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Who played or ran Night Below?
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<blockquote data-quote="amethal" data-source="post: 5715799" data-attributes="member: 22784"><p>I'm running it at the moment, using Pathfinder. The PCs have just about completed book 2.</p><p></p><p>It seems to be having something of a resurgence in popularity these days, and lots of advice available on how to "modernise" it. </p><p></p><p>For example, I've added in a neutral underdark city whose vampire overlords welcome anybody with money to spend and take a dim view of people disturbing the peace - this gives the PCs a (mostly) safe place in which to buy and sell magic items. The adventure itself stridently follows the second edition party line that the DM should absolutely not allow trade in magic items, but you pretty much have to have it in a 3.x game.</p><p></p><p>Night Below is extremely modular, so I've been able to hack it about and replace chunks of it without causing problems later on. I've also put in quite a bit more foreshadowing.</p><p></p><p>From player feedback, they would have liked more guidance during book 1. Its premise is basically "wander about the countryside until you stumble onto the edge of a conspiracy" and they worried that the clock was ticking whilst they were effectively just treading water. If I ran it again I'd try to address that aspect by telling them there isn't really a significant deadline to worry about, or disguising the fact it was an adventure path in the first place.</p><p></p><p>There is lots of criticism about the "grind" of part 2, so I pretty much don't use wandering monsters. I also allowed the PCs to acquire a map showing them the way to the City by the Glass Pool and giving hints as to what can expect to find, allowing them to avoid some encounters if they wanted to (they have so far declined to take on the dragon, for example). The players have been able to follow their progresson the map, so they get the impression they are making headway towards their goal rather than fighting for the sake of it.</p><p></p><p>Those encounters I didn't like, or which used monsters for which there was no Pathfinder equivalent (for no better reason than I didn't feel like importing 3.5 stuff like Grell), I replaced with stuff I did like. This also enabled me to make things a bit more cohesive, whilst still retaining all the maps and other goodies that come with the boxed set.</p><p></p><p>I'm also perfectly happy making monster stats up on the fly, so that cuts down on the amount of time I spend converting monsters with class levels (e.g. AC 25 sounds about right ...) by allowing me to concentrate on converting properly only those monsters that I expect to be significant encounters. A laborious "by the book" conversion of everything would take more time than I am prepared to spend.</p><p></p><p>I'm also looking forward to lending the boxed set to the other DM in our group, so he can let me know which bits he would have changed had he been running it.</p></blockquote><p></p>
[QUOTE="amethal, post: 5715799, member: 22784"] I'm running it at the moment, using Pathfinder. The PCs have just about completed book 2. It seems to be having something of a resurgence in popularity these days, and lots of advice available on how to "modernise" it. For example, I've added in a neutral underdark city whose vampire overlords welcome anybody with money to spend and take a dim view of people disturbing the peace - this gives the PCs a (mostly) safe place in which to buy and sell magic items. The adventure itself stridently follows the second edition party line that the DM should absolutely not allow trade in magic items, but you pretty much have to have it in a 3.x game. Night Below is extremely modular, so I've been able to hack it about and replace chunks of it without causing problems later on. I've also put in quite a bit more foreshadowing. From player feedback, they would have liked more guidance during book 1. Its premise is basically "wander about the countryside until you stumble onto the edge of a conspiracy" and they worried that the clock was ticking whilst they were effectively just treading water. If I ran it again I'd try to address that aspect by telling them there isn't really a significant deadline to worry about, or disguising the fact it was an adventure path in the first place. There is lots of criticism about the "grind" of part 2, so I pretty much don't use wandering monsters. I also allowed the PCs to acquire a map showing them the way to the City by the Glass Pool and giving hints as to what can expect to find, allowing them to avoid some encounters if they wanted to (they have so far declined to take on the dragon, for example). The players have been able to follow their progresson the map, so they get the impression they are making headway towards their goal rather than fighting for the sake of it. Those encounters I didn't like, or which used monsters for which there was no Pathfinder equivalent (for no better reason than I didn't feel like importing 3.5 stuff like Grell), I replaced with stuff I did like. This also enabled me to make things a bit more cohesive, whilst still retaining all the maps and other goodies that come with the boxed set. I'm also perfectly happy making monster stats up on the fly, so that cuts down on the amount of time I spend converting monsters with class levels (e.g. AC 25 sounds about right ...) by allowing me to concentrate on converting properly only those monsters that I expect to be significant encounters. A laborious "by the book" conversion of everything would take more time than I am prepared to spend. I'm also looking forward to lending the boxed set to the other DM in our group, so he can let me know which bits he would have changed had he been running it. [/QUOTE]
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