
Strange Aeons Module 4
Module 4 is
the weakest in the campaign in terms of story. The Part I states that “to pick
up Lowls’ trail, the PCs must first find Mun’s laboratory”. This is not true, as the Mad Poet has
already pointed them to the Mysterium in Katheer. Thus I introduced information about the Elder
Signs in Module 3, which motivates the players to seek out Miacknian
Mun’s laboratory and search it. These can be placed
anywhere at the GM’s discretion, but I placed them in area A11.
I have
compiled the various module 4 handouts into a PDF here.
Elder Sign: a small
seven-edged ‘disc’, about 3 inches in diameter, made of an unknown grey stone.
It provides a +4 saving throw bonus against seedborne
consumption (Module 5) when carried. There are a number of them equal to the
number of players plus one. Note that familiars do not need their own Elder
Sign to get the bonus, but animal companions do.
Part II
B2: Make
maximum use of the Hounds’ ability to turn invisible and move through angles.
Paranoia should be maximised. Also, players may use ‘Warp Metal’ to damage the
mirror; GMs should decide in advance whether to allow this (I recommend yes)
and how much damage to the mirror the spells does (e.g. 2d10).
B11: Two proto-shoggoths is a TPK scenario here. I had one only, which was inhabiting the body of a former Mysterium
guard. It stands in the corridor swaying unsteadily (the shoggoth
has consumed all of the internal organs and needs a new host). When it becomes
aware of the players, it comes lurching towards them and ‘bursts’ over the
nearest one. Attempting to deal with this monster while it is wrapped around
one of the players and trying to force its way into their nose and mouth
created much panic (and almost killed a player).
B12: If your
party does not have the Disintegrate spell available to them, change the Forcecage effect of the haunt into a DC20 Hold Person.
B14: Rather
than simply just ‘appearing’, the Spawn of Yog-Sothoth
is Blunder’s twin brother. It was used by Count Lowls,
imprisoned in a glass globe (Magic Jar spell) and released when the Keeper
appeared (area B26). The Keeper drove it off and it has wandered the corridors
of the Mysterium since, lost, confused and hungry. It
will attack and try to consume anyone except Blunder. Once killed, it will moan
a barely intelligible “brother!”, reaching for Blunder
before dying.
B15: As
written, this is an encounter which just leads to combat. I reduced the number
of guards to four and had one of them standing unresponsive in a corner of the
study. The players may be able to get the guards to tell their story, and they
learn that they were attacked by a formless thing of flesh, jelly and eyes (a
proto-shoggoth) and their unresponsive comrade was
hurt by it, but they got away by using Burning Hands. They believe their
comrade is unresponsive due to being traumatised.
The players should figure out that this guard is infected and
will soon rupture forth a new proto-shoggoth to
consume the other three guards. Trying to convince the tired, traumatised
guards of this has lots of opportunity for good role-playing.
B21-24: The
encounters in these rooms are arbitrary combat fodder. Try making them actual
encounters (rather than mere combat) by giving the creatures roles and
personality.
·
The Axiomites do not simply
immediately attack anyone not wearing Mysterium
robes. Given their INT 21 and True Seeing, they react
more favourably towards Lawful players and are openly hostile towards Chaotic
ones. They understand that what has happened to the Mysterium
is an act of chaos and seek to reverse it.
·
The Clockwork Mages work at sorting, filing, copying,
etc. They whirr around the room, ignoring the players
unless the players try to interfere with them or take any of the room contents.
·
The Aerial Servants were summoned and bound within a
Summoning Circle when the Mysterium wards were set
off. When the players enter the room, the creatures are still, so the circle
appears empty. If they do not notice the circle and break it, then combat
ensues. If the players do become aware of the aerial servants within the
circle, then they can attempt to dismiss them (e.g. Dismissal – no WILL save
required as they want to leave). Bargaining with them is hard (INT 4), as these
creatures just want to be returned to their own plane, but it is possible that
they could be convinced to fight with the players in return for a promise of
dismissal, though they will not trust the players.
