D&D 5E Age of Worms Adventure Path

I wanted to thank you for the conversion notes. I've only made it part way through the first module, and it's been very helpful!

Our group does like significantly higher difficulty -- a problem we have in published modules as well -- but just seeing the example monsters is often enough to give me ideas for what to use. It's been many years since I've run a game, and I'm back in a groove of being very ad hoc and making things up as I go which is just my overall style. But having those notes to fall back on really makes it easier. It's like having someone to ask questions to.
 

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Virtuegm55

Villager
I am planning on converting this myself this looks great, I plan on starting book 1 at level 3 and scaling it up trying to figure out how to download this info am I just dumb? I’m on my phone
 

billd91

Not your screen monkey (he/him)
I am planning on converting this myself this looks great, I plan on starting book 1 at level 3 and scaling it up trying to figure out how to download this info am I just dumb? I’m on my phone

Not sure exactly how doing this from a phone will affect things because I don't necessarily know where any of your downloads will go. But there is a link in the first post that will take you to the right downloads page. It's the first one - the second one purporting to go to the resources area isn't working for me. For convenience, here's a copy of the URL: Age of Worms Adventure Path

On that page, there's a Go to Download button in the upper right - it's a golden-orangish color. That downloads things to my computers - I assume it will try to download something to your phone.
 




Virtuegm55

Villager
I saw the conversion and explanation, I broke down the math even further to help anyone who wants even more of a breakdown of the DCs by tiers of play
 

Virtuegm55

Villager
Has anyone done a session 0 Adventure for this AP? I was thinking maybe something where the heroes all meet up at the abandoned mine office, but the office is currently occupied by some lizard folk spies spying on Diamond Lake. Now they have their base of operations and some for shadowing.
 


Tormyr

Adventurer
The 3.5 adventures tell you what level they are for, so you can extrapolate from there. A suggested plan:

1 - Start the campaign
2 - After the heroes figure out how to get past the false tomb.
3 - Start adventure 2
4 - After 1 temple is cleared
5 - Start adventure 3
6 - Finish defense of the keep
7 - Start adventure 4
8 - Finish the doppelgangers
9 - Start adventure 5
10 - Before the heroes start exploring under the arena in earnest
11 - Start adventure 6
12 - Somewhere between using the portal and descending down the shaft
13 - Start adventure 7
14 - Descend under the ziggurat
15 - Start adventure 8
16 - Start adventure 9
17 - Enter the portal
18 - Start adventure 10
19 - After the heroes finish the carrion pit
20 - Start adventure 11
20+ - Start adventure 12 (I like to give the players the option of an additional ASI or epic boon from the DMG for this level.

If you want to start the PCs at a higher level, just run 1 level per adventure until the adventures "catch up" to them.
 

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