Night Below [Archive] - Wizards Community

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Agathokles

04-10-08, 07:12 AM
Hi all,

I just bought the ESD for Night Below, an AD&D 2e adventure by Carl Sargent (of B11/B12 and Shadow Elves GAZ fame).
While the module is designed for a generic AD&D world, Sargent included adaptation notes not only for the usual FR and GH, but also for Mystara (Stefan Karameikos, Etienne d'Ambreville, and several Immortals are mentioned).

The adventure itself looks quite nice -- it is heavily dungeon-oriented, but not hack & slash. So, it could be a good addition to the Mystaran Shadowdeep.
There are some issues to overcome, though: the adventure features a number of typically non-Mystaran monsters.

I'm looking to ways to further adapt Night Below to Mystara.
From here on, expect heavy spoilers.




Monstrous Races
First of all, let's have a look at the monstrous races involved.

Aaracockra: There is only a small Aaracockra settlement involved in the adventure. I think a Faenare nest would be a good replacement.

Goblins, Orcs: these are similar to the Mystaran ones; Sargent does a good job of detailing several tribes in a way that is quite similar to the GAZ10 take on goblinoids; the only exception is in the patron deities, as in this case the Monster Mythology gods are used (unsurprisingly, since Sargent authored that book). Gruumsh and Luthic are mentioned for the Orcs, and Maglubiyet for the Goblins. I'd replace Gruumsh with Orcus (or Kaarash for not-so-evil tribes), Luthic with Hel, and Maglubiyet with Wogar.

Svirfneblin: deep gnomes are actually quite similar to OD&D Rock Gnomes. Their power, Calladuran Smoothhands, can be simply replaced with Garal Glitterlode. One may want to slightly modify the Rock Gnome race/class to fit the Svirfneblin special powers if running the module in OD&D.

Aboleth: the Aboleths are the main villains of the module. Their role is focused on their domination power. A new power (the Blood Queen) is introduced for the Aboleth, which could be reused as a monster ruler or Titan.
The Kopru are a possible replacement (using Klarkaszh the Corrupter (http://www.pandius.com/klarkasz.html) as the Blood Queen), but an even better solution is to set the Aboleths as Lesser Burrowers.
In this case, the plot is driven by Thanatos (which also happens to be the power suggested for the evil cult in the adventure...)

Ixitxachitl: the adventure features a freshwater variant of these monsters. A similar variant of the Devilfish can be devised. A new power is introduced (Monster Mythology has Demogorgon as the Ixitxachitl god) which can be easily replaced by Sasskas the Destroyer.

Rockseer Elves: subterranean elves, but not Drow; they have a background of being abandoned by their gods. IMO, they could be former followers of Ferros (the Blackmoor Elven Immortals), maybe related to the Belcadiz Elves, who were left behind during the Belcadiz underground migration. Also, the Gentle Folk could be related to these as well (this was suggested in the Races of the Shadowdeep thread, BTW).

Derro: In Night Below, the Derro are basically madmen -- led by powerful wokani (but still quite crazy). I'm considering using the Dark Hin (or the surviving Shunned Hin) instead of a Dwarf variant.

Kuo-Toa: I'd replace these with the Hresha-rhak (Servitor of Ubbeth) (http://www.pandius.com/ubbeth.html). The Kuo-Toa deity, Blibdoolpoolp has the "elder goddess" theme (though, admittedly, it is ruined by the somewhat silly name).
A more traditional alternative could be Lizardmen.

Illithid: Brain collectors are the classical Mystaran alternative to Illithids, but they work better as lone extradimensional explorers. Nagpa could perhaps work.
If the Aboleths are Lesser Burrowers, then the Kopru could cover the role of the Illithids. Another alternative is to use the Mind Thralls of Akh'All (http://www.pandius.com/takhvhol.html), but since the Illithids in the adventure are divided in pro-Aboleth and anti-Aboleth factions, I think the Kopru could be better suited.

