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Mighty Adventurers! Regale me with tales of The Age of Worms! (er. Tell me your thoughts.)
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<blockquote data-quote="Tormyr" data-source="post: 7413964" data-attributes="member: 6776887"><p>I really enjoyed running it over 3 years for my group. We played once a week for about 3 hours. The adventure path runs better in 5e than 3.5 in my opinion (things like rogues being able to sneak attack undead). While it was written with the Greyhawk setting in mind, the adventure path really can be dropped into almost any campaign setting and includes conversion notes for Eberron and Forgotten Realms. You already found my conversion notes, so the bulk of the heavy lifting to run it in 5e has been done for you.</p><p></p><p>EN World has a reviews section. So you can see what a lot of people thought: <a href="http://www.enworld.org/forum/showthread.php?383874-Age-of-Worms-Adventure-Path" target="_blank">http://www.enworld.org/forum/showthread.php?383874-Age-of-Worms-Adventure-Path</a></p><p></p><p>From my review:</p><p>Age of Worms turns a group of people from an armpit of the world town into the saviors of the world. The adventure path consists of chapters that contain dungeons, exploration, puzzles, arena combat, heavy role play, and epic monster combat. Under 5e the combat flows very well, and some of the annoyances of 3.5, such as undead being immune to sneak attacks, no longer exist. So every class has an equal opportunity to contribute.</p><p></p><p>Pros:</p><p>Lots of good content that can still be modified as the DM wishes.With bounded accuracy and encounter building guidelines, conversion to 5e is very straightforward.</p><p>Campaign guides for the main cities and handouts for all of the chapters are included.</p><p>Hits almost every main monster type in D&D.</p><p></p><p>Cons:</p><p>Certain editing mistakes slipped through, especially in chapter 2, but it is easy to determine what was meant after a little rereading.</p><p>Descriptions of certain 3 dimensional areas might take a couple of readings to understand.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7413964, member: 6776887"] I really enjoyed running it over 3 years for my group. We played once a week for about 3 hours. The adventure path runs better in 5e than 3.5 in my opinion (things like rogues being able to sneak attack undead). While it was written with the Greyhawk setting in mind, the adventure path really can be dropped into almost any campaign setting and includes conversion notes for Eberron and Forgotten Realms. You already found my conversion notes, so the bulk of the heavy lifting to run it in 5e has been done for you. EN World has a reviews section. So you can see what a lot of people thought: [URL]http://www.enworld.org/forum/showthread.php?383874-Age-of-Worms-Adventure-Path[/URL] From my review: Age of Worms turns a group of people from an armpit of the world town into the saviors of the world. The adventure path consists of chapters that contain dungeons, exploration, puzzles, arena combat, heavy role play, and epic monster combat. Under 5e the combat flows very well, and some of the annoyances of 3.5, such as undead being immune to sneak attacks, no longer exist. So every class has an equal opportunity to contribute. Pros: Lots of good content that can still be modified as the DM wishes.With bounded accuracy and encounter building guidelines, conversion to 5e is very straightforward. Campaign guides for the main cities and handouts for all of the chapters are included. Hits almost every main monster type in D&D. Cons: Certain editing mistakes slipped through, especially in chapter 2, but it is easy to determine what was meant after a little rereading. Descriptions of certain 3 dimensional areas might take a couple of readings to understand. [/QUOTE]
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