Hall of Harsh Reflections Errata


Age of Worms Adventure Path

Sovereign Court

Some things I picked up on:

Advanced Octopin, (M9)

- AC should be 18 (+1 Dex, +8 natural, -1 size). Normally advancing a creature from medium to large gives it a +2 bonus to natural armour.

- The octopin didn't receive its' +1 ability bonuses from its 12th and 16th hit dice.

- 4 skill points are missing. It currently has 2 ranks in Climb, 2 in Search, and 11 in Spot.

Zyrxog, (M13)

- The DC for his mind blast should be 20 instead of 23.

- Assuming he was assigned the elite ability score array, Zyrxog should add +1 to one of his abilities.


Hagen wrote:

Some things I picked up on:

...Zyrxog, (M13)

- The DC for his mind blast should be 20 instead of 23...

Serious?!? How many games have ended befdore their time because of this? As of tonight, my group's battle with the mind flayer will have spanned 3 sessions; 3/4 of them are currently stunned and all of them are almost dead, largely due to never saving vs his mind blast... One guy is stunned and has 2 tentacles attached to his head... Thanks for the tip; maybe I won't have to pull a TPK after all!

Also, Zyrxog really ought to have the Empower Spell feat if he's going to be using that lesser metamagic rod of empowerment... :o)

Kang

Sovereign Court

Yup, the mind blast DC is 10 + 4 (spell level) + 6 (charisma). Actually, I wanted the mind blast DC to stay at 23 so I raised his charisma to 24 and gave him Ability Focus (mind blast). But my players used good tactics and defeated him without too much trouble.


Also, just an interesting thingy to note: Greater Doppelgangers can 'just imitate anyone', but they can only imitate perfectly anyone they've eaten.
Plus, why on earth would a greater doppelganger think to imitate a person they've never met (Allustan), from a town a week's wagon-ride away, just because the PCs have been there? The doppelganger certainly hasn't!

Sovereign Court

Blue_eyed_paladin wrote:

Also, just an interesting thingy to note: Greater Doppelgangers can 'just imitate anyone', but they can only imitate perfectly anyone they've eaten.

Plus, why on earth would a greater doppelganger think to imitate a person they've never met (Allustan), from a town a week's wagon-ride away, just because the PCs have been there? The doppelganger certainly hasn't!

Yes, but Telakin could know about Allustan by studying the mind gem of the replaced PC. The only problem I faced with the doppelgangers was that their change shape ability allows them to change their appearance, but not their clothing, armour, weapons, etc. Although seeing Allustan with a +1 frost greataxe is amusing, I decided to change a few things. I changed the doppelganger fighters in the mirror maze so that they were equipped with near-exact duplicates of PC equipment. After the fight and upon closer inspection, one could notice that the full plate had been hastily painted, that the holy symbol was of crude design, etc. As for Telakin, I gave him a homemade item, a cloak of many forms, with the ability to cast disguise self as a free action every round. This allowed Telakin to disguise his greataxe into a staff while in wizard form, and even to look like a different wizard: Allustan.


I found one:

Glyph of Warding, (M6)

- The spell should have a maximum damage of 5d8 acid.

Of course, if you want to give it back some kick, you could have the (12th level) caster empower the spell, for 5d8 +50% damage. If so, remember to raise the CR.


There are several earlier threads on this topic, probably retrievable from the archives. Among other things, they discuss the problems with the pit trap in the early part of the warehouse, which actually physically overlaps with the level below (probably something most PCs won't notice), and addresses some issues with how the flooding chamber with the giant octopus works. Some folks may be interested.

Another issue is how Telakin prepares spells in his guise as Valdagan. I just had him prepare spells just as a normal wizard would--which allowed me to equip him with Valdagan's spellbook and thus give a useful tidbit to the party wizard, since captured spellbooks are few and far between in this AP.

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