Tanar'ri: Tanar'ri are your basic Fiends, except that typical AD&D Tanar'ri are suitable challenge for 10th level PCs, while OD&D Fiends are Immortals. However, they can be kept as mortal Fiends (alternately, a Lamara could replace the Marilith, and charmed humans, elves, or Aranea could take the place of the lesser fiends). Their main theme in the adventure is that a group of fiends is sent on a suicidal mission against the Baatezu ambassador, so the only constraints are that (a) they must be evil, but willing to cooperate, (b) they must have the ability to take human form and (c) they must have a big grudge against whatever takes the place of the Baatezu.

Baatezu: Baatezu make a small appearance in the form of an embassy to the Aboleths. They could be replaced by almost any underground race, most likely an evil one. Deep Glaurants come to mind as the easiest choice (also helps plugging in other Shadowdeep elements), though Unseelie Sidhe or Hivebrood could also work.

Lesser Underdark Races: several more monsters appears -- mostly creatures that nest in the vast depths that divide the Svirneblin home from the Derro and Kuo-Toa area (which are very deep, some 100-140 miles below the Svirfneblin). These are "lesser" only in the sense that their presence is not linked to the main plot -- some of these simply happen to be on the PCs' route, or are in the Underdark for some purpose of their own.
Trolls, Troglodytes, Hook Horrors, a Deepspawn and a Rakshasa, Fire and Stone Giants, and Dao can remain as they are -- all either appear in Mystara, or are not especially non-Mystaran. There are a few Drow, but their presence is not based on any of the typical Drow characteristics, so Shattenalf or Shadow Elves can be easily used. There is a Shadow Dragon, which could be replaced by a Night Dragon, and a small group of Duergar, which could be replaced with Modrigswerg.
The last two races involved are Grells and Quaggoths. Both are not very Mystaran. The latter could be more or less easily replaced with any savage humanoid -- Garls and Darkwings come to mind. The Grell, on the other hand, is an odd Fiend Folio critter, a floating, bird-beaked brain with tentacles. I suppose it can be left as is, perhaps cast as an Outer Being servant or a creature from the Nightmare Dimension (there's a whole nest of Grells in the adventure).



Outer World Location
The module is set in Haranshire, a fairly large region (70 miles across) including marshes, forests and hills. The area is very lightly populated (there are three small villages, some independent farms, and a small keep), and ruled by a reasonably long line of Counts. A few dwarves and halflings and many bandits are also found in the area.
The locals worship Frey and Freyja, as well as Halav and Vanya.
The geographical names are English, while the personal names are a mixed lot.

The question is, where could Haranshire be in Mystara? My guess would be a Darokin borderland dominion, near the Five Shires border, though other options are certainly possible -- e.g., some part of Western Karameikos (reducing the "shire" to the fief of a landed lord) or Glantri (less likely, and to be remote enough the Count should be downgraded to a Baron) or other bordelands of Darokin (e.g., near the Orclands or the Glantri/Sind border).
The region per se is quite large, so it would not fit in the KW. If one wants to keep the overland map mostly unchanged, then it is best to stage the adventure in a larger/less densely developed area, such as Norwold. The combination of Frey & Freyja on one hand and Vanya on the other calls for an Heldannic Territories/Norwold setting, though some of Haranshire's history and naming scheme would have to be modified (since the HK are a recent presence, so a long line of Counts would not be appropriate; also, few Northman or Heldannic-like names are found in the adventure).
OTOH, a Darokin-based version could keep history and names mostly unchanged, but would need to adapt the geography (cutting distances a lot).


Shadowdeep Location
The Underdark of Night Below sprawls for more than a hundred miles below the surface of Haranshire.
In contrast, most of the Shadowdeep (Graakhalia, the Lower Broken Lands, the Shadow Elven Territories, and Barimoor's complex) is comparatively much nearer to the surface (ca. 5 miles being the maximum depth, with less than 1 mile on average).
On one hand, this means there is little intereference between existing Shadowdeep locations and Night Below areas -- so the adventure can be staged mostly unchanged. On the other hand, the opportunities for expanding the adventure to cover other parts of the Shadowdeep are also limited, with the potential exception of the Deep Glaurant kingdom (which might be deep underground, though still likely in the uppermost level of the Night Below).

