A.O.W Fillers


Age of Worms Adventure Path


Okeedoke, i like the rest of you am pondering "what should i use as a filler tell the next A.O.W comes out?" Knowing that i am nearly done the Whispering carn and have a couple of sessions tell the next issue ive been forced to build on "The Lake"

1.Allustan hires the party to retrieve Constance Grace and the folder of "secrets" from the Feral Dog. Ive taken a bit of a twist with my Allustan (yes he loves his brother and will not openly attack him but finds his methods deplorable, so has hid Grace in "the Dog" and sends the party to get her, but a gang known as "The Frount Street Boys" is watching the tavern.
(Basically this will be a skermish within the tavern using the cards from the minis, 2 commoners, couple of warriors, and a barbarian.)

2.Then after defeating or sneaking out grace, the party sets off for Allustans but during the walk Grace pulls down a poster and sees a face on a wanted poster that she knows intamitly (Constance being a call girl an all). And remembers that he said he was staying in a hovel of a tavern down by the docks.

3. Then i plan on running A Box Of Flumph i dont think ill modify it too much as i want the xp to remain low for the next adventure path. (Just 'cuse "the Flumph" looks too good and this is a perfect oppertunity to run it with no lingering effects.)


Depending on the players that I have, I have a few filler ideas...

1) I have the wizard seeker in the rival party bite the dust. There is probably some great treasure on his body. But off course the players have to go to Stirgenest Cairn to find it... they only have a limited time since the other two are in town resting up after unlocking the secret chamber in the cairn revealing some sort of guardian beasty.

2) I have a group of seekers show up in town hearing rumors of the Whispering Cairn being liberated. Any artifacts, magic items, etc, the PC's have they are very interested in.

3) For the more macabe, the PCs hear about the gold in the coffin in the boneyard (when they talk to the gentleman at the observatory - I have one of them remeber the old kid's tale). Of course there is the Cult of the Green Lady to deal with.

4) Again, I have it that the alchemist in the smelter actually has a history of the Wind Dukes. Turns out he has ulterior motives for being in the town. Allustran or others might want the PC's to aquire it.

5) Invistigations by important people in town now that the PCs are big-wigs. Or perhaps even the Garrison gets involved. Not sure yet.

My favorite is the boneyard or the seekers.

Cheers,


So only two players could make it this week, and i didnt want to say "sorry no game cuse theres two of you" and i didnt want to get into the box of flumph without the whole party so what now? So the two Pcs leave the carn and begin to walk back to town when they spot a mine enhterence littered with tools. and the set off into the mine to investigate. I ran "The Burning Plague" off the WOTC site and just dropped the whole poisioning thing. The only addition that i added was the mine belongs to Smenk which now will add all kinds of trouble for the PCs as theve broken into and raided his mine. Ill probaby make them re-emburse Smenk 1000gp for there deed. So besides the XP the players will end up making nothing for there excursion.


The Devil's Box is also a perfect filler. It's an 2 level module with a freak show circus. Perfect for the emporium.


Yes, another vote for Devil Box (Dungeon 109). It fits in so well for 2nd-3rd level characters and can provide a bit of comic relief after several sessions of grim adventuring in the cairns.

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