Gathering of Winds - Pillar room. Stop the revolt !


Age of Worms Adventure Path


I'm running this adventure and just about finished it. For those who have read it I'm the DM for Deree's diary. My players nearly revolted after this. The issues:-
1. The doors. Adamintine plated. One player estimated it would be worth 65 million gp.
2. The room. Characters of that level have earned the right to use fly etc but you have to jump. So thus removing the players abilities but who in there right mind would attempt to jump across. The 2 elementals could have easily given a TPK by picking them up and continuously dropping them in the pit. Funny though Deree survived the 500ft drop.
3. None of the removed is considered as a trap so no xp. Ludicrous!!!!!
The wall "trap" consider the hurricane winds blow the PC against the opposite wall and so on. They would be hit by a lightning bolt each time. Character dead.
Anyone else encounter similar problems.
I'm quite shocked that I can't find a thread discussing this already.


Don't let them sell the doors. Certainly not for 65 million gold, if they're merely plated. You could say that adamantine can't be worked any further once it's cooled - it's too hard - and for that reason, adamantine is only worth as much as the object it's made into.


Jonathan Drain wrote:
Certainly not for 65 million gold, if they're merely plated.

That's calculated on the fact they are plated (1 inch thick), they are something like 50ft tall by 80ft wide. If they were solid I'd hate to think how much they cost.

You would have thought after all fuss about the millions of gp in iron balls in the first Whispering Cairn adventure, they would have learned their lesson.

Perhaps it wouldn't have felt so bad if they hadn't already priced up other fixtures and fittings (like chandeliers) in the adventure. I made a joke that we feel more like a team of architectural salvage engineers than adventures.

They didn't really need to be adamantine in the first place, as they gave a hit point value for the door so it was clear that smashing through it was a valid option. Thicker or iron bound would have been equally effective and less likely to scream "Hey I'm treasure".

Jonathan Drain wrote:
You could say that adamantine can't be worked any further once it's cooled - it's too hard - and for that reason, adamantine is only worth as much as the object it's made into.

You would still be able to carve out useful sections of adamantine, it would be worth less but not worthless, maybe 'just' several million gp.

There were a number of other problems with this adventure, but the doors and the whole pillar room in general stood out.


Jonathan Drain wrote:
Don't let them sell the doors. Certainly not for 65 million gold, if they're merely plated. You could say that adamantine can't be worked any further once it's cooled - it's too hard - and for that reason, adamantine is only worth as much as the object it's made into.

Here's my math on the doors:

There are two sets of two doors, each is 15 foot by 50 foot by 1 inch thick. 1 inch is 1/12th of a foot, so 15 * 50 * (1/12) cubic feet.

That's 62.5 cubic feet of adamantine per door. However trade goods are measured per pound. Adamantine is the same density as iron (or adamantine items would weigh more or less than regular ones), which is 491 pounds per cubic foot. That's 30,687 pounds of adamantine per door.

On a conservative estimate, adamantine is worth double that of platinum as a trade good. PHB lists platinum as 500 gp per pound, so 1000 gp per pound.

That's 30,687,500 per door. Times four doors is 122,750,000 gp value.

Even if 50% of the value is lost in the breaking down and reselling process that's still 61 million gold.

After the iron ball fiasco, this is simply retarded.

Wolfgang Baur: I'z cheatin ur room, sellin ur adamantine.

-- Azaroth


The pillar room was irritating. In most parties it is likely that some people have the skills to hop from pillar to pillar, but some people will have to rely on fly (normally the armoured characters). This will trigger the Elementals, and being forced to fight Air Elementals in such a room should provide a higher XP award due to the difficulty of the terrain.

The mist ensures that anyone falling is in real trouble, as they can be picked apart by Elementals without being able to get aid from ranged characters such as spellcasters.

The crumbling pillar and the illusiory pillar are traps and should be rewarded as such.

The adamantine-plated doors are just bad adventure writing. If you put 1" thick gold doors in an adventure would you expect players to try and devise ways to take the doors? I think for most groups the answer would be yes!


On the door issue.

