DM questions about 3FoE


Age of Worms Adventure Path


whats the deal with the door into the caverns of Erythnul?
it has no DC's for break or open locks,
But in one of the other clerics room there is a stone key
that opens the door
Is itunopenable without it or what?


I sought to give my players a bit more freedom in exploring the dungeon, but still wanted to save the Labyrinth for last. I left the door to both the Hextorite temple and the Caverns of Erythnul unlocked, but made the Labyrith guarded by an arcane lock and a dual physical lock. I made Grallak and Theldrick each have a key, one marked with a hand, and one an eye. Both of these are required to get into the Labyrinth.

AoW is the first large-scale published adventure I've ever used, and I find that tinkering with it a bit is not only neccessary, but very fun. One can add so much depth and uniqur flavor to a published adventure with just a small amount of tweaking.

Vigilant Seal

Pathfinder Adventure Path, Rulebook Subscriber

Hi, all.

I have another question regarding The Three Faces of Evil. Forgive me if this has been answered before.

However, referring to The Three Faces of Evil, especially pages 24-25 in Dungeon 125, I am wondering how many cultists occupy area 3. Chamber of the Faithful? Does anyone have an idea? Have I missed the number in the text?

Thanks, and happy gaming.

Don Kenneth Brown
Salt Lake City, Utah

Liberty's Edge

I never saw an exact number either. You can calculate the number in reverse knowing the room is an EL 3 and each cultist is CR 1/3. That means there's 7-9 cultists according to the EL chart. So go with eight. That gives two cultists per PC as written and gives an obvious scaling if you have more than four PCs.

Vigilant Seal

Pathfinder Adventure Path, Rulebook Subscriber
Rexx wrote:
You can calculate the number in reverse knowing the room is an EL 3 and each cultist is CR 1/3. That means there's 7-9 cultists according to the EL chart.

Okay, thanks Rexx. I was thinking about doing exactly as you suggested - consider the EL and CR for Commoners to get seven to nine "cultists." I appreciate a second opinon, as I want to get it right.

Thanks again.

Don Kenneth Brown
Salt Lake City, Utah


I found the door thing frustrating too but I really like Saern's idea. I hope you don't mind if I use it. Also, the number of Cultists in area 3 gave me pause too and I did the backward calculation on the CR as well; but, the text speaks of the cultists using thier numbers to their advantage and "throwing themselves on the PC's swords" just to use up an attack of opportunity so the other Cultists could team-up and grapple the PC's. Two Cultists per PC did't seem to do the trick so I upped the number to three per PC. Afterall, the Cultists don't really have a lot of HPs or Damage capability. I kind'a saw the encounter a frenzied "get-em off, get-em off" Resident Evil kind of experience with skeletons and mad cultists everywhere. This really sets them apart from the Tieflings (behaviorally) which will hopefully give the PCs a good reason for chasing them down the corridor into the Hall of Battle (yes I'm a nasty DM).

Cheers,
C.


thanks for all of the input , I'm really enjoying this adventure path and have already witnessed the demise of half of the original group to enter the cairn. I ve already had my players bring in some backup characters to Diamond Lake because I forsee much more carnage in the upcoming installments. espescially 3FoE if they're not more careful.

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