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I finished the final book a few months back. After taking about 3 years to finish the complete campaign (we broke off to play the Numerian campaign till the third book) I was ready for a break from the GM seat. I expect at the going rate our gaming group will mutiny soon and I will probably take back my rightful place as GM.

Anyways I was wondering if any of you ever produced anything more of a continued game? If anyone has links to another thread where someone has I would appreciate it.

A few unqiue differences in my campaign if yall want to shoot me suggestions.

1. Rickey Squibs wasn't small. It was actually a huge hidden port that was built from the hulls of wretched ships. There was a secret door hidden in the cliffs of the Serpent Coast that has a single keeper that ask crazy riddles. Interestingly enough the crazy gatekeeper stops asking riddles when they complain to the Governor but through the whole campaign they didn't. Even when they got additional ships or new players as captains. Everyone just accepted it as the gold standard. Honestly, I have got to wondering my self if its just part of the game and if I would ever remove that crazy gatekeeper. Seriously image Waterworld meets the Goonies.
2. The Hurricane King was not the Hurricane King! The true Kerdak Bonefist was hidden in a prison on the docks of the Hurricane King castle in Port Peril. The players found him listening to music played by wind elemental, food being prepared by hidden servants, and wearing elaborate robed pajamas. Once offer a sword he burst from the building slaughtered some guards in the nearby whore house and was back to his old true self. The players cheered as they found out the weak willed and unimpressive Hurricane King depicted in the Skull & Shackles is a fake. (Seriously the writer need to know what juice plot twist they missed)
3. So their is a number of hags throughout the Shackles that are trying to get a circle together. Oh yeah.. They can skin people and puppet around as those people. The Fake Hurricane King is one, Agasta Smythee, her daughter, and one of the oracles in the Smoker.
4. Tidewater Rock as a castle not a tower. Really cool gain for the players at low level. Great place to come back to and when they get higher level its not a boring stepping stone from the past.
5. Rampore Island was taken by one of my groups Pirate Lord. The other Pirate Lord failed to bring order to the Island of Empty Eyes.
6. The Island of Empty Eyes leads to the Darklands, ie. savage cyclops (think Warhammer Fantasy Ogre Kingdoms - Gorgers) and a ship of vampire drow.
7. Port Peril was sieged prior hence to the battle with the Chelixian fleet. Actually the siege was a instigated coup by a number of Pirate Lords under the influence of Tessa Fairwind. PLOT TWIST - Tessa Fairwind did want power after all and is a true pirate! Seriously she menipluated the group leading Pirate Lord that he should be Hurricane King and sneak into the castle. Tessa Fairwind hoped he'd die but weaken the Hurricane King enough for her to finish him off.
8. Krelloort was a sahuagin senator of a underwater sahauagin republic. PC failed on the throne check and started relations with the sahaugin people far more than I expected. Had to build some type of government and decided on a Roman Empire. Produced a ambassador based off an old magic card and a underwater legion that came in useful for the first fleet combat with Captain Barnabas Harrigan.
9. People believe that the Aiger's Kiss can close the Eye of Abendigo... Seriously people this is something the could be awesome to do in a high level game. But then you need a storm dungeon,I think I saw one at sometime back, and then you still have to wonder what the world looks like if the Eye of Abendigo disappears. The Sodden Lands dries up abit for sure. What parts of the Shackles get larger? Do water levels change at all? How does the work react? Do countries send forces to search the New Sodden Lands? What is there?
10. The colors of the Shackles under the rule of the Hurricane King and Pirate Council which a empty seat is left for Besmara herself is ORANGE and BLUE. Do not forget and if you have been doing it wrong please lash yourself and change it immediately.


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This is how I precieved and then projected Scrapwall to my players:

Faction Spoiler:
You must understand while Scrapwall is a single place, it has several factions fighting for control. Even though Hellion and his newest gang the Rust Lords are the most powerful. If the Smuilers, Steel Hawks (Stehl Hawks), and Redtooth Raiders all put their issues aside they probably could take Hellions group. Not only based on sheer size but using the NPC leaders stat blocks. However, they don't but most of them still have control over most of their territory.

