Starting Age of Worms

Eternalknight

First Post
Tomorrow, my group and I are starting the first adventure in Age of Worms. I am actually using the True 20 system to do it.

So, for those who have either played through or run 'The Whispering Cairn', or who use the True 20 system, is there anything to look out for?

Advice, tips, comments?
 

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My gaming group--so far--have logged eight sessions in 'The Whispering Cairn', and here's what gave them the most problems.

--The wolves near the entrance. Can easily wipe out a first level party if the rolls go wrong just twice.

--Climb checks have been hard on this party as well.

--There was some party upset at the number of aberrations they had to face--namely, the Lurking Strangler. This one came close to killing off a character.

My party has had to leave the Cairn twice and head back to Diamond Lake for healing. It ain't a cakewalk--but it's great fun for the DM.
 

What Linky said, Age of Worms isn't for the inexperienced and certainly NOT for players that plow through encounters.
 

THIS IS A THINKING PERSON'S MODULE,
AND IF YOUR GROUP IS A HACK-AND-SLAY GATHERING
THEY WILL BE UNHAPPY!

Actually, that's only half true. Hack-and-slashers will probably be pretty happy. At least, until they're dead. A smart group can make it through with only a modicum of difficulty (although the final encounter is brutal, and Kullen's gang can easily overwhelm a party if they don't figure out a way to avoid a fight). And you have to love those traps. You the DM, that is. The players will most likely be scraping themselves off of the floor.

Demiurge out.
 

Yeah well it's not like they had Grimtooth designing the place. Well maybe. :p :) ;)

In any case yes Hack and slashers WILL get some time but honestly, it's a balancing act for them. You need a REALLY balanced party, maybe more than the usual numbers just in case, and a real sense that what you're doing isn't just one dungeon crawl after another.

(Though there is a good bit)
 

Yeah the players need to be prepared to rest after every little encounter as there isn't a single easy encounter (perhaps you can forgive that on 1st level adventure), and in fact there arn't any standard ones either (bad design). All are PC's level +2 or more.

The adventure itself is pretty good a great mix of fights, puzzles, traps and investigation, just the encounters aren't really balanced for a 1st level party.

Oh yeah and our rogue and scout got annoyed by the fact that the large majority of the enemies in it have no disernable anatomy so no sneak/skirmish damage. Add the fact the traps are impossible to disarm, and locked doors impossible to pick, for a low level character and they felt pretty much useless the whole adventure.
 
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Olgar Shiverstone said:
Apparently, I've been asleep. True20?

"D20 Lite". Green Ronin's Blue Rose, among others, uses it. Apparently, the rules are a stripped-down, less detailed version of D20. I am led to understand this is supposed to be faster.
 

I would recommend starting the Whispering Cairn with a mini-adventure made up using the Abandoned Mine Office in Dragon magazine as the first area.

The Mine Office becomes home base and - yes - the PCs will need one to rest in frequently.

Here's the mini-adventure to help you out. The map for the abandoned mine office may be found in Dragon #333 on page 63.

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The Ruined Mine Office

The Yard (CR 1)

There is a twisted, dead tree that hangs over the yard. Hanging around the tree are 3 Stirges, 5 hp each, Monster Manual, pg. 236, who have caught the scent of sweat and blood inside the mine office, and are waiting for it to come out. They have been waiting too long however, and are now ravenous. They attack anyone who comes into the yard.

