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Paizo / Messageboards / Paizo Publishing / Older Products / Dungeon Magazine / Age of Worms Adventure Path
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At the precipice


Age of Worms Adventure Path

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I wanted to say that after 2+ years, we are embarking on the last leg, the end game, the dawn of a new age. I feel very likely that the group is going to do well, they have thus far but what a ride it has been. 2-3 more sessions and it will be done and I'll have a sense of a void for a short time. I think that those who took the time and played/ran this story end to end, years from now, will look back on the story with a sense that they played one of the greatest stories in D&D history.

If they fail, heck a whole new post-apocolyptic adventure awaits, the "Age of Sun", where the forces of good and light try to make their way into the known world once again, an ancient good and lawfulness, seeking to tip the scales once again in their favor. Players could then be undead minions of Kyuss, seeking to foil this attempt. Oooh, it could even be a d20-modern game... oh the gears do turn.

So thank you to Eric Mona, Mike Mearls, Sean Reynolds, Jason Bulmahn, Tito Leati, Wolfgang Baur, Jesse Decker, Richard Pett, Nick Logue, Greg Vaughan, James Jacobs, and everyone at Paizo that worked on the project for a great couple of years of gaming.

Next on our plate is the Pathfinder Adventure Path "Second Darkness"!


Hey, we're at the same point in the Age of Worms. It's been a memorable campaign as well for us. If all goes well next session, they'll be confronting Kyuss himself! That'll be a session for the ages!


My players face off against Dragotha next session, and yes it's been a great series of adventures.

Major Plusses:
1. Art that help give all the principle characters real personality
2. Diverse locations for each adventure which sets each one apart from the others, and all set in interesting locations
3. A nice mix of dungeon encounters, role-playing encounters, and one-off major encounters (I find long adventure series tend to be too dungeon heavy, but not this one)
4. A series of adventures that usually lets the PCs fail without dying, and the consequence of failure is that the next adventure will be a bit harder. This allows some flexibility in a pre-made adventure path.
5. A plot with sufficient complexity to be interesting, but doesn't overwhelm my players who play once/month. I used the Forgotten Realms adaptation, and to me that seems even better than the standard plot (but some of my players have read the Cyric novels with Jergal). And my players who don't get into plots don't really have to!


We finished this AP just a few weeks ago. It was a fantastic campaign indeed, so thanks to everyone who worked to make it so great. I have to agree that the nice mix of challenges is what takes this AP far beyond regular dungeon crawl adventures.

The drawback was that we were getting a bit tired of the 3.x system, after having played it far so many years. We're experimenting with the 4ed rules now, and although I can't judge its real value yet, it is nice to have a bit of a change.

I wish all of you who are still playing Age of Worms the best of luck and lots of fun. Savour those last moments in this superb campaign, because it will be hard to top it.


Good to hear these positive posts! I am finishing an epic FR campaign at the moment. I wil be starting the Age of Worms in the Fall, very excited to get it going :-)


Dennis Harry wrote:
Good to hear these positive posts! I am finishing an epic FR campaign at the moment. I wil be starting the Age of Worms in the Fall, very excited to get it going :-)

I'll bet You won't be disappointed. It's a very challenging campaign with a great story to it.

Osirion

We played it in Eberron, which made the experience much more epic than normal. Don't be afraid to change/remove things if you don't like them as it's a VERY long story.

Oh, and The Whispering Cairn has to be the best dungeon I've ran!

Cheers! :D


Yes I have read through the adventure twice now. I have made modifications and expanded play for the characters to discover the Rod of Seven Parts. I am also using the FR conversion though I am placing it in the Shining South as we have played Waterdeep and the Heartlands (as well as other areas North East) for the last 8 years and we are ready for new locations. I am thinking it will take about 3 years to complete. :-)

Osirion

Dennis Harry wrote:
Yes I have read through the adventure twice now. I have made modifications and expanded play for the characters to discover the Rod of Seven Parts. I am also using the FR conversion though I am placing it in the Shining South as we have played Waterdeep and the Heartlands (as well as other areas North East) for the last 8 years and we are ready for new locations. I am thinking it will take about 3 years to complete. :-)

Well, enjoy your next 3 years of gaming! Though I believe it'll take even more when the group's personal stories/sub-plots/side-quests kick in! ;)

Cheers! :D

Andoran

I'm always happy to see reactions like these. I am prepping this campaign to be my next and I am glad that it looks like it will be epic.


Pathfinder Adventure Path Charter Subscriber; Tales, Comics Subscriber

I am prepping the encounter with Kyuss, pretty much as I type (just looking through the boards for hints and tips). We begin our Marathon Session to end the Adventure Path in about 40 minutes!

Next up for us: Savage Tide AP.

Paizo Employee Publisher, Chief Creative Officer

Congratulations on making it to (or even past) the Big K, folks. Hard to believe we packed so much adventure into this Path that it's still going on three or four years after we published it, but I think it's a testament to the quality of the excellent adventures and the awesomeness of the storyline.

Congrats again to you GMs, and GOOD LUCK to you players!


Pathfinder Adventure Path Charter Subscriber; Tales Subscriber

I think part of what's really helped it to stay alive for my group is the "arc" groupings of the stories... 3 or 4 modules grouped around a particular theme before moving on to the next part. I ran the first session in July of 2005. We just killed Dragotha a couple of weeks ago and are gearing up for the last module.

Clearly, my gaming group has changed over time, and I've had different groups around the table for the beginning, middle, and end. Yet, I've had the same group for the Dragotha "arc", and they don't feel the loss at all of not being there in the beginning. They feel this story is THEIRS, because they were in on the start of that arc and saw it through to it's conclusion. I think that structure has allowed different people to come and go, and ALL of them to enjoy their time and feel some completion.


I just started running this campaign in 4E, and am stretching it out to cover 30 levels of play. I'll probably need to include some extra side-treks to get this done but I anticipate a great campaign as I have 6 solid players who are really getting into it after only 1 session.

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