The Rituals of Choice Adventure Path
Part I: A Witch’s Choice
By
Steven D. Russell
Introduction
A
woman arrives in the protectorate of Questhaven from another plane, stepping
barefoot through a portal of pure eldritch might. She is Morwen Khyar, a self-proclaimed demigoddess, Their Savior, and her power is such that
no one disputes her claim not even the servants of heaven. Se seeks the true
name of the Worldsmith who created the universe, and by speaking it aloud she
will destroy this universe gain the power she needs to saver her own. The
truename of the Worldsmith is hidden within the very fabric of this universe, and
demigoddess or not, she lacks the power to dismantle the world without ruining
the information she seeks. The path to her goal now lays open: Mortals under
their own free will must rediscover and chose to carry out twenty forgotten rituals
which will allow her to learn the Worldsmith’s truename. Morwen’s plan is to
stay in the shadows and use mortal minions subtly and secretly, so that no other
deity can move to stop her. Moreover,
even if all else fails, she has a contingency plan: the creation of heroes. So
begins The Rituals of Choice.
“A
Witch’s Choice” is an Pathfinder Roleplaying Game adventure designed for four 1st-level
characters. Characters will advance to 2nd level by the end of the
adventure. This is the first installment in the Rituals of Choice Adventure
Path, a complete campaign saga consisting of 20 adventures.
The
campaign path will take characters from a simple escort mission at 1st
level to an apocalyptic battle for the multiverse at 20th level. The
campaign is episodic with individual adventures able to stand alone despite a
plot arc that runs through the entire series. This full arc will become clearer
with each episode, together with “The Rituals of Choice Player’s Guide” free
pdf that you can find at our website, www.ritepublishing.com.
Campaign Setting
The
Rituals of Choice Adventure Path takes place in the Protectorate of the
Questhaven campaign setting but is modular enough to work equally well in any
other standard high fantasy Pathfinder Roleplaying Game campaign setting. Morwen can easily arrive on some other plane
of existence, with the presence of the truename of existence being a new and
exciting discovery.
Preparation
To play the Rituals of Choice Adventure Path,
you will need a copy of the Pathfinder Roleplaying Game Core Rulebook and
the Pathfinder Bestiary. This book may draw a number of monsters from the
various other Pathfinder Bestiaries and Third Party Products, but the book will
provided full stat-blocks in these cases.
Adventure
Background
Characters
with ranks in Diplomacy (Gather Information) can learn more about the adventure
background. When a character makes a successful check, the following lore is
revealed; including the information from lower DCs. Knowledge (local) can
provide Lore DC 20 or lower. Knowledge (arcana) can provide the Lore DC 25 but
not the information from the lower DCs. Knowledge (planer) can provide the Lore
DC 40 but not the information from the lower DCs.
When running “A Witch’s Choice” as part of
the Rituals of Choice Adventure Path, characters that put a rank into the
appropriate skill or preform research in a library can reroll to learn more
about the adventure background.
DC
10:
The
frontier town of Far-Rough lies just over the western edge of Korvack’s
Cauldron (caldera of a dormant supervolcano) along the north of The Drifting
Glade at very limit of the Protectorate of Questhaven. Several years ago, a
well-to-do nobleman from the Kingdom of the Last Warlord named Vethkar came to Far-Rough
by braving the Shattered
Labyrinth. With him, he brought his unpredictable and autistic daughter named
Zewthra.
DC
15:
Zewthra’s
condition is now killing her and by the judicious use of his resources, Vethkar
has discovered that he must take his daughter to a mystical site where she must
perform a special ceremony. The journey is hazardous, however, and his struggle
to keep his daughter alive has already depleted his assets. Recently, he has
been having a strange recurring dream about the PCs and a giant harpy eagle. He
believes this dream has a mystical component, a sign from beyond, and he plans
to follow the directions given in his dream. He truly believes that having the
PCs escort himself and his daughter is the best chance for her survival.
DC
20:
What
only a few people in the town know is that Vethkar is brother-in-law to the
Last Warlord. When his daughter began showing signs of the Verrik’s racial
malady, the Phrenic Curse, he did not wish her to be put away in the Damned
Depository (an asylum for those truly victimized by the curse), so he fled
here.
DC
25:
Zewthra’s
malady is the result of the verrick raical curse and her own personal choices.
When she was very young, and her witchery powers first manifested, she killed a
rare guest of the Last Warlord, a young taurian boy (Minotaur). Zewthra chose
to suppress her new powers rather than risk killing anyone else, but the effort
cost her dearly. She now seems to be nothing more than a deranged child in a
woman’s body.