GP
gawain_viii

04-10-08, 12:09 PM
First thoughts:

I've never read that module, but based on your descriptions, I'd say that--in the case of non-specific monsters, we might keep them--just because the're not typically Mystaran can't mean that they can't be... they're just not typical.

Some things that I agree should be changed:

Svirfneblin and Derro: both might be different "clans" of Modriswerg. Since little-to-nothing is known about the Rot Dwarves, who is to say they are all even dwarves? Possibly an alliance of Deep Gnomes, Dark Hin and/or Deep Dwarves who are mis-represented as the evil exiled dwarves of legend.

Ixitxachitl: Devil Fish, without a doubt. If I remember correctly, the Devil Fish came out first, anyway.

Rockseer Elves: Shadow elves (or Schattenalfen, considering their "abandoned" state).

Kuo-Toa: Maybe Kopru? Whatever replaces these, the Kuo-Toa do not belong in Mystara. Period.

Illithid: I do recall a Mystaran Mind-flayer in some OD&D book, but I can't remember for the life of me where. They were called something different, but IIRC, it wasn't a Brain Collector.

World Location:
My gut feeling is the Darokin Borderlands, on the border of both the Shires and Karameikos, taking into account the "shire" theme and the Immortals named.

Just some thoughts,
Roger
Agathokles

04-10-08, 01:18 PM
Illithid: I do recall a Mystaran Mind-flayer in some OD&D book, but I can't remember for the life of me where. They were called something different, but IIRC, it wasn't a Brain Collector.


The only Mind flayer in Mystara was in the 2e adventure, Mask of Amber, AFAIK.
On the Mind Flayer issue, there is this thread, BTW:
http://forums.gleemax.com/showthread.php?t=267878&page=2

As mentioned in that thread, the Mind-Thrall of Akh'All could be used to replace the Illithids -- and if the Servitors of Ubbeth replace the Kuo-toa, then we have a nice OB conspiracy going on ;)

As for the Svirfneblin, their description seems very similar to the standard Rock Gnomes of OD&D.


World Location:
My gut feeling is the Darokin Borderlands, on the border of both the Shires and Karameikos, taking into account the "shire" theme and the Immortals named.


Yes, that was my idea as well.

GP
Cthulhudrew

04-11-08, 06:56 AM
Aboleth: the Aboleths are the main villains of the module. Their role is focused on their domination power. Thus, I'm thinking of the Kopru (or at maybe a Kopru subrace) as the possible replacement.

I'd suggest keeping the aboleth as is- they're sufficiently different from the kopru that I think it would be interesting to use them that way. To tie them more explicitly to Mystara, you might consider making them a Burrower variant (being creatures who worship Outer Beings and live deep beneath the surface of the Earth). Another option would be to replace them with Neh-Thalggu (both are very Cthulhianic in nature and origins).

Derro: evil magic using dwarves... Modrigswerg? Or perhaps Dark Hin. I've still to look this race in greater detail.

Derro were never explicitly stated to be dwarves, to my knowledge (at least not in their original 1E writeup), but possibly a cross between evil dwarves and humans. They need not be dwarves in your version, but could use that as a basis.

Other options I could think of would be: 1) remnants of the original dwarvish race, twisted and mutated beyond belief due to the radiation of Blackmoor and condemned to the depths by Kagyar's "new" dwarves, where they've grown degenerate and evil; 2) survivors of Glantrian wizardly experiments from the plague years (c800 AC) who escaped and fled to the depths to fester their hatred.

Kuo-Toa: I'd replace these with the Hresha-rhak (Servitor of Ubbeth).

