Jungle Gloom and Improved Darkness


Serpent's Skull

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I need to know how GMs are hnndling this issue.

Darkness:
In the second book, I have run across two encounters that the big bad guys had greater darkness as primary spells. Much of the Jungle part of the trip, the canopy of the jungle, the rains and the fogs present a VERY gloomy tablow. The effect is light is like gloom.

Now when the protagonist use greater darkness, it basically blinds everyone including the protanganist.

How is everyone handling this?

Are you using the full rules of fighting in darkness and blindness and its inherent slowing of the combat? 'Oops, i randomnly hit some square and hope to hit the square the opponent is in.'

Remember no 5 foot steps while blind, so dance, dance dance.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Well, I haven't gotten there yet, but I will soon.

Spoiler:
For the Shadow Demon, I was going to use that if it got into trouble (or bored) and wanted to cast Magic Jar on someone, or to cast several shadow spells, to summon allies.

What was the other one?

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mistwalker wrote:

Well, I haven't gotten there yet, but I will soon.

** spoiler omitted **

What was the other one?

Second One:
The Ape Priest encountered in Act 3 has greater darkness as a spelllike ability also, but does not have anything other than darkvision himself, so if he uses it (which is very effective for his 3 negative channels) then he is blind himself also.

Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
miniaturepeddler wrote:
Mistwalker wrote:

Well, I haven't gotten there yet, but I will soon.

** spoiler omitted **

What was the other one?

** spoiler omitted **

For that one

Spoiler:
He knows the area quite well. He knows where he can climb, hide, etc.. and most of the area is likely difficult terrain, which I plan on having him use to good effect (he is crazy, not stupid).

I would reserve deeper darkness for when things got tight or when his serpent died.

Death of serpent: Cast deeper darkness, mourn the death of his friend as he pulsed out waves of negative energy.

I would likely have him use his climb speed to get of the arms length from the PCs as he does so, if possible, to be above the spell area so that he can see if any PCs are making an escape (it is only a 20' high spells, if cast on the ground vs the 30' range of channel).

Things getting tight: As the serpent is vulnerable to the channels, I would have it leave the area once the deeper darkness happens, as it knows/been trained to know/etc what is happening next. Also have him climb.

Another option would be to trade out his persuasive feat and replace it with selective channel so that he can channel while his serpent is there.

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