The Age of Worms is over! (Spoilers)

James Jacobs said:
Rest assured that any threads that mention Adventure Paths are watched by me, even if I don't post to them. We did some unusual stunts with the endgame of AoW, and there were certainly some kinks that could have been ironed out (the fact that rogues are kind of useless against Kyuss is certainly one of them); I'd love to have a chance to polish the campaign off and all that, but... you know the story...

I'm disappointed to hear that there is still no response from WotC in regards to an AoW AP Hardcover. :( I guess they are too worried about the effect it would have on their own adventures sales.

We can still hope. :\

Olaf the Stout
 

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Olaf,

Too bad Paizo can't just hand it off to Necromancer and have them try it out. :p ;) Age of Worms via Necromancer Games has some interesting repercussions.
 

Hiya Merric---

MerricB said:
I'm enjoying reading ST a lot; mind you, I've got a soft spot for the Isle of Dread. The PCs visited it three times during my Great Kingdom campaign. (That's the campaign I started in order to run the Maze series, only I got side-tracked and we ended it with the Necropolis!)

Well, I guess that means you can still inflict MoZ on them, sometime in the future, eh? :D

MerricB said:
Have fun with Maure Castle!

I will :D The guys in my playgroup are grognards who never quit AD&D, and they're actually almost 100% ignorant of Greyhawk, so I can spin the world in whatever direction I want to! The PCs will be alternate and/or future versions of our Caverns of Thracia PCs (I'm not DMing that one, I'm just playing; our DM Jon will then play in MC while I DM), so it'll be fun working up their "Eternal Champion" alternate selves in the context of Greyhawk, too.

MerricB said:
Did Rob ever design levels of that for low-level PCs?

Not thus far, no.
 

We completed 9 of the 12 adventures. High level (17th) was too much for us. I'm really turned off of 3.5 high level play. Also we have a bigger party and some people who count up damage too slowly :\ .

I have to agree with Merric on the design of the AoW. The idea was great, but the design was poor in places. There were times it seemed like the writers didn't take flight spells in consideration. I ended up having the party learn more than what was written. I have to say I'm not sure if having different authors write the diiferent adventures was a good idea. It's seemed a little disjointed in places.

I was really optimistic about the STAP. And while there are places where it's better (way more NPC interaction, re-occuring villian). A lot of the path seems to be the same all over again (stuck in the dungeon). When I heard about the STAP I pictured more wilderness and Urban adventures. While this has been present, there has been too many dungeons IMHO. After the Aow I'm a little "large dungeoned" out.
 


My party has just completed the Gathering of Winds, and yeah, AoW insanely heavy on undead. Best thing we found was let our rogue take Distruptive Strike from PHBII. Lets them feel useful.
 

Merric,

I was wondering, we did this in 60 sessions what you did in 37 with 5 of our sessions being 8 hours for the effect of 65 4 hr sessions. I was wondering, was everyone in your group uninformed of the modules. It seems that from the pace and success they had that someone knew exactly what to do. Our group played well with only 10% being RP and the rest being dungeon crawls and detective work. I mean no offense but it all seems to pat.
 

My group were completely unaware of the contents of the adventures before playing them.

However, it's been noted that I run D&D combat a *lot* faster than most DMs.

For those with rogues: get the Magic Item Compendium and allow them to take the undead-bane crystal. You know the one: it allows crits and sneak attacks against undead. You'll be glad you did.

For those posting about finishing AoW: hong, wildstarsreach - congratulations!

Cheers!
 

Merric, how did your group handle the 3 broodfiends and Maralee and her mob? The Int draining attacks were what gave us the most trouble.
 

hong said:
Merric, how did your group handle the 3 broodfiends and Maralee and her mob? The Int draining attacks were what gave us the most trouble.

We had one character, Warforged paladin who had an artificer cohort. She had Craft Contingent spell. Have a one use item that protected against ability drain was the most useful thing we had.
 

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