I doubt the party has the materials needed to haul these doors around with them. Per Azaroth's previous post they are 30,687 pounds of admant, not to mention the door weight itself. Unless the party has a portable blast furnace they are not going to get the adamant into anything manageble in size or shape to hault it all out. Bags of holding rapidly run out of space, not to mention if they are tearing the metal somehow off the door you have jagged edges. Bad things for bags of holding. As far as beating them down, I doubt that when you force the door itself down, you are sundering the actual door, but the weak points (locks, hing-plates, etc). So the issue is really moot as they have no means of getting the metal out.

Stan


Yeah but for 122 million gp, I think you'd make the effort to find a way to transport them. Heck just hack it into strips with an adamantine sword/axe, and take it out over several months if need be. You don't need to transport the whole door after all just the 1 inch thick plating, which you can remove at the location.

The "If anything tries to "cheat" this room by flying... the elementals fly up out of the fog to attack the party." line is particularly annoying.

Cheat the room? The room is full over pillars over what appears to be a bottomless pit, does anyone you really think the first thing an 11th level party is going to try and do is jump from pillar to pillar? What parties have all the characters with maxed out jump and balance skills?

Plus how is flying cheating? The Wind Dukes (who built the tomb) themselves fly! If anything jumping would be cheating. By cheating what Baur actually means is not playing the adventure exactly like he planned it when he wrote it. Penalising players for intelligent uses of their abilities is just bad DM'ing.

A room full of traps that can't be detected as traps and aren't rewarded as traps sure makes the party Rogue happy.

Mind you the whole adventure seems to be about crippling players abilities. I think there are something like three creatures that aren't immune to criticals in the whole thing, and most of the ones that can, can't be flanked due to special abilities so the party rogue or anyone with improved critical feels hard done too.

A variety of monster encounters is nice but If you've been fighting constructs (immune to Criticals and DR) for ages then fighting elementals (immune to criticals and DR) is not what I call variety, especially when you spice it up with an ooze (immune to criticals and dissolves all melee weapons).

Similarly one fight while falling down a pit is interesting the second is just frustrating.

Liberty's Edge

When I was a player in SCAP, we had a similar problem in the volcano lair in 13 Cages. All those adamantine bars! I casually mentioned that they were worth a fortune and the DM just said they were not "pure" adamantine and therefore worthless. Just a cop out as a result of poor dungeon planning.

Players are great scavengers, especially at low levels where every copper matters, so I don't blame anyone for trying to salvage a king's ransom in adamantine doors or iron balls. One of the biggest rules of DMdom is "don't include items in your adventure that you don't want your players to have." If you see something that is potentially game breaking in an adventure, then change it!

In order to avoid the iron ball problem IMC, I substituted the balls with skulls being shot out of the holes instead. Much creepier and they didn't stop to calculate the value of 60,000 humanoid skulls either. :) They just wondered where they all came from, and then decided it was probably better no to ask.

Thanks for the heads up with the door. I'll probably make it a door made out of magically reinfornced longbones or something. The Wind Dukes IMC were a lot darker and used the bones of thier enemies in their monuments.


Solution: Substitute all adamantine-built features with deflector-shielded durasteel. Just kidding - sort of.

Being that this is a fantasy game that has evolved since its inception, I'm surprised that designers haven't thought of a better way to build a dungeon, specificly where unpassable/unbreakable materials are concerned AND you have opportunistic players. You could solve this problem by using a Drow solution - the equipment disolves upon reaching "the surface", but that cards been dealt.

How about some sort of magical field that surrounds - and bolsters - regular iron & steel? This magical field is cheep to implement (little or no XP or GP cost), and is permanent until destroyed or removed from its location. Thoughts?


It would never occur to my group that the doors are that valuable. They would just look on them as another obstacle. That said, I would just have the adamantium on the doors worked in such a way that when they are taken out of the dungeon, they quickly rust/corrode/disolve. Same with the iron balls or you'll start a war between mine managers for possession of all local cairns.


Stanley Meskys wrote:


I doubt the party has the materials needed to haul these doors around with them. Per Azaroth's previous post they are 30,687 pounds of admant, not to mention the door weight itself. Unless the party has a portable blast furnace they are not going to get the adamant into anything manageble in size or shape to haul it all out.

The doors have 62.5 cubic feet of platinum each, times 4 is 250 cubic feet. A single portable hole (value 20k) has a diameter of 6' and a depth of 10' for a total of 282 cubic feet.

