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Accursed Destiny: Player Guide

by Lemmiwinkz

English

The players are rotting inside the prison of Gladstone keep, innocent and with barely any hope left.

You are incarcerated for only one reason.

You are cursed.

Whatever your backstory and curse may be you are now the newest part in Lord Richards collection of bizarre people and items.

Still, behind this façade the world is threatened by a far greater evil, and your fate just might be enough to give golarion a chance against the upcoming tides of darkness.

About the Campaign

Homebrew Pathfinder adventure with rather clear cuts between dungeon-crawling and non-combat play. Roughly equal parts of combat and non-combat. This game is divided in 5 parts, called 'acts' and after the first one you will get transferred to the less explored regions just south of Sargava (Garund, south-west of the Mwangi Expanse). The adventure will play in the PF 1e timeline roughly around the year ~4716. I am playing this adventure with 2 other groups (1 is inactive atm) and am incooperating their feedback to make it even better !

  • Terrains: Woods, Caves, Dungeons, Villages and to a lesser degree Swamps, Mountains, Castles.
  • Enemy Types: basically no aberrations, everything else is inside.

Story, short version: You guys are imprisoned in Gladstone (homebrew castle located in Varisia) ruled by the evil and eccentric Lord Richard (offscreen evil lord of the region) as part of his 'collection' of 'cursed or otherwise afflicted beeings'. You guys will hopefully escape , find yourself in Garund to lift your afflictions, all while getting embroiled in a bigger quest about Golarions savety.

It will contain : modified enemys, a few traps here and there, not a whole lot of Diplo-checks, homebrewed quest items. If you want to play something weird or over the top i might houserule-nerv it to bring it in line with the other players (example would be not allowing construct immunitys to a wyrwood, but rather giving him a flatboni to those situations).

More on curses / affliction on the next page.

I have created a lot of maps for this campaign, chances are, if there is no map for what you are about to do i have either not planned for it or it's something minor, sry for the inconvenience :)

The Story is not entirely self made but a heavily modified version of an older story, should you know the base material pls don't spoil the fun and enjoy this modified pathfinder interpretation.

About me, your GM

Heho folks !

My name is Mario Lemme, you can just call me Lemmi, have been playing RPGs all my life but am fairly new to pen-and-paper with focusing on Pathfinder 1e as well as 2e.

I am 27 years and am slowly turning into a forever DM/GM.

English is not my mother-tongue so please be patient and bear with me sometimes having to look words up. Also weird long sentences, strange pronunciations and grandma :).

One of my sub-goals of this campaign is becoming more proficient in speaking English and getting over voice-acting-anxiety (it's real people !).

Code of Conduct

  • Let's start with the usual, be kind and respectful to your fellow players (and me, please :) ).
  • Do not use our time as a group or the server for anything hateful, discriminatory or criminal.
  • If you have problems, be it about the game or the group, please write or talk to me on discord.
  • Please be 18+ or your country's equivalent. I do not like or include any hardcore violence and hardcore sexual descriptions in this campaign, but at the same time it's a game about killing stuff and about life as a fictional(!) character. Hopping in bed with that good looking bard from the tavern is all fine and dandy, but implied rape or non-detailed torture-scenes should be the extreme upper limit of what happens in this campaign, towards another player-character you best have that players consent or i will kick you out then and there.
  • With the nasty things out of the way please try to be a decent person, be a good part of this community and give us your attention when we have our game time.

Personal Quest, Lift the Curse

You are cursed, for whatever reason you find yourself the sufferer of an incurable disease, horrific affliction, mysterious curse or another strange twist of fate.

The curse should be a the main part of what drives your character to go on this adventure, please make sure your character does not lose drive by lessening the curse a bit.

You will be able to, in the end, turn your curse into a powerful tool.

More about the mechanical aspect can be found in the last part of this prezi.

Rumors (sowed by agents of Lord Richard, sovereign of Gladstone, a castle in Varisia) about the curse-lifting capabilities of Lord Richard have led you to his door, and right into his trap. For him you are merely a new addition to his collection of occult artifacts and twisted beings.

One way or the other you got captured and imprisoned by the captain of the guards Sir Kendrick. You now rot in the dungeon till Lord Richard deems you worthy of some attention.

Ps. No, 'miracle' and 'wish' will not help you.

Lord Richard

Gladstone and Sovereign

Cpt Kendrick

Gladstone is a castle in eastern Varisia, ruled by the corrupt cheliax-affiliated Lord Richard.

Lord Richard secures chelaxian interests in the region and is loyal to the thrice damned house of Thrune.

His closest aide is Captain Kendrick, leader of the guards and loyal warrior. The mysterious Sorceress Dawn is acting as left hand to the Lord and not much is known about her.

Most of you have heard rumors about the Sorceress, maybe from local folks or infatuated youngsters.

On the other hand you are rather familiar with Sir Kendrick and his guards, after all it was them who captured you and most of your fellow inmates.