B26: Depending
on how weak the party is by the stage, consider having the Keeper not being
completely insane, but just insane with guilt over its failure to prevent the
theft of the Necronomicon. William, being an agent of the Veil of Heavens, should
be able to get through to it when it first emerges in fiery wrath, shouting
about “intruders” and “thieves”.
The players can also notice fragments of a shattered glass
globe on the floor of the Soul (from the Spawn of Yog-Sothoth).
Once the Keeper has related his story, he beseeches the
players to find the Necronomicon and return it to the Soul. If they agree, he
becomes calm, states that he can no longer live with his guilt and falls upon
his own sword. The suicide of an angel should have significant dramatic impact.
Note that the Keeper leaves behind his +3 flaming
longsword, which burns anyone not LG, but is safe and resizes itself for anyone
who is LG (see Epilogue).
Part III
The plot of Part III makes no sense and appears to be a bunch
of unconnected encounters and weak motivations. As such, a major plot rewrite
of part III was required. The slave Kaklatath is now
central to this part of the story.
Princess Njano owned the slave Kaklatath (a mind-swapped Yithian).
Count Lowls learned of her existence and nature from
his connection with Xhamen-Dor and told Biting Lash
to purchase her for her wealth of occult knowledge as an extra ‘bonus’ to their
business dealings. Biting Lash did this, offering Njano
significantly more money than an old woman slave should be worth. Njano realised that there must be more to the old woman
than she was aware, but could not determine what it was. Eventually greed won
over, and Kaklatath was sold for a very large sum on
money. But the mystery of the old slave woman has not sat
well with Princess Njano since then.
Meanwhile, Nikta the Pairaka also learned that a Yithian
was stranded in a human body from the psychic distress calls that Kaklatath had been sending out. She travelled to the
material plane and took on the role of Fazar to
locate her prize. Learning that Njano possessed Kaklatath, she seduced and captured Dahab, sending a note
to Njano that she desired an exchange of Njano’s favoured servant for a worthless slave. This posed a problem for Njano, as she
had already sold Kaklatath (as well as adding to her
burning curiosity as to the value of one old human slave woman).
Enter the players, who come seeking Kaklatath.
They can bribe officials at the flesh fair to search records for Kaklatath and discover that Princess Njano
purchased her as part of a ‘job lot’. Seeking a meeting with the Princess, Njano will try and get the players to tell her the secret
of the old woman, but unfortunately they do not know it. Njano
decides to use the players to solve her kidnapped servant problem in return for
telling them where Kaklatath is.
There are two further complications:
·
Blunder’s heritage by this stage makes him “Loathed by
Animals”. This includes gnolls. All gnolls (and there are a lot in Okeno)
will want to kill him on sight. Njano offers to
dispatch him for free, as a “token of good will” to the other party members.
·
Kisetz is
replaced by Galdros, who was not killed by gnolls but taken as a slave. Years of brutality and
bloodshed in the fighting pits have hardened him and made him cruel. He now
serves as chief bodyguard to Princess Njano. He
blames his years of suffering on his younger brother Pyesen,
believing that if Pyesen had not fled, then together
they would have fought off the gnolls and escaped.
Thus Galdros is driven solely by the thought of one
day getting his revenge on his cowardly younger brother.
When first encountered, Galdros is
wearing a full-face helmet. When Njano calls him
forward, he removes his helm. He recognises Pyesen
immediately. Pyesen will recognise Galdros as soon as he removes his helm. The other players
may make a DC30 Perception check to note the familial similarity. This is why Galdros wants to kill Pyesen and
anyone (i.e. the players) who get in his way. His friend Hakoor
is happy to tag along for the bloodshed.
How this affects Pyesen’s
schizophrenia is up to the GM and player, but it will be fun! The real Galdros is more twisted and cruel than the one Pyesen has crafted from his memories.
Biting Lash has not decided how to make best use of Kaklatath yet, and is indeed doubtful whether such a
scrawny old human female could have any real value.