Question re:Magic Silver Dagger [Spoilers]


Curse of the Crimson Throne


Hi everyone,

I'm currently running Edge of Anarchy and we're almost done.

CotCT Spoiler Question:

My group has become very curious about the "Magic Silver Dagger" after multiple unsuccessful attempts at trying to identify it.

At the most recent session, they convinced Cressida to put them in touch with the dean of divination at the Acadamae in exchange for going back and taking care of Eel's End.

I think they are planning to pay to have either "Analyze Dweomer" or "True Seeing" cast on the dagger.

At this point I'm wondering what to do.

Option 1 - On the one hand, I think it's only fair to let them find out the true nature of the dagger, given that they have spent a lot of time, money and effort trying to come up with ways to identify it.

Option 2 - On the other hand, given how intelligent Vimanda is and the fact that she knows what the party is planning, I would think that she would get the Raktavarna to escape at the first opportune moment.

My gut tells me the first option would be more fun for the group, but I think the second option would be more likely to occur given the circumstances.

-What do people think?
-Any other options that you see?
-Is there anything else I should take into consideration?
-Does anyone have any experience with their groups finding out about the Raktavarna, and if so, how did it go?

Silver Crusade

Your party took some time and effort to identify it (unlike my group they just shrugged and threw it in their pocket) so give them their reward. It's nice foreshadowing and a reward for player persistence.

The one thing I would say is to make sure that your players don't go running after the masters early. That could get... messy.


Laric: Your analysis is really good and it’s not an easy answer.

Having said that, I would make an escape before the party spends any money. Maybe make it look like a theft. That will piss the party off, so you might want to let them chase a red herring (the party has been asking around town to understand the item, maybe it informed someone who wants to steal powerful magic items). I think that is both interesting and the party also doesn’t spend any $$$.

Vimara could also try to use Cerulean society resources to send a very good pickpocket to get the dagger. Considering how very difficult it is to make one (5000 gold, 1500+ gold in spellcasting services, 500 XP, not to mention a Prince’s heart), I think she would use considerable resources to get it back. She could even offer to buy it back.

If the party guards the dagger extremely well and escape/theft doesn’t seem likely, it could always just turned itself into a non-magical piece of parchment/scroll that has writing on it. You could write a long letter or perhaps even a short message like “Sorry” or “Maybe next time you should negotiate”. Player rage! Hahahaha.


Thanks guys!

You both make good points.

I haven't made a final decision yet, but I'm leaning towards letting them find out.

I still have a bit of time to think about it before our next session, so any other input is welcome.


Funny thing on my group: I read the AP long before I found out we were gonna play it, so when my character ended up with the dagger, I was amused, but didn't say anything since she had no reason to be suspicious.

Problem was, I ended up absent the day we were to run the second half of the module, when it was supposed to come up. So we're out in the Cinderlands now, and my Undine Sorceress now has a spy without it's master hanging from her belt.


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Pathfinder Adventure Path Subscriber

If only a person with an interest in the dagger had a way to know what the PCs plans were and could easily change shape to look like any person, like, say, the dean of divination. That could lead to a fun encounter...

Here is how I would run it in your situation, and remember, facts are the greatest tools of deception:

Vimanda clearly knows about the PCs' attempt to divine the dagger's true purpose since the dagger has been spying on them the entire time. She also probably knows about the meet up with the dean of divination. There is a pretty good chance as a noble of a great family that she knows what the dean looks like, and an even better chance that the characters don't.

Kroft informs the party that she doesn't mingle with wizards very often, but that doesn't mean she can't help. Given the characters' service to the city, their return of the Queen's broach, and her own stature as Field Marshal, Kroft is certain she can have the Queen request dean wotsisname's help--possibly for no fee (but don't get your hopes up, the wizards of the acadamae aren't always so agreeable). She promises to bring it up the very next time she and the Queen speak. The raktavarna hears all of this and lets Vimanda know.

That very night, Vimanda-as-dean finds them. It is an opportunity to meet these heroes in person, and to gauge how they might be useful to her in the future. Depending upon how you feel about it, (s)he can act annoyed at being summoned by the Queen for trifle tasks, or happy to help (possibly say something like one of his student's relatives was helped by the heroes actions or whatever--Vimanda knows everything they've done since they got the dagger so you can use any of that and it helps build trust with the party), or start out annoyed but becoming interested once the dagger is revealed. All of these options are fine.

