The next campaign I run is going to be Age of Worms, which had we not been sidetracked by an excellent Kingmaker campaign, would have already begun. Still, gives me time now to read through the adventures, forums, and try to iron out what I like and don't like. Really looking for (1)feedback on what did or didn't work, and (2) feedback on my adjustments, some taken from these forums. Also, if anyone's substituted an adventure or slipped some appropriate side adventures in, ideas on those.
Setting: Taladas (Dragonlance).
Changes- Campaign Hook:
Kyuss History Changes
The Jezulein (known as "mud sorcerers" due to tendencies to command earth and water) elite, never resting on their laurels, had divined their destruction and the strongest of them constructed tombs to hide in stasis, compelling followers to later seek them out and awaken them once the danger had passed. This divination would come true, at the hands of Kyuss.
One of the Mud Sorcerers, Tzolo (from adventure mud sorcerer's tomb) also divined tools to combat the destruction, but knew she would be unable to accumulate them in time. She secreted the knowledge and scattered a handful items to her most loyal of followers to be held in their tombs in case she were destroyed. Two of these items would end up in the tomb of Zosiel, her first apprentice, in the Whispering Cairn.
I just didn't like the final Kyuss battle and spontaneously discovering at that moment that maybe certain artifacts could help. While Tzolo won't be a complete spoiler, a few bits here and there might encourage the party to hang onto a few things.
The rest of the story flows like the path states.
Removing Wind Dukes:
Changed Zosiel from a wind duke to mud sorcerer, apprentice to Tzolo. He was a rare master of air and obsessed with Vaati history, even shaving and modifying his appearance to look like one. Changed some sigils and the murals to reflect a mystery behind building of the tombs and emphasize importance of the circlet to Zosiel (the circlet absorbed his life essence to empower itself while Zosiel was in stasis). Modified the tomb cover to reflect his greatest feat, mastering a sphere of annihilation with Tzolo's gift, the talisman.
Changed Alastor from having Vaati heritage to rather being descended from mud sorcerer followers who scattered to escape Kyuss and could not safely restore their masters. Magically compelled to awaken their masters at one time, the compulsion passes down to children, skipping some generations. It has led to the Land family being drawn to settle in this area, and for Alastor to seek the Whispering Cairn, not understanding fully why a trap or two parted for him. Ultimately, though, without the "Scrolls of Liberation" provided thousands of years ago to the followers to bypass all the traps, Alastor fell prey to one. As a child, he does not fully understand, but later as a plot devince, he'll mature and share more knowledge with the players at much, much higher levels, concerning the destruction of the Jezulein.
Three Faces of Evil:
Changing layout of mines to have the Temple level accessed by elevator directly, then adding a lift within the temple that connects to the other two levels just as the original map entails.
Based on a forum post, changing Theldrick to be a fallen local priest who turned to the Ebon Triad (Hextor replaced with Taladas god Sargas, god of vengeance). Ebon Triad's powers are fueled primally by the leaking powers of Chaos, an overgod that lies trapped but would certainly adhere to worship of anything that would seek to destroy three established gods of this world. Chaos, however, is an entirely separate campaign, and this is purely to explain how the Ebon Triad is getting its powers.
- First foray - party is engaged by lizard men attempting to drag away staggered soldiers into the swamp. These soldiers can tell about others being taken.
- Second Foray: party assumes control of guards inside the barricaded keep. Three lizard men manange somehow to penetrate the upper tower and are seeking to remove the barricade. They come down the stairs. If guards defeated, barricade is removed and army loses Fortification bonus
- Leaders emerge: Behind enemy lines, party can spot enemy leaders. Defeat of leaders will demoralize lizard man army.. If the lizard army still "wins", the party may need to clean out the keep of survivors.
Looking to Replace:
Pretty pleased with the rest of the modules as written, just a few minor changes. On a side note, has anyone run into a party that recalled that blocked passage in Whispering Cairn and tried to clear it out on their own?
It looks like you have just about everything covered for the opening stages. I'm planning on replacing Icosiol's tomb with the Tomb of Horrors, converted from 3.5 to Pathfinder (obviously) and scaled up from 9th level to 11th level. If you're looking for just something to bump the party up a level you could still use it but add some other links to the campaign so you can than move on to Ilthane's attack.