Age of Worms without a wizard or cleric

We are currently playing Age of Worms as well, but for a converted Eberron game. Our clerics have been UBER neccessary for us. If your interested in the reading the play reports check out our forums at www.12toMidnight.com under the General Story Thread. I have to say I've had the most fun I've had gaming in years playing in this one. We cleared one of the three dungeons in the Three Faces, and did so in like 5 minutes of game time( I counted the rounds!), though the actual play took about six hours. We have a changling rogue, shifter barbarian, hobgoblin rogue, cleric, and an elvin druid.

We play every Tuesday night, and have achieved fourth level, a third of the way through Ch. 2, as I understand it.

Ed
 

log in or register to remove this ad




Well,

My group is currently in the midst of Three Faces of Evil and consists of:

Human Paladin of St. Cuthbert
Human Cleric of Pelor (planning to go Radiant Servant)
Elven Scout (started as Kobold Ninja but changed out after 1st Adv.)
Elven Wizard (w/ Elven Wizard substitution levels)

In two adventures we've come close to a TPK three times, and we're all veteran players. First time to Beetle Swarms (weapon immune swarms are mean!), second to Wind Warriors (mean times two!), and the third after taking on the entire temple of Hextor in one long running battle (Long Spears in formations are REALLY mean!).

I think with that strong core of warriors your group has will put you in good standing as I've seen the campaign so far. You won't hurt for an arcance caster too bad with that many hitters in the party. Lacking a Cleric is really going to hurt not just because of the healing (which can be accomodated with UMD and Wands) but because of the lack of condition removing magic. You're really going to suffer when you start taking ability damage, negative levels, blindness, etc...

Jack
 

Steel_Wind said:
Well - I'd suggest a change of character or addition of class...

but that's not going to matter much. Given the lethality of the AoW, this is one of those problems that will take care of itself. :lol:
QFT.

I'm sure that as perceived needs arise, the chance to introduce new character types will be taken.

Best Regards
Herremann the Wise
 

Votan said:
I feel rather foolish asking this, but what is Age of Worms and why is a cleric or wizard so critical??? In most adventures that I have seen a skilled and melee based party can do well so long as they have a plan for handling healing.

Age of Worms is a 1-20 level adventrue path in Dragon magazine in which you must stop the demi-god Kyuss from ushering in an apocolyptic age of writhing doom. We've done fine so far, but I know things will get very nasty later on.
 

Shazman said:
Age of Worms is a 1-20 level adventrue path in Dragon magazine in which you must stop the demi-god Kyuss from ushering in an apocolyptic age of writhing doom. We've done fine so far, but I know things will get very nasty later on.

It's in Dungeon magazine, actually, but there were a number of articles called Worm Food supplementing it in Dragon. Anyway, Age of Worms ran in Dungeon for the past year, and finished up a few issues back. It's been pretty popular. It had a lot of neat little bits from D&D's past, like
the Rod of Seven Parts and an appearance by Dragotha, the Dracolich, first mentioned in White Plume Mountain
.
 

It's not that bad of a meat-grinder. We didn't have a cleric or a wizard either, for the first several levels. When the druid's player had to drop out, we ended up getting a cleric. We still don't have a wizard. And we've avoided any PC deaths so far (finishing up the 5th adventure currently.) True; we've had some really close shaves, but still...
 

We have an actual Healer in our group, with nothing but 2 multiclassed paladins and a UMD Psy Rogue/Psy War/Elocator at about 50/50 for wand use as backup healing.
We have twice the number of PCs, so we get more creatures per encounter, and the death toll has been very high until about lvl 10 or so. The healer has pulled our butts out of the fire more than once with those super healing skills, though we do tend to miss the good cleric-tastic buffage. We tend to run a bit short on the frontline fighter types, but most of the party can dim door or fly or something to get around, so splitting us up is difficult. Our blasters are a sorc that didn't put much thought into his spell selection, a psion/wizard based around having more hit points than anything can chew through before he runs away, and a wizard that polymorphs a lot, but burns 80% of his spells on get out of jail free spells.
No one wants to play the cleric, even with all the undead and the chance to be the uber-fighter-plus-healing cleric, since there is a Healer in the party.
 

Remove ads

Top