Replacement character in HoHR


Age of Worms Adventure Path


For the DMs who went ahead and replaced a character: how did you handle the party's exploration of Sodden Hold. As it turns out, the best candidate in my party (who's in love with the idea) happens to be the rogue. He therefore knows about the ladder (which I removed anyway since it didn't make sense, as has been beaten to death on this board) and the fake door. What about the dopplegangers in the cells? What about the invisible stalkers? I've considered allowing a Reflex save on the door trap (complete with an unmentioned bonus since he knows it's there) and maybe a hand signal that he can slip to the stalkers, but I'm open to some input.


One of the earlier threads mentioned the idea of the doppelganger using code words to alert his allies at the beginning of combat as to which of the party is on their side. Needs to be something innocuous sounding but not so incongruous that it will be obvious what's going on when the infiltrator says the word in a sentence.

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