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Age of Worms Adventure Path
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<blockquote data-quote="Tormyr" data-source="post: 6444754" data-attributes="member: 6776887"><p><strong>5 out of 5 rating for Age of Worms Adventure Path</strong></p><p></p><p>EDIT: You can use my 5e conversion guide for the entire AP! Get it here-><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1254" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1254</a></p><p></p><p>Age of Worms turns a group of people from an armpit of the world town into the saviors of the world. The adventure path consists of chapters that contain dungeons, exploration, puzzles, arena combat, heavy role play, and epic monster combat. Under 5e the combat flows very well, and some of the annoyances of 3.5, such as undead being immune to sneak attacks, no longer exist. So every class has an equal opportunity to contribute.</p><p></p><p>Pros:</p><p>Lots of good content that can still be modified as the DM wishes.With bounded accuracy and encounter building guidelines, conversion to 5e is very straightforward.</p><p>Campaign guides for the main cities and handouts for all of the chapters are included.</p><p></p><p>Cons:</p><p>Certain editing mistakes slipped through, especially in chapter 2, but it is easy to determine what was meant after a little rereading.</p><p>Descriptions of certain 3 dimensional areas might take a couple of readings to understand.Conversion </p><p></p><p>Notes:</p><p>As with all conversions of 3.5 there is a bit of work involved.</p><p>1. Determine how much magical treasure will survive the conversion: 3.5 is much more magic item heavy than 5e. In the end I decided to keep everything except +X items on unnamed/generic NPCs.</p><p>2. Convert remaining magical items: Many of the items are in the 5e DMG, but some items like wands will need a conversion in line with the 5e take on the type of item. Early on there is a wand of Shatter. In 5e, this wand would have only 7 charges that recharge each day, using 2 charges per casting of the 2nd level spell. +1 and +2 items become +1, +3 and +4 become +2, and +5 and above become +3 items.</p><p>3. Convert encounters: Take the encounter level of an encounter, determine the XP budget necessary for a Medium encounter for a party of that level and as many PCs as your party has, and use that budget. This will give a range of Easy, Medium, Hard, and Deadly encounters. An encounter level of 9 for a 7th level party would be made by making an encounter using the called for creatures with an XP budget of 4400-6400. That XP range puts it squarely in the Hard difficulty for the 7th level party.</p><p>4. Convert monsters: when possible, reskin and slightly change a creature in the 5e Monster Manual if the exact monster does not exist. For example, I used the modified the Chuul to take the place of the Octopin.</p><p>5. Convert NPCs: This takes a bit more work. Consult the 5e DMG for information.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6444754, member: 6776887"] [b]5 out of 5 rating for Age of Worms Adventure Path[/b] EDIT: You can use my 5e conversion guide for the entire AP! Get it here->[url]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1254[/url] Age of Worms turns a group of people from an armpit of the world town into the saviors of the world. The adventure path consists of chapters that contain dungeons, exploration, puzzles, arena combat, heavy role play, and epic monster combat. Under 5e the combat flows very well, and some of the annoyances of 3.5, such as undead being immune to sneak attacks, no longer exist. So every class has an equal opportunity to contribute. Pros: Lots of good content that can still be modified as the DM wishes.With bounded accuracy and encounter building guidelines, conversion to 5e is very straightforward. Campaign guides for the main cities and handouts for all of the chapters are included. Cons: Certain editing mistakes slipped through, especially in chapter 2, but it is easy to determine what was meant after a little rereading. Descriptions of certain 3 dimensional areas might take a couple of readings to understand.Conversion Notes: As with all conversions of 3.5 there is a bit of work involved. 1. Determine how much magical treasure will survive the conversion: 3.5 is much more magic item heavy than 5e. In the end I decided to keep everything except +X items on unnamed/generic NPCs. 2. Convert remaining magical items: Many of the items are in the 5e DMG, but some items like wands will need a conversion in line with the 5e take on the type of item. Early on there is a wand of Shatter. In 5e, this wand would have only 7 charges that recharge each day, using 2 charges per casting of the 2nd level spell. +1 and +2 items become +1, +3 and +4 become +2, and +5 and above become +3 items. 3. Convert encounters: Take the encounter level of an encounter, determine the XP budget necessary for a Medium encounter for a party of that level and as many PCs as your party has, and use that budget. This will give a range of Easy, Medium, Hard, and Deadly encounters. An encounter level of 9 for a 7th level party would be made by making an encounter using the called for creatures with an XP budget of 4400-6400. That XP range puts it squarely in the Hard difficulty for the 7th level party. 4. Convert monsters: when possible, reskin and slightly change a creature in the 5e Monster Manual if the exact monster does not exist. For example, I used the modified the Chuul to take the place of the Octopin. 5. Convert NPCs: This takes a bit more work. Consult the 5e DMG for information. [/QUOTE]
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