Well, I've never really written my own adventure before, just ran pre-published ones. I'm starting college in a couple weeks, so I should have no end of potetntial players. I really want to run AOW in my homebrew world so it will take some adjusting. (Not too much though, that's nice). I was just wondering if I could get some advice on writing your own adventure. Any tips or tricks you guys have would be much appreciated.
Now, first off, I just need to say that Age of Worms freakin' rocks. Secondly, most of the stuff in it can be converted with little or no adjustment (Free City = any big metropolis, 3FOE takes place almost entirely underground). The only problem I have is the dragon (the black one, blanking on the name, Ilthane?) anyway. The reason I have a problem is because in my little world, there are no dragons on the material plane.
This however, means that the PC's can't fight a dragon until they get to the giants vs. dragons fight later on. I can put that in the Plane of Dragns easily. So my question (finally), what monster should I use that would have a similar difficulty and flavor against the PC's (I have MM 1, 3, & 4)?
I was thinking about this the other day and I came up with this question, how does one store a spiked chain. Now obviously swords and daggers have sheaths, one can even make one for a spear or an axe, but what do you do about a spiked chain. Do they make sheaths for that? What would it look like? And if a charcter doesn't have a sheath, are they just walking around with this spiky chain in their belt, smacking them evry time they run or hang upside down? Just a thought.
See, I don't want any of my PC's to die either. That's just what the contest rules are. What I was thinking was to have the PC's discover the existence of not only the doppleganger-run school, but also have something click and say, "Wait a sec', I wonder if our patron is a doppleganger?" I'm thinking maybe some mysterious figure that somehow moves the plot forward after the PC's take care of their "patron" can give some clue.
After reading the latest issue of Dungeon, I was intrigued by this new monster, the Greater Doppleganger. For those who don't know, this doppleganger has the ability to take alignment, skills, spells, etc. from the consumed brains of its victims. I have always loved the doppleganger and had an idea for a campaign focusing on this creature. My idea is simple. It starts off where the PC’s get together, a school for adventurers. The school is run by a greater doppelganger,(Ixildrim), disguised as a retired adventurer of some renown (Ixildrim ate his brain). Ixildrim acts as patron towards the PC’s, finding areas that are in need of their services. All of the trainers within the school are normal doppelgangers. Ixildrim whole purpose for having this school is to take part in a vast contest. Ixildrim has his group of adventurers and his opponent has a group as well. Until the PC’s get up to 10th level, they never know of the other group's existence. As soon as the reach 10th level, Ixildrim informs them of a rival group of adventurers that has been encroaching on their territory (the rival group is told the same thing by their handler). That’s as far as I’ve gotten so far and I welcome and comments or suggestions you guys may have.
I know Orcus is some sort of Demon/Devil guy, but what is the specifics on his name? I heard somewhere that if you say his name, you have to roll a die and something really bad can happen. Anybody know anything for sure? I've been kinda using him as the God of Greed. if you say his name you are granted 5gp. However, you must roll a 1d10. On a roll of 1, Orcus himself rises from the netherworld, steals all your stuff, and ... I haven't decided if he steals your soul, because I want the penalty to be bad without being horrible. Also, you may only call upon him 3times per day.
Just a question but, in Nadroc's area of the Whispering Cairn, there is a large stone block holding down a pressure plate. Obviously, the fact that this stone prevents further access to parts of this area if not pushed over hearkens to the fact that its ability to be pushed over is on purpose. However, here's my problem. The Gas Trap has onset delay of two rounds right? Now I'm kinda fuzzy on the rules pertaining to Never-Miss traps but, couldn't the PC's just run down the now-open hallway to escape the poison? It would make sense if some sort of portcullis or wall dropped down, then the PC's would be stuck with the posion gas. Just a thought. |