (SD, seems to suit my group best) for the first time, can someone tell me which experience path the PC should progress along medium or fast (I have a larger party than is recommended and am already massaging encounter CR levels and ammounts?

To keep up with the expected leveling points, the "fast" progression is assumed for APs written for 3.5 rules, including Second Darkness. Council of Thieves is the first AP written specifically for Pathfinder RPG rules, and from then on, "medium" progression is assumed.

As you know, a larger or smaller than usual party will require further DM tinkering. :) I believe most, if not all, the books in Second Darkness specify what level the party should be when facing certain encounters.


Joana wrote:
Andrew Perkins 335 wrote:
Sorry very basic I know, I am GMing one of these adventure paths (SD, seems to suit my group best) for the first time, can someone tell me which experience path the PC should progress along medium or fast (I have a larger party than is recommended and am already massaging encounter CR levels and ammounts?

To keep up with the expected leveling points, the "fast" progression is assumed for APs written for 3.5 rules, including Second Darkness. Council of Thieves is the first AP written specifically for Pathfinder RPG rules, and from then on, "medium" progression is assumed.

As you know, a larger or smaller than usual party will require further DM tinkering. :) I believe most, if not all, the books in Second Darkness specify what level the party should be when facing certain encounters.

Joanna, Thanks for the clarification it is greatly appreciated :0)


Hmm. I think I may have painted myself into a corner a little bit with this one. One problem is easily fixed: I used the medium XP track instead of fast. But the problem is that my players (uncharacteristically) decided to play by their alignments and not kill people when they had a chance. So they're a bit behind on treasure they would have received from killing Braddikar at the docks and Smeed on rat street. So far what they have is the money they've earned from the Gold Goblin, the bracers of armor from the mage they downed in the heist and what they looted from the toughs during the raid. Having six PCs may blunt the impact a bit, but lacking a few masterwork weapons and minor magical items can make things a little more difficult. So, for those of you that have run through the adventure: is it worthwhile to try and rectify that now or just let them loose on the wererat ambush and trust things will level out? Or maybe Zincher sends them an anonymous gift or two since they'll want to get even with Saul after the double cross?


Well I had the same problem Paladin in the party So I made the Set Piece Thieves working for Sal and DA and had them dress up as cops after each battle and come in a kill them and then the PCs got all the magic items from them


So how wide is the cybergate? For the PCs and DA to run across


pg50 says the Cyphergate is 700 feet in diameter, so 700 feet across and rising to 350 about the harbor.


I presume Joey Virtue is asking how wide the arch is for running-on-top-of purposes, and I don't think the book ever says. For comparison purposes, the Gateway Arch in St. Louis is is 630 feet tall -- almost twice the height of the Cyphergate -- but the width from base to base and height from ground to top are equal. The legs are equilateral triangles, tapering from 54 feet per side at the bottom to 17 feet per side at the top. Up to 160 tourists can fit into the viewing area at the top. Someone more mathy than I can do a comparison, but it sounds like there ought to be plenty of width for running on, although the steep slope to the top ought to deter anyone without access to spider climb or the like.

Frog God Games

I think 10 feet wide at the top is probably a safe bet, 15 if you want a little more room. The picture on page 47 further seems to support this approximate scale. Certainly it should not involve balancing unless the PCs are right at the edge.


After mentioning some scholarly speculation on p.50, I had pictured the Cyphergate not so much as an arch, but a half-buried ring. This would explain the existence of more runes deep underground in the excavation room, since the portion of an arch that far down would be a simple structural footing or foundation. Since it is described as being 35 feet across inrectangular cross-section and speculated to be a ring, I would assume that the 35 feet is constant. This makes the arch a very easy area for the PCs to run around on once they get over the first couple of climb checks, which should decrease in difficulty as they progress.

Also, Rule-0 should probably be used to some extent here, as a frustrated and bumbling party trying to boost each other up onto the side of a landmark while the bad guy wins isn't very epic. However, the new kids in town doing battle with a mythical creature in full-view of the city while running around 350 feet above the harbor certainly is.

