We've finally gotten into "The Hall of Harsh Reflections" and I wanted to share some thoughts/questions.
Event 2: Street Prophet
Locals say that he shouted "the dragons of the rift and the sins they proclaim" which I thought was nonsense until I read up a bit on Dragotha, who lives in the Rift. Neat tie-in!
My PCs cured the prophet so that he could explain more. I was not expecting that.
Eligos
"A white stone wall surrounds a manicured yard of trimmed hedges and exotic fauna." - I read this out and they said, "fauna? Are you sure you don't mean flora?". Later, they asked what his area of expertise is and I couldn't quickly find it in the dense wall of text except for "respected throughout the Free City for his obscure knowledge and skill in the arcane.".
Eventually I figured out (maybe from the next adventure?) that he's a specialist in unusual creatures, hence bringing the green worms to him make sense. This led me to ask the internet (5e Facebook page) for harmless exotic fauna and I got dozens of run responses. Giant Space Hamster, anyone?
Body Thief
Didn't use it. Seemed to difficult to make it work. A doppleganger wouldn't gain all the powers (particularly magic-like powers) that 5e characters have so I didn't think the ruse would last long (there are no rogues in this group). It's too bad as I've spent two years trying to decide whether to do it or not and how!
I haven't totally abandoned it - there's a friendly NPC that has been replaced.
Betrayal At The Bar
I accidentally skipped this. I had PC-based hook that got them to the warehouse because I wasn't confident that they would find the assassin and search them and realize the significance of the clue. But I still wanted the attempt just for drama. And it became a bit tricky later (see below)
Sodden Hold
From your conversion: "A DC 22 Dexterity (Thieves’ Tools) check unlock the front door."
They don't have a rogue, just a wizard with a criminal background so they missed the check. It's an iron double door and they didn't have the key from the assassin. They made a strength check with help to try and knock it down and failed (it's a freakin' iron door!) and suddenly I was stuck. They couldn't actually get in without spending 10+ minutes breaking it down. I decided that breaking it down worked but felt like I cheated in their favour. The doors would be built to resist people breaking in...though maybe not because it's all a trap for the PCs anyway, so maybe they're not as tough as they look?
D2 The Storage Hall
How do the bad guys enter and leave? How do they go up to the catwalk without using the rickety ladder that always collapses in D4? Piling the non-mimic crates? That would be obvious given the "thick layer of dust" covering most of the stuff in the room.
DC14 in the conversion for the trap seem low given it's originally DC28 to find and DC25 to disable.
D7 Collapsed Chamber
a) Does this have access to the sea? It seems like PCs could swim in through here and avoid some trouble, but it's odd that this option isn't mentioned.
b) "The shaded planks all lead to a piling that is not structurally sound. If a Medium or larger character steps onto one of these planks, the piling collapses, dropping anyone on a shaded plank down into the water below."
I bought the PDFs from Paizo and I can't tell the shaded planks from the non-shaded:
View attachment 94765
Anyone have any ideas? Keep in mind that the gang still has to be able to walk through this room regularly. I assume it's one of the middle 3 pilings that fails.
c) The conversion is missing the DC checks to spot the corpses and treasure. Presumably DC11 and DC19. There are a lot of DC checks in this adventure!
D8 Water-Filled Pit
"At the bottom of the shaft, a 20-foot-long passageway leads west to area D9,...". But the map shows the corridor arriving from the North. I'm assuming by "west" they mean "south".
That's as far as they got.
Matt