GM Peachbottom |
Citadel Volshyenek
2:35 pm – 22 Neth 4708 AR
You push your way into the citadel to find Sabina conversing with Cressida in the courtyard. They both turn their attention to you once they notice your approach.
"Sebastian, I hear you helped in the apprehension of Trinia. Good job. Now you and your friends don't do anything stupid and let me take the girl. This order comes directly from the Queen." says Sabina.
Cressida nods. "I can see it in your eyes. I hate it as much as you do, but it is the Queen's orders. If you create a scene here, you are only going to get yourselves arrested and cause the Korvosan Guard a lot of extra trouble."
Soon, two guards drag out a hysterical Trinia. "No! No! No! I'm innocent! The Queen is going to execute me! I don't want to die!" she screams.
During the commotion, Sabina pulls Sebastian to the side and whispers, "Listen, the Queen has been acting strangely lately. I can't quite put my finger on it, but the Queen and I are close; I can sense a change in her. I know this is a difficult situation, but trust that I will always be your sister and ally. There is nothing else to do right now but obey."
Nadya Dimineata |
Nadya glares at Sebastian and Col, "If it was a public trial, it would be one thing. You know she isn't making it a private trial because of the riots." But after pushing into the courtyard, Nadya sees it is too late anyway and like Ayako, she turns her glare to the guards.
Sebastian Merrin |
Sebastian scoffs at Nadya. "You must be joking! This mob would have her lynched in the streets! At least this way there will be a trial." As he joins his companions in the crowd, a grin spreads across his face. The pushing and shoving, the anarchic disunity of the mob, the smell of revolt in the air - Sebastian finds himself infected by the mood. "It's so exciting out here!"
GM Peachbottom |
The knights drag the kicking and screaming Trinia off to the castle. Afterwards, you have the rest of the day to purchase whatever supplies you wish for your upcoming expedition to the Dead Warrens.
Unless you have something else you wish to do, the rest of the day and night are uneventful.
The Gray District: Potter's Ward
8 am – 23 Neth 4708 AR
You get up the next day and head back to the Gray District.
Korvosa's vast graveyard, a place known as the Gray District, is a mournful place even by day. Alone in the city, this place is quiet and calm in the face of the civil unrest, yet this calm is an unnatural stillness in the air, almost as if the graveyard were preparing itself for a vast influx of new dead. Certainly, this ominous feeling is nowhere more noticeable than in Potter's Ward, the final resting ground for Korvosa's poor and homeless. Mounds of unmarked dirt stretch far and wide, indicating sites of mass graves, while crumbling mausoleums from years ago, abandoned by their families as the Gray District expanded to the west, dot the bleak landscape, forgotten and empty. Mourners do not visit here, for the dead buried in Potter's Ward leave behind few who regret their passing.
Locating the mausoleum described by Elkaris is a relatively simple task. No sign of Gaekhen’s body remains in the area.
A quick search reveals the presence of a man's tracks a wheelbarrow trail. More interestingly, several smaller humanoid tracks, each bearing only four toes, clutter the site as well. These tracks lead into the mausoleum itself.
After someone makes the first perception roll, someone can make the second one.
After following the tracks, another search reveals a poorly hidden secret trap door in the floor that leads down into the dark.
These tracks are derro footprints.
Most native Korvosans have heard stories about the wererats, otyughs, and goblins said to haunt the deeper Vaults under the city, but few have heard of the pervasive derro. These small, three-fingered, blue-skinned menaces operate in semi-independent groups beneath several regions of the city. The largest of these groups live under Gray District, the Longacre Building, and Thief Camp.
Derro are sometimes responsible for mysterious disappearances (to say nothing of confused reappearances), as well as cattle and pet mutilations. When those kidnapped by derro suddenly and inexplicably return to Korvosa, they frequently have only vague and horrifying memories of the missing time. They speak of bizarre experiments, painful tortures, and an ever-present pale blue light. The extent of derro activity under Korvosa and the exact nature of their plans are unknown, and while their role is small in Curse of the Crimson Throne, the unstable times afflicting the city do make the menaces more bold in their activities.
