Three Faces of Evil is claustrophobic [Age of Worms spoilers]

Wolfwood2

Explorer
Please do not spoil anything beyond the point in the Adventure Path that my gaming group has gotten to!

Thanks.

So my gaming group is playing through "Three Faces of Evil", the second adventure in the Age of Worms adventure path. We had some player arrivals and departures back at the beginning, but now seem to be settled down into a stable group.

The PC's are:
Paladin (my PC)
Psion (Egotist)
Ranger (archery focused)
Cleric (heavy healing focus)
Artificer (Eberron style class)

At the end of the last session we had just finished up a battle in the stronghold of the Vecna group and killed what I assume to be the Faceless One we've been hearing so much about. We had already polished off the Hextor group and the Erythnul (sp?) grimlocks. We haven't had any chance to explore the Vecna area beyond that, as it was really late and we all had to leave as soon as the battle was done. (So no discussion of what's in there please.)

Anyway, this adventure has been a little frustrating in that we've basically been trapped in the mine for two levels now. We had to bribe our way past the Dourstone Mine guards to get in, so we can't exactly tramp back out and go to Diamond Lake whenever we please. We've had to keep going back to hole up in the Hextor compound to heal up. It's pretty much been one long, blood-soaked slog.

Frankly I think it's a little silly that the other factions just wait while we heal up after we go in and smash them up, then retreat. I mean, the Hextor compound has a pretty solid door with bars, but you'd think they'd at least pound on the door or something. That seems to be the way the adventure is designed to play out, though.

It's been pretty frustrating for our Artificer, who can't build anything or scribe any scrolls while we're down here (DM's ruling). He has, honestly, been not exactly the powerhouse that I've always heard Artificers were supposed to be. He mostly ends up taking hits so that the more offensively oriented party members can stay up longer.

Anyway, the battle locations have at least been interesting. I like how the use of natural rough terrain and ledges and hollows made the grimlock caves more challenging. The Labyrinth was fun too, with the bird-guys popping out from behind secret doors and sniping at us. And when they brought out the dire weasels things got scary fast. Nothing like 1d4 con damage a round to put the fear into PCs. Lucky for us we were able to run back out and recover before having to face the dude with a necklace of fireballs.

The Faceless One went down pretty easy, though. Mostly it was because the psion was letting loose with Energy Stun every round, and the DM rolled lousy on saving throws. I think the Faceless dude got to act about 2 rounds out of a six round combat. He managed to get his summon off, but a Huge Centipede isn't all that threatening. The only really worrisome moment was when my paladin got dropped to negatives from 8d6 points of fire damage. Two wizards with a scroll of scorching ray each can do a heck of a lot of damage!

Faceless Dude also got some breathing room with a Web, but killing the bird-things in the Labyrinth had left us with a good supply of alchemist fire, which made clearing a path much easier. (And the archer took him out in the end anyway.)

Anyway, I hope we can a little more room to move next adventure. We leveled to 5th at the end of last session, and I am looking forward to getting my paladin's bonded mount. I've even invested in the Mounted Combat feat and would appreciate the room to use it.

Like I said, this adventure has been very claustrophobic.
 

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When I ran it, I cut out large parts of it so the adventurers could push through. They didn't, camping out at one point in the Labyrinth, complaining about the birds sniping constantly. In the end, the Faceless One slipped away in the night with most of that temple's loot and some of his followers.

I never bought into the entire idea of being able to rest downstairs. At the very least they should notice the door guards are gone, but then I guess they aren't supposed to leave & return a whole lot. I'd still rather have split the three temples into three locations with hints/links to the others.
 

Interesting points.

My group is also playing through AoW, and is into "Three Faces of Evil" as well. :)
Out explots are chronicled here: www.ageofworms.wikispaces.com.

Our PC's are:
Kobold Ninja (my PC)
Dwarven Cleric/Fighter (aspiring Hammer of Moradin)
Gnome Sorcerer
Bwarven Bard
Human Druid (aspiring Catlord)
Changeling Cleric (Very diplomacy/charisma-oriented, which isn't serving well this adventure.)

We're not as far along as you, since we're lacking a true brick. (The Druid has the most HP; 30(!) at level 3!!!)

We're still battling Hextor.

We had to bribe our way past the Dourstone Mine guards to get in, so we can't exactly tramp back out and go to Diamond Lake whenever we please. We've had to keep going back to hole up in the Hextor compound to heal up. It's pretty much been one long, blood-soaked slog.

