Spire of Long Shadows - Sleeping


Age of Worms Adventure Path


How much PC sleeping would be appropriate in Spire? The combats are quite tough and it would seem to be impossible for the PCs to go through it in one go. I've been quite weary about time in the campaign, but the PCs have not yet 'abused' resting and have been very fair to me about sleeping (i.e. not resting and having full resources for everything).


Room Five (Three Swords of Kyuss and a Wormcaller) pretty much wiped the PC's resources out. The PCs tactics were generally really bad. They got a knowledge religion check to find out about the bursts that damage the PCs and heal the undead, but they stayed clumped regardless. The party -- druid (summoner, wildshaper), barbarian/bear warrior/warshaper, rogue (arcane wand caster against undead), healer/combat medic, and ranger cohort -- had a tough time. They went into the small room so that the burst hit all of them, the ranger got held for the combat, and the druid and healer pretty much blew all their high level spells. It was rough.


In fact, this adventure gives you one of the easiest options for sleeping ever. Since the followers of Kyuss cannot leave the giant ring of black rock, the PCs only have to get over the wall to rest in relative safety. I think the adventure is written with this in mind, because finishing it in one run seems almost impossible.

If your players don't abuse the rest and repower button, they should be fine outside the wall. If you feel they start abusing that option, you can always hit them with a powerful jungle predator as a random encounter.


We camped outside the wall in a rundown shell of a building. Although, we woke up the next day to the sounds of a hydra about to attack. Rise and shine!

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