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Fortune's Folly (Age of Worms) Conversion Notes

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.

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0% found this document useful (0 votes)
514 views9 pages

Fortune's Folly (Age of Worms) Conversion Notes

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.

Uploaded by

ToucanBuzz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Fountains of Fortunes Folly

In 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.
Result Fortune
1-5 Enhanced vigor, gain 3hp permanently
6-10 Sharpened Senses, +2 competence bonus to Perception
11-15 Deep Understanding, +2 competence on Knowledge skill of your choice
16-20 Athleticism, gain +2 competence bonus on Strength-based skill of your choice
21-25 Nimble Moves, gain +2 competence bonus on Dexterity-based skill of your choice
26-30 Smooth Talker, gain +2 competence bonus on Charisma-based skill
31-35 Discovered Skill, gain 2 ranks in class skill that you have fewest ranks in
36-40 Lesser Gift, gain 1d4 random minor potions and 1 random minor scroll
41-45 Improved Fortitude, +1 luck bonus on Fort saves
46-50 Improved Reflexes, +1 luck bonus Ref saves
51-55 Improved Will, +1 luck bonus Will saves
56-59 Quick feet +2 insight bonus intiative
60-63 Ability Boost +1 inherent bonus to ability score
64-67 Moderate Gift Gain random minor magic item
68-71 Small Riches Random gemstone and 1d6x10stl
72-75 Weapon Talent Proficiency with weapon of choice
76-78 Undeveloped Ability +2 inherent bonus to random ability score
79-81 Divine Boon Cast 1
st
level divine spell 1/day, DC 11 + Cha bonus
82-84 Arcane Boon Cast 1
st
level arcane 1/day, DC 11 + Cha bonus
85-87 Life Anchor Next time hp death, stabilize at 1 below
88-90 Greater Gift Medium magic item
91-93 Major Riches 1d6 gems and 1d10x10pp
94-96 Reflection Choose a class ability for next level and gain it now.
97-99 Boon of Luck Immediately avoid any negative situation once, helps only you.
100 Patron Cannot be chosen, powerful outsider will help once.


Result Folly
1-5 Ailment, lose 3hp permanently
6-10 Dulled sight, -2 Perception
11-15 Weak Mind -2 penalty on Knowledge skill with ranks or -2 Perception
16-20 Weakling -1 on all Str-based skills
21-25 Clumsy -1 on all Dex-based skills
26-30 Rude -1 on all Cha-based skills
31-35 Lost Focus -2 on skill with most ranks
36-40 Potion Resistance SR 10 vs. potions you consume
41-45 Poor Fortitude -1 Fort saves
46-50 Sluggish Reflexes -1 Ref saves
51-55 Weak Will -1 Will saves
56-59 Slow to React -2 Init checks
60-63 Ability Weakening random -1 to ability score
64-67 Lesser Curse Most expensive magic item gains drawback (cursed items)
68-71 Lost Wealth Lose 2d6x1000 stl, first from funds and then items
72-75 Withering Off hand becomes useless. Regenerate only lasts 2d6 hours.
76-78 Ability Drain One score of choice reduced by 2
79-81 Divine Curse Not heal naturally, any magic healing DC 15 caster level check
82-84 Arcane Curse Failed save on spell damage dazes you 1 round (no saves no effect)
85-87 Grave Touch When below 0, lose 2hp a round and cannot stabilize naturally
88-90 Moral Shift Shift both alignments one step.
91-93 Magical Drain Choose 2 magic items, all others you own become nonmagical.
94-96 Forgotten Lessons Lose a class ability gained at your current level until you gain
another level.
97-99 Unlucky 1/day must roll twice for any d20 roll and take worse, DM decides
100 Enmity Outerplanar seeks your destruction, cannot be chosen.


FORTUNE

1. Enhanced vigor
2. Sharpened Senses
3. Deep Understanding
4. Athleticism
5. Nimble Moves
6. Smooth Talker
7. Discovered Skill
8. Lesser Gift
9. Improved Fortitude
10. Improved Reflexes
11. Improved Will
12. Quick feet
13. Ability Boost
14. Moderate Gift
15. Small Riches
16. Weapon Talent
17. Undeveloped Ability
18. Divine Boon
19. Arcane Boon
20. Life Anchor
21. Greater Gift
22. Major Riches
23. Reflection
24. Boon of Luck





















FOLLY

1. Ailment
2. Dulled Sight
3. Weak mind
4. Weakling
5. Clumsy
6. Rude
7. Lost Focus
8. Potion Resistance
9. Poor Fortitude
10. Sluggish Reflexes
11. Weak Will
12. Slow to React
13. Ability Weakening
14. Lesser Curse
15. Lost Wealth
16. Withering
17. Ability Drain
18. Divine Curse
19. Arcane Curse
20. Grave Touch
21. Moral Shift
22. Magical Drain
23. Forgotten Lessons
24. Unlucky











Spire Notes
Skip 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 +28
Aura 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 +15
Defensive 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 25
Base 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 Ward
AL 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 8
th
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 ft
AC --- Immune weapon damage & single-target spells, +50% area, vulnerable high winds
hp 31 (7d8)
Fort +5, Ref +3, Will +3
Defensive Abilities swarm traits; Immune weapon damage
Speed 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 18
th
, 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 Life
2. Non-Detection
3. Knock
4. Shadow Walk
5. Reduce Animal
6. Shield Other
7. Dictum
8. Speak with Plants
9. Silence
10. Symbol of Death
11. Slow
12. Gust of Wind
13. Blade Barrier
14. Commune with Nature
15. Summon Froghemoth (like SNA IX except listed monster, Druid 9
th
)

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.

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