We snuck in, and were quickly captured. (Our bard, [the hothead of the party] incensed by the statue of Moradin being defaced, went NUTS, and destroyed the statue, alerting the entire populace to our general location.) :(

We (barely) managed to escape, and we've been hounded the whole way. We haven't found a TRULY safe place to rest yet.

And, while our DM is presneting things well (and fairly, given our actions), it IS becoming a bit monotounous.

Frankly I think it's a little silly that the other factions just wait while we heal up after we go in and smash them up, then retreat. I mean, the Hextor compound has a pretty solid door with bars, but you'd think they'd at least pound on the door or something. That seems to be the way the adventure is designed to play out, though.

Not sure how it was DESIGNED to play out, but it seems to me that EACH order of the Triad is easily able to perform a TPK, so that's the only way the COULD do it.

It's been pretty frustrating for our Artificer, who can't build anything or scribe any scrolls while we're down here (DM's ruling). He has, honestly, been not exactly the powerhouse that I've always heard Artificers were supposed to be. He mostly ends up taking hits so that the more offensively oriented party members can stay up longer.

As a whole, I',m feeiling a bit underpowered as a Ninja myself. Seems the campaign is heavily undead-centered. (The impression I get, anyway..)

So, barring my taking feats from Complete Champion (IIRC, there are feats that let rogue-types get their sneak attacks against Undead?), seems like I wil be of limited use, combat-wise. (I do have a Warforged Sorceress/Druid that I'm itching to try!!)

We leveled to 5th at the end of last session, and I am looking forward to getting my paladin's bonded mount. I've even invested in the Mounted Combat feat and would appreciate the room to use it.

We JUST leveled to 4th, and still have 2/3's of the Dungeon to go.

And I'm NOT a fan of dungeon crawling in general. :(

So, I agree the Dungeon is a bit clautrophibic, and POSSIBLY not quite balanced for a 3rd level party, especially a non-optimized one like ours.
 

ShadowDenizen said:
Interesting points.

My group is also playing through AoW, and is into "Three Faces of Evil" as well. :)
Out explots are chronicled here: www.ageofworms.wikispaces.com.

Our PC's are:
Kobold Ninja (my PC)
Dwarven Cleric/Fighter (aspiring Hammer of Moradin)
Gnome Sorcerer
Bwarven Bard
Human Druid (aspiring Catlord)
Changeling Cleric (Very diplomacy/charisma-oriented, which isn't serving well this adventure.)

We're not as far along as you, since we're lacking a true brick. (The Druid has the most HP; 30(!) at level 3!!!)

That seems like a perfectly fine group to me. You have three primary casters and two half-casters (the cleric and the bard).

Consider the average hitpoints for a third level fighter with a constitution of 14 would be 10 + 5.5 + 5.5 + 6 (con) = 27, so nobody having more than 30 hitpoints isn't a big deal.

We snuck in, and were quickly captured. (Our bard, [the hothead of the party] incensed by the statue of Moradin being defaced, went NUTS, and destroyed the statue, alerting the entire populace to our general location.) :(

We got down the lift and the Hextor guards saw us right away, so there wasn't much opportunity for sneaking.

Not sure how it was DESIGNED to play out, but it seems to me that EACH order of the Triad is easily able to perform a TPK, so that's the only way the COULD do it.

Pretty much.


As a whole, I',m feeiling a bit underpowered as a Ninja myself. Seems the campaign is heavily undead-centered. (The impression I get, anyway..)

So, barring my taking feats from Complete Champion (IIRC, there are feats that let rogue-types get their sneak attacks against Undead?), seems like I wil be of limited use, combat-wise. (I do have a Warforged Sorceress/Druid that I'm itching to try!!)

Well, we've seen plenty of non-undead antagonists so far.
 

Consider the average hitpoints for a third level fighter with a constitution of 14 would be 10 + 5.5 + 5.5 + 6 (con) = 27, so nobody having more than 30 hitpoints isn't a big deal.

The average party HP is considerably BELOW that actually. (Highest after the 30 is the warrior/cleric at 21, everyone else is around the teens.)

The ninja, depsite great stealth skills and the Ki power of "Ghost Step" has literally been knocked unconcious in almost every battle to date.

Well, we've seen plenty of non-undead antagonists so far.