Another suggestion, maybe Kna (or some closely related species)? I don't know if mobility on land is essential for them or not (in which case Kna wouldn't work too well).
Agathokles

04-11-08, 07:57 AM
I'd suggest keeping the aboleth as is- they're sufficiently different from the kopru that I think it would be interesting to use them that way. To tie them more explicitly to Mystara, you might consider making them a Burrower variant (being creatures who worship Outer Beings and live deep beneath the surface of the Earth).

That's a nice idea. Actually, I was thinking of Kopru followers of Klarkash the Corrupter, but lesser Burrowers could certainly take their place.


Derro were never explicitly stated to be dwarves, to my knowledge (at least not in their original 1E writeup), but possibly a cross between evil dwarves and humans. They need not be dwarves in your version, but could use that as a basis.


In the 2e Monster Manual, they are under the Dwarf entry. However, I don't care especially about keeping this trait -- indeed, Shunned Hin (from the Dark Shire) could fit the role as well.


Other options I could think of would be: 1) remnants of the original dwarvish race, twisted and mutated beyond belief due to the radiation of Blackmoor and condemned to the depths by Kagyar's "new" dwarves, where they've grown degenerate and evil; 2) survivors of Glantrian wizardly experiments from the plague years (c800 AC) who escaped and fled to the depths to fester their hatred.


Both are possible options, though the Glantrian survivors leaves only 2 centuries for a small community to grow.

Another suggestion, maybe Kna (or some closely related species)? I don't know if mobility on land is essential for them or not (in which case Kna wouldn't work too well).

I think mobility would help. Also, the Kna can be nasty, but not as much as Outer Being worshippers ;)

GP
JTrithen

04-11-08, 04:29 PM
I hope it's okay if I make some comments, related (to monster adaptations from AD&D to OD&D), though not entirely on-subject.

I ran the AD&D 'Fighter's Challenge' many years ago with the classic rules (in Mystara).

I changed the derro to Shadow elves, just because in that particular adventure, they were pretty much just a subterranean threat. The fighter and his band of companions actually routed them pretty well, even with their spellcasting abilities.

The comment about making the aboleth a type of 'lesser burrower' is great. I like that. I believe I've run an aboleth in another AD&D-converted-to-OD&D adventure before (just kept the creature the "type," and "adjustimated" the statistics :) ).

Can the kuo-toth by kopru? Do they need to be able to be land-capable, as mentioned above?

Sorry if this is too off-topic. I like the discussion of what creatures to change for OD&D when using AD&D adventures.

With the 'Mystaran' notes from Sargent, this sounds like an interesting adventure.
Cthulhudrew

04-12-08, 12:26 AM
In the 2e Monster Manual, they are under the Dwarf entry. However, I don't care especially about keeping this trait -- indeed, Shunned Hin (from the Dark Shire) could fit the role as well.

I'd forgotten about that. They are monstrous humanoids (minus the definitive dwarven connection, though it's still alluded to) in 3.5, so I'd blanked on the 2E version.

Dark Hin could work.
Agathokles

04-12-08, 06:48 AM
I hope it's okay if I make some comments, related (to monster adaptations from AD&D to OD&D), though not entirely on-subject.

No problem -- most of the adaptations required for Night Below are actually about AD&D monsters in OD&D/Mystara.


I changed the derro to Shadow elves, just because in that particular adventure, they were pretty much just a subterranean threat. The fighter and his band of companions actually routed them pretty well, even with their spellcasting abilities.


Yes, that is ok if the Derro are simply needed as subterranean humanoids with spellcasting powers.
In Night Below, however, they are basically madmen -- which doesn't suit much the Shadow Elves. That's why I'm considering using the Dark Hin instead.

The comment about making the aboleth a type of 'lesser burrower' is great. I like that.

Agreed.

Can the kuo-toth by kopru? Do they need to be able to be land-capable, as mentioned above?

