Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Age of Worms - spoilers included
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="farscapesg1" data-source="post: 2753026" data-attributes="member: 15234"><p>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.).</p><p></p><p>The group consists of the following;</p><p>Human Cleric of Heironeous</p><p>Human Paladin of Heironeous</p><p>Catfolk (Races of the Wild) Warlock</p><p>Human(ish) Sorcerer</p><p>Human Rogue</p><p>Elf Druid (with wolf animal companion)</p><p></p><p>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.</p><p></p><p>This brings me to the first major complaint about the module. The gas trap <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":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? </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> 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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> </p><p></p><p>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.</p><p></p><p>I'm not looking forward to the climb checks up the chains that we found in one of the lantern alcoves <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="farscapesg1, post: 2753026, member: 15234"] 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 :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? 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 :confused: 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 :( [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Age of Worms - spoilers included
Top