Modify EaBK


Age of Worms Adventure Path


We are going to wrap up TFoE next week and I think will start EaBK soon. Now I wanted to modify the adventure. What I do not like is the story with the shaman as it is. I cannot imagine, that the shaman will barter with a group of "humans" who just slaughtered his whole tribe and offer them to slaughter the chieftain to become leader himself of...well no one. I thought about putting him outside the tribe, as he took exile with some loyals (maybe half the tribe) and contact the PCs before they enter the tribe's lair. So the shaman has a tribe and just wants the clutch of eggs and the chief dead.
But anyway I wanted to collect ideas you used to modify the EaBK. I know there were several threads about this, but I could not find anything about my problem.
Thank you!


Your comment certainly makes sense. I'll have to consider your suggestion, since I'm starting that adventure myself soon.

Liberty's Edge

The lizard-folk lair has regular hunting parties that are out beyond the mangaroo nest. Have the PCs encounter a hunting/gathering party of three lizard-folk, two that are Ilthane/Shukak loyalists, and one loyal to the shaman, Hishka. During the encounter, make it clear that the two are much more aggressive/hateful towards the PCs (brainwashed to think non-lizardfolk are responsible for the lost generations) while the other is reluctant to fight. Have this one surrender ASAP so the PCs can then question it. This provides you the opportunity to inform the PCs that the tribe is divided in it's loyalties, but Ilthane's intimidation factor is so high (duh!) that no one has dared gone against her dictates. Thus Shukak rules unopposed. The PCs provide the opposition that Hishka would need to "rescue" the clutch of eggs. At this point, have the PCs let the lizard-folk back to the lair (claiming the other two were victims of a catoblepas) to warn Hishka and his six-to-eight loyalists. This way when the PCs begin their assault, all those that flee are those loyal to Hishka and they regroup in his lair. The one factor you should keep valid is the slow worm-infected lizardfolk. The manner it dies, make sure one Hishka loyalist witnesses it; allow the situation dictate how high the Diplomacy DC will be when the PCs finally meet Hishka and the loyalists that have gathered with him. His release of one of the hostages should be a suitable show of good will.

As an aside, I had Marzena and Allustan's friendship more of an old intimate relationship. One PC was a former Allustan apprentice so there was more of a personal commitment to save her as quickly as possible. Also, I had one of the soldiers with the harpies, partially nibbled on (still alive though) to give the PCs the sense if they don't hurry, the prisoners will be dead. This forced them to clear out the lair without "resting" and made for much more thrilling situations near the end of the scenario.

Liberty's Edge

I too had a problem with the shaman's motivation as it was, so I changed the situation a little bit. IMC the AoW is a big Yuan-ti conspiracy, so I replaced the lizard king with a Yuan-ti halfblood infiltrator.

Basically, old king was body snatched by Yuan-ti agents and replaced with one of their halfblood operatives. Only the shaman has seen through the deception and knows that the tribe cannot hope to overcome this threat by themselves and is terrified about tipping his hand to the imposter. It turns in desperation to the PC's to save the tribe from extinction.

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