AoW, What do I need to know to DM it?

Remathilis

Legend
I realize there must be 1,000 threads on this, but I lack a search function, so bear with me.

I'm considering running Age of Worms. My preferred setting is Eberron. I'd like to run as close to RAW as possible. Before I put down $60.00 in Dragon Magazines...

* What should I need to know before running this adventure path? I have the basic gist, but is it easy to run? A Death Trap? Combat Heavy? Plot Heavy? Etc?

* How easy is it to modify to Eberron? Suggestions would be great.

Links to older threads (here, Pazio or WotC boards) would be fine as well.
 

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Well, an obvious one is that you should have a cleric (or at least some kind of divine spellcaster with healing and anti-undead powers) handy. Undead are a very large component of the Age of Worms, so you'll likely face multiple TPKs without a cleric in your party. My understanding is that (with one exception) the adventures are all rather combat-heavy, also.

For converting it to Eberron, I suggest using the Age of Worms Overload.
 

I don't know much about AoW, but I do know one thing about running APs. Be sure to read the entire thing before you start playing, that way you have a good grasp of what is expected and you can make sure taht the players don't do anything that will have dire ramifications in a later issue.

Good Luck to you and your players!!
 

Just finished running Whispering Cairn, Rem. My advice is simple, make sure your players know this isn't going to be an easy romp through a module. There will be parts of it where they will probably die or have some TPK. Clerics are indeed essential. My other advice is if you're using Eberron as your setting, follow the Age of Worms Overload advice along with the various adaptations for each module.

(It's Dungeon man not Dragon.) Dragon does offer some good ideas for more centralizing your PCs into the setting along with the path/stuff they might enjoy.

I will say unlike Shackled City, it's a little more difficult to shell it into Eberron since it's fairly Greyhawk based. That being said, Keith's work on adapting the module and indeed the Path are highly recommended.

If you have any more questions...well just wait for someone with a search function to find you.

Oh yeah, emphasis that getting into the Spire of Long Shadows will probably have a high mortality rate.
 

Errr... Dungeon. I meant that.

I'm going to read the Overload PDF and decide if I want to bother, but its good to know its a TPK generator. I can push that advice on my PCs.

I'm probably going to keep it moderately limited in options, so if there is anything that SHOULDN'T be allowed (Radiant Servant of Pelor?) that would help also.
 

Well not sure if you push Eberron that RSoP is an actual option. I haven't had any real problems other than the fact the first dungeon/the Cairn is pretty hindersome if you don't have a rogue or a good "knowledge based" PC like a wizard.

The fights that generally (from my perspective and if certain factors hadn't come into play) I think are tough are the beetle swarms, the Water elemental, the fight with the necromancer, and the Wind Warriors. (Especially that last one. Cleric used up all his heals on that one.)

I would say if you can get a paladin or cleric of the Silver Flame, that might be a useful addition instead of a RSoP. As I said, only have run the first module but I know the second one was/is way tougher, especially at the end.
 

What you should know:

a) Whispering Cairn is one of the best low level modules ever written.
b) It's not a cake walk. Whispering Cairn in particular will challenge all of a RPer's skills from tactical combat to good role playing. Despite being a low level module, this is not a module for the faint of heart, foolhardy, and inexperienced. You are going to need wits, deductive ability, dungeoneering and a well crafted party that works together and players that keep thier heads if you want to survive. It's better that they go in with the idea that this is 'Tomb of Horrors for 1st level characters' than not take it seriously enough and get whacked by an early trap.
c) The later modules vary in quality IMO. Some of them are simply (unimaginative IMO) combat slogs. Others are creative combat slogs. Expect alot of combat. Different chapters will appeal to different groups, but while none of them quite match 'Cairn's for variaty and level design there is good oppurtunity for everyone to shine - rpers, dungeon crawlers, tacticians, puzzle solvers (not enough of this later after the first module in my opinion though). A good mixed party is probably the best approach, though I'd lean toward clerics and fighters. (Rogues have comparitively little to do IMO outside the excellent first chapter and (IIRC) sixth chapter. Lots of undead, and only a couple chapters were traps matter significantly. A mage isn't needed until near the end of the path, and then oh my are you going to need one.)
d) Someone said, 'You need a cleric.' This should go without saying. The cleric is the most powerful class in 3rd edition, and the most indespensible. But, here I think you really need a cleric. No joke.
e) It's should be easy to modify to run in Eberron. Full notes for the conversion have been provided in supplements to the adventure path.
f) That said, any conversion is going to increase your work load. In my experience, a published module takes at least an hour of preparation time per 10 pages or so in order to get it and yourself really ready for play. Increase that if you are doing a conversion. The whole adventure path doesn't have to be readied ahead of time, but don't just buy the module and then sit down and think you are going to do it justice. Towns will need some fleshing out, you should prep some minor NPC's to give the place more life, you should set out a timeline, get some weather events thought out to increase the atmosphere, give some thought to the environs and the local culture, and add your own touch to the thing. Writers can't put everything that they would do into a module. You have to put back in what they had to leave out. In your case, just familiarizing yourself with the text and thinking through the ramifications of a world conversion will consume a few hours.
g) I haven't got a chance to run it, but it doesn't look that hard to run although a new DM may find the chapter revolving around the dinner party challenging. The text is exceptionally well written and usually very detailed. Just make sure you have the structure of each chapter firmly fixed in your head before trying to run it. For one thing, while there is some subtle railroading going on, you need to be able to compensate when the PC's inevitably jump off the rails and do the unexpected. The more you daydream and make notes about the setting, the less panic this will cause in you.

