D&D 5E Age of Worms Adventure Path

Tormyr

Adventurer
Looking for advice.

Ok since we started this, Summon Demon spells came out. I want to work in an angle where instead of summoning demons the Vaati send Wind Warriors. I think it’s appropriate once the PC get Zosiels amulet, connecting them with the party.

The question is this, how do you upscale them? Any idea?

Same for polymorph, the vaati change your spell to give you air creatures. Any ideas?

Which adventure are you looking at?
 

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smbakeresq

Explorer
All of them. I am saying the Vaati spirits contact the PC so when the PC cast summon instead of getting a demon you get a Wind Warrior or some other Vaati vassal. Or the Vaati give another option to polymorph into.
 

epithet

Explorer
...
5e basically rewards no xp for story rewards, traps, obstacles, etc. They are just thrown in the DMG also.
...

That's a perspective I've seen expressed before, but I don't really understand it. I always build my traps as NPCs, including assigning them a CR, which makes giving XP for defeating the trap easy. Full xp value for disabling it, half xp value for detecting and bypassing it without having to actually deal with it.
 

Tormyr

Adventurer
All of them. I am saying the Vaati spirits contact the PC so when the PC cast summon instead of getting a demon you get a Wind Warrior or some other Vaati vassal. Or the Vaati give another option to polymorph into.

Ah, I hadn't looked at a lot of the spells in Xanathars.

So, barring creating custom creatures, the easiest way to handle this would be for summon lesser demons to summon one wind warrior and to scale as described in the spell. The summon greater demon spell is a bit more tricky when scaling. For the base spell, it summons 3 wind warriors. When it scales, add 1 wind warrior for every two slot levels above 4th.

Another way to handle summon greater demon would be to have it summon an air elemental. For every spell slot above 4th, add 1 to AC, attack bonus, and save DC, add 10 hp, and add a d8 to damage.
 



Vienneau

Explorer
4. The aboleth fits thematically with the mind flayer and fits the CR. Enslave has a chance of taking a PC out at the expense of 36 damage, but the advanced Octopin is on its own and will likely be overwhelmed. It crawls out of its tank, so the mucus does not come into play. It is a young creature and does not have lair abilities which would alter the CR anyway. It is more deadly than the mind flayer arcanist, but that is more a factor of encounter building in 3.5 vs 5e. In both, a CR 10 creature makes a "10" encounter, whether EL 10 in 3.5 or a Medium encounter for 4 level 10 PCs in 5e. However 3.5 doesn't provide as much of a boost from additional creatures in an encounter. The 3.5 final encounter has a CR 11 and two CR 6 creatures. The 5e version has a CR 8 and two CR 4 creatures, and that still runs on the "high" end of the encounter difficulty (barely Hard for 4 PCs; solidly Medium for 8 PCs).

5. I tried to get the cursed magic items to be more 5e in their implementation. The biggest thing that surprised my players was that identify didn't pick up on the curses. The tiny object didn't seem like something to convert as it was just a tiny object, but I could put an entry in for that.

6. 5e doesn't have unhallow, and it changed "good" and "evil" in spells to refer to celestials, fiends, and the like. With all the concepts dropped from 5e, I dropped the effect here. As for Zyrxog, I generally only keep magic items that were important, held by an important NPC, and (usually) have a 5e version. I also glazed over the magic items when a creature came from the MM (rather than be custom) as they could change the CR. The boots are not very useful for him. Only the arcanist's lightning bolt would benefit from empower. He could use the necklace of fireballs, but that means he is spending turns not being a mind flayer. In the end, the mind flayer arcanist, without magic items, provided what I thought would best fit the encounter, but it is easy to add in some of the other items, such as the potion of superior healing.

4) The aboleth didn't end up crushing them - the monk stunned it via the tentacle and it went down fast.

5) My PCs got very interested in the cursed and other miscellaneous items. Any suggestions as to what to do with:

"odd black metal cage covered in thorns" - I'm drawing a blank on this one (backstory? function?)

"+2 unholy dagger that brings horrible misfortune to any that wield it" - did you implement the horrible misfortune? I'm treating the unholy dagger as "good creatures lose a level while wielding it" but my PCs are mostly neutral so I don't think it will come up.

"stuffy doll with pins that radiates necromantic magic" - this one is freaking them out so now I want it to actually do something. They're hesitant to damage it but don't want it just lying around either. Any suggestions?

I had the book attack them with flying sword stats. They didn't try to gather the torn pages after the battle so they don't get the names of 100 fiends.

6) Given that "hallow" exists, I did implement the permanent protection from energy (fire) effect. The wizard loves Fireball and Flaming Sphere, so it really threw him off.

New items:

a) Did your players do anything zany with the Viewing Pool in M10? Mine want to spy on everyone. Does "well known" have any meaning in 3e? Is it similar to "very familiar" in teleport spells or "familiar" in the Scrying spell?

b) My PCs had a great time in the Museum with the Vrock. The bard decided to throw down the fiendish figurine of wondrous power only to have the griffon join the battle on the side of the Vrock! Lots of fun.

c) The mind flayer lair lacks...a bedroom. And a waste disposal area, but the PCs specifically went looking for a bedroom. But we've mentioned the lack of key rooms before. :)

They finally finished, but still aren't 9th level for the Champions Belt, so we're doing to do some side treks until then.
 

smbakeresq

Explorer
Getting ready to run the mindflayer lair now. My thoughts are

1. The PC will be able to short rest once. I figure the lair will be alerted, so the first part with the drow goes, then they will SR, then the mindflayer lair.