Even admitting for 1 cubic foot in 10 by not melting it into nice blocks, that's still only 9 trips. Oh no.
And if you assume that in hacking the adamantine off the doors you waste 50%... 5 trips and still 50+ million gold... 10 million a trip.

As for blast furnaces, that's what 12th level wizards are pretty good at, actually :) Especially with empower and extend.

The Exchange Contributor, RPG Superstar 2008 Top 6

DMaple wrote:


That's calculated on the fact they are plated (1 inch thick), they are something like 50ft tall by 80ft wide. If they were solid I'd hate to think how much they cost.

Plating is normally a thin layer. An inch isn't thin. I'd personally assume barely any adamantine, enough to give it hardness 20 but not tons of hp.


I don't see the adamantine doors as such a big problem, I mean as previously mentioned it will take a huge amount of time to "mine" the material, and meanwhile the Age of Worms gets closer and your PC's are miners rather than heroes. If they really want to try doing it, I'd say let them try and raise a workforce to do it, then of course there's easy ways to slow that down and/or drain any profits. Not to mention that they have to find people willing to buy that much adamantine - they will quickly flood the market and demand will dry up. Similar to how I dealt with the iron balls - let them mine them over a number of months / years using local labour and one or more trusted "mine managers", but in the fullness of time they make a small profit which in my game they have simply ploughed directly into building up their base of operations (eventually they will have a 100,000 gp value mansion complete with staff etc - not a biggie, the campaign will be over by then). So good luck to them there I say, it has no material effect on their wealth as PC's, at least not during the campaign.

As for the air elementals room, I agree, it's a bit of a weird one as far as the set-up goes, but in my game it went OK, my players used a lot of flight (like the rest of this dungeon), and when they worked out they had to jump from pillar to pillar they simply tried to do it while still having the fly spell going, so misses (of which there were many) were not so dangerous. Eventually the air elementals did strike, because my players got bored I think, but because they all had fly up it wasn't catastrophic (although it was still a really tough fight).

Personally, I think yes it deserves at least 50% extra XP, and probably also a trap XP bonus (CR 10?), but at this character level I don't think your players can complain about a difficult room like this, they should be able to overcome it through good use of spells etc. For example my guys scouted the room out prior using magic, so had a reasonable idea before they hacked / magicked through the walls by the doors (easier than hacking through the doors themselves - attacking the walls to get somewhere was a favourite trick of theirs since sodden hold). And the room just screams out that it's a trick/trap type of room.

The Exchange Kobold Press

azaroth wrote:

After the iron ball fiasco, this is simply retarded.

Wolfgang Baur: I'z cheatin ur room, sellin ur adamantine.

Azaroth- I love your players, especially after the iron ball thing. They show serious smelting power, and are probably all dwarves. My kind of PCs.

However, the 1-inch-thick adamantine plating was an editorial decision. The text I turned over said it was an iron/mithral alloy for exactly this reason. Oh, and I'm with Russ Taylor: plated metal is usually measured in fractions of a millimeter. Gold plating or plated chrome are both extremely thin. Adamantine plating would probably be the same.

As to the pillar room, there's been a revised version of it discussed in a couple threads. Some groups have had a good time with it, but in retrospect, the jump-or-fight-elementals is way too heavy-handed. I think the easy fix is that anyone can fly all they want, but the room is filled with a permanent Wind Duke storm (magical lightning traps and gust of wind effects). Flight is possible, but very difficult, and each round the party stays there's either area damage or mass Reflex saves, depending on how generous you are.


Russ Taylor wrote:
Plating is normally a thin layer. An inch isn't thin. I'd personally assume barely any adamantine, enough to give it hardness 20 but not tons of hp.

Normally it is, but in the adventure it is specified as 1 inch thick. Hardness 20 something like 980 hit points.


Wolfgang Baur wrote:
Azaroth- I love your players, especially after the iron ball thing. They show serious smelting power, and are probably all dwarves. My kind of PCs.

Actually just me Grim (from Deree's dairy). Azaroth's playing an elven Wizard of all things, still he pulls his own weight in the party, just obviously that is considerably less weight than Grim. *grin*

Wolfgang Baur wrote:
However, the 1-inch-thick adamantine plating was an editorial decision. The text I turned over said it was an iron/mithral alloy for exactly this reason.