Marry Dawn

Character Creation

Level 3 start, 3k starting money, your equipment will be stored by Sir Kendrick (how kind of him)

Simple version of "Elephant in the Room: Feat Taxes" ( https://michaeliantorno.com/feat-taxes-in-pathfinder/ tl:dr buffs to non-casters by fusing required feats)

Life: 1. Level maxHD, after that add half HD+0,5

Optional: whisper me your HP roll on roll20

Race: the usual, ask me if you are not sure or want to try something fency (Trox Bard, Orc-hestra)

might pair well with some curses.

Klasse: no chained Summoner, simple fireweapons (Bolt Ace is allowed); some Occult might be

veto'ed by me.

Feats/Traits/Spells: no Placebo, no Crafting outside Alchemy, i might veto some ( Sacred

Geometry, some Monster Feats, Leadership ... )

Trait: 1 trait (you alrdy have a curse that counts for the 2nd trait)

Optional: +1 Drawback/Trait possible

Ability Score: High Fantasy: 25Points

http://jody-white.com/pathfinder-ability-score-calculator.php

Hero Points: Start: 1 HP; max: 3; you gain 1 every other level and sometimes for special deeds,

acomplishments or great RP.

Additional Information

While you rot in Varisia right now your background is yours to create, be creative !

If you want you can cooperate with another player for your backstorys.

Terrains: Woods, Caves, Dungeons, Villages and to a lesser degree Swamps, Mountains, Castles.

Enemy Types: basically no aberrations, everything else is inside.

  • Evil Characters are allowed, please be sure you know what you are doing if you tread the path of evil.
  • https://www.youtube.com/watch?v=e-0hgP1tNH8
  • https://www.youtube.com/watch?v=kVuF4fkRD2c
  • Monk: may also be of True Neutral alignment
  • Paladin: may also be of neutral good and chaotic good alignment (Deity Codes apply)
  • Barbarians: don't have to be Chaotic
  • Hero Points: https://www.d20pfsrd.com/gamemastering/other-rules/hero-points/
  • Fully exploring dungeons is a plus
  • The main type of enemy you will face varies a lot from act to act.
  • Levelrange roughly from 3 to 17, roughly based on milestones
  • 4-5 Players; 1 GM
  • There is a bag of holding to be found in act 1
  • In case there is no one who can use Cure i will give you an option to heal out of combat.

Curses and Afflictions

You are cursed or suffer some kind of similar affliction.

Best way to manage this has proven to be that you choose a theme, topic or trope (best have a backstory in mind for that) and i build a first draft, then we can tinker around till it fits your character.

Curse counts as campaign trait.

My job is to keep you PCs curses in line with each other.

I can not stress this enough, your char should want to lift his curse !

Basic idea: you get a slight buff from it as well as a big malus. Said mali reduce in quantity or quality as your characters take steps and measures to lift their curses. At the end you will be in control and turn your curse into a potent weapon.

Example: Death and Decay

You are afflicted by a horrible disease of death and decay, yet it also fills you with unholy energy.

You have fast healing 2 and are healed by negative energy, in turn you are damaged by positive energy.

Your aura identifies as something close to necromancy and the undead, yet you eat, sleep, breath and feel like a normal being of your race.

You might look pale, haggard or ghoulish which tends to repulse people.

Your staple diet consists of flesh and blood, the fresher the better, therefore you are a butchers best customer :) .

Because of the strange nature of your body you are immune to further diseases but weak (+50%) to positiv/holy as well as fire damage.

German Section of an older prototype

Just for me to review.

Outdated and German

Verflucht & Kerker

Ausgangssituation

Die Spieler sitzen im Kerker von Gladstone, unverschuldet und ohne Hoffnung.

Der Grund für eure Unglück ?

Ihr seid verflucht, alle.

Woher euer Fluch auch kommt und welche Züge er auch annehmen mag, ihr seid nun Teil von Lord Richards persönlicher Sammlung.

Doch hinter der Fassade der Welt droht euch ein weitaus größeres Unheil, welches nicht nur eure Schicksale, sondern womöglich auch das Schicksal von Golarion in die Finsternis zu stürzen vermag.

Gladstone

Gladstone und Lord Richard

Lord Richard

Gladstone ist eine Festung im östlichen Teil Varisias, geführt von dem korrupten de facto chelaxischen Lord Richard.

Lord Richard und seine Festung sind Teil eines politischen Vorstoßens seitens Cheliax ( and, of course, the thrice damned house of Thrune! )

An der Seite Lord Richards stehen zum einen der Hauptmann der Wache Arthur Kendrick sowie die sich im Hintergrund haltende Zauberin Marry Dawn.

Ihr wisst nicht viel über die Rechte und Linke Hand von Lord Richard, doch habt ihr im Kerker mehr Kontakt mit Hauptmann Kendrick als euch Lieb is.

Was die Magierin angeht ? Niemand weiß was die fähige Zauberin in die Dienste Richards getrieben hat.

Hptm Kendrick

Verflucht

Suche nach Erlösung

Die Spielercharaktere sind auf der Suche nach einer Lösung für ihre Flüche.

Gerüchten über einen weisen Lord, der mit dem Aufheben von Flüchen bewandert sein soll folgend kamt ihr nach Gladstone, direkt in die Arme von Lord Richard.

