I need to know something!


Strange Aeons


Hello guys... im gonna start GMing my Strange Aeons game in August 14... i already finished ISoS, but i probably wont finish all the books in the next weeks...
Before i start the game, is there something that i need to know storywise, so i can GM a better game?? is there something you suggest i read before the first session?
Thanks in advance!


Spoiler:

That your Party has been working for Count Lowls and have done very questionable things in the past. The book wants you to inform your players that they should leave about the last 5 years empty in their backstory for you to use in order for that to work out.

Also I would recommend playing up the Briarstone Witch Ariadnah, whether through dreams or vague hints throughout the AP because she is the ultimate final encounter and effectively the person orchestrating it all. If you just drop her in as is, it kind of falls apart in terms of buildup.

IMO of course.


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Here are my snippets of advice:

In Search of Sanity:
Hype the tatterman, and if you have to, softball a way for them to learn of his connection to Ariadnah, since she is the BBEG of it all at the end. Like Hubaris said, get her name out early and often. The first two adventures should give you enough chances your players wonder why they DON'T hear her name in the next!

Remember the tatterman can actually walk around in Briarstone while Zandalus sleeps. I had him attack the group several times, first to let them know he was serious business (that regen/DR combo is nasty), to let them know the chapel was a genuinely safe place (I made it so he couldn't physically enter or target anyone inside), and to remind them that the refugees would die without their help (Tatterman or starvation would get them if the situation didn't change). Since he dissapears when Zandalus wakes up, if a situation starts going bad for the group with him in these early fights, he can look in the direction of Zandalus's room, scream "Nooooo!" and then dissapear into yellow mist that blows away.

My players did something stupid/awesome in the room with the bird haunt. They opened the door and threw the birdcage outside. So of course I totally had a bird styled hungry flesh burst in through the windows a few rounds later. But with two dead bodies already in the room, it was very easy for the flesh to get its size to huge, which made for a dicey fight. It was fun and kept them on their toes narratively and combat wise, but might not be for everyone.

In my game I had people make characters, knowing they were amnesiac. I then asked each PC to give me a very breif backstory or secret. I told them straight up I would modify the backstories/secrets as needed for the plot, but like a twisted genies wish, the base idea would remain. I then made sealed envelopes with the secrets inside, so my players can't call it made up on the spot when things get revealed. Again, good for my group, maybe not for others. Plenty of ways to run the amnesia.

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