Need to create an ancient tome...


Age of Worms Adventure Path

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Hello all. I am here again requesting suggestions from the wonderful DMs of these boards. So my PCs have finally gotten onto track in the AoW and will likely be breaking into the Ebon Triad's hideout soon. However, they are doing it for very different reasons than written. I started my campaign with "Mad God's Key" and thus they are following up information from that module. For those of you that do not know, that particular module ends with the PCs finding a newly opened ancient tome, but many of its pages have been ripped out and taken away to unknown locations.

Well my PCs returned the book to the library and were thus hired by said library to retrieve the missing pages. The party has essentially tracked the book to The Faceless One, and will soon be trying to get it back. I plan to have them be able to retrieve the pages when they defeat him in his lab. My question is this: What should the pages say? They had to be something so important that he was willing to try so hard to get them, but I don't want them to reveal everything in the campaign. So what should a bunch of ripped out pages have written on them?


Perhaps these notes set the Faceless One on track to find the Caves in first place.
The book could contain information on Vecna before he became a god. It does not need to contain any information on the Age of Worms, but info on Vecna in general are hard to get, so this could make a book on him very valuable.


Sean Halloran wrote:

Hello all. I am here again requesting suggestions from the wonderful DMs of these boards. So my PCs have finally gotten onto track in the AoW and will likely be breaking into the Ebon Triad's hideout soon. However, they are doing it for very different reasons than written. I started my campaign with "Mad God's Key" and thus they are following up information from that module. For those of you that do not know, that particular module ends with the PCs finding a newly opened ancient tome, but many of its pages have been ripped out and taken away to unknown locations.

Well my PCs returned the book to the library and were thus hired by said library to retrieve the missing pages. The party has essentially tracked the book to The Faceless One, and will soon be trying to get it back. I plan to have them be able to retrieve the pages when they defeat him in his lab. My question is this: What should the pages say? They had to be something so important that he was willing to try so hard to get them, but I don't want them to reveal everything in the campaign. So what should a bunch of ripped out pages have written on them?

How about the pages alluding to the Age of Worms but also to the emergence of several heroes (the PCs) and how they must be held at bay or the Age of Worms, or indeed the creation of an Overgod, is in jeapody?

Liberty's Edge

Stebehil wrote:

Perhaps these notes set the Faceless One on track to find the Caves in first place.

The book could contain information on Vecna before he became a god. It does not need to contain any information on the Age of Worms, but info on Vecna in general are hard to get, so this could make a book on him very valuable.

Excellent suggestion, Stebehil. I too intend to have the Faceless One have some texts in his personal effects that add some confusion to the whole motivation of the Ebon Triad. One text was going to focus on armageddon theories, particularly those of Tharizdun and Vecna. This text would have the clues that set the Faceless One upon Diamond Lake and Ragnolin's mine. The text would also have information about the Age of Worms, but the writer has taken the prophecies of Kyuss and substituted his interpretation of Tharizdun's motivations. Subsequent texts of the Faceless One will hint of rituals needed to secure Tharizdun's release from his prison. Some of these rituals are intended to weaken the deities that imprisoned the Lord of Entropy by merging the three ideologies of ethics (Law/Nuetrality/Chaos) into a single aspect thus nuetralizing the divinity of the deities. To boot, notes in the Faceless One's hand will allude to his involvement in the Crater Ridge Mines and the Elder Elemental God (aka Tharizdun). I'm hoping the Faceless One's alternative choice of ochre-coloured robes will not be too obscure for my players.

The whole point of this is to muddle the picture a bit. Is the Ebon Triad legitimate? Is it a puppet of Tharizdun? This will hopefully make the connections to Kyuss even more vague which will give some motivation to the PCs to consult all these various "experts" in later installments of the Adventure Path. It also makes a linear plot less obvious and the players' decisions to seem much more astute.


I recommend picking up some H. P. Lovecraft stories to get a sense of how to go about weaving ancient tomes and legends into your campaign. If you can hand your players samples of these lost pages as handouts, complete with extracts from the insane ravings of madmen, written in some strange septameter, so much the better---they can really make a session shine!

I employed this tactic in some of my old Cthulhu-Hawk games set in Greyhawk, and took quotations from The Necronomicon, Cultes des Ghoules, the Book of Eibon, and various other tomes that appear in stories by HPL, REH, CAS, etc., and adapted the quotations to the specifics of my campaign. Adapting the quotations was fun, and helped to make the cultists sound authentically out of their minds.


I started my campaign with Mad God's Key too.
I am going to have the pages detail a ritual capable of summoning/creating a physical manifestation of the unity of Vecna, Hextor, and Erythnul (the Ebon Aspect).

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