Hmmm, I guess the angry mob is knocking on the wrong door in this case.

Iron/mithral alloy would have been sensible, lots of effort to recover for considerably less reward, probably not even worth the effort. :)

Wolfgang Baur wrote:
Adamantine plating would probably be the same (thin coating).

I'm guessing the same editor made it an inch thick.

Wolfgang Baur wrote:
As to the pillar room, there's been a revised version of it discussed in a couple threads. Some groups have had a good time with it,

I suppose it play out differently for other groups, but for us it was just very frustrating, and the adventure had been pretty frustrating up to that point.

I think it was the fog at the bottom that actually was made it really bad.

We had a wizard who could do nothing because once the fight was in the fog (round 2) he couldn't target anything.

A rogue who could do nothing because of the DR, and no criticals and none of the traps in the room were actually traps.

All the melee types could only hit because they readied actions to hit back on being hit (so no full attacks) they were stuck at the bottom of the pit with the elementals using their reach to attack them while hovering in the mist above (doing full attacks). Even then the cleric had to use Blade of Blood nearly every round to get past their DR. And the Paladin was having to use Power Attack to get past DR, and so missing as often as he hit.

The Monk (who had the Cloak of the Bat) was the only one able to fly to get close and was kicking like crazy but again because of the DR10/- was doing very little damage.

So you have 2 out of 3 players stuck twiddling their thumbs, while the others took ages, about 10 rounds or more, to chip away at the enemies hit points.

Oh and thanks for popping your head above the parapet and posting in this thread.


Sounds like the party wizard needed to get going on dispensing the Fly spells, they make this adventure so much more tollerable; my players hardly went anywhere in the 2nd half of the adventure without the whole party using Fly, they even had Allustan prepare a bunch and cast them on the group at one stage when the wizard was awol.


Less you mention Allustan the better, I wouldn't be surprised if our group didn't lynch him next time we see him. His only roll seems to be getting into trouble or running away at the first sign of it.

Unfortunately, our wizard didn't have enough fly spells to go round (so we Dimension Doored across the pillar room) at that point and as we were all caught up in whirlwinds by the end of round 1 and dropped in the pit by the end of round 2 (he was able to save all but one of the party [poor Deree it isn't going to help his paranoia that he was the one we let fall into the pit] with a Feather Fall) and he couldn't target anyone with a fly spell. He did pretty much all he could.

I'm sure we could have "raised our game" if we had left the dungeon halfway through road back to Greyhawk (no teleport at the moment) and sold some stuff to get some more suitable items. But we didn't think taking all that time out suited our style of play. As it was it felt like we were being over cautious as we seemed to be doing a rope trick every two encounters.

Liberty's Edge

My players are generally quite the mercenary bunch, but it didn't occur to them to try and strip the metal. If they had, I would have re-used the "crumbles into dust when it leaves the tomb" that they already had experienced in the Whispering Cairn. (I established early on that the magic of the Wind Dukes infuses the metals and ceramics in the tomb, and when pieces of the tombs are removed, the magic that holds them together quickly erodes.

That's certainly heavy-handed as well, but there's a precedent for it in my campaign and I think it echoes the airy concept of the Wind Dukes (just look at the Wind Warriors and their swords!) and enhances the theme of their architecture.


Christopher West wrote:
I established early on that the magic of the Wind Dukes infuses the metals and ceramics in the tomb, and when pieces of the tombs are removed, the magic that holds them together quickly erodes.

Doesn't that cause a problem when they discover treasure they should/could be taking chandeliers for just one example.


Hmm, I'm mentally reviewing the party's spell lists. The sorceror doesn't have Fly. I think they may have to either jump or depend on the cleric's Wind Walk. Which could be interesting, in the circumstances...


My group dimension doored across. Can anyone tell me if there are our adventures in the path which have similar problems to this one after a gathering of winds.


Darthloser wrote:
My group dimension doored across. Can anyone tell me if there are our adventures in the path which have similar problems to this one after a gathering of winds.

I haven't found any more adventures with similar problems, although players could be annoyed at the lack of items in Kings of the Rift.

