Arcana4 2

Masters of Eternal Night (1998)

So while the players succeed in rooting out the mind flayers in part one, that is not the case everywhere, and things are looking bad for the world as mind flayers elsewhere are successful in their schemes. The sun is dimming, the world is freezing and the flayers are running amok. That’s where Masters of Eternal Night (1998) opens.

Stopping all this involves an overland trek to…well, no one is exactly sure where. The MacGuffin, a magical mark on a character’s hand, just insists that this is the case. The wilderness is handled as a series of (non-mind flayer, mostly cold-themed) random encounters, which eventually turns up a village enslaved by the flayers (there is the added complication, too, that the mind flayers are nervous about whoever messed up their plans in the first adventure and have sent the equivalent of a black ops team out to deal with whoever is responsible — they can be an added problem throughout this adventure).

After dealing with the dominated village, the players find themselves exploring a crater filled with snow. This one is neat, because there is no map, just flat snow, so exploration sites are determined via a deck of cards, laid out a bit like a tarot reading. The ultimate goal is the discovery of a nautiloid spelljammer ship and the recovery of its navigation brain so the party can set sail for more adventure — in space!

Oh, that’s a Brom cover. I don’t have much room to talk about art, but I like this series’ illustrations a lot.

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