
Tiger Lily |

I'm using the Overload to develop an outline of the key elements that HAVE to happen each session, as well as determining what I can change. I just wanted to double check to make sure that I'm safe in doing this.
Does the Overload cover all the major things that need to happen, or are there "suprises" that the DM won't learn about until they read the actual module?
Example: It looks like the PCs discover one of the pieces of the Rod of Seven Parts, just to give it up the next adventure to an NPC, and it never comes into play again.
I would rather just skip them finding it altogether, as I'm not using Greyhawk for this setting because one of the other DMs in our group uses Greyhawk for HIS setting, so I have to make sure I don't use any Greyhawk references. I also don't want to have to insert what's an obvious "Rod Rip-Off" just to make the story work.
From the information in the Overload, it looks like I'm safe in skipping it, but I want to make sure.

ASEO |

My playtest party was estatic about actually finding a segment of the rod of seven parts. While they have not yet played the next episode, I know that they would be pissed for the segemnt to have no value to them beyond traiding it for other magic items. I mean this is a segment of a clasic artifact/magic item. It is like getting hold of a dragon orb. To have it mean nothing is a bit of a let down. I will probably have my players keep it, and throw in the custimized magical items that they would get for traiding it somewhere else in the adventure.
I'm not sure if it is still a secret as to which part they find.
ASEO out

![]() |

The Rod of Seven Parts fragment serves three roles in the Age Of Worms.
1: It's a cameo. It reminds gamers they're playing D&D when they interact with famous D&D stuff.
2: It serves as treasure. The fragment itself is going to be handy in the campaign. They don't HAVE to give it away. If they keep it, it'll help the party to the end of the campaign, and may even figure prominently in the final adventure. It WILL come into play as one possible resource in the final adventure. But not having it in the final adventure won't ruin the adventure. It'll just make your characters take one of many other methods to finish Age of Worms.
3: It serves as a reward item. Turn it over to Manzorian and you'll get lots of cool magic for the whole party. This upgrade of magic will also help during the rest of the campaign, and the idea is that these rewards will be closely tailored to the PCs. Rather than have one really powerful artifact in the hands of one PC, you end up having several not as powerful magic items split among the party.
One of the goals we wanted to meet with Age of Worms is to make it the "definitive" D&D campaign. It won't be, of course, (what can?) but it'll be as close as we can get. One of the classic parts of D&D is getting artifacts, and the Rod of Seven Parts is certainly one of the most infamous of D&D's artifacts. So there ya go.

DMPugLW |

There will definitely be benefits to keeping the Rod fragment in the final adventure.
--Erik
My plan is to let Manzorian borrow it so that he can study it and to make sure that if the party were to die while on their quest, the rod is arround for someone to try to use it to stop whats happening. When it comes to the last adventure, they will be able to retrieve the piece if they think about it, and it might end up being the center of an epic campaign.