Gerüchte, gestreut durch die niederen Handlanger von Lord Richard.

Doch nun darbt ihr im Kerker und bangt um den Zeitpunkt, an dem Lord Richard sich Zeit nimmt um seinem Hobby zu fröhnen, nichtsahnend, dass es in Gladstone tatsächlich eine Person gibt die euch in die richtige Richtung zur Aufhebung eurer ungewöhnlichen Flüche schicken kann.

Ps. Nein, Zauber wie etwa >Miracle< werden euch nicht erlösen.

Marry Dawn

Spieler-Charaktere

Char-Erstellung

Zwar haust ihr momentan alle im Varisischen Kerker, doch euer Herkunft und Klasse sind kaum Grenzen gesetzt.

Hier einige Generelle nicht mechanische Hinweise und Tipps:

  • extreme Gesinnungen sollten zur Party passen, das Abenteuer ist Böse oder Gut spielbar
  • Monk: zstzl. Neutral
  • Paladin: zstzl. Gut und Chaotisch Gut (Deity Alignment)
  • Heldenpunkte: stellen das heroische Potenzial eures Charakters dar, in Notsituationen ist es euch möglich einen Teil eures unangetasteten Potenzials zu schöpfen.
  • Neugierige/Detektiv Persönlichkeiten sind nützlich für die versteckten Questlines / Items.
  • Gegnertypen wechseln teils stark zwischen den Büchern.
  • Levelrange geht von 3 bis ~17
  • 5 Spieler; 1 Leiter
  • Es wird wenig Downtime zwischen den Büchern

geben

  • holt euch keine Säcke etc., Ich gebe euch zur

Not etwas um Heilstäbe out of combat

nutzen zu können.

Allgemeines

Allgemeines

https://michaeliantorno.com/wp-content/uploads/2018/06/The-Elephant-in-the-Room-Feat-Taxes-in-Pathfinder.pdf

Ihr startet auf Level 3 mit Equip im Wert von 3.000 Gold.

Euer Equip wird netter Weise vom Hauptmann Kendrick verwahrt.

ELEPHANT IN THE ROOM: FEAT TAXES IN PATHFINDER gilt bis auf weiteres

Life: 0,5*(HD+LVL(HD+1))+[CON*LVL]+[Feat/Etc.]

-> 1. Level maxHD, jedes lvl danach halben HD+0,5, aufgerundet

Optional: Stattdessen würfle ich mit euch offen in Roll20.

Rassen: Core, Gerne andere mit Absprache möglich

Klasse: kein Chained Summoner, Feuerwaffen, High-Tech; Occult und 3P nur nach Absprache

Feats/Traits/Spells: Paizo, kein Placebo, kein Crafting, 3P nur nach Absprache, Veto möglich ( Sacred Geometry, Monstertalente, Leadership ... )

Trait: euer Fluch zählt als ein gewähltes Campaign Trait. -> noch 1 über

Optional: +1 Drawback/Trait möglich

Ability Score: High Fantasy: 25Points

http://jody-white.com/pathfinder-ability-score-calculator.php

Heldenpunkte: Start: 0 HP; Maximal: 3; 1/LVLUP sowie epische Taten.

Flüche

Flüche

Euer Fluch hat seinem Ursprung in der sogenannten "Magie der Ahnen", eine alte mit den heutigen Magie inkompatible Macht.

So ein Fluch ist eine ziemlich persönliche Angelegenheit und spielt wahrscheinlich für euren Hintergrund eine immense Rolle, daher werden alle Flüche im Dialog zwischen Spieler und Spielleiter festgelegt.

Euer Fluch belegt ein (Campaign-)Trait.

Eure Flüche sollten auf einem Leidensniveau sein.

Euer Fluch hat bis zu 5 Stufen, diese sind additiv und 2 davon Positiv.

Es wird früh eine (möglicherweise unangenehme) Möglichkeit geben euren Fluch um eine Stufe zu lindern, später sogar 2.

Beispielfluch: Body of Undeath

  • (+) Curse Unchained: wird Später im Spiel festgelegt.

  • (+) Stufe 1: Negative Energie heilt euch, ihr altert nicht

  • (-) Stufe 2: Positive Energie schädigt den Spieler

  • (-) Stufe 3: Euer Körper hat leichte Verwesungserscheinung und wirkt krank, gebrächlich. Eine Aura des Untodes umgibt euch.

  • (-) Stufe 4: Dein fast toter Körper ist auf externe Blutzufuhr angewiesen, trinkt der Spieler nicht einmal pro Tag 0,5l so ist er Erschöpft für den nächsten Tag.

Fluch Schema:

  • (+) Curse Unchained: Spät im Spiel erhaltet ihr die Möglichkeit die Negative Essenz eurer Flüche zu "verlieren"

->Fluch wird zu einem großen Vorteil, wird später festgelegt.

  • (+) Stufe 1: kleiner Konstanter Vorteil

  • (-) Stufe 2: Core-Nachteil,

  • (-) Stufe 3: moderater Nachteil, kann später unterdrückt werden

  • (-) Stufe 4: moderater Nachteil, kann relativ früh unterdrückt werden.
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