Age of Worms AP


Age of Worms Adventure Path


We are in the middle of our current campaign, and I need to start the initial planning for the next. With many level 1-20, and 1-mid teens campaigns to choose from in my library, I am looking for help on deciding what to run next.

I like to give my players at least some choice in the campaign, and also clues on what would be a good party mix. Therefore I am trying to develop a paragraph or so on each of the campaigns and what would be a good party mix for six PCs.

Without giving away the story line, does someone have such a paragraph and what classes might be best for Age of Worms AP?

--

As some background: The previous campaign was "Shackled City Adventure Path". The current is running thru many of the GameMastery modules, with a Dungeon magazine adventure thrown in to fill in level "gaps".

Here are the PCs for the previous and current campaign. As you can see they tend to follow a pattern.

PCs for Shackled City:
Fighter (archer)
Fighter/Beserker (Dwarven *tank*)
Cleric (undead killer)
Rogue
Wizard/Cleric/Mystic Thurge
Monk

PCs for current:
Fighter (archer)
Ranger/Barbarian/Fighter (dual longsword wielding death machine)
Cleric
Rogue
Wizard(evoker)
Animal Friend (Druid w/o wildshape, but lots of animals) (diplomat)

-- david
Papa-DRB


I think you can get away with any fairly well balanced party in this AP but a couple of things do come to mind that are probably specific to this AP as opposed to general good party design.

A Cleric that was very good against undead will have many chances to shine in this AP.

The Rogue should probably multi-class to some extent. Any multi-class option is probably viable. The party can always use a backup fighter or healer or mage. The key point is that the Rogue faces significant issues in this AP. A diverse skill set is not really required so some less points can be survived as long as the handful of useful skills are kept high. Also the AP is full of things that are immune to sneak attack damage. Comes up a lot. So the Rogue needs to be able to do something else as well as be a Rogue in order to feel like he's contributing.

The fair number of undead encounters will tend to slightly boost the power of the Paladin since he tends to be powerful against undead.

I might go with Sorcerer over Wizard here as many of these adventures are real meat grinders and the Sorcerers ability to cast more times per day will probably come up. The idea of 4 encounters and then the party rests was not really being followed in this AP so stamina is rewarded,

Because stamina is being rewarded Psionic PCs loose some of their lustre (though their is a PRC that grants lots of PSPs at the expense of power - that'd work unusually well here) while Mystic Theurges and Cerbermancers gain a bit of glint.

Sovereign Court

Since the beginning of history, humanity has measured time in Ages. Ages of Glory, of Dreams, and even of Great Sorrows mark the human tally of years, giving a sense of order to the events of the past centuries. But one age has yet to occur — an age of darkness, of decay, and of writhing doom. Witty bards and wrathful preachers know it as the Age of Worms, weaving it into the peripheries of their passion plays as a mythic era of destruction that could begin at any time. Astrologers, diviners, and the servants of Fate know more. The canniest among them fear that the Age of Worms has already begun…

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