If Replace Lock:
- Lackless are grateful; cursed bearer becomes their hero/martyr
- Cursed bearer develops relationship with entity (growing stranger)
- Entity provides knowledge/power to cursed bearer (experimental mechanics)
- Guardian may remain as advisor (teaching cursed bearer)
- Campaign transitions to: Cursed bearer learning entity-magic, or entity trying to escape
If Sacrifice:
- Lackless ghosts haunt party (mechanical penalties on all rolls in Vintas/Commonwealth)
- Church hunts party for genocide
- Curse transfers to party (Cursed condition, permanent)
- Party must flee Temerant or find way to reverse curses
- Campaign transitions to: Redemption arc or exile adventure
---
## NPCs & Locations
### Key NPCs
Kael Lackless (Historian, Human Arcanist, Level 5)
- Obsessed genealogist; knows all Lackless family trees
- Can be hired, bribed, or freed from obligation
- Becomes loyal ally if party treats family well
- Betrays party if they harm Lackless
Maer Alveron (Noble Patron, Human Courtier, Level 8)
- Distressed by curse; desperate for cure
- Will bargain, threaten, or reward to achieve cure
- Can become powerful ally or vengeful enemy
- Legitimate political power (controls army, courts)
The Mysterious Guardian (Ancient Sympathist, Level 11)
- Bound for 3,000 years; slowly dying
- Tired, melancholic, wants freedom more than life
- Will aid party for promise of freedom
- May betray party if it serves their escape
Lackey/Hidden Heir (Foundling, Level varies 1-5)
- Street orphan discovered by party
- True identity as Lackless heir makes party emotionally invested
- Fate depends on party's choices
- Can become loyal ally or tragic casualty
The Entity (Ancient Intelligence, CR Unknown)
- Never fully revealed; stays mysterious
- Communicates through dreams/visions/concepts
- Personality: Ancient, logical, alien morality
- Potentially ally or threat (depends on party negotiation)
### Locations
Lackless Manor (Vintas Borderland, 1 day from civilization)
- Ancestral estate; partially ruined
- Contains library and hidden chamber
- Curse manifestations present (environmental hazard)
- Bind-point apparatus located here
Maer's Court, Severen (Vintas Capital)
- Grand palace; political intrigue hub
- Court members showing curse symptoms
- Intelligence networks available for hire
- Danger: Assassination attempts, poison, intrigue
University Underthing (Imre)
- Secret magical archives beneath University
- Contains theoretical binding texts
- Guarded by Masters (negotiation required)
- Dangerous: Magical traps, hostile mages
Thin Place (Fae Crossing, Location Varies)
- Veil between mortal world and Fae realm
- Time distortion (Fae time ≠ mortal time)
- Fae courts accessible beyond veil
- Dangerous: Reality is unstable, Fae courts have alien logic
The Bind-Point (Hidden Chamber, Varies)
- Where original binding ritual was performed
- Where entity is imprisoned
- Where final ritual must be completed
- Dangerous: Entity's presence is overwhelming, manifestations are violent
---
## Session Breakdown
| Session | Title | Act | Key Event |
|---------|-------|-----|-----------|
| 1-2 | Discovery | 1 | Letter/revelation; Lackless curse connection |
| 2-3 | Manifestations | 1 | Witness curse effects; meet Kael Lackless |
| 3-4 | Investigation | 1 | Research via multiple sources; discover The Rhyme |
| 5-7 | Lackless Estates | 2 | Explore manor; find library & hidden chamber |
| 8-10 | Maer's Confidence | 2 | Court intrigue; learn Maer is cursed |
| 11-12 | Arcanum Research | 2 | Study binding mechanics; gain theoretical knowledge |
| 13-14 | Fae Connection | 2 | Cross thin place; learn entity's origin |
| 15-17 | Curse Acceleration | 3 | Manifestations escalate; guardian appears |
| 18 | The Truth | 3 | Full revelation of binding/entity history |
| 19 | Entity's Offer | 3 | Communication with imprisoned entity |
| 20-22 | Factional Mobilization | 3 | University/Church/Amyr/Maer/Fae converge |
| 23-24 | The Binding Ceremony | Endgame | Party chooses path; ritual begins |
| 25-28 | The Aftermath | Endgame | Consequences play out; campaign resolution |
---
## Running This Arc
Pacing Notes:
- Act 1 (4 sessions): Discovery; emotional hook
- Act 2 (10 sessions): Investigation; gathering knowledge
- Act 3 (8 sessions): Moral complexity; factional pressure
- Endgame (6 sessions): Ritual; consequences
Emotional Beats:
- Sessions 1-4: Mystery (What is the curse?)
- Sessions 5-14: Investigation (Who cursed the Lackless? Why?)
- Sessions 15-18: Horror (What have we learned? What is at stake?)
- Sessions 19-22: Pressure (Everyone wants something. Time is running out.)
- Sessions 23-28: Choice & Consequence (What kind of people are we?)
Key Moments:
- Always play curse as tragic (not evil)
- Make Lackless sympathetic (they sacrificed everything)
- Make entity sympathetic but alien (neither good nor evil)
- Make moral choices impossible (no perfect solutions)
- Reward clever thinking and roleplay
Optional Expansions:
- If party chooses Strengthen Lock, arc transitions to Chandrian campaign
- If party chooses Break Lock, arc transitions to Unknown Entity threat
- If party chooses Replace Lock, arc continues as "Cursed Bearer" campaign
- If party chooses Sacrifice, arc becomes redemption/exile campaign