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.
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.
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.
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.
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?
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.
Map of the Fishery