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Re: Crossing the Sunless Sea & The End of the Night Below.


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Posted by Adam on Thu Nov 21 12:45:51 2002: IP Address: 68.46.173.15

In Reply to: Re: The End of Night Below--Finally. posted by Gary Affeldt on Sun Nov 17 12:27:11 2002:

Gary,

Thanks for replying!

We're playing 2nd Edition, which is plenty dicey too--it takes us about 1&1\2 hours to play single round of combat in the battle for the Great Shaboath! During the last month, we have been doing nothing but the battle.

As far as levels, I found that all that EXP and gold people complain about in these forums doesn't go as far as it may seem. Our party has 5 people (including Darafayen the Rockseer), and they are:

Fighter: 10th Level
Ranger: 10th Level
Wizard: 12th Level
Specialty Priest: 13th Level
Rockseer Wizard: 12th Level

This is still quite a powerful group, and as I metioned before, they did complete all of Book II, and 85% of the optional encounters for Book III before taking on Shaboath. This adventure hands out many points of Wisdom to priests and extra levels too (hence the heightened level of ours).

As far as crossing the Sunless Sea? I always wondered why the author even mentioned it, as far as second edition goes it shouldn't be hassle at all--I think this adventure got out of the author's hands and he just forgot how much power is at the hands of a party this level. For example:

The Fly Spell: 2nd Edition, a 12th Level Wizard casts Fly for 3 hours. 3 Hours, at 120 yards per round (non-combat move)=4 miles an hour (12 miles PER fly spell). Launching from the points on the West beach, this will easily reach any location in the Sunless Sea. If needed, there is always the option for a couple more Fly spells scribed to scrolls.

The Water Walk Spell: 2nd Edition, cast by a 12th level priest, this spell can affect 7 creatures for 2 hours and 10 minutes each. Same as above, movement rate 12 = 8.1 miles after two hours of walking; which will reach the Ixzan Pyramid, Sunkenhome, Szandur's Isle, Pyramid of the Ixzan, The Isle of Shadows, and the Great Shaboath itself.

The Folding Boat: If your party isn't resourceful enough to remember they have these spells, or they haven't bothered to read the duration of the these spells in a while and don't realize the power there--the folding boat on Szandur's Isle could be a great help. However, the author never explains HOW your party is supposed to find the "sealed room" that contains the folding boat. There is no way to know that it even exists! (annoying)

The Fiends: One more option available, and too nasty--this one also got away from the author. All the demon-chicks can teleport without error at will. At the Marilith's level of ability, she can take one character per trip, and come back for another. Since the the fiends can fly (3 of them), they can also potentially carry characters (with some enhanced stregth from a mage or potion). This plan requires allying with the demons to unite against Shaboath, which is a wise choice anyway considering that the Marilith CANNOT BE AFFECTED by any mind-affecting spells. This means that not a SINGLE aboleth or illithid can harm her unless they can hit her -9 AC, and even then they only do minor damage. Sad.

If Fly and Water Walk are different for 3rd Edition, then you might need to go pillage the City of the Glass Pool to create a boat, or use Major Creation spells.

Lastly, you're right--I always wondered about the method they used to take slaves to Shaboath. Apparently, Jelenneth "jumped overboard," but there are some issues there. If there were few slaves, the illithids could plane shift them all to Shaboath. If there were more than a few, then the Aboleth could give them the abiltiy to breath water (special ability), and they could swim to Shaboath. Whenever I got frustrated by the author's shortcomings, I always assumed there were lots of slaves per trip and that they were all groggy and some unconsious, etc.

Hope these ideas help!

Did your group have trouble with the Shadow Dragon?

Adam





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