The Strange Aeons Adventure Path begins with your characters waking up in an asylum with no memory of how they arrived there or who they are. Your first glimpse of the asylum is like a snapshot of nightmarish chaos. Things are certainly not what they seem, and carnage fills the grim stone halls of the sanitarium. You must face the challenges of the asylum and your own foggy memories if you hope to survive.
Character creation guidelines are as follows. Click to view the Player Guide.
- Ability scores: 20 point buy
- Races: no restrictions on core Paizo races; additional races can be discussed
- Classes: no restrictions on Paizo classes
- Alignment: no restrictions
- Please take into account any race/class restrictions of other players if you choose an evil alignment
- Starting wealth: max rolls as dictated by class
- Feats: no restrictions on Paizo feats
To accommodate balancing the Leadership feat with the AP, please let me know ahead of time if it’s something you’ll pursue
- With 5-6 players involved at this point, I don’t believe there will be any need for Leadership but it can be discussed
- Traits: no restriction on non-campaign Paizo traits
In addition to the standard rules and options above, the following house-rules options are available:
- Bonus feat: an additional feat may be taken at 1st level at the cost of accepting a .
- Only a single bonus feat can be taken
- The bonus feat is lost if the lesser madness is cured
- The lesser madness “Fugue” is not available
- Bonus skills: two additional skill points are available for background development.
- The points may be used for craft, perform, or profession skills
- The points are not meant to have a significant effect on gameplay
Heroes of Galarion have always faced certain death but your current situation is unique: stranded among strangers in a place you don’t recognize, robbed of your memories and more, and witness to the crumbling of reality’s foundations. In this place, faced with these terrors, you may find that is not to be taken for granted.
- Sanity Score: the sum of your mental ability score bonuses
- Sanity Threshold: the highest of your mental ability score bonuses
- Sanity Edge: one-half of your Sanity Score
The Fugue State
To elaborate on the condition of your memories at the beginning of the game, your amnesia is nearly complete. In lieu of a full background, below are four types of details from your life which you are able to recall with effort. Regardless of how hard you try, you remember nothing from the last 3 years or so.
- You remember four personal details about yourself:
- Your name
- The things of which you are capable (feats, skills, class abilities, etc)
- The use and function of your possessions, if not necessarily their importance
- The deity of your faith and any commitments you may have if you receive divine spells or class abilities
- You remember two details of a loved one, beloved pet, or good friend:
- Their physical appearance
- Either their name or their relationship to you
- You remember two details about your home, your home town/city, or another place if importance:
- What the location looked/felt like
- Either the name of the location or the reason it is important to you
- You remember two details about a highly emotional or otherwise important incident from your distant past:
- The physical appearance of a single person present for the incident
- What the location looked/felt like
- Why and how the incident affected you strongly
Experience, Leveling, and Awards
Due to the complexities involved in assuring that players are of the appropriate level at specific points in the Adventure Path, I will do away with experience in this game. Instead, new levels will be awarded upon reaching certain milestones in the story, thus achieving the desired end result of the author without having to rebalance XP for 5-6 players to do so.
Note: As with most (or perhaps all) Adventure Paths, you should end the 1st book at 4th level.
Without any XP to track, there cannot be any XP awards for recaps, roleplaying, etc. To replace those awards, I will instead use the Harrow Deck as Kelly did in Carrion Crown to reward players with one-time benefits (credit to ktle1985).
- Harrow Card Suits
- Hammers (Strength): If used before a roll is made, a hammers card grants you a + 8 luck bonus on any one d20 roll. If used after a roll is made, this bonus is reduced to + 4. You can also use this card to grant a bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as by distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Cards of the suit of hammers spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
- Keys (Dexterity): You can spend a keys card to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
- Shields (Constitution): You can spend a shields card on your turn to gain an additional standard or move action this turn.
- Books (Intelligence): You can spend a books card to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
- Stars (Wisdom): If you feel stuck at some point in the adventure, you can spend a card of this suit and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the stars card is not spent.
- Crowns (Charisma): You may spend a crown card to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
- Harrow Card Alignments
- Lawful Good (↖): You may smite evil, as the paladin ability, gaining the benefits until the start of your next turn. If you have levels in paladin greater than half your total Hit Dice, use your paladin level to determine bonus damage; otherwise, yourbonus damage equals half your character level, rounded down (minimum 1).
- Neutral Good (↑): You channel positive energy that cures a creature touched of an amount of damage equal to 1d6 × your character level. This effect damages undead creatures as spells like cure light wounds.
- Chaotic Good (↗): You receive a +4 circumstance bonus on one CMB check to avoid or escape a grapple or on one Escape Artist check.
- Lawful Neutral (←): You gain a +10 bonus on any single Sense Motive check.
- True Neutral: You may gain a one-time insight into the future as the spell augury, using your character level as your caster level. Meditating on the particular action in question requires 10 minutes and does not expend material components.
- Chaotic Neutral (→): You gain the effects of rage, as the spell, lasting a duration of 1 round + an additional round for every3 Hit Dice you possess above the first.
- Lawful Evil (↙): You can give another creature a command as per the spell command. This command can affect undead that are normally immune to mind-affecting effects, but not other creatures that are immune to mind-affecting effects. The DC of this command is equal to 10 + your character level.
- Neutral Evil (↓): You channel negative energy that deals an amount of damage equal to 1d6 × your character level to a creature touched. This effect heals undead creatures as spells like inflict light wounds.
- Chaotic Evil (↘): You may instantly force any creature to reroll a saving throw it has just made, taking the result of the second roll, even if doing so means the check will fail.