Hall of Harsh Reflections DM Questions


Age of Worms Adventure Path

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Okay, got the magazine today...awesome job on this one! This is one of the most intriguing adventures I've ever read. On that note, its time for the inevitable DM Questions.

SPOILERS AHOY:

Okay, most of my questions are map related and are actually all for the same map (Sodden Hold).

-In D2 how do the dopplegangers normally reach the Catwalk? The only stairs onto the catwalk are in D5 which can only be reached by people already on the catwalk. The ladder in D4 supposedly breaks when people use it, so the dopplegangers seem to be not able to get to the catwalk...

-In D7 the text mentions highlighted boards as being the trapped ones. However, they all look the same color (at least to my eyes).

-In D16, one of the best rooms in the dungeon, the text describes dotted lines as being the locations of the mirror trap walls, however I do not see dotted lines (at least to my eyes).

The latter two questions I think are stemming completely from the size of the map. Most likely the boards are highlighted and there are dotted lines, but because the map is jammed into such a small part of the page they are not readily visible.

Thats all for now, everyone else feel free to add your own questions!


I have the same map questions (except for the dotted lines in the maze - for some reason, I can actually make those out.)

I'd like to ask how Zyrxog can use "Plane Shift" to escape the PCs and return Ethereally to his lair, when the spell involves being off-target by 5 to 500 miles. He'd have to use the ability twice (once to shift to the Ethereal Plane, once to return to the Material Plane), and in *each* case, he'd be off-target by 5 to 500 miles. Anyone have any thoughts on that?

I'm also wondering how the PCs are supposed to know that the Apostolic Scrolls (a reference is discovered in Zyrxog's lair) have anything to do with the Age of Worms, since they don't know anything about what the Apostolic Scrolls *are*. Is this supposed to be a "the PCs happen to note the name and there's no payoff 'til later" type of thing, or should they have some reason to actively want to bring that name to Eligos for research?

For future AoW installments, could we see more of the *PCs* doing research and making discoveries, rather than passing that off to NPCs? I know in my party, at least, the players enjoy being the ones to dig up secret truths and mysteries and will not have so much fun giving that over to NPCs.


dizzyk wrote:


I'm also wondering how the PCs are supposed to know that the Apostolic Scrolls (a reference is discovered in Zyrxog's lair) have anything to do with the Age of Worms, since they don't know anything about what the Apostolic Scrolls *are*. Is this supposed to be a "the PCs happen to note the name and there's no payoff 'til later" type of thing, or should they have some reason to actively want to bring that name to Eligos for research?

For future AoW installments, could we see more of the *PCs* doing research and making discoveries, rather than passing that off to NPCs? I know in my party, at least, the players enjoy being the ones to dig up secret truths and mysteries and will not have so much fun giving that over to NPCs.

eh, some players/characters are more interested in these things than others.

For what it's worth, I helped my player be more part of the discovery process by pairing up his inquisitive dungeoneer with a bookish apprentice for a best friend, and roleplaying them working together trying to figure things out. There are still some things they'll have to go to Allustan for, but he thinks they should generaly be learning how to figure things out for themselves.

This has had interesting side-effects, one of which is distancing Allustan from the party's affairs, so they rely on him a little less. In fact, I think in stead of putting him on the trip to blackwall keep and awkwardly dissappearing him, I might just have him send his apprentice (Allustan has too much important business to attend to in the free city). Of course, she shouldn't go alone, so...


Sean Halloran wrote:
-In D2 how do the dopplegangers normally reach the Catwalk? The only stairs onto the catwalk are in D5 which can only be reached by people already on the catwalk. The ladder in D4 supposedly breaks when people use it, so the dopplegangers seem to be not able to get to the catwalk...

I had the same question.

Sean Halloran wrote:
-In D7 the text mentions highlighted boards as being the trapped ones. However, they all look the same color (at least to my eyes).

My magazine reads "The shaded planks all lead to a piling that is not structurally sound." It doesn't read "highlighted." If it's "shaded" I would say that the two planks leading from the floor closest to the exit to "D8" are the trapped ones.

If it's meant to be the "highlighted" ones then it's the the two planks to the right of the "D7" note on the map. Also, possibly the plank in the lower left corner. This makes the most sense as it gives at least a path through the room.

Sean Halloran wrote:
-In D16, one of the best rooms in the dungeon, the text describes dotted lines as being the locations of the mirror trap walls, however I do not see dotted lines (at least to my eyes).

I think that these are much easier to see. If there's a space missing in a wall (smaller than 5 ft.) then it's a dotted line. I see eight in total.

Sean Halloran wrote:
The latter two questions I think are stemming completely from the size of the map. Most likely the boards are highlighted and there are dotted lines, but because the map is jammed into such a small part of the page they are not readily visible.

I agree that the maps are too small for the tactical necessity that they pose. Hopefully, if there's a web download the maps will be presented full page or at least half a page instead of the less than a quarter page the maps are given.

Plus, since there are no real encounters written for outside the Sodden Hold, why give so much of the surrounding area?


Fraisala wrote:
I think in stead of putting him on the trip to blackwall keep and awkwardly dissappearing him, I might just have him send his apprentice (Allustan has too much important business to attend to in the free city). Of course, she shouldn't go alone, so...

I like this. How are you planning on handling the hook into HoHR, though, if Allustan spends so much time in the Free City in your campaign? Why would't he just go himself? Or go with the PCs?

Paizo Employee Director of Games

Sean Halloran wrote:

In D2 how do the dopplegangers normally reach the Catwalk? The only stairs onto the catwalk are in D5 which can only be reached by people already on the catwalk. The ladder in D4 supposedly breaks when people use it, so the dopplegangers seem to be not able to get to the catwalk...

-In D7 the text mentions highlighted boards as being the trapped ones. However, they all look the same color (at least to my eyes).

-In D16, one of the best rooms in the dungeon, the text describes dotted lines as being the locations of the mirror trap walls, however I do not see dotted lines (at least to my eyes).

For D2, there are a couple ways around this. The doppelgangers can have a secret entrance into the place. A well hidden door in the back of D5. Or, you can have them have their own ladder in D5 that they bring over to use to get up. Or, you can change the ladder to stairs (as was suggested elsewhere) and remove the minor trap.

For D7, the bad planks were supposed to be all of the ones that connect directly to the pillar south just south of the number D7. That should be all three of them that radiate out from that pillar.

For D16, there are a total of 7 walls that slide up. They are the thin broken wall sections on the map. There are three in a row near the top of the map, one near the lower sw corner, and three not far from the main entrance. The key is that there is a way through the maze even when all the walls are up, but it is much harder to naviagate (and the enemies have plenty of chances to attack).

Hope that helps...

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