
ghool |
So I'm currently running through Strange Aeons, and my players just finished the first book. For reference, I'm done reading through the third book myself. My problem is that this AP seems to rely heavily on the PC's being (at least mostly) the same throughout the entire AP. My problem is that out of the 5 PC's that started the AP as the amnesiacs who were Lowls' previous bodyguards, only one of them remains (3 of them died in the first book, while the final one had to drop the game due to time restraints).
What should I do in this case? This AP seems to rely so heavily on these PC's trying to unravel their pasts, which at this point only really pertains to one character, and if she dies, none. I've worked in that one of the new PC's was helping Doctor Lisandro, and was also given up as a sacrifice to the Mad Poet, and had lost his memory as well. The other two are not amnesiacs (one being the sister to one of the original PC's who is trying to find out exactly what happened to him and caused him to be admitted to the asylum and his ultimate death, with the other being someone who was sent to be undercover in the asylum to spy on lowls after suspicion started to rise about him.) My worry is that the campaign might start to not run as smooth, especially if all the original PC's are dead.
Any advice would be greatly appreciated.

DeathlessOne |

The only things I can suggest that doesn't really spoil anything is to give any new PCs a reason to despise and seek out the person responsible for taking the original PCs memories. Perhaps he pissed off a few other people in his travels after his little betrayal with the original PCs. That is how our group is handling a similar situation when a PC decided he had enough once memories were regained (He ended up retiring and making a new character)

Dave Justus |
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Don't kill them so much.
3 deaths is really quite a lot, sometimes it happens, but it might be that you need to adjust things. If nothing else, you can come up with a way for them to be raised from the dead.
Beyond that, I think you are doing well in creating backstories that tie in to the original. As long as the players and characters are motivated enough to solve the mystery it should be ok.

PossibleCabbage |

3 deaths is really quite a lot, sometimes it happens, but it might be that you need to adjust things. If nothing else, you can come up with a way for them to be raised from the dead.
I think a serious problem in Strange Aeons is that one fight in the courtyard with the flying thing that picks you up and drops you to your doom is basically impossible to avoid and is *super* deadly. If anybody is reading this because they want to run Strange Aeons, it's pretty important to tone that one down.

ghool |
Dave Justus wrote:3 deaths is really quite a lot, sometimes it happens, but it might be that you need to adjust things. If nothing else, you can come up with a way for them to be raised from the dead.I think a serious problem in Strange Aeons is that one fight in the courtyard with the flying thing that picks you up and drops you to your doom is basically impossible to avoid and is *super* deadly. If anybody is reading this because they want to run Strange Aeons, it's pretty important to tone that one down.
Yup, this one caused the first death. The other was due to a pack of ghouls who basically paralyzed the entire party, and the last was due to disease. I'm not sure how to tone it back much more, there is 5 players, doing what the book suggests for 4 players. I'm not TRYING to kill them, it's mainly due to them failing their saves (Disease, paralysis, etc.) quite a lot. I'm hoping it isn't too much more of an issue now that they have a paladin in the party which is helping quite a lot.

PossibleCabbage |

So is it possible that the sister has some sort of spiritual connection with her dead brother that can help move the plot around (it's kind of important that someone who got mindwiped survives at least until book 5, since those people start getting mysterious messages only they hear).
I figure you could "haunt" the sister with the brother (she's not a spiritualist or a medium perchance?) and have his shade (which maybe only she can see) hear the messages and relay them. I'm not sure that the spy can be tied in really (Unless Lowls did something spooky to him without his knowledge), but having 3/4 should be fine. IIRC book 1 is deadlier than the next few.

Meirril |
Ask for copies of all of the old characters. The next time someone dies give them back the copy of their first character with some sort of deformity added to the character sheet. Like a limp that reduces movement 10', or missing an arm, or -2 on ranged attacks due to a missing eye. Also describe them as 'horribly scared' as if someone has performed surgery on them repeatedly. Maybe they have some sort of strong chemical smell to them that fades with time.
They awaken at some abandoned location. Floating in a swamp near town. floating in a well in town. Collapsed in a back alley behind a butchers. Buried in a shallow grave behind an abandoned house. In an open grave in a graveyard. In a garbage pit. An old abandoned temple in the center of a circle of burnt out candles.
They don't remember anything after the battle that killed them. Level them appropriately to match the party. Maybe consider giving them a 'magic tattoo' that incorporates a magic item into their body.
Also allow any deformities to be fixed with the appropriate magic.