Ayako |
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
We best get clubs if there are skeletons
Ayako has wrapped her cloak around herself as she enters the Potter's Ward, the piles of dirt that signified those unknown except to the gods summed the place up perfectly.
Her eyes were keenly looking around though.Look, footprint's next to a wheelbarrow, and there are smaller tracks with only 4 toes on the feet heading into the mausoleum.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Ayako follows the tracks and stares down at the ground. Kneeling down, she brushes some dirt aside revealing a door in the ground.
GM Peachbottom |
The Dead Warrens
8:05 am – 23 Neth 4708 AR
Lighting: Dim Light
The trap door opens into a long tunnel of Shoanti construction with stairs that leads further underground. The tunnels down here are dimly lit by patches of eerily glowing mold, filling the chambers here with a cold blue light. The air is musty and damp, with the stink of rotting flesh present in the background.
After a short walk, the tunnel opens into a large room that is supported by four wide pillars of stone. The ceiling above arches in a dome nearly twenty feet high. The walls are lined with skeletons caked into the mud—human bones mostly, but here and there smaller bones might be from halfings, or perhaps children. Fifteen-foot-square pits sit to the east and west, each filled with a large heap of hundreds of bones. To the south, a crude hole has been gouged into the wall, providing access to a tunnel.
Remember the penalty for dim light. A light spell or torch will remove these penalties but will hamper attempts at stealth.
Majenko will wait outside unless you really want to bring him in.
Also remember you have harrow points available to use. This is the last opportunity to use them before Book 2. Use them or lose them.
Ayako: 1 point
Col Avertin: 3 points
Nadya Dimineata: 4 points
Sebastian Merrin: 1 points
Nadya Dimineata |
Knowledge (nature): 1d20 + 10 ⇒ (17) + 10 = 27
"Those tracks that Ayako showed us are definitely derro. Thanks for the light Ayako. If we need more, I can help too. Should we start with that hole? I think it looks more recent."
Perception: 1d20 ⇒ 10
GM Peachbottom |
The Dead Warrens
8:05 am – 23 Neth 4708 AR
Lighting: Dim Light
The party heads south towards the obvious passageway. However, no sooner does Sebastian speak, do the bones in the two pits to the sides clatter to life.
Six humanoid skeletons rise from the western pit and a single large skeleton rises from the east with the body of a bear and the skull of an owl.
Initiative Rolls
Ayako: 1d20 + 4 ⇒ (14) + 4 = 18
Col Avertin: 1d20 + 4 ⇒ (4) + 4 = 8
Nadya Dimineata: 1d20 + 3 ⇒ (18) + 3 = 21
Sebastian Merrin: 1d20 + 5 ⇒ (9) + 5 = 14
Human Skeletons: 1d20 + 6 ⇒ (9) + 6 = 15
Owlbear Skeleton: 1d20 + 6 ⇒ (6) + 6 = 12
Round 1
Active Effects: Ayako: Light 30 min.
Initiative
21 - Nadya
18 - Ayako
15 - Human Skeletons (1-6)
14 - Sebastian
12 - Owlbear Skeleton
8 - Col
You already got full details on skeletons from Bishop D'Bear so no knowledge roll is necessary.
Nadya Dimineata |
"It is definitely a necromancer's lair. Those are the skeletons Bishop D'Bear warned us about! I'm going to try to even the odds a little! Don't go near the edges!" Nadya begins casting an unfamiliar spell and seconds later a pit opens up underneath several of the human skeletons. As soon as she casts the spell, she moves to the north, hoping that she can make it a little harder for the skeletons to get to her.
Casting create pit under skeletons 2, 3 and 4. Those three will need to make DC 16 Reflex saves or fall into a 10 foot deep pit. If any skeletons (or us) end their turn next to the pit, they will need to make a DC 16 Reflex save with a +2 bonus to avoid falling in.