You have the Steel Hawks or as I saw them the "Stehl Hawks". There is a massive metal company near where I live.. Ignore this suggestion as you see fit. Anyways, they were of significant power prior to Hellion coming and him creating the Lord's of Rust. Roleplay their leadership and gang as a fallen superpower. The only thing they want is to regain control and thus respect (scrapworth). They will assist, pay, or trick anyone bawlsy enough to deal with Birdfood. Now I didn't make Birdfood's real name, well Birdfood, I made that a Steel Hawk curse or way to make fun of the ex-Smiler and henchman of Hellion. I'd suggest having the Steel Hawk's be willing to be the groups first allies. Though let the Steel Hawk's be upfront that they won't defend the Players if they get Hellion's attention. This is where you drop story plot, flush in some history on Scrapwall, and whatever information your Player's might need to get stuff moving.

Next up, you have the Smilers. Cannibal and otherwise the worst imaginable killers you will find at Scrapwall. Worse even than Hellion. When Hellion wants you dead he does it well and with a bit of flair. Smilers just want it bloody and fun (the bad kind of fun, think The Hills Have Eyes). Make the territory filled with corpses, skeletons on display, and constant foul activities that make your stomach turn. Basically, give the overwhelming perception that these are not the people the group wants to ally with at any point.

The Redtooth Raiders were the past "law" in Scrapwall before Hellion came around. That being said they obviously are a good option for the better aligned party members to be interested in. However, that doesn't mean they are carebears or that they aren't willing to kill people if they see fit. I beefed up their HQ to have several levels and a in depth, yet confusing, maze of tunnels (possibly running into all the other territories, they have trained rust monsters after all). Take Warhammer Fantasy Skaven and make them not so crazy and murderious, instead more human from Warhammer... Now that I think of it. I made Redtooth possessed with a demon that was cursed onto her by a Harpy Druid that's animal companion was Greenfang. Cleric of the group removed it after several tries. But unknowningly moved it into him rather than banishing it. Long story but it made a lot of sense, I promise.

Lastly, Hellion and the Rust Lords, or as I called them the Lord's of Rust because I like it my way better (a reference to Lord of War... I like Cage, sue me!). By the time the group finally arrives at the arena to fight Hellion's chariot troll they should know Hellion is a 'boss'. They should have heard several different points of view of who he really is, and if your group is arguing over which one is right... your doing your job correct. I embedded scarabs laced with explosives to force the players to come to the arena and not come when they D@#& well please. Basically troll chariot rolls up, releases scroll case, swarm of scarabs attack, some crawl under the skin, group kills some, she explains they will kill them if they dont show up, rolls off. This scene really made the next scene where they have to fight her much better, my group was extremely worried.

I would strongly suggest not making Scrapwall a super-dungeon. The first adventure path has enough dungeon in it. Scrapwall should more stress survival and social skills rather than combat.

As for an economy, everything is based off Scrap Worth. If you don't have any no one cares assist you or even really talk to you. No one wishes to barter with you or trade. Etc etc. Once the Players earn some RESPECT they can try to get normal goods, food/water/somewhere to sleep, relatively easily. Though again don't allow any gold transfers. Forcing the players to barter with what they have or can find is much better. 'Oh we have these broken pistols from the Smilers we killed in the Fort... Lets trade with these." Trust me its rough at first but once the players get the system they really feel part of the community and not so alien, even if they felt alien at first.

I don't want to make this post too long, or at least longer than I have made it. If you have more specific questions maybe I can answer them. If I missed something or was vague somewhere I apologize just mention what your interested in and I'll try to get back to you.


Most importantly Steel Wind, I would like to thank you for the insight into converting Age of Worms into the Pathfinder world of Golarion and the effort you took to post it for other GM’s to use here. Doing it for your friends and fellow players is one thing. But being so kind as to go to the internet to post it is going above and beyond what is normally expected of a GM. For that I am forever grateful. I myself was looking for a campaign that was refreshingly new and kept the classic feel of my early years of D&D. When I stumped across Age of Worms your post was one of the first I scanned. Your ideas and adaptations were both exciting and strongly set in the world you had chosen, respectably Golarion. Often times during conversions GMs can get caught up in their own imagination and lose the strings that bind one realm to another. Removing the player’s ability to use other material as bases of their characters and motivations. Thus far it seems like you have done a fine job of keeping to the world.