A part of me thinks Vimanda should take the money for a spell she can't cast, but she is also a clever girl and no doubt knows that somebody in the party has the Spellcraft skill. Also, it is a little rude to burn the party out of their hard earned cash. So Vimanda-as-dean will say something like "let's not talk about payment until I see what we're getting into" or some such nonsense. As soon as she holds the dagger, a look of shock and concern crosses her face. "I don't need a spell to recognize this evil!" (s)he says in a very serious voice, "This is a Raktavarna, a spy for fiends and worse!" At this point the dagger transforms into its other form in Vimanda-as-dean's hands and (s)he appears to struggle with it for a moment before shouting a word the party doesn't understand (hoping that nobody in the party knows Vudran... if she has reason to know that someone does, she could use a language like abyssal or infernal) and the creature turns back into a dagger. She should appear slightly shaken up after this.

Now that she has kindly revealed the dagger as a an evil spy, she asks them about how it came into their possession, as only a powerful fiend could create such a thing. (S)he can wonder aloud who was really behind Vancaskerkin's treasonous behavior and what that means for the city. Considering all that has gone on lately, this could be as simple as an evil power taking advantage of the anarchy or a sinister force behind the entire thing. Either way, Vimanda-as-dean asks the PCs to let her take the dagger and use it as a scrying focus so (s)he can attempt to determine who gave the raktavarna to Verik so that they can be dealt with--especially if it is a serious threat to the city. (S)he promises to let them know whatever (s)he discovers.

Meanwhile, Cressida is true to her word and asks the Queen to request the dean of divination's help on behalf of the PCs to identify a dagger. Ileosa can easily identify magic daggers herself, and so mistrusts any need for the greatest diviner in Korvosa (and one of the only people who might be able to discover things about her if they were so inclined) in such an endeavor. She informs Kroft that the dean's efforts looking out for Korvosa's enemies should they try to take advantage of the city in its weakened state is far too important to interrupt for identifying paltry magic items.

The next time that Kroft sees the characters, you have two options:

1) She opens up with an apology about not being able to get the Queen to enlist the dean's help, but that she could maybe offer them some other reward for the Eel's End job. Sadly, the dean is preoccupied protecting the city in its weakend state. This leads to some confused PCs since they already met with the dean--or did they? The dean did talk a lot about the raktavarna being a spy for evil fiends...

2) The party thanks her for getting the dean's help, and Kroft says she left the Queen under the impression that such help was not forthcoming. Kroft will then appreciate Ileosa's change of heart and possibly have a very awkward conversation in the castle when she thanks her later.

Of these options, I like the first one more because it involves the PCs and gives a serious air of mystery. Just remember to give Vimanda the raktavarna in Escape From Old Korvosa so the party finally gets the answer to their questions--possibly after they have long forgotten or given up on the subject.

Hope that inspires!


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Wow!

I'm speechless!

I love it! This is fun AND clever (and twisted and dramatic and evocative...)

I'm using this for sure.

Thanks Knick!


Pathfinder Adventure Path Subscriber

Anytime! I'm glad you like it.

Rakshasa have been one of my favorite villains since 2e--probably because I love the intrigue they bring to the table. I also love using players' assumptions against them. I learned how to do it from the player's side of the screen in a fantastic game run by a great GM long ago. Over fifteen years later and I'm still trying to figure out how to run a game as well as that one. I like to think I'm getting close.

But I digress! If you have any other questions (even ones that don't involve the Arkonas) I'm always happy to help!


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To expand on Knick's wonderful advice, keep in mind the Raktavarna can change shape and be re-inserted into the party. It could be a piece of jewelry, an article of clothing, a different dagger etc. So if you wish, Vimanda could keep spying on the party.

Also, fun idea, have Vimanda give the Raktavarna a Cloak of the Montebank so that any time it is discovered, it can Dimension Door away. Then, you could set up scenarios where the party discovers the Raktavarna over multiple occasions, making them paranoid when acquiring further loot.


Update:

At our last session, the group returned to Eel's End at night via a row boat and sent in the dwarf (stealthy guy of the party) to sneak in through a hole in the hull of the ship and assassinate Devargo. Because it was before midnight Devargo was still in his throne room being entertained by a game of knivesies.