GM Peachbottom |
Skeleton 2 Reflex DC 16: 1d20 + 2 ⇒ (18) + 2 = 20
Skeleton 3 Reflex DC 16: 1d20 + 2 ⇒ (12) + 2 = 14
Falling Damage: 1d6 ⇒ 2
Skeleton 4 Reflex DC 16: 1d20 + 2 ⇒ (12) + 2 = 14
Falling Damage: 1d6 ⇒ 1
One of the skeletons leaps out of the way. The other two plummet down into the pit and smash against the hard bottom. Dozens of loose bones clatter down after them.
Ayako's bullet smashes into the owlbear's skull leaving a small crack.
Skeletons 1 & 2 attempt to leap the pit. Both fail and shatter into pieces from the fall.
Skeleton 1's Acrobatics DC 20: 1d20 + 2 ⇒ (6) + 2 = 8
Falling Damage: 1d6 ⇒ 5
Skeleton 2's Acrobatics DC 20: 1d20 + 2 ⇒ (3) + 2 = 5
Falling Damage: 1d6 ⇒ 4
Skeletons 3 & 4 still hold some semblance of life and attempt to climb out of the pit. The mindless creatures are unable to process their inability to succeed.
Skeleton 3's Climb DC 25: 1d20 + 2 ⇒ (17) + 2 = 19
Skeleton 4's Climb DC 25: 1d20 + 2 ⇒ (16) + 2 = 18
The remaining two skeletons (5,6) bypass the pit and attempt to climb over the low southern railing. However, even that obstacle halts one of them this round.
Skeleton 5's Climb DC 5: 1d20 + 2 ⇒ (2) + 2 = 4
Skeleton 6's Climb DC 5: 1d20 + 2 ⇒ (6) + 2 = 8
Unable to move away from the pit's edge, the skeleton (5) slides but maintains its balance without toppling in.
Skeletion 5's Reflex DC 16: 1d20 + 4 ⇒ (13) + 4 = 17
The one successful skeleton stalks up to Col with a silent grin and swipes once with a bony claw. Col leans back reflexively to dodge the attack.
Claw vs. Col's AC 17: 1d20 + 2 ⇒ (14) + 2 = 16
Round 1
Active Effects: Ayako: Light 30 min.; Nadya: Create Pit 4 rounds
Initiative
21 - Nadya √
18 - Ayako √
15 - Human Skeletons (5,6) √
15 - Human Skeletons (3,4) (Injured) √
14 - Sebastian
12 - Owlbear Skeleton (Injured)
8 - Col
Sebastian Merrin |
Round 1
Heads up GM, Sebastian's initiative is +7 now, thanks to a new deed.
Sebastian pulls a light mace from his hip and gives it a test swing. "Good job, Nadya! Col, let's finish off the small ones before that big one over there decides to join in the fun!" He re-positions himself around the other skeleton and beats on it with his mace. Provokes an AoO from the skeleton.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Critical confirmation: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Critical damage: 1d6 + 1 ⇒ (5) + 1 = 6
GM Peachbottom |
No problem, Sebastian. I've made the necessary adjustments to the initiative.
Skeleton's AoO vs. Sebastian AC 18: 1d20 + 2 ⇒ (8) + 2 = 10
The skeleton swings once at Sebastian (and misses) before it is obliterated by his mace.
The large owlbear skeleton has a difficult time fitting past the stone columns supporting the room and is forced to double-move into a better position. It stops right in front of Ayako. Its huge empty owl eye sockets stare directly at her.
Round 1
Active Effects: Ayako: Light 30 min.; Nadya: Create Pit 4 rounds
Initiative
21 - Nadya √
18 - Ayako √
16 - Sebastian √
15 - Human Skeletons (5) √
15 - Human Skeletons (3,4) (Injured) √
12 - Owlbear Skeleton (Injured) √
8 - Col
Col is up in round 1, then we're back around to the rest of the party in round 2.
Nadya Dimineata |
Round 2
Nadya takes out her new wand and says the command word that Bishop D'Bear gave her, but nothing happens. She mumbles, "I should have had him come up with some way for me to practice."
