TFoE corrections


Age of Worms Adventure Path


Adventure Path Charter Subscriber

I'm running The Three Faces of Evil at the moment, and have found quite a few errors in it. Looking through the archives, this seems to have been quite a common problem, but I haven't come across a thread with a compilation of corrections in it, so I'm starting one. Hopefully this will act as a resource for other DMs, and I encourage you all to contribute. Also, please feel free to correct my corrections - I'm sure I'll have made some errors, too!


Adventure Path Charter Subscriber

TIEFLING GUARD (CR 1)

Tiefling fighter 1
LE Medium outsider (native)
Monster Manual 209
Init +3; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages Common, Infernal, Orc

AC 17, touch 13, flat-footed 14
hp 12 (1 HD)
Resist cold 5, electricity 5, fire 5
Fort +4, Ref +3, Will +0

Spd 30 ft. (6 squares)
Melee mwk greataxe +5 (1d12+3/x3)
Ranged composite longbow +4 (1d8+2/x3)
Base Atk +1; Grp +3
Combat Gear 2 potions of cure light wounds, potion of shield of faith (+2)
Spell-like Abilities (CL 1st):
1/day – darkness

Abilities Str 14, Dex 16, Con 15, Int 13, Wis 10, Cha 8
Feats Blind-Fight, Weapon Focus (greataxe)
Skills Craft (weaponsmith) +5, Intimidate +3, Ride +7
Possessions combat gear, chain shirt, masterwork greataxe, composite longbow (+2 Str bonus) with 20 arrows, skeleton key (opens all locked doors in areas 2-11), 27 gp


Adventure Path Charter Subscriber

ARMOURED SKELETON (CR 1/3)

NE Medium undead
Init +5; Senses darkvision 60 ft.; Listen +0, Spot +0

AC 20, touch 11, flat-footed 19
hp 6 (1 HD); DR 5/bludgeoning
Immune cold, undead traits
Fort +0, Ref +1, Will +2

Spd 20 ft. (4 squares)
Melee heavy mace -3 (1d8+1)
Base Atk +0; Grp +1

Abilities Str 13, Dex 13, Con –, Int –, Wis 10, Cha 1
SQ undead traits
Possessions rusted partial plate (as breastplate), heavy steel shield, heavy mace

NB. Since the skeletons are technically not proficient with the armour, they take a penalty on their attack rolls. I don't think this matters much, as they're just there to slow intruders down while the temple prepares a response.


Adventure Path Charter Subscriber

CULT FANATIC (CR 1/3)

Human commoner 1
LE Medium humanoid
Init +0; Senses Listen +0, Spot +0
Languages Common

AC 13, touch 10, flat-footed 13
hp 9 (1 HD)
Fort +2, Ref +0, Will +0

Spd 30 ft. (6 squares)
Melee longspear +1 (1d8+1/x3) or dagger -3 (1d4+1/19-20)
Ranged dagger -4 (1d4+1/19-20)
Base Atk +0; Grp +1

Abilities Str 12, Dex 10, Con 14, Int 8, Wis 10, Cha 8
Feats Light Armour Proficiency, Toughness
Skills Profession (miner) +4, Use Rope +4
Possessions longspear, dagger, studded leather armour, wooden holy symbol of Hextor

NB. I think there should be eight of these cultists present, to give the appropriate EL.


The map of temple of Hextor is wrong or the map of the dark cathedral. In the chapel a 5ft wide corridor leads to the temple, in the temple the entrance corridor (coming from the dar cathedral) is 10ft wide. So think in advance how wide you want the corridor to be.