Yes, their city is only partially underwater, and has a number of non-aquatic dwellers. However, Kopru can survive out of water -- they are just slow and uncomfortable on the ground. But the Kuo-Toa's role is more that of front line, low HD type -- typical Kuo-Toa have 2 HD, while Normal Monster Kopru have 7 HD. So, they make a better replacement for the Illithid or Aboleth (given their domination power). Since the Aboleths are going to be Lesser Burrowers, I'll probably shift the Kopru to cover the role of the Illithids (the alternative is to use the Mind Thralls of Akh'All (http://www.pandius.com/takhvhol.html), but since the Illithids in the adventure are divided in pro-Aboleth and anti-Aboleth factions, I think the Kopru could be better suited).

For the Kuo-Toa, either the Hreshka-Rhak (http://www.pandius.com/ubbeth.html) (though with extended ability to operate above water) or simply a subterranean type of Lizardmen would be better.

With the 'Mystaran' notes from Sargent, this sounds like an interesting adventure.

Indeed, I was positively surprised by the fact that Mystara was basically considered on equal footing with FR and GH in designing the adventure. Adapting to Mystara is still more difficult (due to the non-Mystaran monsters) than adapting to the other settings, but the notes are a nice touch.

GP
Wilhelm_

04-12-08, 12:17 PM
Outer World Location
The module is set in Haranshire, a fairly large region (70 miles across) including marshes, forests and hills. The area is very lightly populated (there are three small villages, some independent farms, and a small keep), and ruled by a reasonably long line of Counts. A few dwarves and halflings and many bandits are also found in the area.

Does this aventure have a map showing these locations?

The locals worship Frey and Freyja, as well as Halav and Vanya.

The adventure (or the notes for Mystara) mentions then as the local worshipped Immortals? Or it originally mentioned FR or GH deities and you made the conversion (like Tyr or Torm/Heironeous/Halav and Tempus/Vanya?) :)
Agathokles

04-12-08, 01:07 PM
Does this aventure have a map showing these locations?

There is a map, of course. The villages lie along the course of a river, with moors and hills on one side, and mires and woods on the other. There is no predefined orientation, though.

The adventure (or the notes for Mystara) mentions then as the local worshipped Immortals? Or it originally mentioned FR or GH deities and you made the conversion (like Tyr or Torm/Heironeous/Halav and Tempus/Vanya?) :)

The adventure mentions worshipped Immortals/gods for all three campaign settings (e.g., when the first NPC priest is introduced, he is given as priest of St. Cuthbert/Tyr or Torm/Halav or Vanya, depending on the setting).
Specifically, Sargent says that the local farmers mostly worship Frey and Freyja (there is also a druid NPC), while the organized church (to which the main NPC priests belong) worships either Vanya or Halav.
A cult of Thanatos is responsible for several of the campaign events, while Ixion and Kagyar are mentioned (Kagyar in a legend, and a items related to Ixion's cult can be found during the adventure).

The only conversions I'm doing regarding powers at this point are for goblinoid powers (since the module uses the Monster Mythology powers instead of campaign specific ones).

GP
Wilhelm_

04-12-08, 01:14 PM
There is a map, of course. The villages lie along the course of a river, with moors and hills on one side, and mires and woods on the other. There is no predefined orientation, though.

I see. I guess the map don't provide any clue about where it should be placed, then.

The adventure mentions worshipped Immortals/gods for all three campaign settings (e.g., when the first NPC priest is introduced, he is given as priest of St. Cuthbert/Tyr or Torm/Halav or Vanya, depending on the setting).
Specifically, Sargent says that the local farmers mostly worship Frey and Freyja (there is also a druid NPC), while the organized church (to which the main NPC priests belong) worships either Vanya or Halav.
A cult of Thanatos is responsible for several of the campaign events, while Ixion and Kagyar are mentioned (Kagyar in a legend, and a items related to Ixion's cult can be found during the adventure).

The only conversions I'm doing regarding powers at this point are for goblinoid powers (since the module uses the Monster Mythology powers instead of campaign specific ones).

