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Help a 3e Kid Out - Night Below?
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<blockquote data-quote="Victim" data-source="post: 3930723" data-attributes="member: 78"><p>Basically, in Night Below, there's an aboleth city building artifact towers that, when completed and combined, produce a nearly irrestible, large scale mass mind control effect. To build their plot device, they sacrifice spellcasters - generally ones kidnapped from the surface. </p><p></p><p>Aboleth -> Kuatoa (whatever the fishpeople who live underground are called) -> some intermediary monsters -> death cults. Illithids are sort of go betweens. The first part of the adventure is dealing with death cults who have been kidnapping spellcasters. The PCs defeat two such groups and move on to the orcs (casters have been passed along to the orcs instead of being killed). </p><p></p><p>The orc cavern is connected to the underdark, so going after the kidnapped casters means heading into the depths. However, the passage the bad guys use is heavily warded so the PCs basically have to fight their way through the underdark with lots of monsters before getting to the Derro and fishperson city. This second phase of the adventure is by far the weakest part, IMO. It's too long, for one thing, and seems like a prerolled selection of random encounters. Then the PCs have to overthrow the city with strategic attacks. There are several chances for making helpful alliances with good, mostly neutral, and simply less evil NPC groups.</p><p></p><p>The final phase is attacking the aboleth city, leading up to disabling the secondary towers (tied to the schools of magic) and then head into the main tower to defeat the big bosses. There are a few new possible allies, plus some of the previous groups will offer some limited aid.</p><p></p><p>Each phase of the adventure has numerous side quests.</p></blockquote><p></p>
[QUOTE="Victim, post: 3930723, member: 78"] Basically, in Night Below, there's an aboleth city building artifact towers that, when completed and combined, produce a nearly irrestible, large scale mass mind control effect. To build their plot device, they sacrifice spellcasters - generally ones kidnapped from the surface. Aboleth -> Kuatoa (whatever the fishpeople who live underground are called) -> some intermediary monsters -> death cults. Illithids are sort of go betweens. The first part of the adventure is dealing with death cults who have been kidnapping spellcasters. The PCs defeat two such groups and move on to the orcs (casters have been passed along to the orcs instead of being killed). The orc cavern is connected to the underdark, so going after the kidnapped casters means heading into the depths. However, the passage the bad guys use is heavily warded so the PCs basically have to fight their way through the underdark with lots of monsters before getting to the Derro and fishperson city. This second phase of the adventure is by far the weakest part, IMO. It's too long, for one thing, and seems like a prerolled selection of random encounters. Then the PCs have to overthrow the city with strategic attacks. There are several chances for making helpful alliances with good, mostly neutral, and simply less evil NPC groups. The final phase is attacking the aboleth city, leading up to disabling the secondary towers (tied to the schools of magic) and then head into the main tower to defeat the big bosses. There are a few new possible allies, plus some of the previous groups will offer some limited aid. Each phase of the adventure has numerous side quests. [/QUOTE]
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