Adventure Path Charter Subscriber

GARRAS (CR 2)

Male half-orc cleric 1/fighter 1
LE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Goblin, Orc

AC 17, touch 10, flat-footed 17
hp 19 (2 HD)
Fort +6, Ref +0, Will +3

Spd 20 ft. (4 squares)
Melee mwk heavy flail +6 (1d10+4/19-20) or dagger +4 (1d4+3/19-20)
Ranged dagger +1 (1d4+3/19-20)
Base Atk +1; Grp +4
Atk Options Combat Expertise, Improved Trip, smite 1/day (+4 attack, +1 damage)
Combat Gear potion of barkskin (+2), potion of blur, potion of bull’s strength, 2 potions of cure light wounds, potion of shield of faith (+2)
Spells Prepared (CL 1st):
1st – bless, cure light wounds, inflict light wounds{D} (DC 12)
0 – create water, cure minor wounds, resistance
Domains: Destruction, War

Abilities Str 16, Dex 11, Con 15, Int 13, Wis 13, Cha 8
SQ rebuke undead, spontaneous casting (inflict spells)
Feats Combat Expertise, Improved Trip{B}, Weapon Focus (heavy flail){B}
Skills Concentration +6, Intimidate +2, Knowledge (religion) +5, Spellcraft +5
Possessions combat gear, half-plate, masterwork heavy flail, dagger, pouch with 27 gp

NB. I chose to let Garras keep his heavy flail, and drop his shield - as he has a fighter level and high strength.


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KENDRA (CR 2)

Female human cleric 2
LE Medium humanoid
Init +4; Senses Listen +3, Spot +3
Languages Common

AC 19, touch 10, flat-footed 19
hp 15 (2 HD)
Fort +4, Ref +0, Will +6

Spd 20 ft. (4 squares)
Melee mwk flail +4 (1d8+1)
Ranged light crossbow +1 (1d8/19-20)
Base Atk +1; Grp +2
Combat Gear scroll of silence, scroll of sound burst, wand of cure light wounds (41 charges)
Spells Prepared (CL 2nd, CL 3rd for evil spells):
1st – bane (DC 14), cause fear (DC 14), doom (DC 14), protection from good{D}
0 – create water, detect poison, read magic, resistance
Domains: Evil, War

Abilities Str 12, Dex 10, Con 12, Int 11, Wis 16, Cha 14
SQ rebuke undead, spontaneous casting (inflict spells)
Feats Combat Casting, Improved Initiative, Weapon Focus (flail){B}
Skills Concentration +6, Diplomacy +7, Heal +8
Possessions combat gear, half-plate, heavy steel shield, masterwork flail, light crossbow, 10 bolts, pouch with 20 gp, key to treasure chest in area 8

NB. Conversely, Kendra gets the lighter flail but keeps her shield.


Adventure Path Charter Subscriber

Grimlocks: AC 17, touch 11, flat footed 16; hp 11 each; Climb +5, Listen +4, Spot -1; Monster Manual 140. These grimlocks fight with morningstars rather than battleaxes, and carry heavy wooden shields and three javelins each.

NB. To make use of a heavy shield, a grimlock needs to drop its Alertness proficiency, hence the adjustments to the skill modifiers - I've kept the Hide modifier the same deliberately. I'm not sure why these grimlocks use morningstars instead of battleaxes - the latter seem much more iconic to me, and I'm not afraid of the x3 crit!


Adventure Path Charter Subscriber

GRIMLOCK KENNEL MASTER (CR 2)

Male grimlock fighter 1
CE Medium monstrous humanoid
Monster Manual 141
Init +1; Senses blindsight 40 ft.; Listen +2, Spot +2
Languages Common, Grimlock, Undercommon

AC 20, touch 11, flat-footed 19
hp 28 (3 HD)
Immune gaze attacks, visual effects, illusions
Fort +4, Ref +4, Will +2

Spd 30 ft. (6 squares)
Melee mwk battleaxe +8 (1d8+3/x3)
Ranged composite longbow +4 (1d8+3/x3)
Base Atk +3; Grp +6
Combat Gear potion of cure light wounds, 2 potions of remove fear

Abilities Str 16, Dex 12, Con 15, Int 13, Wis 9, Cha 10
SQ scent
Feats Skill Focus (Handle Animal), Toughness, Weapon Focus (battleaxe)
Skills Climb +0, Handle Animal +9, Hide +1, Listen +2, Spot +2
Possessions combat gear, studded leather armour, heavy wooden shield, masterwork battleaxe, composite longbow (+3 Str bonus) with 20 arrows, pouch with 5 gp

NB. The kennel master needs a heavy shield, too, to get the listed AC.