My group liked the pillar room (ending up dimension door'ing across), but they ended up hating the adventure anyway. Mostly due to the abundance of doors that went nowhere in the upper two levels of the dungeon. Especially the "5 doors in a row with abjuration magic" one. If I was running it again I'd cut that particularity.


I hope Darthloser doesn't mind but I had a flick through the adventure (since we have completed it) just too satisfy my curiosity as to what creature types there were.

Of the 36 monsters in the adventure 26 are immune to criticals, and 7 cannot be flanked. Of the 3 remaining their movement abilities or the battle location mean it is unlikely that you would be able to flank them even with tumble.

Personally I think the fact that a rogue will never get to use a key class ability (sneak attack) during the whole adventure is something that should have been picked up in editing not changing the doors to adamantine.


My group thought they had it all figured out.

"Well we can fly out there but I guarantee as soon as we get out above that pit ... whammo!! Dispel Magic," the human wizard from Bissel said.

"Tie a rope to me and I will fly out," said the dwarf fighter. "I will test your theory."

Out flew the dwarf after having fly cast on him, waiting for the dispel magic, not noticing the winds picking up speed around him. Before he knew it he was caught up in a cyclone formed elemental who proceeded to fly him down to the bottom of the pit and then fly back up to engage his companion as he attacked the rest of the party.

All in all, however, they dealt with the elementals quite handidly and then managed to figure out the rest of the room once they had time to carefully inspect it. They loved the encounter, by-the-way. "Reminds me of some of the old style adventures," one of them said.

Ironically enough, the dwarf recognized the value of the adamantine doors but argued against attempting to harvest them for treasure as he was on an epic quest to stop this vile Age of Worms and did not have time. (He is a slightly deranged dwarven fighter with levels of wormhunter ... and a Charisma of 2).

Dark Archive

My players didn't even think about trying to salvage the doors and start up a business to haul them out. We play D&D, not some business manager RPG. To each his own though, if you guys would have fun figuring all that out and role-playing it over a few sessions then more power to you. My group has trouble talking to an npc for even a minute or two(those darn hack and slashers!). :)


DMaple wrote:
Yeah but for 122 million gp, I think you'd make the effort to find a way to transport them. Heck just hack it into strips with an adamantine sword/axe, and take it out over several months if need be.

Who's going to buy 122 million gp worth of adamantine? Especially after the Age of Worms has progressed for months unchecked?

Really, at the risk of sounding dismissive, just friggin' don't worry about it. D&D is a game, and it's a game about heroics and adventures and saving the world, not about strip mining.

Reasonably, you should be able to profit from the doors, I grant you that.

But reasonably, you should be able to profit from the dungeon, and others like it. Have you checked the prices in Stronghold Builder's Guide?

Reasonably, my 14th-level AoW wizard doesn't need to worry about the Age of Worms anymore. He could happily spend the rest of his life on Arborea, in his magnificent mansion, sharing nine-course banquets every day with his simulacrum pleasure-bots.

But D&D doesn't need to be reasonable. It does need to be fun and exciting. And what sounds like a more fun and exciting thing to do with the coming month: taking apart an adamantine door; or going on an expedition to the ruins of a city once ruled by Kyuss to find out more about his history?

Sovereign Court

jasin wrote:
But D&D doesn't need to be reasonable. It does need to be fun and exciting. And what sounds like a more fun and exciting thing to do with the coming month: taking apart an adamantine door; or going on an expedition to the ruins of a city once ruled by Kyuss to find out more about his history?

QFT. If I wanted to take Profession (Miner) I would never go into adventuring business in the first place. :-)


jasin wrote:
D&D is a game, and it's a game about heroics and adventures and saving the world, not about strip mining.

Ah but to survive those adventure you need stuff, and to get stuff you need loot. So when a big load of loot is just staring you in the face, it's sometimes hard to ignore. Especially when the next purchase you were considering was a suit of adamantine full plate.