I suppose that's pretty basic advice and if you've done this for a while you don't need to hear it, but I like to ramble.
 

Celebrim said:
a) Whispering Cairn is one of the best low level modules ever written.

Well it had the novelty of doing a little of everything. :)

Celebrim said:
b) It's not a cake walk. Whispering Cairn...better that they go in with the idea that this is 'Tomb of Horrors for 1st level characters' than not take it seriously enough and get whacked by an early trap.

Yeah now there's a comparison you don't see every day. :) But it's an apt one for sure.

Celebrim said:
c) The later modules vary in quality IMO.

Which ones you referring to?
Celebrim said:
A mage isn't needed until near the end of the path, and then oh my are you going to need one.)

Yeah especially those fights where you need a good area of effect spell.

Celebrim said:
d) Someone said, 'You need a cleric.' This should go without saying. The cleric is the most powerful class in 3rd edition, and the most indespensible. But, here I think you really need a cleric. No joke.

Not unless they want to find out just how short an adventuring party's lifespan is.

Celebrim said:
e) It's should be easy to modify to run in Eberron. Full notes for the conversion have been provided in supplements to the adventure path.
Well it's easier than modifying it for say Dark Sun. ;)
 

Nightfall said:
Well it had the novelty of doing a little of everything. :)

I'm a sucker for a good map. In a dungeon, the map is your 'plot'. (Outside of a dungeon, the plot is your 'map'.) Cairn had one of the best maps of all time. It's not as good as I6, but its really good. And yes, it does a little of everything. I'd really love to run this module to see how it compares to 'Sunless Citadel', which is another favorite of mine.

Yeah now there's a comparison you don't see every day. :) But it's an apt one for sure.

Run right, it'll definate divide the real men from the munchkins.

Which ones you referring to?

It hardly feels fair to criticize a module I've not DMed or played, but I've been playing for more than two decades now and I think I know what works and what doesn't. To be honest, I don't like anything from Chapter 2 to Chapter 5. The Gladiator chapter seems the best concieved, but I have misgivings about how well it will actually play in practice. Chapter 6-8 seem like they might play out interesting, but while 9-11 have alot of impressive opponents they seem like they'd get boring after a while. How many collosal creatures with 400 or more hitpoints can you really make exciting? The saving grace of the last part may be that
the giants may provide some interesting RP oppurtunities as a change of pace, although the fundamental lack of anything to comprimise on probably dooms that route eventually
.

Personally, I would want a bit more politics, armies, and sense of impending apocalypse in my finale (since they've been building up to it for a while). I think for example 'Red Hand of Doom' does a better job with its finale.

Yeah especially those fights where you need a good area of effect spell.

I don't know about that, but there are a few fights were it seems like the best tactic is throw as many save or die effects as possible at the BBEM and hope the DM misses a throw. Some of that stuff is just WAAAAYYYYY too big to go toe to toe with.
 

True about the stuff being way to big, but in cases where there are a large number of them, a little area of effect "power" helps to keep your fighters alive more often than no.

Save or die spells are still hard to come by.

*blanches* Red hand of Doom!? More like "Stupid Tiamat and her spawn can't figure out how to do anything right!" I'm sorry but after the 50th dragon-related hobby I was ready to say "You know this just doesn't feel right to me." I can understand your frustration but honestly all I got from Red Hand of Doom was more like "WotC designers wanted to make Tiamat cool again."

Anyway rant about that over. I will say I can see your point about the "400+" thing but in combats (especially against an evil like Kyuss), it's not like you'll get a chance to find that many allies unless they actually know its happening.
 

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