Adventure Path Charter Subscriber

GRIMLOCK ARCHER (CR 2)

Grimlock fighter 1
CE Medium monstrous humanoid
Monster Manual 141
Init +3; Senses blindsight 40 ft.; Listen -1, Spot -1
Languages Common, Grimlock, Undercommon

AC 20, touch 13, flat-footed 17
hp 25 (3 HD)
Immune gaze attacks, visual effects, illusions
Fort +4, Ref +6, Will +2

Spd 30 ft. (6 squares)
Melee club +5 (1d6+2)
Ranged mwk composite longbow +8 (1d8+2/x3) or mwk composite longbow +6/+6 (1d8+2/x3)
Attack Options Rapid Shot, Point Blank Shot
Base Atk +3; Grp +6
Combat Gear 3 tanglefoot bags, 2 potions of cure light wounds

Abilities Str 14, Dex 16, Con 15, Int 10, Wis 9, Cha 6
SQ scent
Feats Point Blank Shot, Rapid Shot, Weapon Focus (longbow)
Skills Climb +6, Hide +8
Possessions combat gear, studded leather armour, club, masterwork composite longbow (+2 Str) with 40 arrows, 50 ft rope with grappling hook, pouch with 21 gp

NB. They'll probably need to leave their ropes coiled up next to them to avoid being encumbered. I don't see any reason why these guys shouldn't have battleaxes, too - even though they don't like melee, why would they make their chances even worse?


Adventure Path Charter Subscriber

For some reason, there aren't any plan maps of areas 14-17 (except for a rather stylised one of area 15). I made some of my own to rectify this (using MapX from DungeonForge), which unfortunately aren't quite up to the same standard as the ones in Dungeon! Nevertheless, I've uploaded them to theRPGenius.com if you're interested.


Adventure Path Charter Subscriber
Callum wrote:

Grimlocks: AC 17, touch 11, flat footed 16; hp 11 each; Climb +5, Listen +4, Spot -1; Monster Manual 140. These grimlocks fight with morningstars rather than battleaxes, and carry heavy wooden shields and three javelins each.

NB. To make use of a heavy shield, a grimlock needs to drop its Alertness proficiency, hence the adjustments to the skill modifiers - I've kept the Hide modifier the same deliberately. I'm not sure why these grimlocks use morningstars instead of battleaxes - the latter seem much more iconic to me, and I'm not afraid of the x3 crit!

Also, grimlocks using shields can't wield their battleaxes/morningstars two-handed, so their weapon damage should only be 1d8+2.


Adventure Path Charter Subscriber

There is an orientation mismatch between the "Caves of Erythnul" and "Grimlock Cavern" maps. Unless there is an unseen 90-degree turn in the passage between areas 17 and 18, the "Grimlock Cavern" map should have North where West currently is (since 13-14-15-17-18 are in a straight line North-to-South). The room descriptions assume the current orientations of the maps are correct, so you may just want to put that 90-degree turn in, rather than correct those, too!


Callum, some corrections to your skeleton errata:

Skeletons have the _Undead_ trait, which specifies that undead are proficient with "whatever armour they are described as wearing", if they are not described as wearing armour, they are not proficient with it (they can't put it on after the fact) Thus these skeletons, since they are described as wearing the armour, are proficient with it. So, no ACP to attack roles (or anything for that matter).

Also, under possessions you have listed: "rusted partial plate (as breastplate). The text says it is FULL plate that is rusted (and thus only grants +5 to AC). The difference is that aside from providing slightly less protection, it is still technically FULL plate, and all the stats that go with it.