Well, presumably, there's enough treasure in the adventure to meet the wealth guidelines even without over tens of millions in adamantine doors? :)

If you are considering an adamantine plate and you just stumble upon this, I admit it is rather tempting. But it should be easy enough to handwave something reasonable and get on with it: chip off enough for a full plate, or for half or something, and get back to killin' Kyuss spawn.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

My player looked at the setup, understood what was intended by it, rolled his eyes, and had his (flying, hasted) PCs zoom across the room and through the hole in the ceiling. They took a fair amount of lightning damage, but only one was knocked down. She then played tag with the elementals while the rest fought up above; they weren't able to hurt her. This is the kind of could-easily-go-wrong plan that I only tend to see when the player is not having a good time, and indeed when I asked he confirmed this. Apparently the dungeon had outlived its welcome quite a while earlier.

I'm not sure exactly what was wrong, except that it was impossible to believe in Allustan's presence where he was found--how did he get through six belkirs, Large creatures *completely filling the space they're in*, without killing or banishing them? So the whole thing felt unreal and therefore unengaging. And the final pillar room trap was really contrived.

I liked Whispering Cairn a lot and was sorry not to see more of it, but Gathering was pretty much a non-event for us. To my great disappointment, so was Longshadow. The player has gotten into a "just do the optimal thing, ignore the chrome" mindset. I don't blame him after the double TPK in HoHR, but it's really a shame.

I think dungeon creators need to accept that a mid-level or higher party will be Flying all of the time. Taking away their ability to do so does not, in my experience, make the encounter more interesting; it just makes the players angry, unless it is really a natural outgrowth of the scenario. A lot of the material in Gathering would have worked for a lower level party--climbing down the waterfalls seemed quite cool--but it's just not appropriate at these levels.

Mary


Well said Mary.

Just on the point of loot - one of the things that hasn't been mentioned is that the group has slain a dragon which, presumably, somewhere has a treasure hoarde that the players don't (at least at this time - having not read the adventures i'm not sure if it crops up later on) get a sniff of.

Having played GoW i see no relevence to the campaign or the coming of the Age of Worms (as i said, not read the adventures so maybe there's a link i've missed or comes up later) and feel that it was put in to give the players a break from killing undead (although a break from one set of creatures immune to sneak attacks and crits should not involve a whole dungeon of creatures immune to sneak attacks and crits).

If a break was what was intended then i would advise all gm's who haven't run this particular adventure not to and come up with something else a bit more... different for want of a better word.

The one thing that immediately springs to mind is the dragon hoarde. Players could research the dragon and try to find its lair... along with a number of other groups (Kullen if he's still alive, Tira and her group, any other groups sponsored by the mine bosses/prominent figures of DL who all know a dragon's dead). Said dragon could have had baby dragons, loads of those crazy half-lizardmen/dragon hybrids or whatever they were from E at BK, possibly even a load of Spawn of Kyuss dragonkin or any number of other beasties - even the pillar room could be incorporated in order to get across a big cavern to the treasure room if you really like. The treasure found in GoW could be duplicated or even relaced by the monotary equivalent.

As i said, i may be completely wrong in my assessment of the adventure but all i can do is offer my opinion as a player who (having played a rogue throughout it) has had some of the most frustrating and boring weeks of my roleplaying life (not my entire life though - them two weeks work experience at the garden centre were way more tedious)although i hope you can't tell from the diary (shameless plug for Deree's Diary).

GM's just think before you run is all i'd say.

Deree (aka Steve)


Deree wrote:
The one thing that immediately springs to mind is the dragon hoarde. Players could research the dragon and try to find its lair... along with a number of other groups (Kullen if he's still alive, Tira and her group, any other groups sponsored by the mine bosses/prominent figures of DL who all know a dragon's dead). Said dragon could have had baby dragons, loads of those crazy half-lizardmen/dragon hybrids or whatever they were from E at BK, possibly even a load of Spawn of Kyuss dragonkin or any number of other beasties - even the pillar room could be incorporated in order to get across a big cavern to the treasure room if you really like. The treasure found in GoW could be duplicated or even relaced by the monotary equivalent.

Ilthane's hoard is addressed in "The Prince of Redhand."


Cheers... in that case ignore previous suggestion for adventure but my opinion/advice would still remain - do some serious reading/reworking on this adventure before you run it - it's very frustrating to play as it is


DMaple wrote:

Cheat the room? The room is full over pillars over what appears to be a bottomless pit, does anyone you really think the first thing an 11th level party is going to try and do is jump from pillar to pillar? What parties have all the characters with maxed out jump and balance skills?

