• Resources are back! Use the menu in the main navbar. If you own a resource, please check it for formatting, icons, etc.

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?
 

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.
 

smbakeresq

Explorer
I checked the MM and never read the Aarakocra and they are definitely tied to the Wind Dukes. At CR 1/4 they fit well for summon lesser demon.
 

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.
 

Vienneau

Explorer
...almost forgot:

6) The two gnolls with Joren (his "Halberdiers") - it feels like Gnoll Pack Lord or even a Gnoll Fang of Yeenoghu could be used for them?
 

smbakeresq

Explorer
You don’t need Rakanian, but Warlord seems appropriate.

I am going to use magic weapons to up the challenge. I will give the players the equipment from Pitch Blade if they demand it as compensation for blatant rules violation if the RP well.

Instead of badger I will use a dire tiger or something.

Give them all the mounted combat feature from Cavalier should work.
 

Tormyr

Adventurer
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.

6) The two gnolls with Joren (his "Halberdiers") - it feels like Gnoll Pack Lord or even a Gnoll Fang of Yeenoghu could be used for them?
1. I would use a veteran and an assassin if you need them in the end. Most of Loris and Okoral's activity takes place off camera. Loris is getting old and worrying about losing his strength hence the deal he enters into in the first place.
2. This is the one chapter that has the conversion in an unfinished state. It essentially only has the custom monsters and NPCs needed.
3. I didn't bother because most of the time they are not using them. Rennida for instance will just as likely be using a spell as using her longbow, but you could easily drop an attack and add the cold damage to the remaining two. Even with the heroes only fighting 1 team at first (and the other two keeping each other occupied), there are a lot of moving parts here, so I kept it simple in my play through with less magic equipment running around.
4. Only the dire wolf survived the transition to 5e. All the other dire creatures are now "giant creatures". So the giant badger would be the closest analog. You might want to boost its hit points, give it armor, or something else. I just used the giant badger as is.
6. I used 1 gnoll pack lord. Here are the various teams for parties of 4 PCs. These are from my original play through and have not been reexamined for balance.

Arcane Auriga
Rennida
4 Arcane Auriga Archers

Badland's Revenge
Joren
Gnoll Pack Lord
Giant Badger

Sapphire Squad
Korush
2(? my notes don't say how many, just plural) Korush Mercenaries
Warhorses for each

Auric's Warband
Auric
Khellek
Flesh Golem

Beast Cages
Just the regular versions of the animals

Wine Cellar
Glyph of Warding with Blight

Guardroom
6 veterans

Ghastly Convention
8 ghasts

Sewage Grotto
8 ochre jellies

Coffin Storage
5 Spawns of Kyuss

Training Hall
Mohrg
6 Spawns of Kyuss

Altar Room
Bozal Zahol

Kyuss' Visage
Symbol of Fear
Alkilith

Ulgurstata Chamber
Ulgurstata
 
Last edited:

Vienneau

Explorer
Had the first battle last night.

The biggest issue was the 100' between each starting team. The PCs cast Fireball repeatedly and decimated everyone else. The melee enemies slowly run across the field and get destroyed by conjured/summoned creatures as Fireballs and range weapons hit them.

The archers were deadly, but not for the spells. Rennida get +10 to hit, 3 attacks a round, 150' range for d8 + 5. That was a lot scarier than Magic Missile or Melf's Acid Arrow.

I used Dire Wolf for the badger, but it failed its save on the first Fireball and died without an action. I used two Gnoll Fangs but they move 30' and have only melee attacks, so they never actually got to a PC. The riders were able to do cool things only because I bent the rules to allow their mounts to move and dash at the same time as the riders so they could ride up, attack, and move past, which is how they're intended to work. PCs were a bit peeved that enemies could move 120' as well as attack but they were the ones cast 6 Fireballs between the wizard and bard (using "Additional Magical Secrets")!

Fireball really destroys the battles. The next round is the two dwarf barbarians who move 30' with no range attack and only 95hp. Two free range attacks by the PCs before they can melee, assuming no one moves. At least the Dwarves can stay 45' apart so Fireball can't hit them both.

The finals has 3 Flesh Golems, who are especially vulnerable to fire! The Froghemoth conversion moves only 20', though it does get to move as a legendary action (good thinking). I'm pretty sure I'm just going to switch it for an Efreeti though. Immune to fire, super fast, and it can summon a fire elemental as assistance.

The battle wasn't a challenge at all - it felt like it was intended for lower level characters. It felt like Joren needed the raging ability - the conversion has him just as a druid but he needs the toughness. And I didn't know what a "janni" was (though I do happen to own Dragon #66 where they first appeared) so it threw me off when a PC asked what race he was. The conversion lists him as "elemental" which tricky. Maybe he should be a genasi?