Stirge: CR 1/2; Tiny Magical Beast ; HD 1d10 (Magical Beast) ; hp 5; Init +4; Spd 10, Fly, Average 40; AC:16 (Flatfooted:12 Touch:16); Atk -1 base melee, +7 base ranged; -1 (1d3-4, Touch); SA: Attach (Ex) , Blood Drain (Ex) ; SQ: Darkvision (Ex): 60 ft., Low-light Vision (Ex); AL N; SV Fort +2, Ref +6, Will +1; STR 3, DEX 19, CON 10, INT 1, WIS 12, CHA 6.
Skills: Hide +14, Listen +4, Spot +4.
Feats: Alertness.
Description: A stirge resembles a cross between a bat and a giant mosquito. It has membranous bat wings, a short furry body, eight jointed legs that end in sharp pincers, and a needlelike proboscis. Coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. The proboscis is pink at the tip, fading to gray at its base. A stirge's body is about 1 foot long, with a wingspan of about 2 feet.
Combat: A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.
Special Attacks: Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent's body. An attached stirge has an AC of 12.
Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of temporary Constitution damage each round it remains attached. Once it has drained 4 points of Constitution, it detaches and flies off to digest the meal.

The Living Room (CR 1)

The Goblins inside should hear the commotion from the Stirges and the Shaman will nudge out a few guards to wait for the PCs in the Living Room. The Shaman hides in the Library/Study until the attack is over. 4 Goblins, 5 hp each, Monster Manual, pg. 133. If the Goblins hear nothing, they will be spread through the house in twos, with the Shaman inspecting the rooms upstairs.

Goblin: CR 1/3; Small Humanoid (Goblinoid); HD 1d8+1 (Humanoid) ; hp 5; Init +2; Spd 30; AC:15 (Flatfooted:13 Touch:13); Atk +1 base melee, +3 base ranged; +1 (1d6, Spear); SQ: Darkvision (Ex): 60 ft., Subtype: Goblinoid; AL NE; SV Fort +3, Ref +2, Will -1; STR 10, DEX 14, CON 12, INT 10, WIS 9, CHA 6.
Skills: Climb +0.5, Hide +6, Jump +1, Listen +2, Move Silently +6, Ride +6, Spot +3, Survival +0.
Feats: Alertness, Simple Weapon Proficiency.
Possessions: Spear; Leather Armor.
Description: Goblins have flat faces, broad noses, pointed ears, wide mouths, and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed, varying in color from red to yellow. They walk upright, but their arms hang down almost to their knees. Goblins' skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. They wear clothing of dark leather, tending toward drab, soiled-looking colors.
Languages: Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common.

Dining Room (CR 1)

This room contains the “guard dogs” for the small band, 2 starving, tortured Badgers, 6 hp each, Monster Manual, pg 268, who have taken to digging into the floorboards in frustration. They will attack anything that doesn’t feed them a scrap of food, and even then, will only pause long enough to eat it.

Animal, Badger: CR 1/2; Small Animal ; HD 1d8+2 (Animal) ; hp 6; Init +3; Spd 30, Burrow 10; AC:15 (Flatfooted:12 Touch:14); Atk +0 base melee, +4 base ranged; +4/-1 (1d2-1, 2 Claw; 1d3-1, Bite); SA: Rage (Ex) ; SQ: Scent (Ex), Low-light Vision (Ex); AL N; SV Fort +4, Ref +5, Will +1; STR 8, DEX 17, CON 15, INT 2, WIS 12, CHA 6.
Skills: Escape Artist +7, Hide +7, Listen +3, Spot +3.
Feats: Track, Weapon Finesse.
Description: The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.
Combat: Badgers attack with their sharp claws and teeth.
Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

The Kitchen/Pantry

These areas are the same, except the Pantry contains the treasures of the small goblin band: 8 pints of oil, 5 tindertwigs, 1 Flask of Alchemist’s Fire, 50’ Silk rope, 18 Trail Rations, 625 sp, 60 gp, 1 rose quartz (50gp), 3 blue quartz (10gp each)

The Library Study (CR 2)

The Shaman, Ugloop, and his bodyguards are located here, and they fight to the death. After days and days of wandering and dodging the Garrison and other dangers of the cairn hills, these Goblins desperately fight to the death. Any taken alive will know nothing of the area, but they will have heard strange moaning and whispering coming from the hills.