<snip>

Mind you the whole adventure seems to be about crippling players abilities. I think there are something like three creatures that aren't immune to criticals in the whole thing, and most of the ones that can, can't be flanked due to special abilities so the party rogue or anyone with improved critical feels hard done too.

So, hang on a second. You're complaining about removing the main point of getting a Rogue to shine (Sneak Attack) and then saying they should have removed the main point of getting a Rogue to shine (dexterity-based skills)? Isn't that a bit of a contradiction?

That being said, I agree with most of what's being said- overall, I liked this adventure, but I hated this adventure. I mean, it's fun to look at and read, and it might have been fun to play through, but far too much of this adventure was completely pointless. I understand it's a tomb for these great wind beings, and of course such a tomb would have lots of traps, offshoots, and cool little bonus areas, but more than half of the encounters in the adventure served no purpose and could have been skipped easily and with no repurcussions. (The ice room, the multiply-locked door with nothing behind it, and so on were all cut from my game.) I'd rather cut the unnecessary (not just unnecessary, but pointless, too) encounters and zip through the adventure in one or two gaming sessions and then get on to cooler environs than sit through three or four sessions of (in my opinion) meaningless encounters. And my players were never short on XP, either, so the point was even more clear to me.


UltimaGabe wrote:
So, hang on a second. You're complaining about removing the main point of getting a Rogue to shine (Sneak Attack) and then saying they should have removed the main point of getting a Rogue to shine (dexterity-based skills)? Isn't that a bit of a contradiction?

Jump is Strength based, balance is hardly a primary skill choice for a Rogue either, it's like an optional extra if you can max Disable Device, Spot, Search, Tumble, etc.


A few quick points:

1) As already stated, even if the party could somehow remove all of that adamantine and transport it, no one will be able to buy it from them. My party had enough problems just trying to sell all of the loot from TFoE in town - the shopkeeps aren't rolling in tens of thousands of gold pieces. if they were, they won't be in Diamond Lake anymore. (Same goes for the iron ball problem that was mentioned)
If the party does try to sell 120 million worth of adamantine, eventually word is going to get out about what they're carrying, a bunch of people are going to try and steal it from them.

2) There are some important reasons to run GoW - the most obvious ones being the final loot at the end, the enhancement to Zosiel's Diadem, and the activation of the Talisman of the Sphere, which can come in very handy when the party is getting closer to the end. Getting a fragment of the Rod of Sever Parts isn't a bad deal either, even if it is the largest piece.


Well, we had fun playing this adventure. My player skipped most of the stuff that wasn't connected with the main purpose of the adventure anyhow. The multiple encounters with flycatcher ended up being quite interesting, and we had lots of roleplaying because I insinuated Tirra into the party as a DMPC.

My player took one look at the pillar room and decided to take his chances flying--since the party was all airborne (fly/air walk) just to get there anyhow. So for us, the complicated set up was kind of pointless, but I suppose some parties with less magic available must have been challenged. I didn't push the player to explore every last nook and cranny once Icosiol's tomb had been looted and Allustan rescued--even though they are significantly behind the curve on experience after two raisings in CB.

I've got a different solution to that problem, which is to eliminate the teleport painting in Tenser's castle and add some travel encounters and a side-quest to figure out that Bucknard went to the Spire of Long Shadows. (I've invented a very Greyhawk-specific sidequest, and I'm still detailing it, but happy to share my ideas if anyone is interested).


This was the adventure that started me skipping certain encounters entirely, and led to eventually doing away with xp and having the players level up at key points in the modules. As a stand-alone module this one was good. As a lead-in to the other high-level, much-the-same modules, it began a process of numbing my players to the whole story arc.


Peruhain of Brithondy wrote:
I've got a different solution to that problem, which is to eliminate the teleport painting in Tenser's castle and add some travel encounters and a side-quest to figure out that Bucknard went to the Spire of Long Shadows. (I've invented a very Greyhawk-specific sidequest, and I'm still detailing it, but happy to share my ideas if anyone is interested).

Yes, Peruhain, I'd love to hear your ideas for this!


Whoa Callum! When did you level to cleric 17? You just cast true resurrection on this thread? :)


Well, I'm DMing this part of the Age of Worms right now, and these boards don't let me send a message to Peruhain directly, so...

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