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Age of Worms for players

Thanks, Ydars, that does bring up another question for those that have played this AP. Is there down time between adventures? Crafting items and researching spells can be a lot of fun for some of the players, but if the campaign doesn't allow the time for that then we'll make sure no one is going to try that type of character.
I'm not sure how much downtime is built into the AP, but our DM has allowed us quite a bit. We're aware we're up against some form of time limit, so we don't abuse things, but it shouldn't be a problem. Crafters and spell researchers -- and wizards just putting spells into their books! -- should find those pursuits doable.
 

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Arguably, the most effective character in my Age of Worms campaign was the ranger with Favored Enemy (Undead). Wouldn't hurt to have someone like that around to dish out a hefty sum of damage.
 

Thanks Rodney. Ranger has been a very popular class with us, so I'm not sure if people are looking to play something different or not. I know I am which is why I'm looking outside the PHB.
 

I finished running or AoW AP this year. As w/ every Paizo one, its brutal for PCs that don't work together or take time to think (especially the first and *especially* the second addies). However, we had a blast overall.

For your Dragon Adept:
- Fire is not a suboptimal choice---not many things will full immunity that I recall (though I did change a lot around, esp. near the end, for time)
- As mentioned, there will be a lot of undead. Not every adventure, but a lot.
- Traps predominate a few adventures (especially early), but there a run of them w/o them. The party essentially was w/o a "skill monkey" through the latter half and did fine.
- Late in the AP there is a very skill/social heavy addy, but there are opportunities for that elsewhere as well (even as early as the first addy).
- There is room for down time in several places (especially as there is travel between places), though near the end this becomes difficult. There are addys where the group comes to a new place has plenty of time to explore them (esp. the big cities) and do other things. There is the perception of no time between the final two, though this can be finagled (but once you *start* the meat of the last module, time is of the essence).

Overall, I found AP very satisfying to run (as it was in a horror-type genre I excel at), and there was ample opportunity to flesh it out for the players.
 

I'm playing in AoW converted to 4E, but we did have a few sessions playing the 3.X version.

There's been really good advice in this thread. One last thing I feel I should point out:

Don't be afraid to run. Ever. If you have fellow players who think running is stupid, anti-climactic, un-cinematic, whatever...well, they'll probably die.

There are some BRUTAL combats out there, and sometimes it'll be quite self-evident that you need to get the heck out of Dodge. I used to be a guy who would say "Running? Pshaw! I still have some first level spells!" Now, I'm the one calmly ushering people out the door right as we're about to be killed. :)
 

There's been really good advice in this thread. One last thing I feel I should point out:

Don't be afraid to run. Ever. If you have fellow players who think running is stupid, anti-climactic, un-cinematic, whatever...well, they'll probably die.

There are some BRUTAL combats out there, and sometimes it'll be quite self-evident that you need to get the heck out of Dodge. I used to be a guy who would say "Running? Pshaw! I still have some first level spells!" Now, I'm the one calmly ushering people out the door right as we're about to be killed. :)

Seriously, WHAT HE SAID.

I'm especially thinking about a particular encounter in the first adventure that almost took out a entire party of 1st level PC's in the Whispering Cairn. If a fight is starting to go pear shaped, dont be afraid to BOUNCE.

That being said The Whispering Cairn might be one of the best 1st level adventures that I've ever run. Enjoy.
 

I'm especially thinking about a particular encounter in the first adventure that almost took out a entire party of 1st level PC's in the Whispering Cairn. If a fight is starting to go pear shaped, dont be afraid to BOUNCE.
"Whispering Cairn" was excellent, and when we had to run from that fight -- and everybody familiar with the adventure knows which one you mean -- I was shocked. It was clearly intended for that fight to be too tough on first go-round, and it was very satisfying when we went back later and kicked its butt.
 

Don't know the AP, but as for Rogues, ther are other options if SA is poor in this campaign. The "feat rogue" UA variant gives all the rogue goodies, just that you get nice feat options (as a fighter) instead of SA. Alternatively, Dungeonscape and C.Champion both have (identical?) Rogue class variants to deal 1/2 SA damage to undead.

Scout + Ranger (favored enemy undead) + Swift Hunter would of course be an easy fix, allowing you to freely skirmish undead.


Hong had a thread of his experiences playing a swordsage in AoW (which did have spoilers). He made it very clear how much of a life-saver Mind Over Body was late game. If anyone's considered a martial adept, just saying.
 

The party I DM for the Age of Worm has one psionic, one cleric, on wizard and one fighter-sorcerer. It has been a long time since I have been able to threaten them with the dungeons and the creatures inside it... They have so many buffs spell active at once, they are nearly invulnerable. Of course, anti-magic would screw them... But there are not so many beholders...
 

I'm DMing a party of seven through Age of Worms;

Wizard
Fighter/Tempest
Fighter/Bard
Scout
Cleric/Stormlord
Warlock
Fighter/Master Thrower

Without a doubt, the Wizard is the best in the group.

Best Regards
Herremann the Wise
 

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