Strange Aeons Module 5

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Part I: the Parched Lands offer a wealth of travel role-playing opportunities.

It is important to remember that Blunder will not be able to ride a camel (or any other animal, though a Mount spell creature will not reject him). Natural animals will be hostile to Blunder.

Desert travel (environmental rules, desert terrain) require players to make increasingly difficult FORT saves every hour when travelling. This can result in a LOT of boring dice rolling, so I simplified the rules. I assume the following per day:

·     Environment

                  10 hrs of day time (hot)

                  10 hrs of night time (cold)

                  4 hrs (2 hrs at dusk and 2 hrs at dawn) temperate

                  If any player/character is walking, travel speed is reduced and that character’s FORT save is reduced by 2

·     Environmental damage

                  Players in sleeping rolls are protected from cold

                  Environmental damage is non-lethal. Once a player’s map HP is exceeded, they start taking lethal damage.

                  A player who has taken any environmental damage is fatigued. Environmental damage cannot be cured by spells

                  Players regain 1 hp / hr / lvl while resting (so a lvl 13 player resting for 8 hrs could recover 104 hp non-lethal damage).

·     Water consumption

                  Players (and humanoid companions) must consume 2.5 gallons of water/day. Do not forget that pack/riding animals need water too.

                  Endure Elements protects a player from environmental damage and reduces water requirements to 1 gallon/day

I created a table giving the amount of non-lethal damage a character would take during a day or night depending upon their FORT bonus and armour type:

 

FORT Bonus

Armour

2

3

4

5

6

7

8

9

10

11

12

13

14

None

21

19

18

17

16

14

13

12

11

9

8

7

6

Light

31

30

29

27

25

24

22

20

18

17

15

13

11

Medium

43

42

40

39

37

35

33

30

28

26

24

21

19

Heavy

54

53

52

51

49

47

45

43

40

37

34

32

29

 

If the players stay up overnight, they take non-lethal cold damage as follows (irrespective of armour):

FORT Bonus

2

3

4

5

6

7

8

9

10

11

12

13

14

29

27

25

24

22

20

18

17

15

13

11

10

8

 

And I ignored the small amount of cold damage for staying up a couple of hours on watch.

Thus a player with a FORT save of +7 and wearing heavy armour would have taken 47 points of non-lethal damage at the end of a day. GMs can estimate how much of that the player has lost for an encounter depending on the time of day. Note that if a player has no water, then the Starvation and Thirst rules apply in addition to these.

This means that a low-level character would die in a day or two, even with supplies and no armour. A high level character (like ours!) can survive indefinitely, as long as they have supplies and nothing untoward happens.

Be aware of the rules for donning armour.

I also added the rules that:

·     Sandstorms last for 2d20 hrs and have ruin that % of the players supplies

·     Khamaseen Storms last for 4d20 hrs and ruin 2x that % of the players supplies

Supplies which are magically protected are safe. It is likely that the players will be relying on Endure Elements and Create Food and Water spells.

 

Neruzavin Encounters

I created a timeline for encounters, allowing for a build-up of menace, rather than random encounter rolls.

Arrival in Neruzavin

·     Hair-thin alien threads of fungus growing up a wall (Aelin touch triggers vision).

·     See a seeded shambling from a distance, in shadow, but it disappears.

·     Geoffrey hear voices asserting directions “We turn right here; I have foreseen this path before!”

·     In distance, see black swarm of birds flocking unnaturally, making strange sigils in shape.

·     Loud rumbling of thunder bug from nearby.

·     See circling rift drakes. Hear strange whistling.

·     Geoffrey hears: screams and “what is that growing from his body?”, “Quick! Burn him!”
Then find charred remains of corpse.

Act I: The Haunted Tower (Disorder of Alar)

·     Fungus grown.

·     Hoshbach approaches when camping.

·     Rift drakes feeding on decaying thunder bug.

·     Queleas more active, swarming overhead.

·     Find strange tracks and crushed remains of stone, armour, etc.

·     See from distance seeded loitering by lake, before entering.

Act II: The Snarl (Nihilism of Carcosa)

·     Fungus more grown.

·     Queleas swarm attack.

·     See thunder bug, but it is scared off by rumbling of juggernaut.

·     Deadly fog encounter.

Act III: The Oraculum (Decadence of Yhtill)

·     Fungus overrunning city, covering entire blocks.

·     Seeded Raiders.

·     Juggernaut attack.

 

A10: The players found the Necronomicon and one of them studied Section 10, gaining the ability to cast Greater Teleport once per day, as well as the two rituals to follow Count Lowls. They then suggested teleporting back to Thrushmoor and using the three stelae there, which would be much safer than locating the three stelae in Neruzavin. However, remember that the Necronomicon cannot be teleported, and attempting to do so risks dire consequences (see p71).

D4: I included many volumes of Yithian accounts of their mind-swapping travels here. Kaklatath can show the section of her travels. If searched, they can find her account of when she mind-swapped with Estra, and Kaklatath can explain Estra’s unusual background.

D7: This space needs to be much bigger. Currently it is approx. 100’ across and a spell with 60’ radius will almost entirely fill the lateral space. The space available for fly-by attacks is very limited. I recommend making this space 4x larger.

D8: I placed Weirelei here, as I reasoned she is attempting to dismantle the wards holding the Flying Polyps at bay. Weirelei taunts the players from amongst the columns while preparing her spells, and opens with Greater Command (Flee), hoping to split the party.