A Gathering of Winds (PLAYER SPOILERS!)


Age of Worms Adventure Path


I am almost ready to run this adventure after an interlude that has to do with plot which has nothing to do with the adventure as written.

I plan on having Allustan replaced with The Faceless One (the real Aklustan being trapped in the tomb as per the adventure).

Once they arrive and see the devestation, FO will claim that he (and a local adventurer along with the Garrison) forced the Dragon to flee though it did deal a great deal of damage to the town.

He will then lead the PC's back to the Whispering carin claiming that he found a new area to explore. (Which is partly true though he was not the Allustan that discovered it).

Once they arrive near the entrance, he will drop a Wall of Ice in front of the entrance and force a fight between himself, his cronies, Ilthane and the PC's.

IF they make it into the Cairn I may get rid of a few of the enemies in the tomb itself. I have seen a lot of ideas about what villians to use and not to use in past threads. Anyone recently running the adventure do anything different inside the tomb?


If you do nothing else, Take out that abyssal ghoul in the portal thing. So much headache for such an insignifigent encounter


You are the 4th person I have seen say that! That many people can't be wrong. It was the mechianic of how it worked that was confusing from what I remember in other posts that discussed that encounter.


I agree about the Ghoul. It was a frustrating encounter for the players, and also frustrating for me as DM since it took a lot of our game time for that session.


I took out the abyssal ghoul and blood amniote encounters. They are both pretty pointless and most parties won't go swimming in a blood river :) My group avoids water at all costs.

I also changed the wind warriors encounter to have them guard only the entrance to the true tomb. If the party doesn't go there first, and heads down to the star chamber first, then it works out and the encounter is avoided as the PC's should have the seal by then. Otherwise they will try to prevent PC's from ascending the stairs to the tomb.


Pop'N'Fresh wrote:

I took out the abyssal ghoul and blood amniote encounters. They are both pretty pointless and most parties won't go swimming in a blood river :) My group avoids water at all costs.

I also changed the wind warriors encounter to have them guard only the entrance to the true tomb. If the party doesn't go there first, and heads down to the star chamber first, then it works out and the encounter is avoided as the PC's should have the seal by then. Otherwise they will try to prevent PC's from ascending the stairs to the tomb.

Just a funny story about the blood amniotes. I thought about removing them too, but 2 pc's retreated from the golems via the blood river. It was too good not to have the amniotes be there after that.

Back on topic: I didnt remove them in my campaign but the Xorn fight was fairly boring IIRC. I think I also removed the gatehouse with the inticate trap that never opens, no matter what. I also changed the poison gas trap at the beginning. I didnt like the idea of the group having to suffer thru a trap just to get some exposition. ( I work hard as a DM, I rather like when my group learns background info.) Lastly, the wind warrior fight, while worthwhile, is a huge pain. I suggest keeping it in, but really really think about and plan how you are going to run a 3 dimensional aerial battle.


My PC's won't go near water anymore either after a few encounters I have put them through.

I will remove the Abyssal Ghoul and the Blood Amniotes probably will not come into play.

I love 3 dimensional aeriel battles so I will be leaving that in.


Dennis Harry wrote:

My PC's won't go near water anymore either after a few encounters I have put them through.

I will remove the Abyssal Ghoul and the Blood Amniotes probably will not come into play.

I love 3 dimensional aeriel battles so I will be leaving that in.

Oh yeah leave it in. Just wanted to make sure you knew it was a pain to adjuciate. (at least it was for me, my first 3d aerial battle)


I've been screwing the PC's 3 dimensionally for years :-)


TheWhiteknife wrote:
I think I also removed the gatehouse with the inticate trap that never opens, no matter what.

Oh yes, I had forgotten that one. That's the one with 5 doors in a row, all with some type of abjuration magic on them, right? A complete waste of time in-game, and with absolutely no point to it.


Are wrote:
TheWhiteknife wrote:
I think I also removed the gatehouse with the inticate trap that never opens, no matter what.

Oh yes, I had forgotten that one. That's the one with 5 doors in a row, all with some type of abjuration magic on them, right? A complete waste of time in-game, and with absolutely no point to it.

