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Planning to run Age of Worms AP - Anything I should know about before I start?
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<blockquote data-quote="Uder" data-source="post: 5789669" data-attributes="member: 11949"><p>I had the most fun with A Gathering of Winds (so well designed, it's DM bliss), the players seem to have enjoyed Fountain of Dreams the most.</p><p></p><p>The biggest problems I've had:</p><p></p><p>Three Faces of Evil - There's an elevator that can fall and cause massive damage to the occupants, but as written it falls slower than most people can walk. There's a statue that can be tipped over to reach a balcony, but the balcony and statue are about equal in height and some distance apart from each other. Also, the mine doesn't fit with the town map given in The Whispering Cairn or the description given in the write-up of Diamond Lake, and no map is given of the mine complex itself. Depending on how the PCs find out about the place or how they choose to proceed, this can be a problem.</p><p></p><p>Blackwall Keep - SKR shouldn't be allowed to write adventures until he gets some more DM experience under his belt. Ridiculously easy, and turns a major NPC into a unlikeable coward unless you restage things.</p><p></p><p>The Hall of Harsh Reflections - as mentioned in the adventure, the trick pulled on the players might work for some groups and not others.</p><p></p><p>Champion's Belt - This adventure is very rigidly staged. It's very well done, but if your PCs don't follow the tracks you'll need to do some extra work. If they <em>do</em> follow the tracks, it's possible they won't catch the baddies and a very very bad thing can happen. If that bad things happens it will have major ramifications on your campaign world.</p><p></p><p>Prince of Redhand - The gimmick is that it's a role-playing railroad, boring for half of my group, the other half reasonably liked it. Nowhere near as good or strange as the author's rep would indicate. It is complete, though - Paizo probably had the sense to not pay upfront.</p><p></p><p>Kings of the Rift - Great setup and foes, but poorly organized. Lots of page-flipping, and lots of extraneous detail. Check Paizo's forums for the author's notes on where the various stairs and overhangs are really supposed to lead.</p><p></p><p>Wormcrawl Fissure - We're in the middle of this one, and it's fun, but for some reason it assumes PCs just shy of epic levels will be walking everywhere.</p><p></p><p></p><p></p><p></p><p></p><p>The entire series also has typical Dungeon magazine problem of shrinky-dink maps. If you plan to play with minis, many maps with printed scales of 1sq=5' should be re-scaled to 1sq'=10'.</p><p></p><p>There's also a tendency to award XP to the PCs for sitting through boxed text info-dumps. If this grates on you, prepare to make up the XP in other ways. I expanded the jungle ruins in Spire of the Long Shadows and the number of dragons in Kings of the Rift to make up for this.</p><p></p><p>I strongly suggest checking out the threads on each individual adventure at Paizo's forums. Many of the authors and editors chime in with feedback, fixes and errata.</p><p></p><p>I agree with the others too - allow crits and sneak attacks on everything or almost everything. If a player is into archers, you may want to drop in lots of special-material ammo as well, lots of damage reduction prompted one player to drop his archer character in favor of a sorcerer before I could fix that.</p></blockquote><p></p>
[QUOTE="Uder, post: 5789669, member: 11949"] I had the most fun with A Gathering of Winds (so well designed, it's DM bliss), the players seem to have enjoyed Fountain of Dreams the most. The biggest problems I've had: Three Faces of Evil - There's an elevator that can fall and cause massive damage to the occupants, but as written it falls slower than most people can walk. There's a statue that can be tipped over to reach a balcony, but the balcony and statue are about equal in height and some distance apart from each other. Also, the mine doesn't fit with the town map given in The Whispering Cairn or the description given in the write-up of Diamond Lake, and no map is given of the mine complex itself. Depending on how the PCs find out about the place or how they choose to proceed, this can be a problem. Blackwall Keep - SKR shouldn't be allowed to write adventures until he gets some more DM experience under his belt. Ridiculously easy, and turns a major NPC into a unlikeable coward unless you restage things. The Hall of Harsh Reflections - as mentioned in the adventure, the trick pulled on the players might work for some groups and not others. Champion's Belt - This adventure is very rigidly staged. It's very well done, but if your PCs don't follow the tracks you'll need to do some extra work. If they [I]do[/I] follow the tracks, it's possible they won't catch the baddies and a very very bad thing can happen. If that bad things happens it will have major ramifications on your campaign world. Prince of Redhand - The gimmick is that it's a role-playing railroad, boring for half of my group, the other half reasonably liked it. Nowhere near as good or strange as the author's rep would indicate. It is complete, though - Paizo probably had the sense to not pay upfront. Kings of the Rift - Great setup and foes, but poorly organized. Lots of page-flipping, and lots of extraneous detail. Check Paizo's forums for the author's notes on where the various stairs and overhangs are really supposed to lead. Wormcrawl Fissure - We're in the middle of this one, and it's fun, but for some reason it assumes PCs just shy of epic levels will be walking everywhere. The entire series also has typical Dungeon magazine problem of shrinky-dink maps. If you plan to play with minis, many maps with printed scales of 1sq=5' should be re-scaled to 1sq'=10'. There's also a tendency to award XP to the PCs for sitting through boxed text info-dumps. If this grates on you, prepare to make up the XP in other ways. I expanded the jungle ruins in Spire of the Long Shadows and the number of dragons in Kings of the Rift to make up for this. I strongly suggest checking out the threads on each individual adventure at Paizo's forums. Many of the authors and editors chime in with feedback, fixes and errata. I agree with the others too - allow crits and sneak attacks on everything or almost everything. If a player is into archers, you may want to drop in lots of special-material ammo as well, lots of damage reduction prompted one player to drop his archer character in favor of a sorcerer before I could fix that. [/QUOTE]
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