
Strange Aeons Module 1
The players
start with no equipment, weapons or armour. It is much more fun for them to
scavenge for whatever they can find. However, this does mean making some encounters
less difficult.
There are
various books, letters, etc. throughout this module. I have created a PDF
handout for them here.
A1a: the
“tools” being used Dr Scaen do 1d3 dmg and have the fragile condition.
A1b: there is
no equipment here, or familiars. The viol remains.
B9: when the
asylum was partially drawn into the dreamlands, the zoog
got separated from its kin and lost here. It has been cornered by dire rats and
is fending them off when the players encounter it. If a player is missing a
familiar, the zoog adopts them. This gives plenty of
opportunity for role-playing (esp. in Module 3 Enchanted Forest), as well as
the zoog’s affinity for magical items, enjoyment of
human flesh (ideally decayed) and especially cat meat.
The
following encounters are potentially TPK and should be toned down or handled
with great care:
Ghouls (in
general): a ghoul encounter can be lethal, given their paralysis
ability. The GM should reduce the number of ghouls, fudge rolls or treat ghouls
as already injured if necessary.
C7 (Nightguant): this should be played for fear
effect. There is something in the fog, dark and indistinct. Even a player
grabbed and lifted up and then dropped should not have a clear look at the
creature. The players should elect to escape, not defeat.
C14: The
players find (amongst other things) a copy of On
Violent Sands.
E1: Dr Elbourne warns the players against heading up to area F1
because there is an “army” of Zandalus’ apostles up
there. However, after sending them off to investigate the tower with the Oneirogen in, the players return and are simply expected to
head up to F1 despite the former dire warnings.
I applied the logic that some asylum inhabitants (chaotic aligned)
change to ghouls, others (lawful aligned) change to doppelgangers, and the
unchanged humans are stuck in-between. There has been an ongoing conflict
between the three factions, which the ghouls are winning. While the players are
investigating the tower (E11), the main Zandalus camp
(E1) is attacked by the ghouls, seriously depleting the numbers on both sides.
When the players return, Dr Elbourne is tending to many seriously wounded individuals, and indicates that Zandalus is probably at his most vulnerable in the
immediate aftermath of the attack.