Chapter 2 - Faces of Evil, Progression


Age of Worms Adventure Path

Liberty's Edge

So, I decided to run AoW for my group and right now they are almost at the mid of Chapter 1. While preping for chapter 2 I noticed something: there are a s%$@ ton of encounters, including some extremly hard ones, but i didn't notice the opportunity for a downtime.

Are the PCs supposed to clear all 3 temples without rest?

I assume that a safe game pace would be 1 day per temple, maybe 2 days for all three temples. But I can't find a reasonable explanation for the PCs to avoid detection while the rest.

At some point someone is going to find that the tieflings that should protect the elevator are dead, and then all hell will break loose.

What solution did you guys used?


Consider the different parts of the Ebon Triad.

The LE faction is militaristic and most likely to be dealt with first.

The NE faction is so concerned with secrecy that it may be very common that they will go days without interacting with the others.

Finally the CE faction is kinda nuts so the other factions might not want to check in on them while they are tripping balls gaining their "visions".

Silver Crusade

It is all about recourse management. If your group is good at it. Doing all three in one day is not that hard. If your group is not good at it. Add in a few more consumable magic items to give them just enough of a boost to make it throw in one go.

As long as you have two characters that can fight and have good AC. Part 2 three faces of evil will take one wand of cure light wounds. If your melee characters have a low AC you can expect it to take more then one wand. A partial wand of lesser restoration will go a long way as well.

With a bit of foreshadowing give them the idea there are a lot of cultist. And let them buy what they think they need. For most groups this means they will want to buy a wand of cure light wounds. Before heading in to a cultist layer. That way you don't feel the need to add extra treasure for them to survive the complex.

Liberty's Edge

Drunken Irishman wrote:

Consider the different parts of the Ebon Triad.

The LE faction is militaristic and most likely to be dealt with first.

The NE faction is so concerned with secrecy that it may be very common that they will go days without interacting with the others.

Finally the CE faction is kinda nuts so the other factions might not want to check in on them while they are tripping balls gaining their "visions".

Well that's a reasonable explanation, at least reasonable enough in a land where are dragons and priests hearing voices aren't crazy :P. Thank you.

calagnar wrote:

It is all about recourse management. If your group is good at it. Doing all three in one day is not that hard. If your group is not good at it. Add in a few more consumable magic items to give them just enough of a boost to make it throw in one go.

As long as you have two characters that can fight and have good AC. Part 2 three faces of evil will take one wand of cure light wounds. If your melee characters have a low AC you can expect it to take more then one wand. A partial wand of lesser restoration will go a long way as well.

With a bit of foreshadowing give them the idea there are a lot of cultist. And let them buy what they think they need. For most groups this means they will want to buy a wand of cure light wounds. Before heading in to a cultist layer. That way you don't feel the need to add extra treasure for them to survive the complex.

Right, but even so I'm sure the wizard will be reduced to only arrows by the third temple if they atempt to do all in one day.


This magazine can be pretty brutal on low lvl pcs. All 3 temples have some serious firepower and following the tactics for each faction can lead the pcs into making some serious mistakes. Not to mention the aspect at the end will be even more dangerous if the pcs are running on empty.

I had one pc death (critical Greataxe i think) and dropped a couple into the negatives at various points. And that was with resting in between temples.

Scarab Sages

Is splitting the areas up via the elevator plausible to give the players time they need to lick their wounds between complexes? I am thinking of using the abandoned house near the cairn as "their base" I would like for them to it use a few more times before going to the grand city of -insert epic voice- GREYHAWK!. I have some pre-adventure set up there maybe even clues that Illthane is about so she isn't just dumped in at the 3rd part completely left field. I was thinking of having some black kobolds in the area as scouts etc. to make sure that everything in Diamond lake was as it should it be.

thoughts and issues on this would be appreciated

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