
Man0fReaction |

I've scoured everywhere and have found some bits and pieces of information but have yet to find a fleshed out collection of the shadow plane dieties call the forsaken I found some info in the book Cradle of Night but have nothing else to go on. A link or a book or a 3rd party build on them would at least send me in the right direction. Can someone point the way please?
Thanks

EldonGuyre |
Dasrak wrote:
J. A. wrote:Speaking of Cradle of Night, how is it as a module overall?It's pretty disappointing and I can't recommend it. The backstory and concept are all great, which makes the complete failure in execution all the more disappointing. Really not up to Paizo's usual standards.
That's really disappointing. As rare as Shadow realm adventures are- I really like Shadow, and would love a good one. Does anybody know of a good Shadow scenario?

Dasrak |

J. A. wrote:
How exactly does the module fail in its execution?
I read it a year ago so I'm probably forgetting some of the details, but this is what really sticks out in my mind:
Spoiler:
The PC's arrive in the underground city after the antagonists have already won. They're in full control of the city, to the extent that they feel confident sending death squads to murder citizens they don't like and have imprisoned its former governing council. Moreover, many of the citizenry actually support the cult and would have nothing against outing the PC's. None of the NPC's supporting the party are anywhere near powerful enough to provide any significant resistance to the cult. While all the encounters are level-appropriate in isolation, it completely breaks suspension of disbelief that this cult is at all a reasonable adversary for the PC's to defeat with the virtually non-existent support they get. The only reason it works is because the PC's magically (GM magic, not in-universe magic) get "safe places" to rest and none of the NPC wizards in the cult ever bother to scry on them. The antagonists just sit in their fortress, doing nothing while the world apparently exists in stasis waiting for the PC's to raid them one room at a time until they defeat the cult.
The PC's arrive in the underground city after the antagonists have already won. They're in full control of the city, to the extent that they feel confident sending death squads to murder citizens they don't like and have imprisoned its former governing council. Moreover, many of the citizenry actually support the cult and would have nothing against outing the PC's. None of the NPC's supporting the party are anywhere near powerful enough to provide any significant resistance to the cult. While all the encounters are level-appropriate in isolation, it completely breaks suspension of disbelief that this cult is at all a reasonable adversary for the PC's to defeat with the virtually non-existent support they get. The only reason it works is because the PC's magically (GM magic, not in-universe magic) get "safe places" to rest and none of the NPC wizards in the cult ever bother to scry on them. The antagonists just sit in their fortress, doing nothing while the world apparently exists in stasis waiting for the PC's to raid them one room at a time until they defeat the cult.