Frog God Games

jsnlevi wrote:

After mentioning some scholarly speculation on p.50, I had pictured the Cyphergate not so much as an arch, but a half-buried ring. This would explain the existence of more runes deep underground in the excavation room, since the portion of an arch that far down would be a simple structural footing or foundation. Since it is described as being 35 feet across inrectangular cross-section and speculated to be a ring, I would assume that the 35 feet is constant. This makes the arch a very easy area for the PCs to run around on once they get over the first couple of climb checks, which should decrease in difficulty as they progress.

Also, Rule-0 should probably be used to some extent here, as a frustrated and bumbling party trying to boost each other up onto the side of a landmark while the bad guy wins isn't very epic. However, the new kids in town doing battle with a mythical creature in full-view of the city while running around 350 feet above the harbor certainly is.

You are correct, of course, on the 35 feet. I was thinking that I had mentioned it somewhere but didn't think to look in the gazetteer article and was trying to go from memory. I've slept a time or two since then. ;-) But yes, 35 feet is the correct size.


Hi,

I am currently DMing (new verb?) my first game and we are running Shadow in the Sky. This is also my first time posting here.

Right from the beginning, things did not go according to plan (this happens when you have paladins or LG characters in your group) and I have been adapting as well as I could.

However, by improvising a bit, I may have put myself in a bit of a bind.

Hopefully, I am not posting about stuff that people do not know already. Otherwise, stop reading here, as I do not know how to use the "show/Hide" buttons yet.

This is where we are at. After having their ... "meeting" with the wererats, the players spend a few days just looking at what is happening at the GG. After circling the place and dispatching a couple of the guards (group 3) and letting one of them run for his life, I had old Scratch come out (invisible) onto the porch of the GG.
As he could detect/see the players outside, he just told them (telepathically) that he could see them and that Saul and company were ready for them.
The party, for some reason, started to have a conversation with Old Scratch, trying to convince him to switch side or at least not participate in the battle. He knows what the party is capable of.

With Old Scratch being LE, I would think that he would stay loyal to Saul. On the other hand, he is being forced into servitude by Saul.

Any suggestions as to how I could play this?

The other thing the group did is to get Samaritha to tell Lymas to pass a message to Boss Croat (I know, it gets confusing) and the other bosses to keep their men away from the Gold Goblin.
The adventurers were going to attack the GG and take Saul down.

Thanks,

André


That sounds pretty standard the party wanted to go in and Kill Saul after the wererats
Im sure the palidin wants to crush the imps skull I know our wanted to and i allowed him to


A pure LE creature like an imp is going to obey the letter of the law in his contract very strictly but is going to take advantage of every loophole he can find in that contract to further his own agenda. It would be up to you to determine how exactly Saul has worded his commands and how the imp might twist his intentions. Obviously if Saul dies, the imp's debt would be null and void, so he'd probably do everything he could short of explicitly breaking his contract to lead to that outcome. That doesn't mean he'd help the PCs, I don't think, but he'd certainly withhold aid from Saul if he could get away with it.


Joana wrote:
A pure LE creature like an imp is going to obey the letter of the law in his contract very strictly but is going to take advantage of every loophole he can find in that contract to further his own agenda. It would be up to you to determine how exactly Saul has worded his commands and how the imp might twist his intentions. Obviously if Saul dies, the imp's debt would be null and void, so he'd probably do everything he could short of explicitly breaking his contract to lead to that outcome. That doesn't mean he'd help the PCs, I don't think, but he'd certainly withhold aid from Saul if he could get away with it.

Thanks for the info. As I have to play Saul, the imp and every other characters, I have to figure out if, in the heat of the battle, Saul just yells to the imp "Well, do something!" or anything similar.

But I suspect that Saul, having experience in dealing with the imp, would have already given specific instructions to Old Scratch as to what to do (attack the intruders, help anybody that currently works for me, protect me, etc).

André


So, my players have captured Saul. Being the sniveling weasel he is, I figure he'll happily spill the beans on Deprova, draw the PCs a map, give them the key, and wish them luck -- in exchange for his freedom. Bojask is also holding Lily as hostage which works as an extra bargaining chip.