It's a odd mix of Immortals, IMO. But that could happen in Darokin, I guess, indeed confirming this theory. But, except for Halav, could it also be placed at Norworld, pehaps close to Leeha?
Agathokles

04-12-08, 02:07 PM
I see. I guess the map don't provide any clue about where it should be placed, then.

This webpage has a copy of the map:
http://www.castle-grounds.co.uk/nb/progress/progress1.htm
The map covers 70 or 80 miles across.

As you can see, it's more or less adaptable to several areas of Darokin, but could also fit in the Cruth Lowlands, some areas of the Thyatian Mainland, and Norwold.

It's a odd mix of Immortals, IMO. But that could happen in Darokin, I guess, indeed confirming this theory. But, except for Halav, could it also be placed at Norworld, pehaps close to Leeha?

It could be placed in Norwold, but given the mix of Immortals, I'd probably use an Heldannic Knights subject territory instead (e.g., some part of Heldland) -- using Vanya rather than Halav.

GP
Wilhelm_

04-12-08, 02:26 PM
This webpage has a copy of the map:
http://www.castle-grounds.co.uk/nb/progress/progress1.htm
The map covers 70 or 80 miles across.

Thanks for the map ;)

As you can see, it's more or less adaptable to several areas of Darokin, but could also fit in the Cruth Lowlands, some areas of the Thyatian Mainland, and Norwold.

Indeed

It could be placed in Norwold, but given the mix of Immortals, I'd probably use an Heldannic Knights subject territory instead (e.g., some part of Heldland) -- using Vanya rather than Halav.

Yes, I think it fits better this way :)
Agathokles

04-13-08, 05:15 PM
Thanks for the map ;)


You're welcome.

BTW, I've modified the first post to reflect the discussion above.
Moreover, I've scanned through the three books and added a new entry for all the monsters that make an appearance in the adventure. I've only omitted those that appear as individuals and are not involved in the main plot -- e.g., there an Otyugh in one of the Trolls' lairs, but it just has the role of a lake monster, so it's not especially important.

GP
NPC Dave

04-23-08, 04:35 PM
I have started Night Below in one of my two Mystara campaigns, although Night Below is only part of that campaign, and thus events will proceed much more slowly than the box set's vague timeline.

I spent a lot of time thinking about where I want to place things and where it would be ideally suited. Night Below does mention Mystara NPCs and Immortals in a few places, but doesn't make much effort to integrate things for Mystara, it actually sticks with Greyhawk for a framework, I believe the Night Below surface map even matches up with a particular area of Greyhawk geography.

So here is what I am doing so far, feel free to comment or take what you consider to be a good idea.

Location- Soderfjord, specifically along the Angesan River. Haranshire becomes gnollheim, but with the gnolls pushed back to the south side of the river closer to the ocean, where the settlements of Milbyrne and Thoremere are located. Note I changed the names of those two towns from the box set.
The surface map is adjusted to fit the GAZ7 map of the river. The swamp nearby is further away, the swamp near Whiteheart. The gnolls still range north more to the west, and tend to conflict with Whiteheart more than those two small communities, which have an uneasy truce with the gnolls. There will be sidequests to deal with gnolls teamed up with that ranger whose homestead lies between the two villages.

This sets it up in an out of the way place, and the svirfneblin become survivors of the destroyed gnomish settlements in the Hardanger Mountains. They have literally become deep gnomes, albeit with more RC D&D gnome powers.

The tunnels head west toward Rockhome, where the Aboleth city lies deep beneath the surface. The derro are mordriswerg, which explain also some of the more powerful items that can be recovered.

The goblin and orcs will have patrons replaced by GAZ10 equivalents, but note that Wogar is noted in GAZ10 as also being called Maglubiyet. The last part of Night Below I have run was the goblins of the ring adventure, so the goblin shaman could turn into a wolf.

I like your idea of the faenare, but the Aaracockra are so minor I may drop that completely.