UMD: 1d20 + 7 ⇒ (3) + 7 = 10
GM Peachbottom |
Round 2
Active Effects: Ayako: Light 30 min.; Nadya: Create Pit 3 rounds
Col's sling stone cracks into the owlbear skeleton, damaging it slightly.
Sebastian destroys the remaining skeleton with his overhead smash.
The skeletons in the pit struggle fruitlessly to escape.
The owlbear skeleton clambers between the columns to reach at Col. It swings a mighty claw at him but it flies harmlessly by.
Claw vs. Col's AC 17: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative
21 - Nadya √
18 - Ayako √
16 - Sebastian √
15 - Human Skeletons (3,4) (Injured) √
12 - Owlbear Skeleton (Injured) √
8 - Col
Col's up in round 2.
GM Peachbottom |
Round 2
Claw vs. Col's AC 17: 1d20 + 6 ⇒ (4) + 6 = 10
The owlbear's claw misses again. Unfortunately, Col's stone also falls short.
Round 3
Active Effects: Ayako: Light 30 min.; Nadya: Create Pit 2 rounds
Initiative
21 - Nadya
18 - Ayako
16 - Sebastian
15 - Human Skeletons (3,4) (Injured)
12 - Owlbear Skeleton (Injured)
8 - Col
Nadya Dimineata |
"I'm going to try it again." Nadya points the wand at the skeleton and says the command word again, willing it to strike the undead monster. Again, the wand fails to respond.
UMD: 1d20 + 7 ⇒ (10) + 7 = 17
Sebastian Merrin |
Round 3
Spinning on his heel again, Sebastian is momentarily cowed by the sheer size of the hulking skeleton. For something made up of skin and bones minus the skin, it's an imposing sight. Steeling himself, he rushes in to help Col keep the monstrosity off the girls.
Sebastian provokes an AoO from the owlbear skeleton. I'll use Opportune Parry and Riposte against the inevitable attack.
Parry: 1d20 + 6 ⇒ (14) + 6 = 20
Riposte: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Riposte damage: 1d6 + 1 ⇒ (2) + 1 = 3
Standard attack: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
GM Peachbottom |
The owlbear skeleton only has 5 ft. reach. Sebastian does not provoke for moving up to it but I'll use your parry vs. the owlbear's attack on its normal turn.
Nadya continues to fumble with her wand.
Ayako hits the owlbear with yet another stone.
Sebastian's mace connects with the owlbear skeleton's face leaving the largest crack yet. However the hardy skeleton still has fight left in it.
The trapped skeletons continue to claw at the walls of the pit.
Claw vs. Col's AC 17: 1d20 + 6 ⇒ (5) + 6 = 11
Claw vs. Sebastian's AC 18: 1d20 + 6 ⇒ (1) + 6 = 7
Bite vs. Sebastian's AC 18: 1d20 + 1 ⇒ (5) + 1 = 6
The owlbear skeleton swings at the two fighters. Sebastian pushes aside the creature's claw and smashes it again for its effort. The men easily dodge the other attacks.
Poor owlbear skeleton. His dice are cursed.
Round 3
Active Effects: Ayako: Light 30 min.; Nadya: Create Pit 2 rounds
Initiative
21 - Nadya √
18 - Ayako √
16 - Sebastian √
15 - Human Skeletons (3,4) (Injured) √
12 - Owlbear Skeleton (Injured) √
8 - Col
Col Avertin |
Col take another step away from the skeletal beast as he launches another stone. He yells encouragement to Sebastian, "Nice shot!"
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d4 ⇒ 1 another 60 rounds and I'll destroy it
Provokes another AoO if it has 10' reach
GM Peachbottom |
The owlbear skeleton does not have 10 ft. reach.
Col's attack hits. His internal judgement is correct. At this rate, it will still take a good number of stones to take this beast down.
It looks about halfway there. Luckily, Sebastian is a skeleton bashing machine.
Round 4
Active Effects: Ayako: Light 30 min.; Nadya: Create Pit 1 round
Initiative
21 - Nadya
18 - Ayako
16 - Sebastian
15 - Human Skeletons (3,4) (Injured)
12 - Owlbear Skeleton (Injured)
8 - Col
GM Peachbottom |
Round 4
Nadya continues to unsuccessful get her wand to work. Maybe that merchant sold her a lemon.