True; but I get the impression the Undead become much more prevalant later, if they're raising armies of teh Undead using the green worms. (I'm unspoiled about the future of the Path, but that's the impression I get of what they're heading towards.)

Oh, and did I mention that we killed Smenk towards the end of the first module? :D

From the DM's reaction, I assumed that wasn't SUPPOSED to happen.
But, to his credit, he rolled with the punches pretty well. :)
 
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ShadowDenizen said:
The average party HP is considerably BELOW that actually. (Highest after the 30 is the warrior/cleric at 21, everyone else is around the teens.)

The ninja, depsite great stealth skills and the Ki power of "Ghost Step" has literally been knocked unconcious in almost every battle to date.

That's because he has a constitution of 10. (I looked at the wiki.) I hope you're trying to keep him out of melee.

Oh, and did I mention that we killed Smenk towards the end of the first module? :D

From the DM's reaction, I assumed that wasn't SUPPOSED to happen.
But, to his credit, he rolled with the punches pretty well. :)

That's interesting. Why did you kill him, if it doesn't reveal any major plot points we haven't stumbled across yet?

We arranged a meeting with him after beating his name out of his necromancer buddy, and he presented himself as a slightly crooked guy who had been unwillingly dragged into business with folks far more evil than he. (Not that he detected as evil, but I bet he uses magic to hide it.) He was more than happy to tell us what he knew of the Dourstone mine, in hopes we would kill all those cwazy cultists.

As far as my paladin's quite decent Sense Motive score could tell, he was being honest.
 

I hope you're trying to keep him out of melee.

Trying and failing. :)

Why did you kill him, if it doesn't reveal any major plot points we haven't stumbled across yet?

Since we're behind you, I don't think there's any major spoilers revelaed. ;)

We have a hair-trigger party.

When we found out Smenk was in league with Filge, we just snapped. (The fACt that we were assaulted en route to the Old Observatory by Undead, and one of the villagers we were friendly with was killed in the skirmish, was a factor as well.)

He gave his all to escape, but some tanglefoot bags, well-placed Ghost-Stepping, and a few useful cantrips served to end it for him.

Of course, now there's a power vaccum in Diamond Lake, where Dourstone is vying with Parrin to beomce the primary mine-manager. (That was the impetus for us to explore the mines; to destabilize DOurstone's power-base so that Parrin can take over semi-bloodlessly.)

We arranged a meeting with him after beating his name out of his necromancer buddy, and he presented himself as a slightly crooked guy who had been unwillingly dragged into business with folks far more evil than he. (Not that he detected as evil, but I bet he uses magic to hide it.) He was more than happy to tell us what he knew of the Dourstone mine, in hopes we would kill all those cwazy cultists.

Interesting.
We always got the "Power-Mad Miner" vibe from him. (He has a DIRE APE to guard the inside of his manor!! Who does that?)

I may have to read the modules after the campaign ends, see how it is written to be played out.

Not sure how the modules are SUPPOSED to go, but our DM has it tailored to our party pretty well, since we've thrown some monkey-wrenches into the plot, I would assume. ;)
 
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ShadowDenizen said:
Interesting.
We always got the "Power-Mad Miner" vibe from him. (He has a DIRE APE to guard the inside of his manor!! Who does that?)

I may have to read the modules after the campaign ends, see how it is written to be played out.

Not sure how the modules are SUPPOSED to go, but our DM has it tailored to our party pretty well, since we've thrown some monkey-wrenches into the plot, I would assume. ;)

Filge actually surrendered to us and spilled his guts in return for his life. Apparently Balabar is (or 'was' for your campaign) an old school crimelord out of Greyhawk who retired to Diamond Lake to steal money the legal way.

In character my paladin despises the guy, but I'm somewhat fond of him. He's got a certain larger-than-life crime lord charm to him.
 

Apparently Balabar is (or 'was' for your campaign) an old school crimelord out of Greyhawk who retired to Diamond Lake to steal money the legal way. In character my paladin despises the guy, but I'm somewhat fond of him. He's got a certain larger-than-life crime lord charm to him.

Cool.
I enjoy hearing about variations in campaigns like this.

In our game, Smenk was more the "mustache-twirling, Snidely-Whiplash-type" villain.

Do you have a wiki or something for your game?
I'd be interested in checking it out.

Feel free to sign up for our Wiki, if you like.
I try to update after each session (once a week, give or take.)

No fear of spoilers at this point, since we're a good two or three sessions (or more!) behind you.
 

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