The dwarf went into the room with the desk, saw the big giant spider drawn on the door, ran out and lit a torch in the room with the boiling cauldrons of shiver and then came back and set the desk on fire, which he then jammed against the spider door (entrance to Chittersnap's den).

The dwarf then ran into Devargo's cabin, picked the lock of the sea chest on the first try, got all the treasure therein and escape down the hatch. I had switched out the Jigsaw shark for a pack of reefclaws because my group had not encountered them at All The World's Meat, so to add to the excitement of the escape I had the reefclaws attack the dwarf in the flooded bilge of the ship, which allowed the other PCs to come and help. One of the guys even managed to get two dead reefclaws back into the rowboat.

Meanwhile, the fire, which had now become an uncontrollable blaze, burned through the spider door and then quickly through the Dream Spider Webs. The smoke from the webs drifted upwards through the secret trap door to Devargo's throne room and I ruled that given the amount of webs having caught fire everyone in the throne room would be greatly affected (i.e. have to make three FORT saves instead of one). Devargo (with his starting wisdom of 8) failed two saves and was reduced to drooling zombie and he perished in the flames.

As the party rowed back to shore they saw the panicked Eel's End enforcers cutting the ropes and chains holding up the flaming wreck which then began to slowly drift away and sink into the water.

The party returned to their base at the Three Rings Tavern and enjoyed a meal of boiled reefclaw to celebrate. They soon heard that the King of Spiders was dead. Of course, some of the PCs couldn't help boasting to a tavern full of people that they had caught the reefclaws that very night near Eel's End and had seen it all with their very own eyes.

More excitement came at the very end of the session, when the dwarf finally looked at the contents of the sea chest that he had stuffed in his bag. Along with all the loot that is described in the adventure, I had added a leather waterproof folder that contained a single piece of parchment. When the dwarf pulled it out and started reading he realized that he was holding a property deed in his hand and was now the legal owner of Eel's End (or what remained of it). I can't wait to see how explains that one to the authorities and to each of the managers of the four remaining pleasure barges.

---

Edge of Anarchy, despite some of the criticisms that have been made about it, has so far consistently provided some of the most fun encounters I've had the pleasure to DM.

----

Now for my questions:

-What would Cressida's reaction be about this? She asked the party to take care of Devargo Barvasi, but I doubt that she would be happy with a dozen people burning alive on a ship.

-Would she still be willing to try to talk to the Queen to set up a meeting with the Dean of Divination?

-If not, what would Vimanda do? As I see it I have two choices:
1) Vimanda shows up as the dean of divination the morning after the Eel's End fire when the PCs are just starting to recover from their drunken revelry and offers to identify the dagger. Later when the PCs go to Cressida she states that she never talked to anyone about the dagger as she was waiting for the PCs to come back with word that they had been successful against Devargo.

2) Vimanda continues to spy on the group and bides her time to see if they will continue to pursue the mystery of the dagger (which knowing my group, I'm sure they will)


Well, one thing Vimanda could do is replace her dagger with an actual +1 dagger, however, this dagger is under the affects of a magic aura spell. Meanwhile, the Raktavarna assumes the shape of some other object the players have.

This would throw the players off the trail, and let Vimanda keep her spy with the party.

When the Dean shows up, he could quickly discover the magic aura, and then get annoyed that 'such an important man is called in for such trivial matters'. If they discover the Raktavarna again, the Dean may very well refuse to meet with the party, on account of their wasting his time on the last occasion. Instead, he may just send one of his subordinate, which Vimanda could assume the guise of.


As for the events of Eels End, the party could try and bluff her. State they took care of Devargo in his study when he was alone, but they were unaware about Eels End burning down until after the fact.

However, if Cressida does learn they burned it down, I doubt she'd mind too much. Mainly because she knows that the people who deal with Devargo are less than honest themselves. She might give them a warning that such heavy handed methods can be overlooked once, but if they do something like that again, there will be consequences.


Pathfinder Adventure Path Subscriber
Tels wrote:

As for the events of Eels End, the party could try and bluff her. State they took care of Devargo in his study when he was alone, but they were unaware about Eels End burning down until after the fact.

However, if Cressida does learn they burned it down, I doubt she'd mind too much. Mainly because she knows that the people who deal with Devargo are less than honest themselves. She might give them a warning that such heavy handed methods can be overlooked once, but if they do something like that again, there will be consequences.

