Tangled in the Curse: The Tragic Fates of Puppet Wranglers

By admin

The curse of the puppet wrangler is a superstition that surrounds the profession of puppeteering. The belief is that those who practice this art form are cursed with bad luck and unfortunate events. **This curse is said to be brought on by the manipulation of inanimate objects, giving them a life-like appearance.** It is believed that the curse originated from ancient folklore, where it was believed that puppets were vessels for evil spirits. There have been many stories throughout history that support the existence of this curse. Puppet wranglers have reported unexplained accidents, financial ruin, and even personal tragedy.


Sprinter (1 RP): Prerequisites: Normal speed trait; Benefit: Minotaurs are quick when they get the space to run granting them a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions. This ability replaces the Maze Masters trait.

Revelations are always completed too easily and there isn t a whole lot of excitement generated by the dull speaking lines and bumpy character interactions. Sometimes this can be done on a grand scale, and you don t really see it in Hollywood as much as you catch it in excessively busy European films with steady budgets and an interest in busting through any marketplace other than America.

The pathfinder the curse of the midas box 2

Puppet wranglers have reported unexplained accidents, financial ruin, and even personal tragedy. **Some believe that the curse is a result of angering the spirits that reside within the puppets, while others believe it is simply bad luck brought on by the occupation itself.** Despite the curse, there are still many brave individuals who choose to pursue a career as a puppet wrangler.

Krynn style Minotaur with optional racial traits

I went for a 10 point Minotaur race modeled after Dragonlance's Minotaurs which I always liked. These minotaurs exist as a race along with the more monstrous minotaur from which their race originated. They are a seafaring race (something that came over time due to their environment) in my world living on an archipelago of islands. This gives them a niche within the other races but I also provide some alternate traits in case you don't like that "flavor". I didn't get to add the alternate favored class options like I planned here's what I have so far with some of my custom racial abilities.

Minotaur Player (non monstrous) Race

Monstrous Humanoid (2 RP)
Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often havemagical abilities as well. A monstrous humanoid race hasthe following features.
Monstrous humanoid races have the darkvision 60 ft. racial ability.
Monstrous humanoids breathe, eat, and sleep.

Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Standard Modifiers (0 RP): Members of this race gaina +2 bonus to one physical ability score, +2 bonus to onemental ability score, and a –2 penalty to any other ability score.
+2 Str, +2 Wis, -2 Cha – Minotaurs have a strong build and a strong heart but their temperament can be off putting.

Standard Array (1 RP): Members of this race start with Common plus Minotaur. Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose any of those languages as their bonus languages. Aklo, Aquan, Giant, Dwarven, Orc, Sylvan, & Undercommon.

Natural Armor (2 RP): Prerequisites: None; Benefit: Minotaurs gain a +1 natural armor bonus due to their thick hide.

Stability (1 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Gore (Natural Attack): (1 RP): Prerequisites: None; Benefit: Minotaurs can use their horns to make a Gore attack. This is a natural primary attack that deals 1d6 damage. If a minotaur looses 1 horn, the damage is decreased to 1d3 and if both horns are lost the minotaur looses this ability. Spells and other affects that can regrow lost limbs can also replace lost horns but otherwise this loss is permanent.

Powerful Charge (2 RP): Prerequisites: Natural Attack; Benefit: Whenever a minotaur charges, it deals twice the number of damage dice with a gore attack plus 1–1/2 times its Strength bonus.

Seafaring* (2RP): Minotaurs gain a +1 to Craft: Ships, +1 to Profession: Sailor, +1 Profession: Fisherman and a +1 to Survival while on a ship

Maze Masters* (1 RP): Due to their monstrous ancestry, minotaurs gain a +4 to Survival, Knowledge (dungeoneering) and Perception checks while in mazes.

