Source of Fate Points in SoLS


Age of Worms Adventure Path


I was wondering if anyone had attributed the Fate Points awarded at the end of SoLS to any specific force or presence. My PCs are wondering who granted them these quasi-deity like powers of rerolling fate. I am attributing it to the Order of Storms (though they are wiped out), or freeing the taint from some of Kyuss's minions (corrupted eladrin and archons reward them once they are "redeemed") However, the path itself doesn't state the source itself (I know, it's up to the DM, but any suggestions?) Also, has anyone awarded Fate Points later in the adventure path? The wording of the module seems to hint that others are available, yet no other time in the campaign do they appear. Any thoughts?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I'm planning on having the source be an agent of the Order of Storms.

I'm also planning on having the Watchers in Library of Last Resort recognize the fact that some or all members of the group seem to have a connection to the Order - the rules etc. will mostly be the same, but the Watchers will seem a bit friendlier even if they are unable to change the rules of the game or otherwise provide assistance to the PCs (the one Watcher who doesn't like them will still show animosity).

Of course, for my group, it's a bit more complicated. Whe we were halfway through Spire of Long Shadows, we lost two players and added two new ones. I had the PCs find three statues in the Naga Lair (since that's where they ended up at the start of the first session with the new folks); two of them were the two PCs, the third was a Couatl, and all three had been part of a delegation sponsored by the Order of Storms to delivered an ultimatum to Kyuss 2500 years ago, shortly before the Apotheosis. (The ghaele eladrin and the two sword archons were the other members of the delegation; Kyuss ran out of time and never de-petrified and corrupted these three.) So having the couatl - or some other remnant of the Order of Storms that he contacts - arrange for this "gift" makes a lot of sense in my campaign.


There doesn't really have to be a source, as such. They come from destiny, fate, or whatever. The PCs become entangled in a prophecy, and events conspire to fulfill their destiny.

...or they could come from a leprechaun.

Scarab Sages

I was thinking they were coming from the prophesies. Having become so embroiled in the prophesies of the Age of Worms, they draw on them for succor, knowingly or not. When somehthing happens that goes against the PC's versions of the prophesies, fate can shift in order for that Particular PC have something new happen, unplanned by Fate.


Small Attention Span wrote:
I was thinking they were coming from the prophesies. Having become so embroiled in the prophesies of the Age of Worms, they draw on them for succor, knowingly or not. When somehthing happens that goes against the PC's versions of the prophesies, fate can shift in order for that Particular PC have something new happen, unplanned by Fate.

Yeah, my PCs are the types that want to know every little bit about everyone they meet (not a bad way to be), so it can be hard to be enigmatic when they are dying to know EXACTLY where their power comes from. I've been trying the whole "mysterious power of the prophecy" approach, but they aren't completely biting. As for other Fate Points.... Anybody awarded any others in the campaign? I want to reward the players at key moments (perhaps after the "Descent into dream" in LoLR or gaining Dragotha's phylactery), but am afraid this reroll power might be abused if given too much. So far, we're about to start the ball in Redhand and no one has used one yet.. (good PCs)


Maybe some Deity of Fate (Istus in Greyhawk) provides them?

I haven't quite got this far yet, but I wouldn't give them out anywhere but as the end of the Spire. To me, that makes sense, it's the turning point where the group really starts to understand just what the Age of Worms could be, who is behind it, and how they can begin to stop it. It's a point of revelation, and of choice, where the PC's begin to see what's ahead and can choose to try and stop it. Prior to this, they are just bumping into stuff about worms and so on, but really have no idea what's behind it and how to stop it. Once the PC's are shown a glimpse of their (potential) fate, and choose to do the right thing, they get their fate points. If they squander them, tough, I don't see why they would get any more top-ups.

I fully expect my players to only use a Fate Point when they roll a 1 on a "save or die" type situation. Which is fine by me, as I expect some of those situations to come up towards the end (I had a previous campaign where the Paladin could only fail a Fort save on a 1, said as much out loud, then promptly rolled a 1 and died from a Slay Living spell).


To quote the wise words of Lucy Lawless. . . "Whenever you have a question like that: a wizard did it."

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