Child of the Crusade Trait


Wrath of the Righteous


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With thanks to Nobody's Home for his reinventing of several of the character traits for this AP, I have thought of a way to change this particular trait.

For the longest time I have been reading every book I could find or webpage I can find in order to help flesh out some aspects of this AP. At the beginning of book 3, the PCs will have a new city and be able to use downtime to help rebuild it. Except, according to several sources, you have no usable river, farmland, or natural resources available to you. The only way you can fully rebuild is to import everything.

As an aside I incorporated the Equinox Crown module from Legendary Games into my campaign. So, I am not against adding things when and where they make sense.

Well, with Child of the Crusades, the PCs basically get sent to a location to help a member of this characters family "move on". That's all. Pretty bland.

In my campaign I have decided to incorporate a few things to surround this trait. And they are as follows:

Spoiler:
Icerift Castle. Which is in northern Mendev along the border of the Worldwound. The wardstone that is listed was at this location. Placing the PC's family member somewhere in the castle. Filling the castle with white wraiths. And having them fight the Wendigo that is there. All of which will allow the member to "move on".

Since you need multiple wardstones to create an anti-demon border, I have changed this wardstone's characteristics that will allow it to free the surrounding terrain of Drezen from the taint of the Abyss. Then allowing for farmland to be utilized. And, more importantly, not stepping on the toes of the Sword of Valor with the anti-teleporting thing.

And since Icerift Castle has been dormant for 85 years since the First Crusade, I figured it would not have been susceptible to the energy spike from book 1.

So, what a PC with this trait will learn is that their family has been involved since the First Crusade. And that by defeating the Wendigo and retrieving the wardstone they will both put their past to rest, finally, and ensure the survival of the future with the new wardstone.

And once all of this is accomplished you, the GM, now have a whole new slew of reasons for demons to attack this new city that the PCs call home.

Well, this is my idea for changing this campaign trait.

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