Fortune's Folly (Age of Worms) Conversion Notes

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Conversion notes for AoW, supplement Fountains of Fortune's Folly for Pathfinder game system. Other notes attached for conversion of Mud Sorcerer's Tomb to Pathfinder.

Transcript of Fortune's Folly (Age of Worms) Conversion Notes

Fountains of Fortunes FollyIn the bowels of Manzorians citadel is the powerful relic of blessed waters, damaged by tampering of greedy casters over the last centuries. Manzorian has brought it for study.Framed by stained and cracked marble, this round pool of cool, clean water is broken only by a twisting marble column in its center. Small symbols of occluded intent are scratched into the surface and some stains look suspiciously like blood. Sitting at the base of the fountain is a pair of cups. One is elegantly carved ivory and the other is crudely forged iron with spots of rust. Anyone who drinks gains both a fortune and folly. The choice of cups determines which effect is random and which the drinker chooses. If he uses ivory, he chooses fortune and folly is random. If he uses iron, the folly is chosen and fortune random. A being may only gain a single fortune by drinking but can gain several follies. Manzorian will explain all of this.ResultFortune1-5Enhanced vigor, gain 3hp permanently6-10Sharpened Senses, +2 competence bonus to Perception11-15Deep Understanding, +2 competence on Knowledge skill of your choice16-20Athleticism, gain +2 competence bonus on Strength-based skill of your choice21-25Nimble Moves, gain +2 competence bonus on Dexterity-based skill of your choice26-30Smooth Talker, gain +2 competence bonus on Charisma-based skill31-35Discovered Skill, gain 2 ranks in class skill that you have fewest ranks in36-40Lesser Gift, gain 1d4 random minor potions and 1 random minor scroll41-45Improved Fortitude, +1 luck bonus on Fort saves46-50Improved Reflexes, +1 luck bonus Ref saves51-55Improved Will, +1 luck bonus Will saves56-59Quick feet+2 insight bonus intiative60-63Ability Boost+1 inherent bonus to ability score64-67Moderate GiftGain random minor magic item68-71Small RichesRandom gemstone and 1d6x10stl72-75Weapon TalentProficiency with weapon of choice76-78Undeveloped Ability+2 inherent bonus to random ability score79-81Divine BoonCast 1st level divine spell 1/day, DC 11 + Cha bonus82-84Arcane BoonCast 1st level arcane 1/day, DC 11 + Cha bonus85-87Life AnchorNext time hp death, stabilize at 1 below88-90Greater GiftMedium magic item91-93Major Riches1d6 gems and 1d10x10pp94-96ReflectionChoose a class ability for next level and gain it now.97-99Boon of LuckImmediately avoid any negative situation once, helps only you.100PatronCannot be chosen, powerful outsider will help once.

ResultFolly1-5Ailment, lose 3hp permanently6-10Dulled sight, -2 Perception11-15Weak Mind-2 penalty on Knowledge skill with ranks or -2 Perception16-20Weakling-1 on all Str-based skills21-25Clumsy-1 on all Dex-based skills26-30Rude-1 on all Cha-based skills31-35Lost Focus-2 on skill with most ranks36-40Potion ResistanceSR 10 vs. potions you consume41-45Poor Fortitude-1 Fort saves46-50Sluggish Reflexes-1 Ref saves51-55Weak Will-1 Will saves56-59Slow to React-2 Init checks60-63Ability Weakeningrandom -1 to ability score64-67Lesser CurseMost expensive magic item gains drawback (cursed items)68-71Lost WealthLose 2d6x1000 stl, first from funds and then items72-75WitheringOff hand becomes useless. Regenerate only lasts 2d6 hours.76-78Ability DrainOne score of choice reduced by 279-81Divine CurseNot heal naturally, any magic healing DC 15 caster level check82-84Arcane CurseFailed save on spell damage dazes you 1 round (no saves no effect)85-87Grave TouchWhen below 0, lose 2hp a round and cannot stabilize naturally88-90Moral ShiftShift both alignments one step.91-93Magical DrainChoose 2 magic items, all others you own become nonmagical.94-96Forgotten LessonsLose a class ability gained at your current level until you gain another level.97-99Unlucky1/day must roll twice for any d20 roll and take worse, DM decides100EnmityOuterplanar seeks your destruction, cannot be chosen.