I haven't decided about the Rockseer yet, possibly shadow elf offshoots or a mix of shadow elves and the Northern Reaches dark elves.

Kuo-toa are so big in book 2 I figured I would keep them as is, but now I think I will mix them a bit with the Hresha-Rhak, which I like and did not know of until now.

Devilfish are devilfish, I didn't see anything necessary to change here.

A lot of other changes you suggest I had planned(shadow dragons = night dragons, the very few drow get replaced by other equivalents, banshee or human wizard, etc). I liked the idea of replacing quaggoths with darkwings, but am not sure about the grells.

I dont remember seeing duergar anywhere though, do you have a page number? Did I miss them as a wandering monster?

Illithids I am keeping as is, but they are from off-world and have come to assist(except for the group which isn't). In fact, the aboleth city as recommended by zimriel,

http://pages.sbcglobal.net/zimriel/NightBelow/index.html

is their capital city and has several embassies, including illithids, deep/great glaraunts, the baatezu, and the evil spirits from the Ethengarian Gazeteer.

I keep AD&D tanarii around with WOTI fiends by identifying the WOTI fiends as the exalted type from the WOTI rulebook. They are much fewer in number and tend to serve Immortals directly.

One thing about kopru, I am taking a page from the Savage Tide adventure path published in the last 12 issues of Dungeon Magazine, and am making kopru and aboleth rivals and enemies.

The undersea where the capital lies will not be walled off, but will have two sides of it extend beyond the cavern ceiling and walls, from those locations will come the kopru.

There are already a few teams of monsters/NPCs which the players can ally with in book 3, the kopru are going to be another band of raiders that the PCs CANNOT ally with. The kopru will be raiding the aboleth city as well, and the players may or may not cross their paths, but if they do the kopru will fight them as well, once other enemies in the area are slain. The kopru's goal is to either seize the tower of domination and use it themselves or destroy it if they cannot.
Agathokles

04-23-08, 05:16 PM
So here is what I am doing so far, feel free to comment or take what you consider to be a good idea.


Thanks for posting your ideas. Here are some comments.


Location- Soderfjord, specifically along the Angesan River. Haranshire becomes gnollheim,


Nice idea. Soderfjord is indeed good location for Night Below, even though more extensive modifications are needed w.r.t. Norwold or Darokin. The lack of central authority also gives a good reason why PCs are mostly on their own.


This sets it up in an out of the way place, and the svirfneblin become survivors of the destroyed gnomish settlements in the Hardanger Mountains.


Indeed, that would be the most likely origins for these gnomes even in other locations. Also, they could be related to the gnomes that can be found trading with the Cynidiceans in B4.


I haven't decided about the Rockseer yet, possibly shadow elf offshoots or a mix of shadow elves and the Northern Reaches dark elves.


A Northern Reaches version of Night Below would definitely benefit from some connection with the Dark Elves -- considering also the major involvement of Modrigswerg in your version.

I liked the idea of replacing quaggoths with darkwings, but am not sure about the grells.

Like many Fiend Folio creatures, Grells are really odd, and not easily replaced, given their unusual powers and society.


I dont remember seeing duergar anywhere though, do you have a page number? Did I miss them as a wandering monster?


They are mentioned four or five times. The main point is on page 22 of book 3, where a tribe of Duergar is briefly described.


The kopru's goal is to either seize the tower of domination and use it themselves or destroy it if they cannot.

Nice twist :)

GP
NPC Dave

05-05-08, 02:48 PM
Nice twist :)

GP

Thanks, and thanks for pointing out the duergar group. I will probably make those a more sane Mordriswerg group trying to track down and stop their fellows working with the aboleth, or just be independents who happen to be in the area.

One other conversion I made, I changed the swanmay at the lake into a hsiao, who still had a loose alliance with the two rangers in the area. The water elemental in the lake had originally been summoned by the hsiao to maintain the hsiao's personal sanctuary, that being the lake itself.