Age of Worms Adventure Path [Archive] - Wizards Community

Post/Author/DateTimePost
StMage

01-25-06, 12:45 PM
Is anyone currently running or playing in this series of adventures? I don't want any spoilers. Well...not many spoilers, but mostly an answer to a question.

My character concept is to work towards improved disarm, but will it be mostly a usless feat if the main bad guys or minions are worms and don't use weapons?

Thanks in advance.
Dichotomy

01-25-06, 12:50 PM
I daresay that maybe you should ask this question of the DM who is actually DMing the game. He/she just MIGHT prefer that you not know the answer...
Deekin

01-25-06, 12:52 PM
There are "varied" enemys, but, 1-trick poney = bad
StMage

01-25-06, 03:01 PM
Not necessarily a one-trick pony just the first trick.
Also for those that have been playing in the series, which calss seems to be the most usefull?
Gailbraithe

01-25-06, 04:26 PM
I made a Sunder Specialist and had a blast playing him, and I suspect a Disarm Specialist won't be very different. Definitely plenty of armed foes. I noticed that a lot of Knowledge (Religion) and Knowledge (Arcana) rolls came up.

I'll warn you though, our campaign fell apart 2/3rds of the ways through Three Faces of Evil. Tell your DM to go over that adventure thoroughly and rewrite it, because as written there is a scene in which the villains break all sorts of rules that will cause TPK if the DM doesn't change it to wrk with the rules. Basically, as written, there is a section in Three Faces - if played as written - where everyone in the party gets stabbed to death by a Kenku on the other side of a door that can make essentially infinite sneak attacks with no possibility of counterattack.
dmderek

02-24-06, 01:47 PM
well I am running the age of worms and right now the party is still in the first adventure and the badguys are not all the same. there are lots of areas for different tactics to shine. I will keep the area with the kenku under consideration since the party will be starting that adventure in a session or two. I also notices a lot of knowledge(history) checks as well. knowledge(local) seems to be important as well.
CowMasterTrojan

02-24-06, 04:04 PM
AoW is designed so there is no class that shines much more than any other class. The best thing to do is to try and have your group balanced (I.e. One is a killing machine,one is good with traps and stealth, one is good with arcane magic and one can heal).

Having played through the first two adventures, I would say that disarm wouldn't be wasted. In the very first adventure, only the bosses use weapons, but in the 3 faces of evil there are plenty of creatures that use weapons. A word of advice though, Improved Trip is better.
Morwen

02-24-06, 05:55 PM
The best thing to do is to try and have your group balanced (I.e. One is a killing machine,one is good with traps and stealth, one is good with arcane magic and one can heal).


Definitely. The encounters are very varied, and a well-balanced party would be key to getting through the Adventure Path with all members still standing :)

As for the Kenku, I don't see anything fundamentally wrong with how the adventure is written. However, I haven't played through that adventure myself yet, so I don't know how it actually plays out. But on first glance, it certainly doesn't seem unbeatable (although it is a difficult encounter).