FORTUNE

1. Enhanced vigor2. Sharpened Senses3. Deep Understanding4. Athleticism5. Nimble Moves6. Smooth Talker7. Discovered Skill8. Lesser Gift9. Improved Fortitude10. Improved Reflexes11. Improved Will12. Quick feet13. Ability Boost14. Moderate Gift15. Small Riches16. Weapon Talent17. Undeveloped Ability18. Divine Boon19. Arcane Boon20. Life Anchor21. Greater Gift22. Major Riches23. Reflection24. Boon of Luck

FOLLY

1. Ailment2. Dulled Sight3. Weak mind4. Weakling5. Clumsy6. Rude7. Lost Focus8. Potion Resistance9. Poor Fortitude10. Sluggish Reflexes11. Weak Will12. Slow to React13. Ability Weakening14. Lesser Curse15. Lost Wealth16. Withering17. Ability Drain18. Divine Curse19. Arcane Curse20. Grave Touch21. Moral Shift22. Magical Drain23. Forgotten Lessons24. Unlucky

Spire NotesSkip Rod of Seven Parts references, including Manzorians offer to trade for items. Manzorian is raising a Tower of High Sorcery with the arcane enhancement a side effect of the powerful magic that is being worked. He is limited in what he can do; hence he has surrounded himself with powerful allies. Put Kuluth-Mar in Neron, 1800 miles away. P69, armor is ancient Auric. Symbol archaic Chemosh.P72, naga worm treasure, chain shirt light fortification.P81, Rod of Fury does not affect AC but keeps other effects, reduce price by 8000.P88, poison paralyze 1 minute and 1 Int for 6r. A save after fail only stops Int damage.P89, wormspawn poison, 1d4 Int for 4r, one save.

Mud Sorcerer Notes:#11, Naga poison DC 20, 1d4 Con/6r, 1 save#18, purple worm poison DC 24, 1d3 Str/6r, 2 saves. Death Attack (study 3r, sneak attack hit within 3r and DC 19 Fort or die, DC 19 Fort or paralyzed 1d6+2r)#19, shield bashing, sword frost, splint mail warding (1/day immediate end judgment or smite against you, can use your same abilities to refresh armors use)#25, rod of withering (magical light mace, if hit with melee touch attack no damage but DC 17 Fort or take 1d4 Str & Con dmg, if a crit then permanent drain instead), 5lbs, 25k, strong necro#26 Dread Wraith, large LE undead.Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Perception +28Aura unnatural aura (30 ft.)(animals do not willingly approach unless DC 25 check) AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1 dodge, 1 size)hp 184 each (16d8+112)Fort +12, Ref +14, Will +15Defensive Abilities channel resistance +4; incorporeal Weaknesses sunlight powerlessness Speed fly 60 ft. (good)Melee incorporeal touch +20 (3d6 negative energy plus 1d8 Con drain [Fort DC 23])Space 10 ft.; Reach 10 ft.Special Attacks create spawn (slain humanoids rise as wraiths in 1d4r)Str , Dex 28, Con , Int 14, Wis 20, Cha 25Base Atk +12; CMB +22; CMD 40#31, Tzila. When disturbed, force tosses everyone back 10. Her spell repertoire becomes active: Antilife Shell, Spell Resistance 28, Air Walk, Freedom of Movement, Magic Vestment (+4), Bears Endurance (+32hp, +2 Fort save), Extended Divine Favor (+3 att/dmg)(15r), Haste (5r), Death WardAL CN, HP 133 (+32), AC 27 (ff 26, touch 21), turn elementals DC 16, Channel 5d6, DC 16 for half; replace Robe of Warding with Robe of Eyes (360 vision, darkvision, see all invis or ethereal, +10 Percept, cant be flanked, keep Dex when flat footed, cannot avoid gazes, light spells cast on it can blind the robes);Talisman of Ultimate Evil, opens flaming crack at feet of good divine caster up to 100, no save hurled to center of earth; if N divine caster touches 6d6 per round, if good 8d6/r. Replace 8th with quickened Debilitating Portent (1 creature no save, 1r/lvl, each time target attacks or casts, make Will DC 24 or half damage, dismiss spell to negate a confirmed crit)Tactics: Talisman at any obvious divine caster, quickened Portent against archer or wizard. Then horrid wilting, acidic cone of cold, acid flame strikes, and acid fog if ranged attacks getting in. Uses Wall of Stone if party divides. Remember, each time any spell with earth, water, acid or cold cast, 50% a mud grue appears to attack caster, except Tzila whom it will serve. Grues on Page 60.#34, poison, DC 20, 1d8 Con/6r, 2 saves.#35, Wasp Swarm:Init +1; Senses darkvision 60 ftAC --- Immune weapon damage & single-target spells, +50% area, vulnerable high windshp 31 (7d8)Fort +5, Ref +3, Will +3Defensive Abilities swarm traits; Immune weapon damageSpeed 5 ft., fly 40 ft. (good)Melee swarm (2d6 plus poison, DC 13, 1 Dex/4r, 1 save)(damage is done at end of move, never misses)Space 10 ft.; Reach 0 ft.Special Attacks distraction (DC 13)

Caltrops: touch attack +0 (-2 if target has shoes), 1 dmg + move till healed. Can avoid at speed. DC 20 Fort if damage or unable to speak for 1 hour.

