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<blockquote data-quote="RangerWickett" data-source="post: 8101124" data-attributes="member: 63"><p><strong>Title:</strong> Bonds of Forced Faith (one-shot bundled with the adventure path ZEITGEIST: The Gears of Revolution)</p><p><strong>Edition:</strong> 5th (also 4e and Pathfinder 1e if you buy Act Two of the adventure path's compilation)</p><p><strong>Starting Level:</strong> 10th (pregen characters)</p><p><strong>Link(s):</strong> <a href="https://www.patreon.com/posts/9012627" target="_blank">https://www.patreon.com/posts/9012627</a> or <a href="https://marketplace.roll20.net/browse/gameaddon/364/zeitgeist-bonds-of-forced-faith" target="_blank">Roll20</a></p><p><strong>Summary/Why it's Great: </strong>The PCs - a king, his advisors, and two foreign allies - have a mission to stop a witch known as the Red Contessa, who intends to use the power of a lunar eclipse to link her life force to the lives of everyone in a city, effectively making her invincible. The party ascends to her mountaintop lair, facing members of her coven along the way. The witches all know a suite of curses, and all have used a lesser version of the Contessa's ritual to link them to a group of innocents, so any injuries that would befall them instead kill bystanders and hostages.</p><p></p><p>Every fight is a bit of a puzzle, and all the enemies do gruesome things to evoke a horror vibe. For instance, the party starts with a stack of 'remove curse' scrolls, but the witches throw out curses like candy, so eventually they'll have to just deal with being cursed. Also, the mayor of the city is a deva (a race from 4e that resurrects a few days after you kill them with most of their memories gone), and over the years of the Contessa rising to power, she has come to really enjoy killing the mayor over and over. So during early fights, the enemy minions all refuse to attack him, because their boss called dibs.</p><p></p><p>And all this happens with the backdrop that the king's popularity is waning after a recent war went badly. He's not trying to look like the hero, though. He wants his preferred successor to be seen as a hero, because in this country the monarchy is not inherited, and the ruler must have the people's support.</p><p></p><p>Meanwhile, the various pre-gen PCs all have their own agenda during the mission -- they all want to beat the witch, but there might be small betrayals, especially in the climax when the Contessa reveals the real reason for her ritual.</p><p></p><p>[ATTACH=full]126934[/ATTACH]</p><p></p><p>---</p><p></p><p>An early mission in the ZEITGEIST adventure path involves a haunted mountain called Cauldron Hill, the site from which a coven of witches had ruled the city a century earlier. Halfway through the adventure path I had a need to run a one-shot at a couple conventions, so I devised <em>Bonds of Forced Faith</em>, which takes place a hundred years before the campaign starts. I've run it four different times, and each time a different person ended up king.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8101124, member: 63"] [B]Title:[/B] Bonds of Forced Faith (one-shot bundled with the adventure path ZEITGEIST: The Gears of Revolution) [B]Edition:[/B] 5th (also 4e and Pathfinder 1e if you buy Act Two of the adventure path's compilation) [B]Starting Level:[/B] 10th (pregen characters) [B]Link(s):[/B] [URL]https://www.patreon.com/posts/9012627[/URL] or [URL='https://marketplace.roll20.net/browse/gameaddon/364/zeitgeist-bonds-of-forced-faith']Roll20[/URL] [B]Summary/Why it's Great: [/B]The PCs - a king, his advisors, and two foreign allies - have a mission to stop a witch known as the Red Contessa, who intends to use the power of a lunar eclipse to link her life force to the lives of everyone in a city, effectively making her invincible. The party ascends to her mountaintop lair, facing members of her coven along the way. The witches all know a suite of curses, and all have used a lesser version of the Contessa's ritual to link them to a group of innocents, so any injuries that would befall them instead kill bystanders and hostages. Every fight is a bit of a puzzle, and all the enemies do gruesome things to evoke a horror vibe. For instance, the party starts with a stack of 'remove curse' scrolls, but the witches throw out curses like candy, so eventually they'll have to just deal with being cursed. Also, the mayor of the city is a deva (a race from 4e that resurrects a few days after you kill them with most of their memories gone), and over the years of the Contessa rising to power, she has come to really enjoy killing the mayor over and over. So during early fights, the enemy minions all refuse to attack him, because their boss called dibs. And all this happens with the backdrop that the king's popularity is waning after a recent war went badly. He's not trying to look like the hero, though. He wants his preferred successor to be seen as a hero, because in this country the monarchy is not inherited, and the ruler must have the people's support. Meanwhile, the various pre-gen PCs all have their own agenda during the mission -- they all want to beat the witch, but there might be small betrayals, especially in the climax when the Contessa reveals the real reason for her ritual. [ATTACH type="full"]126934[/ATTACH] --- An early mission in the ZEITGEIST adventure path involves a haunted mountain called Cauldron Hill, the site from which a coven of witches had ruled the city a century earlier. Halfway through the adventure path I had a need to run a one-shot at a couple conventions, so I devised [I]Bonds of Forced Faith[/I], which takes place a hundred years before the campaign starts. I've run it four different times, and each time a different person ended up king. [/QUOTE]
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