Age of Worms Adventure Path

The Age of Worms Adventure Path is a twelve-adventure Dungeons & Dragons campaign published in issues 124 through 135 of Dungeon magazine by Paizo Publishing, LLC. As an Adventure Path, the game begins at 1st level and carries the characters all the way up through 20+ levels. It was published for 3.5 Edition rules (d20) and takes place in the core world of Greyhawk.

Using the Conversion Notes from the Paizo website, our campaign is set in the Forgotten Realms game world. We began our adventures in May of 2006, and you can read summaries of our game sessions, going back to session 15, by reading the blog posts, or by scrolling down to the Chronological Game Session list below. If you are a player in an Age of Worms campaign, be warned that these posts include numerous spoilers.

Our game uses a tremendous amount of official Dungeons & Dragons expansion materials, Open Gaming License materials and custom written items. All of our character sheets, treasury and notes are retained online and can be viewed at our campaign website. Additional information about our players can be found under the Role-Playing Games – The Players portion of my website. You may also find DM Tips at the same website, many of which were developed during this campaign.

Chronological Game Session Links

15 16 17 18 19 20 21 22 23 24
25 26 27 28 29 30 31 32 33 34
35 36 37 38 39 40 41 42 43 44
45 46 47 48 49 50 51 52 53 54
55 56 57 58 59 60 61 62 63 64
65 66 67 68 69 70 71 72 73 74
75 76 77 78 79 80 81 82 83 84
85 86 87 88 89 90 91 92 93 94
95 96 97 98 99          

Between Session Narratives

Forgotten Realms Adventure Path

The names of some of the adventures are renamed in Forgotten Realms. Below are the twelve adventures of the series.

  1. The Whispering Cairn by Erik Mona – 1st-3rd Level
  2. The Three Faces of Evil by Mike Mearls – 3rd-4th Level
  3. Encounter at Cromm’s Hold by Sean K Reynolds – 5th-6th Level
  4. The Hall of Harsh Reflections by Jason Bulmahn – 7th-8th Level
  5. The Champion’s Belt by Tito Leati – 9th-10th Level
  6. A Gathering of Winds by Wolfgang Baur – 11th-12th Level
  7. The Spire of Long Shadows by Jesse Decker – 13th-15th Level
  8. The Tyrant of Mintarn by Richard Pett – 15th-16th Level
  9. The Library of Last Resort by Nicolas Logue – 16th-18th Level
  10. Kings of the Rift by Greg A. Vaughan – 18th-19th Level
  11. Into the Wormcrawl Fissure by James Jacobs – 19th-20th Level
  12. Dawn of a New Age by Tito Leati – 20th-21st Level

Forgotten Realms Backgrounds

Our campaign utilizes Character Backgrounds from Green Ronin’s Advanced Gamemaster’s Guide. I created four custom backgrounds for characters from Daggerford (the Realms conversion for Diamond Lake). The mage of the town, Delfen “Yellowknife” Ondabar, is the conversion for Allustan.

Daggerford Acolyte

You received early divine training with the temple of Chauntea, Lathander, Tempus or Tymora in Daggerford. You have an understanding of divine teaching as well as ministry to local needs, such as combat healing and agriculture.

  • Gain +1 to starting Charisma or Wisdom.
  • Gain +1 racial bonus to Concentration, Heal and Knowledge (religion) skills.
  • Pick any one of the following as a bonus language: Draconic, Sylvan, or Thorass.
  • Take Knowledge (local-Daggerford) and Knowledge (religion) as permanent class skills.

Daggerford Militia

You have grown up or lived in Daggerford long enough to begin the required service in the militia the town demands of all residents. The ability to ride and fight is vital in this frontier town.

  • Familiarity the four following weapons: longspear, shortbow, shortspear, and throwing dagger. Or gain a +1 attack bonus with one weapon from the same list.
  • Gain +1 racial bonus to attack against humanoid (reptilian).
  • Gain +1 racial bonus to Listen, Ride, Search and Spot skills.
  • Start with 4 skill points in Ride.
  • Take Knowledge (local-Daggerford) and Ride as permanent class skills.

Daggerford Rogue

Whether you grew up in Daggerford or arrived to hide from your past, you’ve apprenticed under the local rogue’s guild known as the Thieves’ Brotherhood. It is hard to hide larcenous actions in a town so small, so only the best and brightest make it through training without spending time in the stockades.

  • Familiarity the four following weapons: crown dagger, handaxe, light pick, and throwing dagger. Or gain a +1 attack bonus with one weapon from the same list.
  • Gain +2 racial bonus to Open Lock, Sleight of Hand and Sneak skills.
  • Start with 4 skill points (4 ranks if class skill, 2 ranks if cross-class) in any one of the following skills: Bluff, Decipher Script, Disable Device, Escape Artist, Gather Information, Search, or Sense Motive.
  • Take Knowledge (dungeoneering) and Knowledge (local-Daggerford) as permanent class skills.

Yellowknife Apprentice

You received early arcane training with Delfen “Yellowknife” Ondabar of Daggerford. In addition to a solid base in the arcane arts, old Yellowknife makes sure each of his apprentices have thorough instruction in knife fighting.

  • Choose any three 0-level arcane spells. You may cast each 1/day as a 1st-level bard or sorcerer (player’s choice).
  • Familiarity the four following weapons: dagger, punching dagger, throwing dagger and throwing knife. Or gain a +1 attack bonus with one weapon from the same list.
  • Gain +1 racial bonus to three of the following skills: Concentration, Knowledge (arcana), Knowledge (history), Spellcraft, or Use Magic Device.
  • Pick any one of the following as a bonus language: Draconic, Dwarven, Elven, or Thorass.
  • Take Knowledge (local-Daggerford) as a permanent class skill.

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