2. Don’t forget the Drow have special Drow magic items that the PC will not be able to use to make them a little tougher.

3. I am going to make the zombies “fresher” and have at least one of them be a person from the neighborhood of the Crooked House. I don’t want the PCs to just blast them. If they do though then they have to tell the relatives themselves as we have a Paladin in the group who would do that. PC should be given XP for this.

4. If the PC escort the prisoners out the Mindflayer area before cleaning out the whole area the mindflayer would know and prepare traps and defenses. The PCs should know this so they push on as I want this to be one whole adventure without a long rest.

5. I tuned the pool to only work for the mindflayer. Otherwise the PCs would want to make it a lair and keep coming back, or someone else in the city would. To make sure I had the pool turn into a grey ooze if the PC stared to long, the ooze could attack all with 10’.

6. The aboleth - works fine as a substitute. Since I want to grind down PCs before the final battle I got rid of dominate and just used a psychic blast like a mind flayer but 2d8+2 and DC 11. I figure the mindflayer wouldn’t make any creature that could possibly enslave it.

7. Make sure you use the reach on the Octopins. They can stay on the walls and reach PCs. I did this because the Paladin has a reach weapon and the monk has slippers of spider climbing so I want to let them use those fully.

8. Cursed items are tough. With summon demons now in game getting the true names of various fiends is a powerful thing. I have an experienced group also that is smart enough to gather things, identify them, and augury for all of them. The knowledge of true names of 100 fiends is worth the risk though. I think what will happen is the wizard in the group will have the Paladin stand next to him while he peruses the manual to boost those saves. Eventually they will work their way through it, so I need to have a permanent downside, probably one of the fiends knowing exactly who the PC is.

9. Mindflayers always know things. Therefore Zyrxog would know what energy types the PC uses and resistance is appropriate.
 

Tormyr

Adventurer
4) The aboleth didn't end up crushing them - the monk stunned it via the tentacle and it went down fast.

5) My PCs got very interested in the cursed and other miscellaneous items. Any suggestions as to what to do with:

"odd black metal cage covered in thorns" - I'm drawing a blank on this one (backstory? function?)

"+2 unholy dagger that brings horrible misfortune to any that wield it" - did you implement the horrible misfortune? I'm treating the unholy dagger as "good creatures lose a level while wielding it" but my PCs are mostly neutral so I don't think it will come up.

"stuffy doll with pins that radiates necromantic magic" - this one is freaking them out so now I want it to actually do something. They're hesitant to damage it but don't want it just lying around either. Any suggestions?

I had the book attack them with flying sword stats. They didn't try to gather the torn pages after the battle so they don't get the names of 100 fiends.

6) Given that "hallow" exists, I did implement the permanent protection from energy (fire) effect. The wizard loves Fireball and Flaming Sphere, so it really threw him off.

New items:

a) Did your players do anything zany with the Viewing Pool in M10? Mine want to spy on everyone. Does "well known" have any meaning in 3e? Is it similar to "very familiar" in teleport spells or "familiar" in the Scrying spell?

b) My PCs had a great time in the Museum with the Vrock. The bard decided to throw down the fiendish figurine of wondrous power only to have the griffon join the battle on the side of the Vrock! Lots of fun.

c) The mind flayer lair lacks...a bedroom. And a waste disposal area, but the PCs specifically went looking for a bedroom. But we've mentioned the lack of key rooms before. :)

They finally finished, but still aren't 9th level for the Champions Belt, so we're doing to do some side treks until then.

The half-gnoll paladin decided after chapter 4 wrapped up to take the elven fighter (who wasn't interested in going on a date) on a date. He pulled out the figurine for them to go take a ride together. The griffon attacked them, and the paladin whiffed almost all of his attacks while the fighter made almost all of hers. Afterwards, she declared that was fun, still not quite aware that it was supposed to be a date.
 

Vienneau

Explorer
The Champion's Belt

Six months later, we're starting the Champion's Belt, so (of course) I've got more conversion questions...

1) There's no conversion for Loris Raknian or Okoral. I'm thinking Warlord from Volo's (CR13) and maybe Assassin. And give them some items.

2) Page numbers are missing in the "Raknian's Security" section of the conversion notes (there ## placeholders)

3) For the gladiators, you didn't include all the magic armor/weapons. eg. Rennida has a "frost longbow" (presumably does d6 of frost damage on a hit). Left out on purpose? It's an excellent opportunity to have magic items because the players don't get them after the battle! But maybe because it's not an official 5e weapon it's better to leave it out?

4) You left out "Scriminaduro", the dire badger companion of Joren that "rages" after it's hit and has "Magic Fang" (?) cast on it. There are no dire badgers in 5e so I'm at a loss!

5) I might have added the land-based equivalent to the Peryton's "Flyby" ability for the mounted Korush warriors. This allows them to ride by without provoking an opportunity attack and matches their skills in the original.
 

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