That. I mean, the entire city is in anarchy. One less petty crimelord that can't be traced back to the Korvosan Guard probably won't cost her any sleep (if she slept). That said, she doesn't approve of such tactics and the warning to behave going forward is probably forthcoming.

****

Slightly off topic, my only issue with EoA is the fast start. Group meets, kills Gaedren, Korvosa on fire. The players never get to meet Korvosa pre-anarchy, which gives them little incentive to risk life, limb, and Scarwall to save it. The first time I ran this AP (starting with EoA close to as written) my group couldn't figure out why they were saving the city. Extend Gaedren's network to give the party a little Korvosa time and I love it.


Thanks guys!

Yeah what both of you are saying about Cressida makes sense.

@Knick:
About the quick start and quick end for Gaedren, maybe it's because I had warned the players that it wasn't going to be the major theme of the adventure, but they really didn't seem to mind that it was over quickly.

Another thing which may have helped the transition from the Old Fishery to the riots is that I was inspired by this post by Nick Logue on the EoA Reference thread, and so on the way to the Old Fishery, I took a moment to describe how the players had been so completely consumed by their revenge against Gaedren that they hadn't noticed the changes that had happened to their beautiful city, but now the veil had suddenly been lifted and they felt the tension of the city, Hellknights in the streets, disgruntled and angry looking workers, etc...

Having said that, I wouldn't have minded if Gaedren had stuck around longer, or even been the BBEG at the end of EoA. And I get what you are saying about the players not knowing why they should care about Korvosa once the riots start and it would have been nice if the adventure had tried to address that issue in some way.

Did you do things differently the second time you ran this? If so, how did it go?


Pathfinder Adventure Path Subscriber

I expanded Gaedren's operation significantly the second time around, and it went much better. I added some shiver labs and drug dealers into the mix. Decided that Gaedren didn't really trust anyone so I made up some sons to run those operations. The battle with the alchemists in a shiver lab with nothing but a thin sheet of glass separating the fight from thousands of dream spiders was great... although after that the fishery was a little bit of a letdown.

More importantly, I took the time between busting the various cells of Gaedren's operation to build up Korvosa and establish some friendly NPCs that I could mine later for storytelling purposes.

--Killed off some in the plague, or killed off family members of known NPCs.
--Had one badly injured in riots.
--Had a few saved from the plague because the players came up with the cure.
--Had one proudly sign up for the Grey Maidens at the beginning of book 2.
--Had one bemoan that her daughter had been taken away to become a Grey Maiden at the beginning of book 6.
--Etc. etc. etc.

I just sort of set them up to help the PCs early and grant them boons that would assist in taking down Gaedren, and then told the story of Korvosa going to hell through their accounts.

Absolute best recommendation I can make to anyone starting this AP.


Cool stuff!

I'll keep that in mind as I move on to the plague in part 2.

Speaking of part 2, tangentially related question:

Has anyone thought of placing an empty Death's Head Coffer in Rolth's quarters in the Dead Warrens as a way of foreshadowing the events of part 2?

I'm thinking it might make Dr. Davaulus seem less suspicious if the PCs think that Rolth is behind the plague from the beginning. Anyone see any problems with that? Anything I'm not taking into consideration? Would it prevent chapter 1 from wrapping up neatly?


Pathfinder Adventure Path Subscriber

Chapter 1 would wrap up just fine so long as you aren't introducing the plague with that Death's Head Coffer.

There could be issues in Chapter 2, however. I don't know how the players perceive Ileosa at the moment, but mine had no reason to suspect a thing as horrible as launching a plague to kill off a large portion of her subjects. The Trinia episode could certainly sour them on the Queen, but It shouldn't be enough to think she is spreading the plague in her own city. With that said, Devaulus doesn't need to be presented in a suspicious way. Even if the Physicians in their masks are kind of creepy. Remember that Devaulus has this description:

Seven Days to the Grave wrote:
A calm man with a polite demeanor and deeply analytical mind, Dr. Davaulus greets the PCs warmly and welcomes their questions, saying that he hopes to ease the concerns of as many of Korvosa’s people as possible in this trying time.

and:

Seven Days to the Grave wrote:
Dr. Reiner Davaulus heads Korvosa’s efforts to combat the blood veil plague preying upon the city. A Chelaxian in his mid-40s, the doctor is deliberate in his speech and conducts himself like a concerned father, seeming to take genuine interest in assuaging the concerns and maladies of those around him. He claims to have served Queen Ileosa’s family in Egorian, the capital of Cheliax, for many years. When she contacted him several days ago, begging for his assistance on her city’s behalf, he couldn’t refuse. After accepting her gracious offer of magical transport to Korvosa, he’s spent his time assembling a group of the city’s most talented healers to help stem the tide of the spreading plague.

and, my favorite:

Seven Days to the Grave wrote:
Dr. Davaulus does not lie when he doesn’t have to

Doesn't seem bad enough to warrant immediate suspicion, so until they search the Direption there shouldn't be any reason to think the doctor is anything more than what he claims. You should be selling Devaulus as the good doctor, and the Grey Maidens as necessary evils for dangerous times. I mean, even if the party doesn't think much of Ileosa, they certainly can't think that she wants to kill off her tax-paying subjects at this point. So Rolth should not be required to keep suspicion off of Devaulus. Use Kroft to back up this opinion, also. The party probably trusts her, and she believes it at this time so it is all "truthful." you can let her be disturbed at the authority given to the Grey Maidens, but also point out that times are incredibly bad, and the Queen is just doing what she thinks is best for the safety of the city. Maybe even point out that while the Maidens' methods aren't ideal, they have done a pretty good job of quelling the riots.

So the two questions are:
1) Do you want your party hell-bent on hunting down Rolth, who is in a secret temple the party won't find until they have given up on the plague being caused by Rolth?
2) Do you want your party to know immediately that the plague was purposefully inflicted upon the city, or would you rather that they think it could be natural for awhile?

It does add some flavor to the Carowyn Manor episode, and if you want to lead the party on a merry chase I say go for it. If the party knows that the plague is absolutely an attack on Korvosa, most likely by the necromancer Rolth, how might they behave during the adventure? Only you know your group well enough to try guessing this answer, and then only you can decide if that is what you want for your campaign.

Hope that helps!


Thanks Knick! That's very helpful.

Since the answers to both those questions would be "no" I think I should hold off on introducing the death's head coffer.

Based on how the group has dealt with the matter of the silver dagger, I think that they would probably stop at nothing to catch Rolth once the purpose of the Death's Head Coffer were revealed. Especially after the plague would start. It could be cool, but it would also be lots of additional work creating new encounters and not something I'm willing to take on at this point.

Also, now that I think about it more, I'd prefer the group to be unclear (at least at first) with regards to the plague's nature and origin and having the death's head coffer there would pretty much give it away.


Knick wrote:

If only a person with an interest in the dagger had a way to know what the PCs plans were and could easily change shape to look like any person, like, say, the dean of divination. That could lead to a fun encounter...

Here is how I would run it in your situation, and remember, facts are the greatest tools of deception:

Vimanda clearly knows about the PCs' attempt to divine the dagger's true purpose since the dagger has been spying on them the entire time. She also probably knows about the meet up with the dean of divination. There is a pretty good chance as a noble of a great family that she knows what the dean looks like, and an even better chance that the characters don't.

Kroft informs the party that she doesn't mingle with wizards very often, but that doesn't mean she can't help. Given the characters' service to the city, their return of the Queen's broach, and her own stature as Field Marshal, Kroft is certain she can have the Queen request dean wotsisname's help--possibly for no fee (but don't get your hopes up, the wizards of the acadamae aren't always so agreeable). She promises to bring it up the very next time she and the Queen speak. The raktavarna hears all of this and lets Vimanda know.

That very night, Vimanda-as-dean finds them. It is an opportunity to meet these heroes in person, and to gauge how they might be useful to her in the future. Depending upon how you feel about it, (s)he can act annoyed at being summoned by the Queen for trifle tasks, or happy to help (possibly say something like one of his student's relatives was helped by the heroes actions or whatever--Vimanda knows everything they've done since they got the dagger so you can use any of that and it helps build trust with the party), or start out annoyed but becoming interested once the dagger is revealed. All of these options are fine.

A part of me thinks Vimanda should take the money for a spell she can't cast, but she is also a clever girl and no doubt knows that somebody in the party has the Spellcraft...

I just ran this encounter using Knick's suggestions and it worked perfectly.

The players were appropriately surprised and disturbed to learn about the Raktavarna and became very interested when they found out the twist that Cressida had not been able to convince the Queen to agree to send the Dean of Divination to them.