What would you guys do? Saul wakes up, tied to a chair, the party barbarian standing over him. Does he break down and immediately give up the goods? Try to bluff his way out? Sell out Deprova for his freedom?


I assume this is after the Boneyard Ambush and the reverse raid on the Goblin?

Yeah, I figure he'd blame everything on Depora and claim to be just a pawn in her wicked scheme. Play up how powerful she is to explain why he simply had no choice but to go along with her -- and to get the PCs a little bit worried about facing her.


My PCs have also captured Depora. Torturing her into revealing the whole plot seems a bit early at this point. I figure that once she starts talking, Abraxus will teleport a dretch directly into Depora's torso and it will quickly and messily eat it's way out.

(Actually, since my gods are different and the main god for me is a goddess of the sea, Depora will be devoured from the inside by that godess's symbol - shark teeth.)


In my game, I simply don't allow any of the PCs to be able to initimidate the drow. It's DM fiat, but I don't like the idea that beings that have grown up in one of the most depraved and sadistic societies imaginable will start spilling all their secrets because the CG human fighter rolled a 27 or whatever. The only surface beings able to get information out of a drow prisoner he/she isn't already likely to divulge just because he/she wants to screw over his/her superiors are the Shin'Rakorath and the Mordant Spire elves, who, due to their particular racial hatred, are willing to get their hands dirty enough to resort to tortue anything like what they might meet with in Zirnakaynin. (Now, if you could capture an underling and a male, he might well see imprisonment by the elves as a resort vacation compared to the treatment he's used to; Bixus the necromancer was happy to tell the PCs everything he could (which wasn't a lot, as he wasn't very "in the loop," just because he hated Fisaria and the other drow women who had kept him under their thumbs; he knew if he returned to the drow after Fisaria had been killed, he'd be executed in the most painful manner possible for failure anyway).


If the players informed Kwava before heading down the trapdoor, I suppose a second option is for him to show up and silence Deprova before she reveals the entire plot. Makes sense but probably complicates things for later.


After deciphering Depora's journal, my players wanted to go to Devil's Elbow. They hired a ship to take them there that was promptly destroyed in the tidal wave. They went to the Mithral Wave, tried to hire it away from the dwarves, were told no, asked to go along, were told no, tried to pay their way along and were told no. Next they went to the Foamrunner and were told no, they couldn't go. They did book passage on the Dark Pearl, only to have Clegg steal it.

At this point, my players were pretty pissed. They asked me if they weren't supposed to go to Devil's Elbow since it seems the DM was forbidding them from going there. They all agreed that Clegg would be killed on sight if they ever found him and that they were all hoping a second tidal wave might come along and wipe Riddleport off the map.

To avoid mutiny, I had to give up on the story as written and I allowed the players to buy one-way passage on the Mithral Wave and go with the dwarves. That's not a disaster by any means.

If your players are easily frustrated, you might want to re-think this whole ship business. A better setup (for me) would have been to make all of the 5 ships available, each of the group hires it's own ship, and the speed of repairs determines who leaves when. Telling the players that Ship X is leaving next and, no, you can't go on that one, didn't work so well.


At least, you probably won't have any problems getting your players to leave Riddleport for part 3 :)

My players would likely feel the same way yours did, so that is good information to have.


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A DM's Familiar dataset is now available for Shadow in the Sky. 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!


This seems a bit like an insulting place to ask but...

I'm looking to replace Shadow in the Sky with another adventure. Last time I ran Second Darkness the group collapsed halfway through the first module and I don't want to bring up those memories. In addition I don't want to cement Riddleport as the AP's true base of operations and have my player's (yes, singular) enjoyment lessened because of it.

Any suggestions? Comments? Just make sh*t up?

Dark Archive

In another thread someone* brought up the good idea of starting Second Darkness with "Souls for Smuggler's Shiv", a fantastic starting adventure.

From there, the party can go up the coast and continue with the AP as written from Riddleport in Chp 2 and on. Or you can move the island from "Shadow in the Sky" down off the Sargavan coast somewhere to continue the AP in the south.

