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Who played or ran Night Below?
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<blockquote data-quote="an_idol_mind" data-source="post: 5715833" data-attributes="member: 43749"><p>I'm running it at the moment, having first started it in D&D 3.5 and then converted it over to Pathfinder. The PCs are in the midst of an assault against Great Shaboath, although I'm afraid that they will soon get slaughtered by the pit fiend there, which they are rushing in to attack head-on.</p><p></p><p>A lot of the middle slog got cut away due to the fact that 3rd edition has faster leveling, which means less XP grinding, and the fact that I added my own PC-centric sidequests, such as the group's paladin founding a church in Thurmaster.</p><p></p><p>Surprisingly, there have been no party deaths so far. The PCs have been in a bad situation more than once, but lucked out each time. Two rogues had the paladin flanked and ready to fall victim to their sneak attacks, but both rolled 1s. A marilith had the group dead to rights, only to have the group's sorcerer get off a baleful polymorph that bypassed the demon's spell resistance and then it failed its save. A lich was just about to deliver an insta-death spell, only to get disintegrated on a lucky roll. Crazy, crazy luck so far for the group.</p><p></p><p>The biggest problem I've run into is party bloat due to the number of NPCs ready to join the group and the fact that the adventure frequently encourages adding those NPCs as allies on adventures. Currently, the group consists of 3 PCs and 4 NPCs. I've gotten around this by having each player control one of the NPCs during combat so there is less downtime between turns.</p><p></p><p>As to the big combat slog, what doesn't get bypassed because of the need for less XP grinding can be tweaked based on the ebb and flow of the game. The group ran into the fire giants, which is basically a combat encounter, at a point when they were getting sick of dungeon crawling, so instead that encounter became a one-on-one combat between the paladin and the chieftain's son, with the paladin winning and convincing the fire giants to join up with them. When the players are sick of combat, turn a fight into a social encounter, and when they are sick of talking, roll for some random encounters.</p></blockquote><p></p>
[QUOTE="an_idol_mind, post: 5715833, member: 43749"] I'm running it at the moment, having first started it in D&D 3.5 and then converted it over to Pathfinder. The PCs are in the midst of an assault against Great Shaboath, although I'm afraid that they will soon get slaughtered by the pit fiend there, which they are rushing in to attack head-on. A lot of the middle slog got cut away due to the fact that 3rd edition has faster leveling, which means less XP grinding, and the fact that I added my own PC-centric sidequests, such as the group's paladin founding a church in Thurmaster. Surprisingly, there have been no party deaths so far. The PCs have been in a bad situation more than once, but lucked out each time. Two rogues had the paladin flanked and ready to fall victim to their sneak attacks, but both rolled 1s. A marilith had the group dead to rights, only to have the group's sorcerer get off a baleful polymorph that bypassed the demon's spell resistance and then it failed its save. A lich was just about to deliver an insta-death spell, only to get disintegrated on a lucky roll. Crazy, crazy luck so far for the group. The biggest problem I've run into is party bloat due to the number of NPCs ready to join the group and the fact that the adventure frequently encourages adding those NPCs as allies on adventures. Currently, the group consists of 3 PCs and 4 NPCs. I've gotten around this by having each player control one of the NPCs during combat so there is less downtime between turns. As to the big combat slog, what doesn't get bypassed because of the need for less XP grinding can be tweaked based on the ebb and flow of the game. The group ran into the fire giants, which is basically a combat encounter, at a point when they were getting sick of dungeon crawling, so instead that encounter became a one-on-one combat between the paladin and the chieftain's son, with the paladin winning and convincing the fire giants to join up with them. When the players are sick of combat, turn a fight into a social encounter, and when they are sick of talking, roll for some random encounters. [/QUOTE]
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