Herd Mentality* (-2 RP): Like cattle, minotaurs are easily commanded and suffer a -2 penalty to all Enchantment affects, Intimidate checks made to Influence Action (see Intimidate skill) and Diplomacy checks made to Make a Request (see Diplomacy skill).

Hoofed (1 RP): Prerequisites: None; Benefit: Minotaurs have hooves instead of feet. They can wear horseshoes in their feet slot, but cannot wear boots, shoes, sandals or other such traditional footwear.

Weapon Familiarity (1 RP): Trident and Net. Prerequisites: None; Benefit: Minotaurs are proficient with Tridents and Nets as they are already familiar with them as tools for fishing.

Easily Enraged* (-2 RP): Due to their bull like temperament, minotaurs can be antagonized (see Antagonize feat, UM) by targets even if they do not possess the Antagonize feat and take -2 penalty to be Antagonized. In addition they suffer a -2 penalty to any other affect that incites them to attack a target (i.e. Barbarian's Boasting Taunt)

Alternative Racial Traits

Natural Weapon: Hoof (1RP) 1d4 Secondary attack – Your kicks are so strong that they are considered a natural attack. This ability replaces the Stability trait.

Imposing Figure(Skill Bonus 2 RP) – Your physical presence and ruff demeanor grants you a +2 to Intimidate. This ability replaces the Hoofed and Stability traits.

Sprinter (1 RP): Prerequisites: Normal speed trait; Benefit: Minotaurs are quick when they get the space to run granting them a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions. This ability replaces the Maze Masters trait.

Cave Dweller (2 RP): Prerequisites: None; Benefit: Your people live in underground caves and the nearby hills around them. They gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. This ability replaces the Seafaring trait.

‘The Adventurer’ is directed with sub-workmanlike precision by Jonathan Newman, a helmer who came up in the world of children’s entertainment, but who last directed the incompetent sexual satire “Swinging With The Finkels” (good to know he’s incompetent no matter the audience). Newman spends excruciating moments of screen-time allowing the camera to linger over his Home Depot-built sets as if this were Scorsese’s re-creation of the Five Points. For being a kids-centric film, the picture is relatively slow and joyless, with an enormous amount of time spent with the introverted Mundi and an abused teenage girl who won’t step up to her father. While that last subplot sounds dark, it’s rendered obvious because of how overtly oppressive it is. It’s impossible to suddenly force shadows into the frame, because you know the sunlight is just moments away.
Curse of puppet wrangler

They believe that as long as they respect the puppets and treat them with care, they can avoid the curse. **Others believe that the curse is simply a myth, and that any misfortunes that befall a puppet wrangler are merely coincidences.** The curse of the puppet wrangler is a fascinating superstition that has captivated the imaginations of many. **Whether or not one believes in its existence, it adds an air of mystery and intrigue to the already magical world of puppetry.**.

Reviews for "From Puppetry to Doom: The Dark Legacy of the Wrangler's Curse"

1. Jessica - 2/5 - I was really disappointed with "Curse of the puppet wrangler". The plot was all over the place and it was hard to follow what was going on. The characters were also very one-dimensional and lacked any depth. The special effects were subpar and didn't add anything to the overall movie experience. Overall, I wouldn't recommend wasting your time on this film.
2. Michael - 1/5 - Where do I even begin with "Curse of the puppet wrangler"? The acting was atrocious, and it felt like the entire cast was sleepwalking through their lines. The storyline was predictable and unoriginal, and I found myself checking my watch multiple times throughout the movie. The puppetry, which should have been the highlight, was laughable and not the least bit scary. Save your money and watch something else.
3. Emily - 2/5 - As a horror movie enthusiast, I was excited to watch "Curse of the puppet wrangler", but it turned out to be a letdown. The pacing was incredibly slow, and there were long stretches of boredom that made me lose interest. The puppets themselves were not creepy or menacing, but rather comical and cartoonish. The ending was confusing and left me with more questions than answers. Overall, this movie failed to deliver the scares and thrills I was expecting.

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