Age of Worms - spoilers included

Obscure said:
My group never explored this part of the Cairn (I think they were terrified to get in the elevator -- and given the nature of the crushing elevator and what was waiting at the bottom of the collapsed elevator shaft, I don't blame them), but here are my thoughts:

There is a delayed onset of 4(?) rounds on the gas trap...I think the intention is that the PCs trigger the trap, hear the hiss of gas filling the chamber, and then scramble for 4(?) rounds to push over the block or get out using the elevator before they succumb to the gas. In other words, high drama, lots of fun. The strength damage isn't really a big deal, as noted. That said, the DC to push over the block could be a bit lower.

The brown mold is a nice little puzzle to get around. I think there's nothing wrong with sending the PCs out of the dungeon to acquire something they need to progress (e.g., a scroll of ray of frost, or a vial of that "alchemist's cold stuff"). According to the adventure, Diamond Lake is only an hour or so away from the Cairn.

By the way, according to the RAW, your character is dead. If you're knocked unconscious by non-lethal cold (or heat) damage, any additional damage you take from the cold is actually lethal.

I hope your DM doesn't read this thread. :D

A four round delay? Really :confused: He was playing it as an immediate effect, with a trap reset on the next round :eek:

As to the non-lethal damage, where is this information? I did a quick search through the PHB and DMG, but I'm sure I could have overlooked it.

I'm going to have to talk to the DM. He hasn't said anything so I am assuming that he plans on the character surviving.
 

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farscapesg1 said:
A four round delay? Really :confused: He was playing it as an immediate effect, with a trap reset on the next round :eek:

As to the non-lethal damage, where is this information? I did a quick search through the PHB and DMG, but I'm sure I could have overlooked it.

I'm going to have to talk to the DM. He hasn't said anything so I am assuming that he plans on the character surviving.

DMG, pg. 302, "Cold Dangers," second paragraph. I suppose one could rule that exposure to brown mold isn't the same as, say, passing out in a blizzard. ;) I would probably let it slide.

Consulting the module, the "Slab Trap" has onset delay (3 rounds) and manual reset.
 

Obscure said:
DMG, pg. 302, "Cold Dangers," second paragraph. I suppose one could rule that exposure to brown mold isn't the same as, say, passing out in a blizzard. ;) I would probably let it slide.

Consulting the module, the "Slab Trap" has onset delay (3 rounds) and manual reset.

Well, crap. He better let it slide after the fact that he has screwed us with the gas trap :mad:
 

I know we are trying to be helpful - but I somehow don't think his DM would see it that way...

Enough snoopin! Wait till next week, you ingrate!
 

Steel_Wind said:
I know we are trying to be helpful - but I somehow don't think his DM would see it that way...

Enough snoopin! Wait till next week, you ingrate!

Well, if I was asking about information that we had not encountered already, that would be snooping. This is just talking about "hindsight" information ;)

Part of the problem may be the group's "rush forward" tactics, but some of the problem also seems to stem from the DM's side. Either he hasn't read the information close enough, or he is making some changes as he goes that is making it much harder on the group. Whether it is intentional or not, who knows :heh:
 

farscapesg1 said:
Part of the problem may be the group's "rush forward" tactics, but some of the problem also seems to stem from the DM's side. Either he hasn't read the information close enough, or he is making some changes as he goes that is making it much harder on the group. Whether it is intentional or not, who knows :heh:
He may well be increasing the lethality of the traps to account for your bigger-than-average party, although that isn't usually the best way to beef up an adventure. Modifying trap effects can have immediate and unexpected effects that are difficult to predict. Otherwise, your rigid adherence to both your character's mandate, and your own 'realistic' play style, are all conspiring to make it even harder (not that I'm criticising either of those approaches).

Strength checks always seem to have very high DC's in published adventures, I have to say. DC 25 *is* hard, although to have a ceiling Strength of 15 in a 6-man party is probably on the lower-end of the curve.
 

farscapesg1 said:
This brings me to the first major complaint about the module. The gas trap :mad: 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?

No. Your DM made several mistakes here.

The slab blocks the entryway. If it is removed (a Strength 25 check), it triggers the trap. If it isn't removed, you can squeeze past with a DC 25 Escape Artist check.

The Strength DC 25 check can be made with 4 PCs, no problem. (Time is the only problem).

The trap itself is Search DC 15 and Disable DC 20. With an onset of 3 rounds and a Fort DC 13 (1 Str/1d6 Str), this isn't that difficult.

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.

There's nothing in the room that is essential to the adventure.

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.

DM addition that makes the adventure *much* harder than it should be.

Cheers!
 

MerricB said:
DM addition that makes the adventure *much* harder than it should be.

Quoted for truth we ended up spending about half day in the Cairn then 2 days recovering, when we played it. Took us over a week to do it all since it is that deadly. It's a tough adventure for a first level party if they have all the time in the world, but if you put a time limit on it, it becomes near impossible.
 

wedgeski said:
He may well be increasing the lethality of the traps to account for your bigger-than-average party, although that isn't usually the best way to beef up an adventure. Modifying trap effects can have immediate and unexpected effects that are difficult to predict. Otherwise, your rigid adherence to both your character's mandate, and your own 'realistic' play style, are all conspiring to make it even harder (not that I'm criticising either of those approaches).

Strength checks always seem to have very high DC's in published adventures, I have to say. DC 25 *is* hard, although to have a ceiling Strength of 15 in a 6-man party is probably on the lower-end of the curve.

So, in other words, I should take a step back and treat the game (for the time being at least) more like a video game and take rest breaks as soon as we are out spells/low on hit points/etc. to help alleviate part of the problems? Also, should I relax my viewpoint on following orders (being lawful good and all) and consider a quick glance through the room to be sufficient enough to meet the requirement of "cleaning the cairn"?
 

farscapesg1 said:
So, in other words, I should take a step back and treat the game (for the time being at least) more like a video game and take rest breaks as soon as we are out spells/low on hit points/etc. to help alleviate part of the problems? Also, should I relax my viewpoint on following orders (being lawful good and all) and consider a quick glance through the room to be sufficient enough to meet the requirement of "cleaning the cairn"?

I think you're too hung up on the "video game" thing. If anything, video games are like that because they emulate D&D, not the other way around.
 

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