UMD DC 20: 1d20 + 7 ⇒ (5) + 7 = 12
Ayako's sling misses but Sebastian hits it again.
The skeletons cackle as the pit rumbles and prepares to rise. Their time will be soon.
Since Col stepped out of the way, the owlbear skeleton focuses all of its attacks against the one person it can reach, Sebastian. This time, one of its huge claws comes down on Sebastian, gashing his chest and holding him down in a grapple.
Claw vs. AC 18: 1d20 + 6 ⇒ (11) + 6 = 17
Claw vs. AC 18: 1d20 + 6 ⇒ (15) + 6 = 21
Claw Damage: 1d6 + 4 ⇒ (1) + 4 = 5
CMB to Grab vs. CMD 17: 1d20 + 12 ⇒ (20) + 12 = 32
Bite vs. AC 18: 1d2 + 6 ⇒ (1) + 6 = 7
Col's bullet pegs the owlbear in the hindquarters while its distracted. The skeletal creature is not looking to be in the best shape anymore.
Round 5
Active Effects: Ayako: Light 30 min.
Nadya's pit spell ends and the two trapped skeletons rise back to the surface.
Initiative
21 - Nadya
18 - Ayako
16 - Sebastian (Injured; Grappled)
15 - Human Skeletons (3,4) (Injured)
12 - Owlbear Skeleton (Injured; Grappling)
8 - Col
GM Peachbottom |
Round 5
As Nadya fumbles with her wand, Ayako successfully hits the owlbear skeleton with a vial of holy water. The creature's bones hiss and bubble as if the water were acid then after a moment, the entire skeleton collapses into an inanimate pile. The splash onto Sebastian merely wets his clothes.
Sebastian, released from the owlbear's grip, positions himself in front of the remaining two humanoid skeletons and utilizing the higher ground swings his mace. However the skeleton he aimed for dodges under the lip of the ledge.
Mace: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
The two newly released skeletons mindlessly claw back at Sebastian but he fends them off without any issue.
Skeleton 3's Claw vs. Sebastian's AC 18: 1d20 + 2 ⇒ (1) + 2 = 3
Skeleton 4's Claw vs. Sebastian's AC 18: 1d20 + 2 ⇒ (13) + 2 = 15
With the owlbear gone, Col takes a long shot through the pillars and past Sebastian. His aim is true and the stone takes a skeleton's head clean off.
Round 6
Active Effects: Ayako: Light 30 min.
Initiative
21 - Nadya
18 - Ayako
16 - Sebastian (Injured)
15 - Human Skeleton (Injured)
8 - Col
A lone skeleton remains; its brittle bones already cracked from the fall into the pit.
Nadya Dimineata |
Turning red with either embarrassment or frustration, Nadya thinks At least the pit helped us out. Determined to figure out the wand, she tries again. For a moment, it starts to glow and eerie green like its going to fire. Then it goes out as she shakes it once more.
UMD: 1d20 + 7 ⇒ (12) + 7 = 19
GM Peachbottom |
I'm going to toss Nadya a bit of GM luck because that roll was so close (after 5 tries) and the encounter really doesn't need to go any longer. A single hit ends it.
Just as Nadya gives up on the wand, a butterfly lands on the tip and she feels a divine touch guiding her. The wand flares back to life and the ray goes off destroying the remaining skeleton. Its bones mix back into the pile of hundreds beneath it.
Combat over.
GM Peachbottom |
The Dead Warrens
8:06 am – 23 Neth 4708 AR
Lighting: Dim Light
Active Effects: Ayako: Light 29 min.
Now that the skeletal guardians are destroyed, you can resume your course towards the southern tunnel. It doesn't take you long to notice that the tunnel splits into two directions: one path to the west and one path to the southeast.
You hear strange excited shouts (in Aklo) along with the sounds of a lot of banging and the squeaking of a rodent.
You hear a loud droning buzzing sound, similar to a beat of many insect wings.