Beast in the Banner, poison 1d4 Con/6r, 2 saves. Attacks +25 (2d6+7) or PA +21 (2d6+15)

Guardian: +31/+26/+21/+16 (1d10+10), bite +26 (2d6+5) or PA +26/+21/+16/+11 (1d10+20), bite +21 (2d6+10)

Tactics: If behind wall, activate Fly. Summon elder earth elemental in the ground below. Once loose, every round quickened Ice Storm (3d6 bludgeon, 2d6 ice), 50% to summon a mud grue, fills area with sleet, -4 Perception and difficult terrain (16r). Power Attacks most dangerous foe, concentrating attacks on one at a time. Uses Entombing Strike on any non-fighter within reach, maneuvering to reach one as soon as feasible.

Tzolo tomb:

Book of Infinite Spells: 3lbs, CL 18th, strong. Anyone can use spells (1 negative level for any non-caster possessing book or making use of powers). 1/day use spell that is opened, 4/day if it is on spell list. Page can be turned but can never go back. Pages may turn on own (30% noncaster arcane, 25% noncaster divine, 20% caster not on spell list or above level, 10% otherwise). House rule, must cast from the book.

1. Breath of Life2. Non-Detection3. Knock4. Shadow Walk5. Reduce Animal6. Shield Other7. Dictum8. Speak with Plants9. Silence10. Symbol of Death11. Slow12. Gust of Wind13. Blade Barrier14. Commune with Nature15. Summon Froghemoth (like SNA IX except listed monster, Druid 9th)

Iyayo and Nagjyats tombs have already been cleared.

Kaia Jezulein Prophateus Majorum

The Defiant Outcast shall sow in a city of ruins an altar that precedes madness, and upon Nuitaris surface shall be sacrificed a loop of metal to announce the Harbinger of End Times.

The term Defiant Outcast can be translated from the subregional language of Seul into the phrase kyut suss. Refer to the Suss forest during the early reign of Keosh where undesirables were banished by divine edict. It is proper grammar to remove the last consonant from the descriptor when speaking the phrase, which phonetically would sound like ki-sus with emphasis on the first syllable so as to dilute the s on the second. Hence when using Defiant Outcast as a title rather than a phrase, one gets Kyuss. Little is known about this man other than his banishment from the Auric Empire and his skill with the Art.

The city of ruins likely refers to Kuluth-Mar from which Kyuss has raised, a city to envy in power any the Jezulein have created.

The altar must be the black monolith that I have seen, symbolizing the sacrifice. Madness symbolizes a loss of control, or literal madness. From my visions, many will subscribe to the sacrifices, a form of madness. Nuitaris reference may simply be color, which reinforces the black monolith.

The loop of metal most likely refers to the Iron Circle rather than any mundane ring of magic. The sacrifice of so many casters infused with so much of the Art would certainly power any rituals involved with what I suspect is an attempt to bring the Age of Worms again. The Harbinger is a term that repeats itself, despite the attempts of any nation, including ours, to eradicate any literature preserving the prophecies.

From this I justify my conclusion that my Sight foretells our destruction, as I have visualized in my drawings. The Words come from the Gods, and I have never been wrong. With all prophecies, there is an escape. Sacrifices require a living being. If the Iron Circle no longer lives, the prophecy fails.

My apprentice Zosiel and Icosiel have prepared Scrolls of Liberation that upon testing will bind our servants so that they will be compelled to free us once the threat fades. Zosiel wisely remarked that should this take more than a generation, the Scrolls will bind by lineage. Given the prevalence of tomb robbers each member should implement as many precautions as possible. Barring any sort of cataclysmic event, the wards should last indefinitely.

Last Entry: My tomb is prepared, my servants indoctrinated to bypass the guardians with the Scrolls. I fear no death and have gathered what knowledge I can to face Kyuss should he achieve the prophecy, though if true he will be a god. If traitors should prevent my ascension, then you have damned us all with your ignorance and you will never locate Zosiel. For those loyal to our Cause, gather these tools and the Gods of Magic guide your endeavors:

Any portion of the demipower Vecna. His brief ascension to godhood infused his body with divine energies, and contact of the two should have destructive results. Bearers should be aware the mortal portion of the part will likely not survive the encounter. A sphere of annihilation. These ancient weapons exist on other planes despite our efforts to remove them from this Sphere. I have linked one to Zosiels tomb and may the gods forgive me. Ignore the lure of Acereraks treasure. The means to control the sphere lie with Zosiel. Be aware there are several ways to destroy such a weapon, so reveal it only when ready. I have attuned the tool to awaken only if Kyuss achieves victory. Otherwise, I will not be responsible for Forbidden Relics being reintroduced into my world. Zosiels Circlet. Forgive me Zosiel, but your contribution to this battle will come in a different manner. Your sacrifice will imbue your successor with your powers, enhanced tenfold.