alsoBoris' Curse of the Crimson Throne - Pathfinder (Inactive)

Game Master Quill the Owl

Cressida Kroft has tasked you with finding and bringing back Verik Vancaskerkin. He, along with his Cow Hammer Boys have taken up shop at All the World's meat and are providing free food to families in North Gate.


Map Of Current Encounter

Curse of the Crimson Throne: Edge of Anarchy
Map of Korvosa

The curse of the Crimson Throne takes hold of Korvosa! In the shadow of an ailing king, a new ruler gathers power, sending shock-waves through a populace already plagued by unrest and pushing the largest city in Varisia to the brink of disaster.

In the face of anarchy, a new band of heroes gather at the call of a mysterious patron. Strange magic and mysterious prophesies set them on the trail of a common foe -a path that draws them into the struggle to save the city from ruin. Amid the intrigues of kings and generals, heroes and thieves, it's up to these new heroes to decide whether the rule of a new monarch will usher in a new age of glory or a reign of chaos.

Harrow Point Uses

Dexterity Rolls:Spend a harrow point to reroll any one Initiative check, reflex save, attack roll modified by dexterity, or Dexterity-based skill check. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rolls)

Dodge Bonus:Spend a harrow point to gain a +1 dodge bonus to your Armor Class for one encounter. You can spend up to 3 harrow points per encounter to increase your Armor Class in this manner.

Speed Increase: Spend a harrow point to increase your base speed by 10 feet for one encounter. You cannot spend multiple harrow points to increase your speed multiple times in one encounter.

Harrow points unspent at the end of the adventure are lost.

Campaign Traits

Drug Addict
Someone you know has become addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user's body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You've always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You've done a bit of investigating and have learned that the one who got your friend addicted in the first place was a crime-lord named Gaedren. Unfortunately, the guards seem to be more focused on bigger dealers. They don't have time to devote many resources to what they've called, "a bit player in a beggar's problem." It would seem that if his operation is to be stopped, it falls to you.

Addicted Friend:
The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +2 bonus on Knowledge(Local) checks or Diplomacy checks. (Choose one when selecting this trait)

Personal Addiction:
You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you have a +1 bonus on Fortitude saving throws.

Framed
Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn't immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer --a local crime-lord named Gaedren Lamm. Lamm's thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage their reputation. If you can find Gaedren Lamm, you're sure you can find evidence that ties him to the murder and can clear the accused's name.

Family Honor:
The person framed was a family member, perhaps a father or brother. You managed to trick the fisherman into revealing the truth with your skilled tongue, and thus gain a +2 bonus with Bluff checks.

Dropout:
You were the one accused. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damaged had been done. You were forced to leave your school (perhaps the Acadamae) or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +2 bonus on Spellcraft checks.

Missing Child
You suspect that a child you know has been abducted by Gaedren. Whatever the relationship, you've heard rumors about Gaedren's "Little Lamms," and of how the old man uses children as pickpockets and agents for his crimes. You've even heard rumors that the child you're looking for has been spotted in the marketplaces in the company of others known to be cut-purses and pickpockets. Although the Korvosan Guard has been understanding of your plight, it has its hands full with "more important" matters these days, it seems, and has not yet been able to learn anything more about Gaedren. No one else is interested in bringing Gaedren down and rescuing his victims: that task falls to you. Yet where could the old scoundrel be hiding?

Missing Sibling:
The missing child is a brother or sister. Although everyone else has given up hope, you believe your sibling still lives out there. Your constant search for the missing sibling has developed into great skill at rumor mongering and finding information from others. Diplomacy and Sense Motive are always in class for you and you gain a +1 on one of these skills.

Missing Son or Daughter:
The missing child is your own son or daughter, a niece or a nephew, or the son or daughter of your superior or employer and one you had been charged with protecting. The child was abducted during a trip to the market or some other daily event. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will Saves.

Unhappy Childhood
You spent a period of time as one of Gaedren's enslaved orphans. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of his "Little Lamms" before escaping. You've nursed a grudge for the old man ever since.

Tortured:
Gaedren tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain +1 bonus on Reflex saves.

Religious:
You found a holy symbol of the god you worship today while on a job for Gaedren and, intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 bonus on Concentration checks.

Other Traits

Dockside Avenger:
No crime is too despicable for Gaedren Lamm and his thugs: a gang of lowlife murders, kidnappers, and drug dealers that operate in Korvosa's Midland district. You've lost someone to Lamm and now you want revenge. While Lamm remains alive and free, you are not slain until your hit point total reaches a negative to your Constitution score +3. Once Lamm is imprisoned or killed, you lose the former benefit but gain 3 permanent hit points.

Varisian Immunity:
Your family is particularly hearty, and even has passed down tales of a Varisian ancestor who sought to cure (or some loosed-lipped relative say, create) diseases. You gain a +1 trait bonus on saving throws made to resist diseases. Additionally, you are immune to the disease Vorel's phage. You do not need to be of the Varisian ethnicity to take this campaign trait, but if you're not, your background should explain how you have a Varisian ancestor.

Map of the Fishery