They are planning on heading up to Arkona Palace next session to ask some questions to the Arkonas.

Right now I'm planning to just have them be told that Glorio and Meliya are not available to speak with them and have them hear that the Arkonas closed their doors when the unrest started in the city.

Does anyone think I should let them see the Arkonas at this early juncture in the game (level 4)? Any other advice on how to handle this?


Why are they talking to the Arkonas at all? They shouldn't have any reason to talk to the Arkonas at this point since the Arkona name should never have come up.


They got it out of Verik as per the text of the adventure:

"Verik’s initial attitude is hostile [...] He won’t reveal Vimanda’s role in the affair unless made helpful, in which case he finally admits that it was her idea to leave the guard and form a gang to help feed the locals. He’s quick to point out that her plan isn’t bad—people need to eat, after all—but can’t give a good reason why one of the Arkonas would want him to do this."

And when they asked, he told them that the dagger was a gift from her.


Since Arkona is known as a bit of a do-gooder in Old Korvosa (he provides cheap lodging for the poor), you might have him receive his guests after all and explain that he only wanted to help the famished citizens by providing free food. Of course he was oblivious to the Hammer Boys scheme and thanks the PCs for taking care of their operation. Still, he wants to continue his aid to the hungry Korvosans and might even enlist the PCs' aid for a new plan (you could have your players come up with suggestions of their own).

An early cooperation with Arkona at this stager of the game will only make "Escape from Old Korvosa" more interesting. Arkona is a very smart man and he is a master at seeming to be something that he's not.


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Pathfinder Adventure Path Subscriber

So, they managed to chase down Verik and find out about Melyia Arkona's involvement? These folks are diligent. You are blessed to have this group (and maybe cursed as well).

I think it would be best if they did not get an opportunity to meet Melyia and talk about the dagger at this time. It is, however, an amazing opportunity to introduce Glorio Arkona and plant the seeds of him becoming a prisoner in his own home (well, lying about it anyway). Assuming, of course, that you were taking that approach in book 3.

Let's consider a few things (like most of my work, it is long):

1) The party knows that the dagger was a fiendish spy given to Verik by Melyia (or at least that is what the traitor guardsman is saying).

2) Glorio Arkona is the kingpin of the Korvosan underworld and undoubtedly knows all about Kroft's new "not-exactly-lawful" assistants (if I recall correctly about how Eel's End sank, then I am certain Glorio paid attention).

3) Glorio Arkona does NOT like Ileosa. Not one bit. He isn't in a position to do anything about that yet, but one has to believe that he is keeping his eye open for opportunities. For example, he has enough underworld contacts to know that Salvator is tapping some of them for unusual favors that might involve a certain VIP...

4) In Balor's mind, having Kroft's vigilante team come to his house with accusations of his sister having possessed a Raktavarna is clear evidence of her incompetence and the risk she poses to his style of living in Korvosa. Clearly, the battle for supremacy of the family will have to be resolved sooner than later. If anything, the PCs could be the catalyst for the extreme level of family infighting that they later encounter in book 3 by delivering this news. I mean, if the party did any serious research on what a Raktavarna is (beyond what Vimanda-as-dean told them) they might discover it is itself a rakshasa and then it is only a short dotted line to Melyia is a fiend and so must be Glorio.

5) It is clear that the PCs must be somewhat capable to have Kroft forgiving arson and tracing the dagger back to Melyia. This means they might be useful in the future, and Glorio is always looking for useful people. There are also a few things they could have done that makes Glorio think they are worth considering as the right pawns for use against the queen. Giving Trinia to Kroft instead of the Queen or interfering at the execution, for example.

Got it? Good. Let's continue.

There should be NO WAY that Glorio owns up to knowing ANYTHING about raktavarnas. The less they are thinking about the dagger and him in the same thoughts the better. If there has to be a fall guy, it certainly won't be Bahor.

Consider this: the party is about to tell Glorio, one of the most respected and imposing men in all of Korvosa, that his wife had a thing going on with a traitor guardsman (only a sergeant!?) and gave him some sort of evilmagicknifespything. Now, on the inside all he can think is "how stupid is my sister?" On the outside, however, the rakshasa guile goes to work.

