HOHR-Discovering ZYRXOG / Telakin


Age of Worms Adventure Path


Spoilers.....

I have been thinking a lot about HOHR and how my players will react. I think they have a good chance of evading arrest from the city watch by running.. Of course how long this will last is suspect... But if they do evade capture they will probably try and find out what is going on, maybe by going to Eligos, there only contact in the city.

So I wonder if the PC's evade capture, how are they to find out about the doppelgangers warehouse? Would Eligos be of any help? How bout the Assassins Guild? Are the gangers a part of this? I was thinking maybe the doppelganger that has replaced a pc can strike, then the PC's would have a hint that a ganger is out to get them, ask a few questions and maybe find out there is a warehouse where they operate. It all seems kinda sketchy, I am looking to have them meet ppl in the city before the event so if they escape they have ppl to go to.

How did this play out in your campaigns?

The Exchange

I ran a brief side adventure down in Shacktown/Wharf Quarter and dropped a hint at some point about old warehouses with the Kraken and ship motif. That way, when they'd killed Elaxan in the bar and retrieved the key, they had some point of reference.

It really worked well. They knew the motif sounded familiar, and had to backtrack through the areas from the side adventure to figure out they'd seen the motif on other warehouses. They tried a couple locks, found the one where the key fit, and are currently about 80% done with the Sodden Hold.


Luke wrote:
They tried a couple locks, found the one where the key fit, and are currently about 80% done with the Sodden Hold.

Interesting, have a summary of the side adventure?

The Exchange

Sure. I took the first part of 'The Styes' and set it in Shacktown. That adventure was just too attractive to ignore. I altered it so that Mr. Dory was working with Zyrxog. I figured, a cleric of Tharizdun might get excited about the coming of the Age of Worms. So the way Telakin's modified operation works...

1. They kidnap and replace folk they're interested in.
2. They hold the kidnapping victims in the Sodden Hold and interrogate/clone them.
3. When they want to conclude a replacement assignment, they turn the victim over to Dory. Dory arranges for their murdered bodies to be dumped on the street.

The murderer in the Styes, Jarme Loveage, is enthralled by Zyrxog and has been gifted to Dory for the purpose of butchering the victims and dumping their bodies.

The PCs were pretty confused when they cleaned out Dory's Hulk. They found a mysterious rambling in Dory's journal where he tries to puzzle through the motivations of the 'Deep One'(Zyrxog). Dory also laments the loss of his 'enthralled' slave, and rambles about how he looks forward to receiving another. I also put a doppleganger in the Hulk, figuring that he was there to watch Dory. It was a decent foreshadowing that shape-changers were involved.

Things will become clearer when they figure out that the Mind Clone gems they've just found are memory imprints of folks that were supposedly killed by the Lantern Man. It'll also help when they realize that a Mind Flayer is involved (to explain Jarme's compulsion).

One last thing that really helped the two adventures doevtail nicely was the scribblings on the wall of the asylum. I changed the picture so that it showed an Octopus writhing tentacles up through the sewers and into the streets of the city. The tentacles ended in ravenous worm heads. When the PCs got to the water-filled chamber and realized that there was an octopus at the bottom, they got freaked out. They thought they'd stumblied onto the creature from the sketch. It was unintended, but it didn't seem that way to them.

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