There's also a discrepancy in the adventure. On page 36 the prize for the first round is 2,000gp, but on page 45 it says the price is 1,500 gp. And the Thieves' Guild offer from Tirra doesn't make any sense:

"For the final round, the bookmakers have offered the Thieves’ Guild special odds for wagers against Auric’s Warband. Tirra informs the PCs that if they can defeat Auric, Khellek, and their leatherworks (flesh golems), the Guild is willing to split a portion of their winnings amounting to 7,500 gp to the group if they’re willing to part with 2,500 gp of their own up front."

They meet Tirra at the dinner - are they supposed to put 2500gp up that they will win the whole thing? That seems a bit early to be throwing that kind of money away.

I did end up going with the conversion as written. I had planned on adding frost damage and some more +1 items to increase ACs, but as you said - there was a lot of moving parts so it was much easier to just check the sheet and go with it.

They really enjoyed the battle. They want more of a challenge next time, but they definitely got into it!
 

smbakeresq

Explorer
Hah, I played it different. I had everybody apart and then Badlands revenge charge the PCs (double move for 60’) and the dervishes charge them also, on horses they get there in one turn. This creates a fur ball, with the elves shooting into it.
 
Last edited:

Tormyr

Adventurer
Had the first battle last night.

The biggest issue was the 100' between each starting team. The PCs cast Fireball repeatedly and decimated everyone else. The melee enemies slowly run across the field and get destroyed by conjured/summoned creatures as Fireballs and range weapons hit them.

The archers were deadly, but not for the spells. Rennida get +10 to hit, 3 attacks a round, 150' range for d8 + 5. That was a lot scarier than Magic Missile or Melf's Acid Arrow.

I used Dire Wolf for the badger, but it failed its save on the first Fireball and died without an action. I used two Gnoll Fangs but they move 30' and have only melee attacks, so they never actually got to a PC. The riders were able to do cool things only because I bent the rules to allow their mounts to move and dash at the same time as the riders so they could ride up, attack, and move past, which is how they're intended to work. PCs were a bit peeved that enemies could move 120' as well as attack but they were the ones cast 6 Fireballs between the wizard and bard (using "Additional Magical Secrets")!

Fireball really destroys the battles. The next round is the two dwarf barbarians who move 30' with no range attack and only 95hp. Two free range attacks by the PCs before they can melee, assuming no one moves. At least the Dwarves can stay 45' apart so Fireball can't hit them both.

The finals has 3 Flesh Golems, who are especially vulnerable to fire! The Froghemoth conversion moves only 20', though it does get to move as a legendary action (good thinking). I'm pretty sure I'm just going to switch it for an Efreeti though. Immune to fire, super fast, and it can summon a fire elemental as assistance.

The battle wasn't a challenge at all - it felt like it was intended for lower level characters. It felt like Joren needed the raging ability - the conversion has him just as a druid but he needs the toughness. And I didn't know what a "janni" was (though I do happen to own Dragon #66 where they first appeared) so it threw me off when a PC asked what race he was. The conversion lists him as "elemental" which tricky. Maybe he should be a genasi?

There's also a discrepancy in the adventure. On page 36 the prize for the first round is 2,000gp, but on page 45 it says the price is 1,500 gp. And the Thieves' Guild offer from Tirra doesn't make any sense:

"For the final round, the bookmakers have offered the Thieves’ Guild special odds for wagers against Auric’s Warband. Tirra informs the PCs that if they can defeat Auric, Khellek, and their leatherworks (flesh golems), the Guild is willing to split a portion of their winnings amounting to 7,500 gp to the group if they’re willing to part with 2,500 gp of their own up front."

They meet Tirra at the dinner - are they supposed to put 2500gp up that they will win the whole thing? That seems a bit early to be throwing that kind of money away.

I did end up going with the conversion as written. I had planned on adding frost damage and some more +1 items to increase ACs, but as you said - there was a lot of moving parts so it was much easier to just check the sheet and go with it.

They really enjoyed the battle. They want more of a challenge next time, but they definitely got into it!
The barbarians will probably go down quickly, but have them quaff the potions of fly (60 foot fly speed), rage for damage resistance (all damage - bear totem, relentless rage) and fly with a double move. Keep them apart enough that the fireballs can only hit one at a time. Then have Loris (through a proxy) let them back in at night and try to kill the PCs in their sleep.

In the end, it isn't a bad thing for the PCs to do well in the arena matches. They have 3 days to stop the ulgurstata, and there is a lot of difficult stuff in their way in the ruins. They need enough left over in the tank to actually survive their nightly escapades.

