Tuesday, September 6, 2022

Age of Worms (the current campaign)


Hello all, long time no see. I wanted to update what I've been up to this past year. Once my group finished up their crawl through Rappan Athuk, I decided I needed a break from 5E. As much as I think it is a really great system for ease of use, I also do not enjoy it for traditional D&D play. It is very much a story focused system with the power skewed to super hero type player play. It can be fun, but I am just not a fan and it wasn't working for me. So I decided to move the group back to the Pathfinder. I had been playing Pathfinder, run by another DM for a quite some time, and I have DM'd Rise of the Runelords previously, so it was a system I know quite well. It is definitely not a perfect system and can be crunchy, but I do enjoy the style of play and customization allotted to players.

I was in-between a few modules and adventure paths, but I did a bit of research and decided to go with Age of Worms, originally a 3.5 series of adventures published in Dungeon magazine by Paizo, before Paizo was the Pathfinder Paizo and still doing legwork for Wizards of the Coast. We are about a year in on this campaign, roughly thirteen 4-5 hour game sessions worth of play. Currently the group is in what would be adventure 4 of 12. 

So far, it has been fairly enjoyable. The first adventure, the Whispering Cairn is fantastic and in my opinion one of the best intro modules ever written. Definitely obscure, but you should find a copy of it, so good. The campaign is set within Greyhawk and serves as a tour de force of the notable NPC's and locations found within this historic D&D setting. The campaign opens in the backwater mining town of Diamond Lake where the adventurers will stumble upon an ongoing conspiracy more by accident than anything. It appears that someone or something is set upon bringing back the dread and forgotten god Kyuss, setting off the Age of Worms which would doom the world.

If run to the full length of all 12 adventures, the players should reach the heights of 20th level...will we get there...we'll see. Some of the adventures are much stronger than others and keeping the players hooked has been somewhat of an issue with this campaign as we bounce around. Each adventure sort of has its own theme and they are bit disjointed at times, requiring some work from me. The campaign started out a bit deadly, as two players died prior to level 3, but it has since stabilized and the players have certainly had the advantage in the last few major encounters. 

I will update our progress, but I'm leaning towards wrapping this one up by level 10 prior to the written conclusion. That said, I am enjoying running Pathfinder again and I've found much more joy as DM since moving away from 5E. Which given the recent announcement from Wizards of the Coast, could not have come at a better time. I've moved on them and their products at this time.

So question for anyone who has read this far, what are your favorite Pathfinder Adventure Paths? There are quite a few out there, let me know which ringed true with you.


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