That all being said I purchased all of the PDF but have yet to read through all of them. I have however read through The Whispering Cairn and am left wondering of a number of things. If possible I would like to hear how you dealt with such issues or possible how you developed parts of the game. My first game is destined to begin on the 19th of July so any information you can give me before then would be greatly appreciated. However, if this finds you later than that I am sure your input will still be used even if I have to adjust later situations.

Where is Diamond Lake? This is a simple enough question but I have found it difficult to place the city in any particular area. You mentioned a ‘triangle’ between Diamond Lake, Westcrown, and Egoria that the campaign revolves around. That being so if you could possible give more detailed account on a map of where exactly it is it may help me a good bit.

How did you adjust Bronzewood Lodge? From my understanding the game is post-Council of Thieves and most of the religions are now seen as evidence of dissent within Cheliax by the Inquisition. That being so, would the area of Bronzewood Lodge be an area either threatened by cleansing or no longer be an active spot for worship? Surely, there could be hidden activities but it would still be locally known as a place of past worship. Would the Inquisition already been active in Diamond Lake to the point of removing Bronzewood Lodge? How or did you have any activity in Bronzewood Lodge?

How did you portray the Diamond Lake Militia and its Garrison? Being a ‘militia’ I would get the impression that they are not like standardized soldiers. However, with them being Chelaxians maybe they are. The country is so militaristic it wouldn’t amaze me if they were basically a vanguard force that could at any time be expected to file out to war. Is the Militia made up of only humans? Do they have devils or undead minions (The Chelaxian Navy used undead in the Skull & Shackles AP).

The suggested introduction I found rather weak and very much a railroad, ‘You are here, and yall want to go there.’ Did the suggested way of having your players decide how the characters are connected go well or were you forced to interject ideas? In a way this might depend on the players you have, but I am anyways interested on how it went for your group. How long did your group end up roleplaying/describing their characters in the shack at the games beginning before they ventured to the Whispering Cairns? Did you have any roleplay or skill checks after the roleplay at the starting shack but before getting to the Whispering Cairns? How did your group react to being thrusted into a puzzle dungeon at 1st level? My initial reaction after reading the first adventure is that such activities in the tomb will allow the group to feel each other out in action during exploration rather through a number of railroaded minor adventures.

Ancient Azlanti Future Tech? If I understand this correctly the Azlanti (Wind Dukes) made the Whispering Cairn and the players are exploring a futuristic structure with crisp clean metal walls and functioning technology? THAT IS AWESOME! But how did you pull it off? Is the whole tomb metal walls and sliding doors with construct servitors attacking the party or was the initial part stand stone blocks and it turned into future tech after the elevators? The only reason I ask is because it leaves me wondering if it is all future tech why someone didn’t take everything including sheets of pure metal walling and therefore find more of it? Wait did you say ‘light sabers’? That is also really awesome, but you said that even the non-broken one didn’t have a power source. Does that mean they could find power cells or something in the beginning dungeon and have a light saber weapon? How did the light saber function in game mechanics? Note: I may be confusing the Whispering Cairn with Iconsiol’s Tomb, which I haven’t read about and it may be in a later adventure. In that case maybe the Whispering Cairn wasn’t Future Tech, thus I come to get clarification.

Where is Blackwall Keep if the Mistmarsh doesn’t exist? Are the Lizardfolk still your enemy of choose in the second adventure? I haven’t read a single word of the second adventure other than what is in the Overload PDF and what you posted about it. Thus, my question is purely from a misinformed perspective. Surely the adventure could be haphazardly slapped in Cheliax and ignore the fact that there is no marshland on the map. However, you seem like one that would have figured a reason and rhyme behind the adventure path and I must ask what exactly you did.

My apologizes that this is soooo long but I believe you were the best source of information on the Pathfinder conversion of Age of Worms. I look forward to hearing from you!