The changes are reflected below.

ARMOURED SKELETON (CR 1/3)

NE Medium undead
Init +5; Senses darkvision 60 ft.; Listen +0, Spot +0

AC 20, touch 11, flat-footed 19
hp 6 (1 HD); DR 5/bludgeoning
Immune cold, undead traits
Fort +0, Ref +1, Will +2

Spd 20 ft. (4 squares)
Melee heavy mace +1 (1d8+1)
Base Atk +0; Grp +1

Abilities Str 13, Dex 13, Con –, Int –, Wis 10, Cha 1
SQ undead traits
Possessions rusted FULL plate (provides only +5 AC), heavy steel shield, heavy mace

NB. Undead are proficient with any armour they are described as wearing (MM 317)


Callum, there are some corrections to your errata of the CULTISTS

There is further errata to GARRAS, and KENDRA.

CULT FANATIC

The stats in the magazine are correct as they are for a Lvl 1 _WARRIOR_, so the only errata is that these Cult Fanatics should be changed from "Human Commoner 1" to "Human Warrior 1". This would make sense since they have been training to get in to the temple of Hextor. ALL STATS IN THE MAGAZINE REMAIN AS THEY ARE LISTED IN PRINT.

GARRAS

Callum is correct that with a Heavy Flail (2 handed weapon) Garras would not be able to use his shield, and thus AC should be 17 without his shield. The damage stats listed in the magazine are for a light flail, which may have been the writer's intention 9and would allows for use of the shield), but Callum is right that Garras can take advantage of his strength to get an extra point of damage using the Heavy Flail two-handed (1.5 x Str bonus to dam). So, DMs should choose either to have Garras use a Light Flail with a Shield for an AC bonus of 1, or have him use the heavy flail and NO shield for a dam bonus of 1 instead.

Further correction to Garras: Unless I am mistaken, the skill points for Garras are incorrect. The mag lists his skills as: Concentration +7, K. Religion +6, Spellcraft +6 (Callum has these skills listed as Con +6, Intimidate +2, K. Religion +5, Spellcraft +5, but Intimidate is not one of his skills in the mag. Though it might be useful to him).

Garras' Int is +1, so for either Fig, or Clr, he gets 3x4 = 12 Skill points at Lvl 1, and another 3 SP at level 2, for a total of 14 SP. Class skills can't have more than 5 ranks at lvl 2, so he couldn't possibly have the skill ranks he does in the magazine.

If he started as a Cleric at level 1, and then took a lvl of fighter, he could have the following Skills (the three skills listed are all Cross Class skills for Fighters) Concentration +5 (4 ranks as cleric + 2 skill points as a fighter to equal 1 rank), K. Religion: +4 (4 ranks as Cleric + 0 ranks as Fighter), Spellcraft +4 (4 ranks as Cleric + 0 ranks as Fighter), and he would have one skill point from his Fighter level left over to put into a Fighter class skill.

So: Con +5, K. Rel +4, SC +4, Intimidate +1 (for example)

If he started as a Fighter at level 1, and then took a level of Cleric and kept the same skills listed in the mag, his skills would be lower. They would be Con +3, K. Rel +3, SC +3. These are all cross class skills for Fighters, so it would cost 2 SP per rank at Fighter level 1.

Obviously you will want Garras to be a Cleric at level 1, and a Fighter at Level 2.

KENDRA

The mag says she has a heavy flail, but lists the damage for a light flail, and her AC with a shield. Obviously she was supposed to have a LIGHT FLAIL instead, so change her Possessions to say LIGHT FLAIL instead of HEAVY FLAIL (which is 2-handed). Dam stays the same, and she can use her shield.

