Need advice for Hall of Harsh Reflection


Age of Worms Adventure Path


Now here is the situation. Last night, my group was captured by the city guards in the Crooked House. They are pretty lawful, so they didn't resist, lost all gears, and ended up in the doppelganger prison. After the guards beat the girls in the group to unconscious, the psion was furious and killed two of the guards. Looking at the dead body, they finally understand the plot and decided to escape the prison.

My question is, I just want to add a few mini adventures after they escpae the prison to give them some gears and boost their levels up a little bit(they are now at level 6) before they go back and make their revenge. So what advices do you guys have? What adventure should I use?

Thanks in advance.


Pathfinder Battles Case Subscriber

Have them "inquire" about their gear from a friendly guard but learn it was stolen by thieves. Then they can gear up with basic stuff, and hunt down this den of thieves in the sewers. They can come across signs of Zyrzog's lair but not know what it means until later. Tie the thieves in with a Doppelganger boss and it would mesh nicely with the whole adventure. Then when they kill the Greater Doppleganger and see the same Zyrzog's mark on him, the most observent ones will remember the marks from the sewers and BAM! they are on the hunt again.

I'm not a big fan of how the sewer search is written. Its somewhat vague and turns the whole party loose in a huge sewer complex with almost no clues on where to go. My party isn't even close to getting there, but I will definatly be changing it to have more connection and clues.


If the group has a contact within Free City and a few clues, the contact could provide the party with information of an entrenched doppelganger that the party could go after.


Were they in one of the city jails, or were they already handed over to the dopplegangers, and in a cell in Sodden Hold?

If they were in Sodden Hold, when they escape they can return Ilya Starmane to her *rich* family. It would be a tricky situation, since the doppleganger has been impersonating her for a month now.


bshugg wrote:

Have them "inquire" about their gear from a friendly guard but learn it was stolen by thieves. Then they can gear up with basic stuff, and hunt down this den of thieves in the sewers. They can come across signs of Zyrzog's lair but not know what it means until later. Tie the thieves in with a Doppelganger boss and it would mesh nicely with the whole adventure. Then when they kill the Greater Doppleganger and see the same Zyrzog's mark on him, the most observent ones will remember the marks from the sewers and BAM! they are on the hunt again.

I'm not a big fan of how the sewer search is written. Its somewhat vague and turns the whole party loose in a huge sewer complex with almost no clues on where to go. My party isn't even close to getting there, but I will definatly be changing it to have more connection and clues.

7 years later, but do you remember what you changed?

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