To be or not to be an Evil DM


Age of Worms Adventure Path


Ok heres the situation and recap of last session. My group went into the Laborers Quarters (First AP) and went into the room with the slabs. They fought the Beetle and left the room with half the party exausted and in need of rest. Thing is they want to rest at the bottom area where they enter (cant remember what section number it is off the top of my head) anyway they havent encounter the swarm and bombardier beetle in the other room. If they do rest what do you think the chances are that these things become aware of their presence? Should I be an "evil" DM and send these things after them or should I let them rest? What would you do?


I got a question what about the drug kalamanthis and its affects any body have a clue about it or do I just make it up my self?

Liberty's Edge

Pathfinder Roleplaying Game Superscriber
Talarin De'Vander wrote:
Ok heres the situation... If they do rest what do you think the chances are that these things become aware of their presence? Should I be an "evil" DM and send these things after them or should I let them rest? What would you do?

Chances are nigh 100% certain they will be disturbed.

There are places to rest - and places not to rest.

Places to rest:

(1) Outside the cairn;
(2) Under a roof - back at the mining office; and,
(3) Dangerous - but still *probably* ok - upstairs above the stairs to the False Tomb.

Places not to rest:

(1) 50 feet down an open corridor from an acid beetle swarm and a bombardier beetle.

Go get em!

Scarab Sages

Talarin De'Vander wrote:
Should I be an "evil" DM and send these things after them or should I let them rest? What would you do?

It isn't necessarily a question of being "evil", but of being realistic. If the PCs were just fighting, then it stands to reason that they made some noise. That noise might attract the attention of the other monsters, particularly if the PCs camp right outside their room. If your players aren't ready for the challenge, then they shouldn't make the attempt. Besides, if the party isn't strong enough for these encounters, then they might not be strong enough further down the line. If you "take it easy" on them once, you'll likely have to do it again down the line.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber

To be fair - the PCs should be able to hear the "keening insect chorus" from the Hive room. Maybe not loudly - but loud enough they ought to know better...


My players know that if they do something really stupid, the TPK is always on the table.

Now, when they rest, they do everything short of setting up Claymore mines....and retreat half a day to find a safe spot if they need to.


One of the last issues of Dragon had an article that gave the DC's for finding safe campsites in the wilderness or dungeon. I say you let them make Survival or Wisdom checks to do some quick patrolling and seek out a safe place to rest.

- is it comfortable? Wizards need their sleep and resting on a stone floor in one's armor can leave one with a sore back and muscle cramping.

- is it defensible? I never understood sleeping in a hallway: "let's sleep in the crossroads so we can be flanked on all four sides!"

RPG Superstar 2013 Top 16

Kill them! Kiilll theemmmm!

If I remember the map correctly they are sleeping just 20 feet away from some monsters......without even a door between them.

Yeah, you really should kill them or at least one of them just to point out the sheer stupidity of it all.


Name: Vigilant Web School: Abjuration Descriptor: Force Secondary Descriptor: None Level: SorWiz 1 Cleric 2 Ranger 1 Druid 1 Components: VSM CT: 1 standard action Range: Touch Effect: 25 square feet/lvl or any existing spider web Duration: 1 hr/lvl Saving Throw: None Spell Resistance: No Material Component: Any spider web Focus: none Description: Sets up a very hard to spot (DC25) spider web. In daylight, the search DC to spot the web is DC15. If any creature larger than 15 lbs touches the web, the web gives forth a clearly audible ringing sound that can be heard for about 50 yards (DC5 listen), up to 100 yards away (DC10 listen). This spell can also be cast on any existing spider web, and the area of effect is as large as that spider web is. The material component is a spider web.

Created by one of my "now paranoid as heck about camping" players from a previous campaign.


farewell2kings wrote:

Name: Vigilant Web School: Abjuration Descriptor: Force Secondary Descriptor: None Level: SorWiz 1 Cleric 2 Ranger 1 Druid 1 Components: VSM CT: 1 standard action Range: Touch Effect: 25 square feet/lvl or any existing spider web Duration: 1 hr/lvl Saving Throw: None Spell Resistance: No Material Component: Any spider web Focus: none Description: Sets up a very hard to spot (DC25) spider web. In daylight, the search DC to spot the web is DC15. If any creature larger than 15 lbs touches the web, the web gives forth a clearly audible ringing sound that can be heard for about 50 yards (DC5 listen), up to 100 yards away (DC10 listen). This spell can also be cast on any existing spider web, and the area of effect is as large as that spider web is. The material component is a spider web.

Created by one of my "now paranoid as heck about camping" players from a previous campaign.

That's an interesting as well as useful spell F2K(good Rush album by the way). Thanks for sharing.


Thanks Green Grunt--I'm a huge Rush fan. I liked that spell myself, it seemed more imaginative than the Alarm spell.


What about penalties for resting too much? My party likes to run like crazy and rest in town when things get bad. That was okay for WC since no one in it was related and would talk to each other but what if they do it in TFoE. Won't they be slaughtered or defences remade or something?


farewell2kings wrote:
Thanks Green Grunt--I'm a huge Rush fan. I liked that spell myself, it seemed more imaginative than the Alarm spell.

Ditto on that. Vapor Trails was awesome. But I digress.


King of the Kobolds wrote:
What about penalties for resting too much? My party likes to run like crazy and rest in town when things get bad. That was okay for WC since no one in it was related and would talk to each other but what if they do it in TFoE. Won't they be slaughtered or defences remade or something?

There should be definite reprisal attacks in town against PC who are identified as being raiders of the sacred temple. Additionally, if it becomes know that any of the temple areas have been or are being raided, they everyone in the ares would definately get ready to repell the invaders and all defenses would be strengthened and probably even new ones thrown up.

If they try to camp within an uncleared temple area, their presence should be noticed by those still in the temple, and patrols should be coming around to see if the invaders are gone and shore up defenses among the survivors.

ASEO out


GreenGrunt wrote:
farewell2kings wrote:
Thanks Green Grunt--I'm a huge Rush fan. I liked that spell myself, it seemed more imaginative than the Alarm spell.
Ditto on that. Vapor Trails was awesome. But I digress.

A little digress is okay. I discovered Rush right around the same time as D&D--it was an awakening for a 13 year old in 1980, he he he.

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