MerlinCross |

My girlfriend's group solved the courtyard fight by looking outside and saying "nope!" and just avoided the fight altogether.
Same. I think it's entirely possible to avoid the fight and still clear out most the building. At worst you can explore the courtyards after the mist is lifted to find stuff.
I'd just play up the threat of leaving the cover of the building. Maybe have them see a patient get dropped from up high or hear the creature's screams and a heavy thud on the roof.

Anguish |

My girlfriend's group solved the courtyard fight by looking outside and saying "nope!" and just avoided the fight altogether.
Same with the group I'm running through the AP.
Unfortunately, I don't have a lot of good after-the-fact advice for the OP. I knew keeping the original PCs was important, so I made it clear to my group (who picked the AP) that I wouldn't pull punches, but that I was going to maim their characters instead of kill.
I don't have any should've-been-dead cases yet, but I've already inflicted two roleplay mental illnesses. One PC has pronounced OCD and another literally doesn't believe in colour.
I honestly don't know how to recreate the intimate aspects of the AP once four characters are gone/dead.

Dasrak |

Lowls is just bad news in general. The man tampers with magical forces and artifacts far beyond his league, dabbles in the slave trade, openly affiliates with evil cults, is willing to partake in human sacrifice to get what he wants, and shows that he's willing to abandon friends and allies when they're no longer convenient for him. There should be no shortage of people who have been terribly wronged by Lowls who are out for revenge.
While it is a bit unfortunate if your party is mostly non-original, so long as people bring characters who are motivated to take down Lowls it'll work. While a few parts of the campaign might not work as intended, they'll still work with replacement characters. There's one NPC in book 4 that you'll probably miss if you've replaced the original party, and there's one encounter in book 6 that doesn't work if the party isn't at least mostly original, but the story as a whole works just fine without them and they can be cut entirely without compromising it.

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My group is into book 4 now, and the only deaths we've had have been during book 1. I didn't want to undo the work we'd put in by bringing in new characters and so I ruled that each time a PC died before they defeated the Tatterman was a dream. I felt it fit with the dream weirdness that was going on in the Asylum and there were enough PC deaths in that first book that it became a feature of the problems stacked up against them, So when a PC died in the asylum, everyone woke up again at the start of that day and got to relive things. It was terrifying, and interesting, and a little irritating, but my players rolled with it. The situation let them do things differently the second time around. I was worried it might make them careless and disinterested and just stomp around trying stupid things because they felt they couldn't die but in fact it made them MORE careful because they didn't want to relive the horrors of the asylum any longer than necessary.
Once the Tatterman was dead, I removed that 'safety blanket' and there actually haven't been any deaths since. I'm not entirely sure how I'd handle a PC death now since there's a lot invested in their backstories at this point. I'd like to think they might raise anyone who died, but that'll be a decision for them if/when it happens.

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*Khan* wrote:Could be that new characters are family or friends of the deceased who are seeking revenge/closure?Considering the proclivity of adventurers being orphans without any actual ties to the world, good luck with that.
... I think I will forbid characters without family or shunned from their family in my next Campaign.

Revan |

After the fact advice is tricky,since you probably don't want to retcon, and it's not clear how long they've been playing their replacement characters now. Eventually, they'll be able to acquire Raise spells on their own, which makes the whole thing much easier. In the meantime, Winter Klazcka might have enough clout to get some Scrolls of Raise Dead from the Church of Pharasma for them, and you might look into having PCs who would die survive but gain a Corruption from Horror Adventures from the experience, or a similar sort of semi-permanent drawback.

LittleMissNaga |

Major Spoilers here:
Towards the end, the PCs can basically discover that this whole thing has been a dream that they've been having back in the asylum. Their dreaming minds are grasping at straws for ways to get out of this situation and then trying to rewrite reality to make their escape real.
Perhaps the new PCs were actually the ones supposed to be in the asylum in the first place, and this is a dream reality in which they switched places with innocent others (the PCs who died) and only joined the quest later instead of immediately.
Could be some neat psychological horror in discovering that their current PCs are basically responsible for the deaths of their previous ones. That their current PCs dreamed up the previous ones and subjected those innocent people to madness and death simply because the current PCs were just that desperate to save themselves, and sacrificing those people was the only route that would lead to this reality.
Leaves them with a nice horrifying "Congratulations. Was it worth it?" sort of realization.