Kendra's skills are wrong also. As a Level 2 Cleric she can't have more than 5 ranks in her class skills, so the skills as listed in teh mag are too high. As a human Clr 2 with INT of 11, she would only have 14 skill points, so her skills should be as follows:

Concentration +5, Diplomacy +4, Heal +5

Kendra's possessions also fail to mention her Light crossbow, as Callum points out in his errata above.


THELDRIK

As with Garras and Kendra, Theldrik is listed as carrying a Mstwk HEAVY flail, but the damage listed is for a LIGHT flail, and Theldrik is carrying a shield. The author likely meant for him to be carrying a LIGHT flail, so change this from HEAVY flail to LIGHT flail, and everything else is fine.


Adventure Path Charter Subscriber
Deimodius wrote:

Callum, some corrections to your skeleton errata:

Skeletons have the _Undead_ trait, which specifies that undead are proficient with "whatever armour they are described as wearing", if they are not described as wearing armour, they are not proficient with it (they can't put it on after the fact) Thus these skeletons, since they are described as wearing the armour, are proficient with it. So, no ACP to attack roles (or anything for that matter).

It's true that the Monster Manual notes an undead creature as being "proficient with whatever type of armour it is described as wearing," but I don't think this means you can simply write a new monster entry listing a different armour type and thus grant the creature a new armour proficiency. If that were the case, it would mean that every creature would effectively have heavy armour proficiency! No, I think this is referring to the descriptions in the Monster Manual itself (or whatever the primary source for the given monster is). Thus, skeletons are not proficient with any armour type.

Deimodius wrote:
Also, under possessions you have listed: "rusted partial plate (as breastplate). The text says it is FULL plate that is rusted (and thus only grants +5 to AC). The difference is that aside from providing slightly less protection, it is still technically FULL plate, and all the stats that go with it.

Well spotted - this was an adjustment I made, and not technically a correction, so it shouldn't have appeared here! I was just trying to match the room description a little better, where the armour is described as "ranging from battered leathers to rusted plate." I also wasn't sure why rusted full plate would give a bonus of +5, or be worth only 100gp, and found it easier to envisage the skeletons wearing bits and pieces of different armour, which would count as a breastplate, on average.

Thanks for your comments - it's good to know there's someone checking over what I've written.


Adventure Path Charter Subscriber
Deimodius wrote:

Callum, there are some corrections to your errata of the CULTISTS

There is further errata to GARRAS, and KENDRA.

CULT FANATIC

The stats in the magazine are correct as they are for a Lvl 1 _WARRIOR_, so the only errata is that these Cult Fanatics should be changed from "Human Commoner 1" to "Human Warrior 1".

This isn't the case - a warrior would have 4 more hp (d8 instead of d4), a spare feat (as he wouldn't need to take light armour proficiency), different class skills, and an extra +2 on his Fort save.

Deimodius wrote:

Further correction to Garras: Unless I am mistaken, the skill points for Garras are incorrect. The mag lists his skills as: Concentration +7, K. Religion +6, Spellcraft +6 (Callum has these skills listed as Con +6, Intimidate +2, K. Religion +5, Spellcraft +5, but Intimidate is not one of his skills in the mag. Though it might be useful to him).

Garras' Int is +1, so for either Fig, or Clr, he gets 3x4 = 12 Skill points at Lvl 1, and another 3 SP at level 2, for a total of 14 SP. Class skills can't have more than 5 ranks at lvl 2, so he couldn't possibly have the skill ranks he does in the magazine.

If he started as a Cleric at level 1, and then took a lvl of fighter, he could have the following Skills (the three skills listed are all Cross Class skills for Fighters) Concentration +5 (4 ranks as cleric + 2 skill points as a fighter to equal 1 rank), K. Religion: +4 (4 ranks as Cleric + 0 ranks as Fighter), Spellcraft +4 (4 ranks as Cleric + 0 ranks as Fighter), and he would have one skill point from his Fighter level left over to put into a Fighter class skill.

