farscapesg1
First Post
OK, our group just started the Age of Worms adventure path, and I've got some serious questions about the feasibility of these adventures. Let me start by saying that we are playing with 32-point buy characters, 6 players in the group, and we are allowed pretty much any 3.5 WOTC product that is not setting specific (no FR, Eberron, etc.).
The group consists of the following;
Human Cleric of Heironeous
Human Paladin of Heironeous
Catfolk (Races of the Wild) Warlock
Human(ish) Sorcerer
Human Rogue
Elf Druid (with wolf animal companion)
OK, first with a little DM-provided background. The Paladin and Cleric (my character) have been charged by the local church of Heironeous to investigate the Wispering Cairn and make sure that it is "cleared out of anything valuable" before the rival adventuring group from the Free City gets to it. To me, that means making sure that every crook and cranny has been checked and scoured.
This brings me to the first major complaint about the module. The gas trap
Is the adventure really designed thinking that at least 1 character will have a 18 strength or that the rogue will have spent feats to improve his disable device checks?
The paladin has the highest strength in the group (15) with the cleric and rogue right behind (14). With a DC 25 (given to us by the DM after the fact), even with benefit of 3 others helping (+6 from aid another, the DM said that only 4 people could work on the block at a time) the Paladin would have to roll a 17 or higher to move the block. If failed, then it would set off the trap. A 15% success chance doesn't seem very likely for a 1st level group to avoid the strength-draining gas, so that really wasn't an option.
The next option is disable device. Our rogue had a +6 to his checks, making it a roll of 14 or better to disable (DC 20). With an added Guidance spell from my cleric, that reduced it to 13 or better. A 35% chance was better in our opinion, but relied entirely on one character's roll. Needless to say, that roll failed. It ended up taking 4 tries to get it, which left the rogue, paladin, and cleric all hurting for strength. Of course, the irritation of something that difficult to get by at first level was was the biggest pain and irritation.
Then we came to the brown mold :\ We can see the light in the other room and both the cleric and paladin feel that their duty is to clear everything out, including that room. However, no one has any cold spells
Realistically, there is no way to get past the brown mold without cold magic. I suppose that we could send someone back to town to try to find some Ray of Frost scrolls, but we only have a couple days to make sure everything is cleared out. With few options left, the cleric attempts to jump the mold, failed my jump check, and am now a popsicle with -44 non-leathal cold damage
The module seems to make some pretty specific assumptions (cold magic, really good strength scores, etc.) that don't fit all campaigns. Maybe it is partially the DM'ing part, but shouldn't there be ways to get around some of these obstacles if you don't have the assumed abilities? I guess as soon as I recover from being a popsickle, I will be making the recommendation of picking up some cold-based scrolls to try to clear away the brown mold
Sorry for venting, but we are only two sessions into the module and it feels like it is almost impossible. Maybe it is the curse that has apparently affected our dice resulting in so many bad rolls that I can't even count anymore. It also doesn't help that we have two Lawful characters that have been a task by their church and feel that this task must be accomplished, with a party of idiots as their only help.
I'm not looking forward to the climb checks up the chains that we found in one of the lantern alcoves
The group consists of the following;
Human Cleric of Heironeous
Human Paladin of Heironeous
Catfolk (Races of the Wild) Warlock
Human(ish) Sorcerer
Human Rogue
Elf Druid (with wolf animal companion)
OK, first with a little DM-provided background. The Paladin and Cleric (my character) have been charged by the local church of Heironeous to investigate the Wispering Cairn and make sure that it is "cleared out of anything valuable" before the rival adventuring group from the Free City gets to it. To me, that means making sure that every crook and cranny has been checked and scoured.
This brings me to the first major complaint about the module. The gas trap
The paladin has the highest strength in the group (15) with the cleric and rogue right behind (14). With a DC 25 (given to us by the DM after the fact), even with benefit of 3 others helping (+6 from aid another, the DM said that only 4 people could work on the block at a time) the Paladin would have to roll a 17 or higher to move the block. If failed, then it would set off the trap. A 15% success chance doesn't seem very likely for a 1st level group to avoid the strength-draining gas, so that really wasn't an option.
The next option is disable device. Our rogue had a +6 to his checks, making it a roll of 14 or better to disable (DC 20). With an added Guidance spell from my cleric, that reduced it to 13 or better. A 35% chance was better in our opinion, but relied entirely on one character's roll. Needless to say, that roll failed. It ended up taking 4 tries to get it, which left the rogue, paladin, and cleric all hurting for strength. Of course, the irritation of something that difficult to get by at first level was was the biggest pain and irritation.
Then we came to the brown mold :\ We can see the light in the other room and both the cleric and paladin feel that their duty is to clear everything out, including that room. However, no one has any cold spells
The module seems to make some pretty specific assumptions (cold magic, really good strength scores, etc.) that don't fit all campaigns. Maybe it is partially the DM'ing part, but shouldn't there be ways to get around some of these obstacles if you don't have the assumed abilities? I guess as soon as I recover from being a popsickle, I will be making the recommendation of picking up some cold-based scrolls to try to clear away the brown mold
Sorry for venting, but we are only two sessions into the module and it feels like it is almost impossible. Maybe it is the curse that has apparently affected our dice resulting in so many bad rolls that I can't even count anymore. It also doesn't help that we have two Lawful characters that have been a task by their church and feel that this task must be accomplished, with a party of idiots as their only help.
I'm not looking forward to the climb checks up the chains that we found in one of the lantern alcoves
) a patch of brown mold is perhaps not the wisest option. Rope and pitons to "flying fox" your way over it might be a better solution. I am curious though... you could not just walk around it?