2 Goblins, 5 hp each, Monster Manual pg. 133

Ugloop, Male Goblin Ftr1/Wiz1: CR 2; Small Humanoid (Goblinoid); HD 1d10+1(Fighter) , 1d4+1(Wizard) ; hp 9; Init +2; Spd 30; AC:17 (Flatfooted:15 Touch:13); Atk +4 base melee, +4 base ranged; +4 (1d4+1, Scimitar); SQ: Darkvision (Ex): 60 ft., Subtype: Goblinoid; AL NE; SV Fort +3, Ref +2, Will +2; STR 12, DEX 14, CON 12, INT 11, WIS 9, CHA 6.
Skills: Appraise +1, Bluff -1, Handle Animal +2, Hide +4, Move Silently +4, Ride +6,Spot +4.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Dodge, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency,
Spells Prepared (Wiz 3/1): 0 - Acid Splash, Ghost Sound, Mage Hand; 1st - Sleep.
Possessions: Scimitar; Studded leather; Shield, light wooden. obsidian necklace valued at 200gp
3 potions of cure light wounds, 1 potion of resist energy (acid).

The Second Story

Is the same as the text, with the caved in roof. 5 more Stirges up here, roosting.

The Basement (CR 2)

A DC 7 Listen check will notice that there are ominous squeaking sounds coming from below, made by a nest of 5 Dire Rats, hp 5 each, Monster Manual pg 64, who have laired in the ruins of the basement. Also a number of non-combatant baby dire rats blindly root about a nest on the south wall, with a couple of badly decomposed bodies. The nest also contains a box, nestled under the debris, requiring a DC 10 Search check. The box contains an Elixir of Swimming, a scroll of Burning Hands a scroll of Animate Rope, 340 sp, 82 gp, a masterwork, and an ivory bound ledger worth 125gp.

Dire Animal, Rat: CR 1/3; Small Animal ; HD 1d8+1 (Animal) ; hp 5; Init +3; Spd 40, Climb 20; AC:15 (Flatfooted:12 Touch:14); Atk +1 base melee, +4 base ranged; +4 (1d4, Bite); SA: Disease (Ex) ; SQ: Scent (Ex), Low-light Vision (Ex), , ; AL N; SV Fort +3, Ref +5, Will +3; STR 10, DEX 17, CON 12, INT 1, WIS 12, CHA 4.
Skills: Climb +8, Hide +8, Jump +4, Listen +4, Move Silently +4, Spot +4.
Feats: Alertness, Weapon Finesse.
Description: Dire animals are larger, tougher, meaner versions of normal animals. They tend to have a feral, prehistoric look. A dire rat can grow up to 3 feet long and weigh over 60 pounds. Combat: Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Special Attacks: Disease (Ex): Filth fever - bite, Foritude save (DC 11), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution. This save is Constitution based.


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As well, a backgrounder from a "local" of Diamond Lake to pass/read outloud to your players to give them info in Diamond Lake is attached below. It is not my work but that of another DM on Paizo's site.
 

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I have not run this adventure, nor have I looked at it since acquiring True20, so I am not sure of any adventure-specific pitfalls or conversion issues. With that in mind, my advice will be nothing groundbreaking, but watch your pacing with True20. The damage save mechanic and resultant penalties for wounds will make consecutive encounters more difficult. Likewise, difficult combats will use up the parties Conviction points, leaving them much more vulnerable for subsequent encounters.

D&D is a better at "gauntlet" situations where resources are drained through the use of multiple combat encounters. Loss of hit points, while bringing you closer to death, does not affect your effectiveness in battle. Likewise, D&D spells are a different beast and the spells per day dynamic is often one of the targets of the back-to-back encounter structure. In True20, casting the wrong spells could leave you fatigued and vulnerable.

On the other hand, an adept with healing ability could give more chances at recovery from damage, as the spells per day mechanic is not used. Unfortunately, if the recovery check is failed, you must wait the normal recovery time before trying again (unless extra effort is used, which will fatigue the caster).

Just a couple things of the top of my head to keep in mind...
 

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