So: Con +5, K. Rel +4, SC +4, Intimidate +1 (for example)

You're omitting the relevant ability modifiers in your calculations. I've given Garras 4 ranks in Concentration, Knowledge (Religion), and Spellcraft at 1st level as a cleric, and 3 ranks in Intimidate at 2nd level as a fighter. You could, if you liked, spend 2 of those fighter skill points on Concentration, but I thought it made more sense to get full value from them (especially as his Charisma gives him -1 on Intimidate).

Deimodius wrote:

Kendra's skills are wrong also. As a Level 2 Cleric she can't have more than 5 ranks in her class skills, so the skills as listed in teh mag are too high. As a human Clr 2 with INT of 11, she would only have 14 skill points, so her skills should be as follows:

Concentration +5, Diplomacy +4, Heal +5

Again, you're overlooking the ability modifiers (and 12 + 3 = 15 total skill points). The skill modifiers I listed are correct.


Okay, so it seems i still need to work on making sure I've accounted for all possible modifiers. There are so many! :-)

Maybe someone can then help me figure out this possible errata (Callum?):

The Kenku Boss (TFoE pg 40) is listed as a Rogue lvl 4. His BAB is +3, his DEX bonus is +4, and he has a MWK Light x-bow. If my math is right, that's a ranged attack bonus of +8, right? The text lists it as +7 only. This attack bonus would increase to +9 if the target is within 30' because of the Kenku boss' Point Blank SHot feat.

Have I missed anything? So far my PCs are exploding the poor Kenkus.

Sovereign Court

That's Ok. You'll make things all even when they meet up with the Faceless One; and later with the Ebon Aspect.

Having just run through this section, I recomend you consider tossing a couple of extra Vecna cultists at your PCs, depending on how easy a time you find they are having.

Later on, if played properly (and played really nasty) the Ebon Aspect will give the PCs all they can handle.

My group is still murmuring about it.


Correction: In the Common Room of Erythnul's church, the CR should be CR 6. Not sure if that's a Pathfinder conversion thing, though.

Scarab Sages

Apologies for the necro.

I am converting AoW into 5th ed. The map on page 32 makes no sense to me. Am I looking at from a bird's eye view or from the perspective of the players? If anyone has map resources for the AP that would be much appreciated. If anyone would be interested I am combining all 12 issues into a single word doc. Would love to get some proofreaders to check my work.

Kind regards


Adventure Path Charter Subscriber

The map on p 32, titled "Horshoe (sic) Caverns", is a top-down map. It's actually a map of area 15, despite not being lablled as such!


Yeah, the maps are very confusing. You have my sympathies, Phoenix.

Scarab Sages

How did other people deal with this lifeless meat grinder? there seems to be no way for the players to retreat after a hefty fight in Hextor, then into the grimmies and then finally into vectna. I trying to decide if the elevator goes into all three sections but needing a puzzle or key to enter the different sections or if hextor and errunythul are ontop and the temple of vectna is else in Diamond lake. thoughts feelings on this issue.


Adventure Path Charter Subscriber

I think the intent is that there's very little day-to-day communication between the three groups, so it should be possible for the PCs to clean out one area and then rest before moving on to another area. You can also build in some restrictions (eg locked doors, with a key found at the end of the previous section) if you want the players to encouter the three groups in the given order - leaving the faceless one until last. I know one DM separated the three temples out, so they weren't all located in the same place - if you search this area of the messageboards, you should be able to find their post about it.

My players enjoyed encountering the differing characters of the three cults, and found the final battle against the ebon aspect memorable.

Scarab Sages

Thank you Callum and Kobold for the clarification. I was thinking of giving the PCs the choice of Hextor or Erythunul but have the door to vecna only be unlocked once the leaders of both have been pasted. The the door to vecna unlocks to a portal of what was once a secret lair however the faceless one has since discovered it and that why the mine was built not to the lair its self but to a hidden portal. that it kept alive due to vecna's power has a lesser god.

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