Kings of the Rift - Necrozyte alterations


Age of Worms Adventure Path


I'm currently in the middle of running my Age of Worms campaign, but I've been reading up on some of the later adventures now that I've got some spare time :)

Anyway, I noticed that Necrozyte's Fiendish template really adds very little to the Dragon, at least not enough to warrant a +2 CR increase, so I'm planning to swap that template for the Half-Fiend template (adding one more point of CR, but in exchange for some useful abilities, at least).

What I'm wondering is if this would make things too tough for my players, and if I should change something else about the adventure if I do this (such as cutting one of the "mundane" Dragons)?


I wouldn't dwell on Necrozyte--cool as she is--as she's not too important in the long run. Still, that's not to dissuade you from making her important. While I think that the fiendish template would allow her to retain more of her draconic flavor, its really a matter of preference.

If you plan on altering any of the dragons, I highly recommend looking through the Draconomicon. It's ideal for customizing this adventure--looks like it was built using it. I swapped the black dragons for adult whites, since we had black dragons already in the campaign arc with Ilthane and her brood. I made the whites flyby power attackers, the greens snatch-and-swallowers (I know...doesn't make too much sense in a siege on giants, but hey...), and the blues metabreathers (w/heighten breath and maximixe breath). I recommend developing a battleplan for your dragons altogether. The tactics listed for the strafing runs, while good, were not detailed enough for my tastes.

But, for Necrozyte--as well as all the other major dragons--keep in mind what spells are currently active on them, and pay close attention to how their tactics play out. Necrozyte will likely strike the second the players step into Kongen-Thulnir...that is, she will start her buffing. I'm gonna have my party make a bunch of Listen checks to hear her, and the moment one does, she'll lay in with a quickened breath weapon and smite the wizard, as per the tactics.


The Green's being snatch-and-swallowers makes fine sense. It's not like they were all raised to fight giants.

Personally, I didn't like the idea of a dragon army, so I will be replacing all the dragons (except the four uniques) with wyvern favored spawn of kyuss and derro riders.


dungeonblaster wrote:


Personally, I didn't like the idea of a dragon army, so I will be replacing all the dragons (except the four uniques) with wyvern favored spawn of kyuss and derro riders.

Interesting. It hints at Venk and Zyrith later. But I'm keen on the idea of a dragon siege. In fact, the moment I read about it some months back, I went back and watched Apocalypse Now!, for the scene w/Robert Duvall and the helicopter raid to Wagner's Ride of the Valkyries...the image practically leapt to mind.

Plus, since dragons--and giants for that matter--have only played a relatively small role so far in the campaign--at least with regards to combat--I didn't want to deny my players the chance to trounce some true dragons. (One of my players is playing a draconic kobold, and he's probably drooling at the prospect of it.)

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