The Night Below - your experiences?

Just a further comment on book 2. My recollection is that all the individual areas in it were well-written and interesting. It certainly reads well and it was painful to cut any of it. However, playing it out was another story. It bogged down in a hurry and as someone else said, much of it was only tangentially, if at all, relevant to the plot. Book 2 is best used as precisely what Victim said it felt like several posts up; as a book of pre-made random encounters or mini-dungeons. Take the two (?) that are essential and perhaps three others to sandwitch into the pretty good main plot contained in books 1 and 3 and save the rest for a different campaign.

It reminds me a bit of what Roger Waters had to say about the movie version of The Wall a few years after it came out; when they were making it all the individual parts seemed interesting, but seeing them all together feels like one big relentless attack (literally in the case of Night Below). Both needed something to break up the "exciting" bits, or said "exciting" bits become boring in a hurry.
 

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Currently running it on the fly 3.5 conversion.

It's playing well. I have three players:

Human Enchanter
Halfling Druid
Gnome Soulborn

I made Snagger into a Cleric NPC, bumped Jeleneth up to Book 2, made some other changes that suit the campaign world, and according to my players, have really made them scared of the Underdark. They're about 10th level, and halfway through book 2 (we did Gates of Firestorm Peak too). We're having a GREAT time - and since we use a fairly consistent world between our games, I thought this was a great way to introduce Green Ronin's Psychic Handbook into the mix.

So far - I've managed to really scare the crap out of them. They still aren't sure they can take a Mind Flayer (at 10th level!) (They're fine mechanically, but they don't know that - I'm also fairly harsh about the fact their in the underdark, and have made the game incredibly diplomatic despite the location).

It's a great example of what to do right with an adventure - maps, encounters, tactics, all of that. Sure, not everything is perfect with it - but this is what a Box Set should be. Pictures, cutout minis, handouts, poster maps, clearly separate books.
 

We did it till we got to the kuo toa city, where we spent 2 gaming sessions trying to decide how to attack, or even if we should attack, or just try to rush our way through it. The combat in book 2 was fairly easy, since we had an illusionist that would create illusionary bars that would spring up between us and the monsters and then lower just long enough to let us through or swing, so it made combat pretty easy.
 

Never ran it, never played it, never owned it, never read it.

However:

Olgar Shiverstone said:
Didn't Eric Noah have a conversion or campaign log of this back on the original site?

You might be thinking of Illuminating the Night Below.

drscott46 said:
Interesting that it was released as setting-neutral, rather than associated somehow with the Forgotten Realms. Perhaps someone of the old-school persuasion was behind this?

It was designed by Carl Sargent, who was the mind behind most of the Greyhawk books of the early '90s. It was intended as a Greyhawk module, but "genericized."
 

I DMed this one back in 1996 (I think), fitting it into my homebrew game. The first book, while seeming pretty cool, simply didn't fit my setting or my needs, so I axed it in its entirety. I changed the overal plot (homebrew BBEG was working with the aboleth, learning Dread Elder Secrets from them in return for Dread Younger Secrets of his own) to allow for a different lead-in (using Ruins of Zhentil Keep, iirc, as a way into the Underdark).

Like many other posters, I found that Book 2 worked best as a sort of toolbox from which to take certain elements and ignore others. I figured that there was no way that I could use all of it, so focussed on the svirfneblin as a home-base and removed a few of the side-treks. The PCs bonded really well with the gnomes and this made for a solid grounding deep beaneath the earth. I really liked the rock-elves storyline, but felt that it distracted too much from the main plot, and so ditched it completely with some regret. It would have been cool, but I didn't have the time for it. I also think that I removed the grell, but kept the troll lair. I definitely used the shadow dragon - that turned into a solid, iconic encounter - and wasn't there a behir in there somewhere too? I seem to recall that giving my PCs a run for their money.

The party were very leery of facing the massed might of the City of the Glass Pool, and so did what any self-respecting group of adventurers would do, and poisoned the water supply. This killed huge numbers of kuo-toa, allowed the PCs to bypass the City and resulted in the party's paladin quitting the group in disgust (we had two or three games running, so he joined on of the others, heh heh). I also scattered homebrew-specific encounters throughout the underdark, making sure that it was as customised as it could be.

The final sequence at the Sunless Sea was very enjoyable. The PCs struck up an alliance with the fiends, encountered a renegade wizard from the surface (whom I used to replace a similar NPC in the depths) and hit Great Shaboath in a monstrous battle that took a whole session to play out. Great climax to a long campaign.

I think that your players have to be up for an extended jaunt into the underdark (mine were, and really enjoyed the idea of spending months underground away from the sun) and you have to be prepared to axe those elements of the adventure that don't suit your needs - it's simply too huge otherwise. Also, it works best if you don't let every encounter devolve into combat. Sure, you can take that approach if that's your bag. But just as with 1e classics like Against the Giants, a craftier approach pays off better in the end. There is also plenty of material here to seed throughout the game after Night Below is finished. The Rock Elves are an obvious example, but continued relations with the deep gnomes is another long-term benefit, as is the lingering hatred from the various races whom the PCs thwacked along the way. When I later ran Rod of Seven Parts, I made the solitary aboleth in there be a refugee who escaped the ruin of Great Shaboath, which worked well for those PCs who had played in the earlier adventure. Overall, Night Below needed a fair bit of work to lick into shape, but the results were worth it.
 

I DM'ed 2/3 of this box I really liked the first book but the second and third one were nothing but a meaningless crawl so we broke up after the second book
 

Kunimatyu said:
This may already be common knowledge, but Night Below is also the name of the Summer 2007 DDM set. Food for thought.

(c'mon aboleth!)

Personally, I'm hoping for a companion RPG product titled the Return to the Night Below. Gonna keep my
893crossfingers-thumb.gif
 

Night Below

This one rocked for us. What a group needed was a really good DM to run this thing. My players still talk about this box set when we get together. There were so many cool encounters. Book two is a great toolbox as has been stated previously.
 

I bought and loved it, but never got around to running it. I ended up giving it to one of my players to run, but couldn't find the time to play in the campaign for myself. Shame really, although I have yoinked a great many elements from it for games since then.
 


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