Thats the one. I really could see no point to it whatsoever. Except maybe as an ambush point for Flycatcher if he hasnt got anyone yet.


My group despised this adventure overall. They said it was the worst dungeon they have ever played in. The fake doors are just a waste of time and annoying, and the entire dungeon layout, even after I tried to explain it, made no sense to them.

I can see now why people skipped this adventure entirely. Luckily, it's over for us, and we are starting Spire of Long Shadows tonight :)


I may start this tomorrow night. The PC's still need to get back to Diamond Lake and have the initial encounters.

Once inside though I cut out 50% of the encounters. Some of them are ones that people seemed to enjoy on the boards but I don't want a 3 game dungeon crawl (especially in light on how many games the Champions Belt adventure took).

I am cutting out the abyssal ghoul, the true ghoul (Morenao is his name?), flycatcher (don't want to death with kidnapped PC's that was already done in HoHR), the 5 fake doors, and a few other minor encounters.

Hopefully cutting all of this out will reduce the time in the tomb to one game. Then we can move on to the first meeting with Manzorian where I run them off of the rails and away from the AoW plot as written.


The PC's fell into the ambush set up by the Faceless One who was posing as Allustan. He and a few of his minions and Ilthane vs. 8 of the PC's.

Though I beat them up (badly) they were able to dispel the Wall of Ice that Faceless One put up in front of the Cairn and run in. They beat all of the minions and the FO but barely scratched Ilthane.

I also busted out the Gargantuan Mini (LOL) for the first tiome and they were stunned! Really cool battle scene.

The PC's are about to enter the portal and are hoping the dragon won't follow. I think it will be interesting for them to find Allustan inside. Looking forward to the next game where we will finish a Gathering of Winds.

@Whiteknife - Are you running STAP now? How is that going? I am planning on running that in a few years, after AoW and a few otehr campaigns I have on tap.


Yes. We are about to start our 3rd session of STAP in about 3 hours. Its going well, but we've converted to PF and its a pain to convert everything when youre a stickler for detail, as I am.

Scarab Sages

TheWhiteknife wrote:
I didnt remove them in my campaign but the Xorn fight was fairly boring IIRC. I think I also removed the gatehouse with the inticate trap that never opens, no matter what.

My group didn't fight them, but it would have been a frustrating fight if they had, with their ability to meld with the walls. The xorn would have a hard time hurting most of the PCs back, too.

One of my players had taken levels of Stonelord, so I made this a peaceful encounter, with them giving general information about the rest of the tomb, but not too much. I played them as lazy slackers, who had everything they needed in one room, lying in the river, letting the ore waters flow in one end and out the other.

There's quite a few dead end rooms in the tomb, so I explained this as the xorn downing tools when they're not being prodded. "Oh, that, Yes, we never finished that...no, that door, too, there's nothing behind it. No we never finished that..."

One of the players would not accept there was nothing behind those doors. After several minutes of trying to persuade someone to open them, and being told "There's nothing behind them, that's just something to make thieves waste their time and magic." he proclaimed it a stupid idea, to which, the only possible reply was "Well, you just wasted ten minutes, didn't you?".


I dropped that entire chapter. The only thing I kept was the dragon because he was awesome.
I take that back. The first time I ran it I cut out a lot of it, and made up for it with a made up adventure since the giant undead worm zombified most of the citizens during the gladiator tournament. I really don't care for that chapter at all. It seems like an excuse to give out XP before running into the chapter 7(Spire of Longshadows), which is the most dangerous chapter considering the party's level IMHO.

Scarab Sages

wraithstrike wrote:
I dropped that entire chapter. The only thing I kept was the dragon because he was awesome.

I modified Ilthane slightly.

Since PF has reset the CR for dragons, to better match their actual capabilities (long story short, 3.0 and 3.5 designers under-CR'ed them to make them more badass for their CR, ie ignored the whole point of CR...), Ilthane ended up losing several HD and CR when converted over.

Since the scenario mentions her experiments, and tweaks her stats from the base, I replaced those HD with alchemist levels, so the crunch now matched the fluff.


I had Ilthane in the air the entire encounter. The pc' s were overmatched and fled. It was am awesome encounter except that they killed the faceless one.

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