So who is thinking of flipping this AP upside-down? (SPOILERS)


Second Darkness

Silver Crusade

Because you know someone's going to read that forward to Pathfinder #13 and will just have to be contrary. ;)

I have absolutely no desire to do this myself, but I'm curious as to whether or not anyone is thinking of running Second Darkness as an all-drow campaign with the players fighting to execute their plan in the face of surface opposition(and possible counterproductive infighting amongst the drow themselves).

Of course, if the players succeed in that version of the AP, you've pretty much got a screwed over Golarion to work with, which could be appealing to some as a setting to switch back to playing the standard races in. That could make it difficult to use future products though, unless your players are really into "make right what once went wrong" time travel adventures.

Just wondering if anyone is actually considering going through with something like this.


I haven't gotten my hands on PF13 yet (just getting to the end of CoCT), but from what I've heard that would be AWESOME.


Another interesting Idea, especially for the Drow fanboys and girls (everyone knows at least one :P) would to be the all drow campaign that started that way, with the pcs as bottom of the totem pole types who for whatever contrived reason went against the plot of the drow, all traitor-esque. so in the end they not only are fighting their people but also the "pcs" who are trying to stop it who won't listen to their crys of "we're good guys!" so it presents opposition on all sides and makes them heroic for so many more reasons (even if theyre scoundrels). The neat idea is that they don't have to necessarily be good guys to be opposed for various reasons, maybe they like things how they are and don't want to actually destroy said world but conquer it? Just some thoughts spurned on by your thought I guess. Sorry for threadjacking :P


I assumed my players would want to do that. They're playing giantkin goblins in Rise of the Runelords and Korvosan aristocracy in Curse of the Crimson Throne. To my surprise they feel that playing drow in Second Darkness is going to be pretty common.

At this point, they're considering a few options but are leaning toward elvish special agents on a mission to find the drow and shut them down. If they go with this I might make them minions of the Winter Council.


Interesting TBug... they seem to know a lot about the campaigns before they are run. Do you let them in or are they reading it too?

Sean Mahoney

Silver Crusade

Stewart Perkins wrote:
Just some thoughts spurned on by your thought I guess. Sorry for threadjacking :P

Nah man, stirring up more of the crazy is why I posted to start with. ;)


Mikaze wrote:
I have absolutely no desire to do this myself, but I'm curious as to whether or not anyone is thinking of running Second Darkness as an all-drow campaign with the players fighting to execute their plan in the face of surface opposition(and possible counterproductive infighting amongst the drow themselves).

This sounds like an awesome idea, tons of work would be required for the DM to convert the material, it would certainly make the whole idea of helping Saul out more plausible.

On big problem with the idea of using drow is that the whole logistics of operating on the surface world becomes contrived and requires magic items. Hat of disguise plus either making all night adventures or dealing with the daylight issues. All that stuff is tough for 1st level parties to deal with. Maybe the party would start out in the darklands and as they get to higher levels and get the magic to work around their limitation they could go into the daylight world.

The reason I mention this is because I've had a DM who sort of gave a player a free pass on all the drow limits and it's a little tough on the believability end of things.

As for screwing the world of Golarian over... who cares, let the players win. Your next campaign can happen in a parallel dimension, it doesn't need to be an extension of the previous campaign setting.

To be honest this is one of the few evil campaign ideas that I've ever really found intriguing.

Silver Crusade

Dennis da Ogre wrote:
Maybe the party would start out in the darklands and as they get to higher levels and get the magic to work around their limitation they could go into the daylight world.

That's kind of how I was looking at it. Less of a drow "mirroring" of the AP and more something that would run parallel to it and start intersecting with what was actually written. It would take a LOT of work for anyone wanting to run with that though.


Sean Mahoney wrote:
Interesting TBug... they seem to know a lot about the campaigns before they are run. Do you let them in or are they reading it too?

The know what they've seen in the player's companion, plus the fact that the drow are being introduced in a big way in this AP. They came up with the idea of elvish agents against drow, and it was my idea to make them work for the Winter Council. I'm going to wait until I've read more of the path though before I make a call on that. (The players have, so far, never heard of the Winter Council.)


tbug wrote:
Sean Mahoney wrote:
Interesting TBug... they seem to know a lot about the campaigns before they are run. Do you let them in or are they reading it too?
The know what they've seen in the player's companion, plus the fact that the drow are being introduced in a big way in this AP. They came up with the idea of elvish agents against drow, and it was my idea to make them work for the Winter Council. I'm going to wait until I've read more of the path though before I make a call on that. (The players have, so far, never heard of the Winter Council.)

From what I recall of the summary at some point in time the players expose the Winter Council to the elves at large which is a critical plot point. It seems to me that if they are agents of the council then it would be hard for them to 'discover' it and reveal it to the elves.

Silver Crusade

tbug wrote:
Sean Mahoney wrote:
Interesting TBug... they seem to know a lot about the campaigns before they are run. Do you let them in or are they reading it too?
The know what they've seen in the player's companion, plus the fact that the drow are being introduced in a big way in this AP. They came up with the idea of elvish agents against drow, and it was my idea to make them work for the Winter Council. I'm going to wait until I've read more of the path though before I make a call on that. (The players have, so far, never heard of the Winter Council.)