This is a cause to show some sincere (looking) emotion to the party. He should appear to be in a state of shock and disbelief. The party will likely forget all about the implication of infidelity while they are pursuing the dagger, so the reaction ought to compel at least a little polite backing off of the topic for a moment. If the party waits it out for a minute or so, he will eventually start talking as if they aren't even there. Almost just thinking aloud (or, you know, pointing any implication of guilt away from himself). Remarking about how odd she has seemed since her last trip to Vudra, just before coming back around to talking about how it doesn't make any sense at all--Verik is a measly sergeant! He then comes back to his senses (rather, finishes his exposition) and apologizes to the PCs for his break of etiquette. Surely they could understand how this comes as a shock to him? Maybe it wasn't even her, but an impostor using the Arkona name to manipulate Verik? Either way, he should thank the PCs kindly and explain that he will have a serious conversation with his wife. If they are ever in Old Korvosa and need a favor, they should feel free to come to him. This way Bahor can keep abreast of their shenanigans. If they try to cash in the favor immediately, have Glorio seem slightly offended that they would ask him in his current state, and that they should come back another day.

All of this sets up book 3 rather nicely, and the group is even less likely to try running in guns-a-blazing if they have had peaceable discussions with Glorio in the past. It also sets up the "Melyia has made me a prisoner in my own home" approach very well. And since they will never seem to be able to catch Melyia at a good time, they will be more likely to believe that she is spending all of her time renovating the dungeons when Glorio tells them as much later in the AP.

The only real risk you run is that it doesn't definitively solve the dagger mystery. Glorio instead attempts to obfuscate it. Future attempts to go after Glorio about the dagger should start being received as offensive and maybe break some of the good will. The group may not be satisfied. Hopefully a relationship with one of the most powerful and important nobles of Korvosa is suitable replacement.

The reward for this encounter is that the party might start using Glorio as a resource, and Glorio will likely use them back. He would be happy to help out in many situations, I'm sure, as long as the party kept it between them and didn't include Kroft (and if it served his interests in the city, whether that be his criminal underworld, political machinations, or upsetting the Queen).

My apologies to your mouse wheel. Hope that inspires!


Wow! I'm blown away by how helpful the community on these boards has been. I feel like my enjoyment of the campaign has grown a hundredfold as a result of all your suggestions.

A very sincere Thank you! to everyone.

Knick and Mr. Vergee, your posts have convinced me to let the PCs meet Glorio.

Knick, I love your take on the Arkonas and will definitely be using your Bahor angle and so I like the idea of foreshadowing Glorio becoming prisoner in his own home. Some comments and questions though:

1) In my campaign is that Glorio and Meliya are brother and sister, not husband and wife. I think your approach will mostly still work though, it just won't inspire the same kind of sympathy. Reading your approach though, I wish I had made them husband and wife.

2) As you mention in your post, my players are diligent types and I worry that when they meet Glorio, they are going to insist on seeing Meliya. Any suggestions for a good excuse for her to be unavailable to meet with the PCs?

3) I really like the favors for favors angle.

Thanks again!


Pathfinder Adventure Path Subscriber

You've got questions? I've got answers! No guarantee on the quality of the answers...

1) No big deal. Instead of a cheating wife, he has a black mark on one of the great families (literally) of Korvosa. He can instead bemoan the shame of it all and wonder aloud what their parents would have thought if they were alive to see it (probably roaring in their grave).

2) This is probably easier with the brother/sister angle. Glorio can complain to the party that he no longer appears to have any control over his wayward sibling. She has become very willful and is busy off spending the family fortune on who-knows-what? Glorio doesn't even know if she is in the city half the time. He would, of course, be more than happy to arrange a meeting, but he doesn't think Melyia will be so agreeable. Hard to predict since her last trip to Vudra, that one.

3) Yeah, I wish that had come up either time I ran it. There is a wealth of opportunities there, and the party can end up doing some ambiguous things as they are slowly caught up in Glorio's web. All to save Korvosa from the evil queen! Perhaps switch some of the quests from Kroft in book 2 over to quests from Glorio. Just make sure he gets a little more than good will out of it.

Hope that inspires!


I'm churning my brain here to help you with some Glorio favors and one that immediately comes to mind is helping the PCs get the hospice back into control of house Arkona. (I'm pretty sure they mention how it used to be an Arkona smuggling warehouse that got purchased a few months ago.)

Even better would be the PCs getting ownership (for Arkona deniability) and the PCs have a new safe house in Old Korvosa in time for book 3.

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