DC
40:
In
truth, Vethkar’s dreams are the work of the wretch (half-orc half-hag)
Dreamspun Sorecerer Bakhuth, who is also known as “The Wretched Harpy” to the Blood
of Steelcrag, and “the Dreamspinner” by the verrik.
Adventure
Synopsis
The
adventure begins with the characters asleep, having strange dreams, and
awakening to find themselves in Plunging Stream Manor, the home of Vethkar. He
should be able to convince them, by the offer of a reward and the plight of his
daughter Zewthra, to take an oath to escort his daughter to a mystical site
known as . There are obstacles along the way as well as strange and wondrous
encounters. When Vethkar dies halfway to the site (heart attack, if not by
violence), the PCs must make a choice: continue or abandon the quest. If they
continue, they must then convince the deranged Zewthra to choose to perform the
ceremony of her own free will. If done properly Morwen will link all similar
mystical sites (Avatar’s Landing) on the world to the place she first set foot
upon in this world (). This will enable Morwen at some future point, drain all
the might of every mystical site that has any of the qualities possess into herself.
Adventure Hooks
The adventure hook will
plunge the characters into the action from the very beginning. However, let the
PCs choose the reasons they joined together before placing them in the initial
encounter. Below is a list of suggestions that both the GM and the players can
agree on. This list is by no means all-inclusive, and GMs are encouraged to
tailor these to their unique group of PCs.
·
Agents
of Authority: The PCs are young and newly appointed Questors, the
adventurer’s guild that rules Questhaven (Vethkar’s various inquires for
assistance from the PCs through his political connections have been answered). The PCs gain a +2 bonus on Diplomacy and Knowledge
(nobility) checks.
·
In
Rebellion: The PCs have sworn to serve in the fellowship of the
Phoenix who seek to overthrow the oligarchic rule of the Questors, and set up a
true democracy. (Vethkar, having abandoned The Last Warlord to save his
daughter, asks for the PCs through an old friend, who became The Nameless
Revolutionary who is the Phoenix-child that leads the Fellowship). The PCs gain a +2 bonus on Perception and
Sense Motive checks.
·
Wards
of the State: The PCs are/were all wards of a noble in the Kingdom
of the Last Warlord (Vethkar is that noble, and he finally believes that the
characters are ready to help him. They are fully aware of the adventure
background except the DC 40). The PCs
gain a +2 bonus on Sense Motive and Bluff checks.
·
Orphans,
aren’t we all: The PCs are all part of the same orphanage (Vethkar
discovers them and adopts them). The PCs
gain a +2 bonus to any two of the following skills: Alchemy, Appraise, Decipher
Script, Craft, Handle Animal, Heal, Knowledge (any one), Perform, Profession,
and Sleight of Hand.
·
Let
My People Go: A benevolent patron buys the PCs as slaves and then
frees them (Vethkar is the benevolent patron, who offers to reward them for
their assistance). The PCs gain
Toughness as a bonus feat.
·
A
Mother’s Love: The PCs all share the same adoptive mother (A woman
in Vethkar’s village, which is why he settled here. He offers rewards and the
plight of his daughter‘s malady). The
PCs gain a +1 bonus to Fort, Ref, and Will.
·
The
Cost of Education: The PCs actually all attended the same school, and
they are subject to indentured servitude for their education via the merchants’
guild that was their patron (Vethkar buys the PCs’ contract from the merchants’
guild, and offers them payment as well).
The PCs all gain Skill Focus as a
bonus feat (they may chose the skill to focus on).
·
Heroic
Legacy: The PCs are all the children (or adopted children) of
a retired heroic company, who ask their heirs apparent to stand in for them. The PCs
can once per day roll two d20s instead of one and take the higher result. A PC
must declare the use of this ability before the roll is made.
·
The
Dragonsworn: Ardon-nue “The Breaking Fire” a pyroclastic great
wyrm read dragon who is seeking ot destroy the Questor’s society is recruiting
a group of independent agents (his last group disappeared) (The dragon is
intrigued by Vethkar’s dreams about the PCs and sends the players to assist
him). The PCs gain a +4 bonus to saves
against charm and compulsion effects.
·
The
Fellowship: The PCs recruited each other; every PC member must
recommend and have a connection to the next party member (not the same one)
until you come to the last who has to give a connection to the first party
member (Vethkar asks the first member, who started recruiting the party, to
recruit the other members for the quest). The
PC who starts the chain chooses a skill, and gains a +2 bonus to this skill.
The next PC connection chooses a skill and both the first and second PC gain a
+2 bonus to this skill. The third PC in the connection chooses a skill and the
second PC and the third PC gain a +2 bonus to this skill and so on, until there
are no more PCs left to join. The last PC gains a +2 bonus to the skill the
first PC chose. In the end each PC will
have a +2 bonus to two skills as a benefit from choosing this background.
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