You're really going to have some fun with that whole

Spoiler:
"elves can turn into drow" thing aren't you? Double your fun if the players have Winter Court-affiliated associates also going undercover as drow and it turns out they haven't actually gone "undercover" at all.

Dennis da Ogre wrote:
From what I recall of the summary at some point in time the players expose the Winter Council to the elves at large which is a critical plot point. It seems to me that if they are agents of the council then it would be hard for them to 'discover' it and reveal it to the elves.

This is a big reason why I'll read more before I make a decision. There's nothing saying, however, that they need to know that their boss works for the Council, if it turns out that I have to keep it a secret from them. On the other hand, it might be fun to have them think that they're working for the good guys and slowly discover the true nature of the Council as they go. I'll know more as further volumes are released. :)

Mikaze wrote:
You're really going to have some fun with that whole . . .

bounces up and down in glee, giggling madly

Uh, who, me?


tbug wrote:
This is a big reason why I'll read more before I make a decision. There's nothing saying, however, that they need to know that their boss works for the Council, if it turns out that I have to keep it a secret from them. On the other hand, it might be fun to have them think that they're working for the good guys and slowly discover the true nature of the Council as they go. I'll know more as further volumes are released. :)

This is true. It could be quite amusing for them to discover the Winter Council and as part of the discovery find out that they have been working unknowingly for this shadow government for some time.


Mikaze wrote:


You're really going to have some fun with that whole ** spoiler omitted **

Someone give Mikaze a commision , she just sold me on buying the whole adventure path.

Until then, having bought an excellent drow-related campaign from another company, I was a bit dubious about buying another.However, this I like the sound of
:-)


As someone who knows a little something about the drow of Zirnakaynin (even if that knowledge never sees the...light of day...), I would be totally down for this. This is a great idea that would give a lot of evil campaigns the cohesiveness and drama they need to stay together.

So..if someone does run this, count me in!


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
tbug wrote:

I assumed my players would want to do that. They're playing giantkin goblins in Rise of the Runelords and Korvosan aristocracy in Curse of the Crimson Throne. To my surprise they feel that playing drow in Second Darkness is going to be pretty common.

At this point, they're considering a few options but are leaning toward elvish special agents on a mission to find the drow and shut them down. If they go with this I might make them minions of the Winter Council.

This is also what we are considering, but not until all of it comes out--information about the Winter Council is going to be essential.

Mary


Agreed, Mary. I just don't know enough yet.

I think that one way that I can avoid my players being frustrated by the issue of "This is X's job! Why doesn't X deal with it?" is to figure out ahead of time who X is and then have the players take that role. For this path it seems that ultimately the conflict stems from a problem the elves created, so they should jolly well fix it themselves.


While it sure is a nice idea, I guess it leads to tons of work, as I doubt you can just play it with different alignments. The overal story stays, but the players would need to do completely different things.


KaeYoss wrote:
While it sure is a nice idea, I guess it leads to tons of work, as I doubt you can just play it with different alignments. The overal story stays, but the players would need to do completely different things.

True enough. If the reason you're running an adventure path is that you don't have time to prep a home game then this kind of time consuming option might not be for you. I'm running adventure paths because my players know they're really well written, and I have enough time to do as much prep work as necessary. Both the other APs I'm running are different enough from the core path that I'm adding a lot of material, and I think that my players are having more fun as a result.


indeed, you can look at an AP as either a fully fleshed out adventure or as a big fat book of interesting places, NPCs, and other resources.


Tigger_mk4 wrote:
Mikaze wrote:


You're really going to have some fun with that whole ** spoiler omitted **

Someone give Mikaze a commision , she just sold me on buying the whole adventure path.

Until then, having bought an excellent drow-related campaign from another company, I was a bit dubious about buying another.However, this I like the sound of
:-)

What was the other excelent Drow-related campaign and who put it out?


I say rock Second Darkness and then make some noise about a campaign setting.

And then send your prettiest daughter to me, care of "Amaranth", at the Sin Wall.


Lorieid Sardavic wrote:

As someone who knows a little something about the drow of Zirnakaynin (even if that knowledge never sees the...light of day...), I would be totally down for this. This is a great idea that would give a lot of evil campaigns the cohesiveness and drama they need to stay together.

So..if someone does run this, count me in!

I would be as well!


Ah! Another from Zirnakaynin! May the Silken Sin bless you with remarkable satisfaction today.


Mikaze wrote:
Just wondering if anyone is actually considering going through with something like this.

Last year ran players in my own RPG through a 10-module 'out of the darkness' series.

My experience was that it felt very 'railroaded' simply because they were physically restrained from emerging topside due to the spiralling way-out they had to take.
That would be my caution to other GMs.

PCs going from topside - down wouldn't necessarily feel 'RR'd because, well, that's where the 'baddies' are. You know what I mean?

Since I don't have the 2nd D AP modules, I realise this may be moot, but I thought it may be germane nevertheless.

Best,

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