How to make this game 2spooky4me (SPOILERS)


Strange Aeons


So I'm running Strange Aeons for my group as my first full AP as a DM. We initially started running this as the books were being released, but had to stop with ~one session left in book 1 due to time constraints. Now that we're resuming (should be finishing book 1 tonight) I've spent some time reading outside material, both Lovecraftian and other horror material, in preparation. I've found that while this AP is definitely geared towards eldritch horror and is generally written very well, the Pathfinder system seems to be the major limit on how spooky this adventure is able to be, particularly in regards to my group as we tend to goof off during sessions. The limitation I'm referring to is in Pathfinder's (and most pen/papers in general) focus on combat when it comes to mechanics. While this is great for most uses of the game, I've mostly been of the opinion that the more you're able to fight and understand a thing, the less unnerving or scary that thing is. While I could just use that reasoning to through in some super high CR encounters that the PCs are supposed to run away from (Bokrug's encounter, basically), that's really best done as a one-off and not a recurring theme, otherwise the group gets into the groove of, "Oh, we know that it's a high CR monster and we can't kill it, guess it's time to run again" which is more frustrating than scary. So to get around this, I'm trying to come up with some ideas for what I could do to really add some horror elements to the AP and would appreciate any help with that, the more immersive the better.

So far, my main idea is to add a few SCP entries since my group is already familiar with the concept of SCPs (though not necessarily the specific instances that I'm adding) and they're already pretty well written. The way I plan on using any of the SCPs will be in keeping the theme of their concept, so they won't follow the rules of the game, they will almost entirely have nothing to do with combat, and the PCs should never fully understand them, since lacking understanding is one of the biggest reasons that they're spooky. The two SCPs I currently have in mind are:

SCP-087: Can be used to keep players out of areas where they aren't supposed to go (or where they're not yet ready to go). I'm planning on playing it out pretty similar to the tests described in the SCP entry, having any illumination show only 9 steps in either direction, having the child-like whimpering and pleading start to be noticeable after the 27th step, and (should they continue) have the face appear after the 50th flight of stairs. If they reach that, I'll have them make a will save to avoid getting a lesser madness, compel them to run back up the stairs regardless of the save, and have them become exhausted for the rest of the day.

SCP-1879: We have a recurring theme in some of our games with one or two characters that are sometimes found in town selling magical items (these characters are genie-binders in our games) but the items are generally cursed (the DM just rolls a random curse). This SCP fits well with that theme and I'm thinking of having him (naming him Ahgi by the way) randomly appear in a closet or behind some other door ~once per book. He'll initially offer a player something moderately valuable (nothing game-breaking of course) and for a decently low (preferably comical) price, so that the players are compelled to trust him. After one or two of these transactions, the price of whatever item or service he offers will increase oddly, trading them for "just their soul". If they accept, that player will lose all skill ranks in Perform skills, or if they have none, will never be able to put ranks in those skills (we don't have a Bard so it's fine). Eventually the price will reach a point that they can't possibly accept it, so after declining him 2-3 times, Ahgi will inflict some terrible affliction upon the declining character, starting them on a side quest to cure what ails them. Closing the door on Ahgi will cause him to disappear from whatever closet or small room he was in, but if the deal wasn't completed, he'll reappear somewhere nearby soon after.

Anyone have any other ideas that might work well to bump up the spookiness.

Dark Archive

I'm not familiar with many of these, but some ideas:

- A painting with a self-aware inhabitant (could even be one of the PCs)
- A pot that creates delicious food but causes horrible nightmares for those who eat it
- A weapon that gradually changes the personality of the wielder (this is reverted when the weapon is dropped)


Take a page from The Thing, wherein the familiar, harmless and safe unexpectedly becomes brutally horrific/terrifying. This works especially well when one is able to build upon recurring appearances of something innocent or innocuous over 2 or maybe 3 sessions before *splorch* RAWR!! happens.

Some examples:

Early in Chapter 2 in town they encounter a stray cat. It's reasonably approachable, responds appropriately to petting and so on. Over time they'll encounter certain "bits of artistic vandalism" near the kitty. The cat doesn't seem phased by it - why would it? Later on the cat is found seemingly entranced by pieces of such "art". They are able to free the kitty by petting it or whatever other method they've befriended it. Subsequent liberations from fascination take a bit more effort. The third time is the charm, as the stray suddenly becomes one of these, cat-themed. Taking a bit of liberty with it, but they hopefully won't see it coming.

A certain canine critter is well-known for only being able to enter from angled entry points of at least Medium size. However, innocent angles can be found all over the place. Door frames. Window frames. "Modern art masterpieces". Chimneys and fireplaces. Certain kinds of rooftops. Inside the top of an attic or roof. Access stairs. Woodpiles (the framed kind, 8' long or longer).

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