If you swap out the froghemoth for an efreeti, make sure to have the misinformation be that the monster is going to be a froghemoth. ;)

And yes, Tirra's proposal is a high risk/high reward offering the night of the welcome dinner. My group pooled their money together for that and managed to bluff their way to the bottom of the betting odds before betting on themselves through a proxy. The best part was the Strength 8 Tiefling wizard proudly declaring, "And I'm the tank!" and convincing all the oddsmakers around that he was serious. They were quite well off after the tournament.

I made the janni a djinni. Djinni are elementals in 5e.

If you use the flesh golems in the final battle , Khellek could have a few illusions (major image)of flesh golems on the battle field. Just make sure everyone is at least 40 feet from each other. I had Khellek maze the Oath of the Ancients paladin at the beginning of combat in my game (the group would huddle under him for protection from AoE spells).
 

ParanoydStyle

Peace Among Worlds
Tormyr, I haven't looked it over yet but it's excellent that you did this. Age of Worms is one of the best campaigns/"adventure paths" I've ever seen, and it's great to see it available for what seems like the only edition of D&D 99% of people are actually playing.
 

Vienneau

Explorer
The barbarians will probably go down quickly, but have them quaff the potions of fly (60 foot fly speed), rage for damage resistance (all damage - bear totem, relentless rage) and fly with a double move. Keep them apart enough that the fireballs can only hit one at a time. Then have Loris (through a proxy) let them back in at night and try to kill the PCs in their sleep.

In the end, it isn't a bad thing for the PCs to do well in the arena matches. They have 3 days to stop the ulgurstata, and there is a lot of difficult stuff in their way in the ruins. They need enough left over in the tank to actually survive their nightly escapades.

If you swap out the froghemoth for an efreeti, make sure to have the misinformation be that the monster is going to be a froghemoth. ;)

And yes, Tirra's proposal is a high risk/high reward offering the night of the welcome dinner. My group pooled their money together for that and managed to bluff their way to the bottom of the betting odds before betting on themselves through a proxy. The best part was the Strength 8 Tiefling wizard proudly declaring, "And I'm the tank!" and convincing all the oddsmakers around that he was serious. They were quite well off after the tournament.

I made the janni a djinni. Djinni are elementals in 5e.

If you use the flesh golems in the final battle , Khellek could have a few illusions (major image)of flesh golems on the battle field. Just make sure everyone is at least 40 feet from each other. I had Khellek maze the Oath of the Ancients paladin at the beginning of combat in my game (the group would huddle under him for protection from AoE spells).
Just noticed - shouldn't the Pitch Blade barbarians have a speed of 35'? 25' for dwarves plus Fast Movement for barbarians?

I hadn't paid much attention to their gear because it's not in the conversion. Fly potion is interesting. But it only gives speed equal to walking speed, so it's still just 35'. I'm tempted to go with a potion of speed though, +2AC and an extra attack, though if they're in a frenzy, that's 4 attacks a turn, which is a lot (though not if the PCs summons mephits or swarms of bats again). Maybe one has Fly (very rare potion) and one has Speed (rare). And of course, resistance (fire) for the Fireballs.

You make a good point about nightly escapades. At this point, their mindset is "one encounter today, use everything we've got" so they really let loose.

My tentative plan is to have the rumours be about a white dragon, since I added a separate plot point about a white dragon that they chose not to fight, but Auric went and defeated. So it's believable. And a big surprise! :)

My group didn't really believe Tirra. They were pretty sure it was a Thieves' Guild scam. Which is actually a pretty good idea unless the Guild doesn't want to make enemies of them. I just had it as way to go over betting limits and now they're all quite wealthy.

Now that I read the djinn description, I see that it's a djinn. I kind of wish it was an actual djinn with the whirlwind and summoning an air elemental. *That* would have been a challenge!

I like your idea of illusions of more flesh golems. Force them to waste Fireballs! But Khellek doesn't have Major Illusion... :) Also, it's a 20' cube and just one Golem. And it's Concentration. Versus Maze, which just takes out a PC on the first round! (followed by Chain Lightning...)
 

Tormyr

Adventurer
I like your idea of illusions of more flesh golems. Force them to waste Fireballs! But Khellek doesn't have Major Illusion... :) Also, it's a 20' cube and just one Golem. And it's Concentration. Versus Maze, which just takes out a PC on the first round! (followed by Chain Lightning...)
Khellek has whatever spells you give him; he doesn't have to have what is listed, and the major illusion could be a cluster of 2 or 3 golems. I would be partial to having them march forward, get nuked by fireballs and fall over, and then get up when the front line fighters got closer.

Another tactic that would work well against your group would be a wall of force cast about 30 feet in front of them. Gives Auric and the golem(s) plenty of time to close the distance.

How many adventurers are in your group?
 

Advertisement

Top