* Didn't want to look up who said it but also didn't want to take credit for someone else's great idea. :)


You could also try the Freeport Trilogy, but base it in Riddleport.


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So I'm a bit late to the party, but I have an offering regarding the climactic encounter with Depora. I, too, am hopeful that an epic scene will unfold atop the Cyphergate in front of all of Riddleport. How awesome would that be?! (My PCs are currently back at the Gold Goblin after surviving the Boneyard Ambush. They were able to sneak in through the back door and catch the guards unawares. I have an especially charismatic bunch and a fight hasn't broken out ... yet. And, incidentally, we ended our last session with Saul hiding under the dining room table as his trusted guard Hans tries bluffing! Pins and needles! hehe)

I'm yet to see how this actually plays out, but in the hopeful chase that will ensue up the slope of the Cyphergate, I'm reluctant to rest the success of the PCs' pursuit on a single skill check: Climb.

I can already envision the disappointment of my players as they fail these crucial roles and Depora slips away without a satisfying stand-off.

So, I decided to add some scaffolding at the base of the Cyphergate, and justified it being there for the Cyphermages' use, as they study the mysterious runes. It's designed to take longer than the string of Climb checks specified, but I figured it would add some dynamic action as they rush around dumb-founded Cyphermages, perhaps making Reflex/Acrobatics rolls to avoid tripping over them as they tinker away at the wall. It will also help to include all the players, even those with crap for their Climb check. Once they get to the top of the scaffold I've made, they'll be high enough up the Cyphergate that Climb checks will no longer be necessary.

I'll post a follow-up about how it actually goes!


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I made Ol'Scratch a two-headed imp, and gave him the voices of the two old hagglers on the Muppet Show... lol

I'm having him yell obsanities at the clients and PCs in quick one-tow punchline jokes:

To the long-haired barbarian: "Hey Rapunzle! The Thassilonians called; They said they want their hairstyle back!! Har-har-har!!"

To Saul, after he tells them to stop haggling the clients: "Hey, watch where you point that thing!! Yeah, what are YOU going to do?... UNLOCK us to death?!? Har-har-har!!"

To the human rogue (varisian): "If your family tree doesn't branch; You KNOW you're a Varisian!! Har-har-har!!"

Pointing to the PC Elf: "Aaaaahhh!! Gay-er than TWILIGHT!! Har-har-har!!"

Heard yelling at themselves in the middle of the night: "Shut up!! No, YOU shut up!! No, YOU SHUT UP!! Hey, don't make me go over there!!"... Followed by the cage rattling loudly...

Ultradan


My players ran through the Flat on Rat Street encounter last session, and there are no notes about areas A4-A7 in my book, not even in quick reference, and certainly no description... What on earth happened and what should I do about these areas?


Previously asked here and answered by the author in the next post. Apart from the strongbox, just assume they're rooms without encounters or treasure.


I don't know if it's been answered anywhere else, but the map on page 41 says that one square equals 10 feet. Is that a typo, or do I actually need to blow it up when I draw it out for our game?


That is correct, and it's a freaking nightmare to draw: not only all the irregular angles but trying to make one square into four. I frankly went mapless for the water tunnels after repeatedly trying to draw out the first room and messing it up.


Aw, great... :/ Thanks for the prompt reply!


Where is the missing priest of Desna, Milon Chath, who (according to the SD Player's guide) disappeared into the caves of Calphiak Mountains a week before the beginning of the game?

Can't find any mention of him so far in the first book..


That's just a red herring, an irrelevant rumor. That's his only mention in the AP.


I thought that there was some reference to him in book 3 or 4?

(I'm AFB and it's been a long time since I looked at them, so please take that with a grain of salt.)


In what year (and what month of the year) is SD starting?


Officially, APs begin in the Golarion equivalent of the month and year they're released. Shadow in the Sky released in February of 2009, so that would be Calistril 4709 AR.

Really, however, there aren't any seasonal cues in the AP so you could have it start anytime you want.

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