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Hello ladies and gentlemen. I am not entirely sure if this is the place to ask, but it is an Age of Worms campaign we are playing. I'm seeing a lot of threads talking about encounters being too easy and the DM's having to buff up the encounters in numerous ways to make it a challenge, but we are having the opposite effect. As the module Dawn of a New Age is written, we are having a tough time of it, so I am resorting to the boards to ask for help.

1. My DM knows I am posting this. We are on Dawn of a New Age, and since it's the end asking for help is okay(because he wants to let the next DM start so he can play again).
2. We have access to Spell Compendium, magic item compendium and most WoTC splatbooks (everything but exalted deeds and vile darkness).
3. We have 6 players: Human Fighter, Human Favored Soul/Radiant Servant of Pelor, Human Wizard, 1/2 orc Cleric of Pelor, Human Swordsage, 1/2 orc Crusader. We are all 19th and 20th level.
4. The DM is very smart and runs the creatures like the merciless entities they are. Again, the module is run as written; he's not modifying anything.

This is our first high level game as a group, so I realize that we may not fully realize our destructive potential, and any help is appreciated. We'd like to see this thing to its end, and if anyone that wouldn't mind helping needs any more information I will gladly provide it. Here are some of the things that we have tried already or have been done to us:

1. Anything that has Greater Dispel will use it very, very liberally, targetting us and stripping away buffs. We normally go in a fight with Sheltered Vitality, Heroes feast, status, energy immunity(cold), mass resist energy(fire, acid, electricity), death ward, stalwart pact, freedom of movement. We normally leave a fight with all the melee losing most of these.
2. Thanks to Tenser's ritual, we cannot imprison, maze, or wish/miracle any bad guys because the ritual prevents them from being moved using any teleporting abilities and/or physically leaving the city at all.
3. I could use some suggestions for spells that improve our AC and saves. We might just be rolling bad or not using the right spells, but our AC and Saves aren't good enough to keep our eyeballs from turning into kyuss worms or being obliterated toe to toe in melee. I'm playing the Crusader with +5 Mithril full plate, +5 heavy fortification shield, +5 amulet of natural armor, +5 ring of protection. With a +3 dex, I get a 43 AC, and that seems low compared to many of the other posts I've seen here reporting AC's in the high 40's and 50's.

Thank you for any help provided!


Hey all! I am an avid Dungeon reader. Since I have read all 3 AP's, I know them pretty well. I am currently running SCAP. Someone else will be running AoW by the time the Holidays roll around.

I know AoW pretty well, so in the spirit of not meta-gaming and being fairly experienced for 15 years, I am looking for suggestions that involve interesting and/or challenging characters. Here's the rundown:

1. 32 point buy
2. 7 players. The basics will be covered.
3. I have read the whole campaign, so I will not be taking any lead roles.
4. I have all the splat books, including stuff like Dragon Compendium, Tome of Magic, etc.

- Fighter: Longspear + spiked gauntlet: reach, and slap anyone that comes too close until short haft(if I feel like getting Short haft!)
- Archery ranger. many shot, shot on the run. run around battlefield like chicken with head cut off.
- Monk/ninja ascetic stalker
- 1/2orc druid shifter(phb2 variant)
- dual wielding ranger with throwing axes. get rapid shot and quick draw and just throw and swing however i darn well please!
- Fighter/bard

I have a few more, but they are relatively standard. If there was ever a time where you asked yourself, "I wonder what how an X would fare in the AoW?" Now is the time to post!

Your suggestions are appreciated! I will be sure to share future exploits, my character choice, and all the awesome ways I will die/make a fool of myself for humor purposes!