GM Litejedi's Curse of the Crimson Throne - Anniversary Edition

Game Master Litejedi

Book 2: Seven Days to the Grave

Starting Day: 4th of Erastus, 4712 AR
Today: 7th of Erastus, 4713 AR

Current Combat Map
CotCT Loot
Map of Korvosa
Map of Korvosa With Locations
Important Places, Lodging, and Shopping in Korvosa

See the campaign tab for the current state of Korvosa.


Korvosa | Corruption: +2, Crime: +0, Economy: +4, Law: +5, Lore: +4, Society: +0, Danger: +10

Corruption: This modifies Bluff checks against city officials and guards, and Stealth checks attempted outside on city streets, alleys, or in the Shingles.
Crime: This modifies Sense Motive checks to avoid being bluffed and Sleight of Hand checks to pick pockets.
Economy: This modifies Craft, Perform, and Profession checks to generate income.
Law:This modifies Intimidate checks to make an opponent friendly and Diplomacy checks against government officials.
Lore: This modifies Diplomacy checks to gather information or rumors, and Knowledge checks using city resources (such as schools or libraries) to research topics.
Society: This modifies Disguise checks and Diplomacy checks to alter the attitude of any citizen of Korvosa who is not a government official.
Danger: This modifies all rolls for random encounters in Korvosa (including the sewers and the Shingles). See page 465.

Base Value: 12,800 (75% Chance of Finding Items Less Than This)

Current Magic Items Available:

16 Minor Items:
+1 ghost touch flaming spear [sheds light]
+1 spell resistance (13) full plate [clue indicates function]
+2 light fortification chain shirt [no light or external clues]
+2 merciful warhammer [clue indicates function]
+2 rapier [no light or external clues]
+3 studded leather armor [sheds light]
ring of animal friendship
wand of cure serious wounds (50 charges)
wand of remove blindness/deafness (50 charges)
wand of suggestion (50 charges).
+2 light crossbow [clue indicates function]
+1 thundering sling [sheds light]
+1 frost bolas [no light or external clues]
+1 bane [outsiders [chaotic]] light crossbow [no light or external clues]
+2 greatsword [sheds light]
+1 allying underwater light crossbow [sheds light]

12 Medium Items:
+3 arrow deflection heavy wooden shield [clue indicates function]
+3 greatsword [sheds light]
headband of alluring charisma +4 [no light or external clues]
pearl of power (4th level spell) [no light or external clues]
ring of major fire resistance [no light or external clues]
rod of wonder [sheds light]
wand of dimension door (50 charges).
wand of speak with dead (CL 5)
+3 shortbow [no light or external clues]
robe of scintillating colors [clue indicates function]
+2 icy burst spear [no light or external clues]
helm of telepathy [clue indicates function]

5 Major Items (max 8):
mace of smiting [no light or external clues]
mantle of faith [no light or external clues]
ring of wizardry (I) [sheds light]
rod of the viper [clue indicates function]
staff of illumination [sheds light]
ring of telekinesis [no external clues]
ring of wizardry (type iii) [no external clues]
+4 radiant light steel shield [sheds light]

Upgrades to +1 are always available for upgrade costs, no need to roll.

All non-magical "gear" is available.

Initiative/Perception:

[dice=Aru]1d20+4[/dice]
[dice=TGM]1d20+7[/dice]
[dice=Magda Init]1d20+0[/dice]
[dice=Marcus Init]1d20+3[/dice]
[dice=Vera Init]1d20+6[/dice]
[dice=Yazi (roll twice and take better)]1d20+6[/dice]
[dice=Yazi (roll twice and take better)]1d20+6[/dice]

[dice=Perception Aru]1d20 + 20[/dice]
[dice=Perception TGM]1d20+13[/dice]
[dice=Perception Magda]1d20 + 23[/dice]
[dice=Perception Marcus]1d20 + 12[/dice]
[dice=Perception Vera]1d20 + 7[/dice]
[dice=Perception Majenko]1d20 + 7[/dice]
[dice=Perception Yazi]1d20+9[/dice]


———————————————————————

Harrow Points May Be Spent on the Following:

Arcane Wrath: A PC with levels in a class that grants
bonus spells based on his Intelligence score can spend a
Harrow Point to increase the power of a spell from that
class’s spell list as he casts it. He increases the DC of that
spell by 2 and gains both a +4 bonus on caster level checks
to overcome spell resistance and a +2 bonus on any attack
rolls for that spell.
Flash of Insight: A PC can spend a Harrow Point to
attempt a check for a skill that requires training and in
which he has no ranks. He gains a one-time +5 insight
bonus on this check.
Intelligence Rerolls: A PC can spend a Harrow Point to
reroll an Intelligence-based check. He must abide by the
new result (although if he has additional Harrow Points
remaining, he can use them to attempt additional rerolls).

Harrow Points Remaining: Magpie 4, Marcus 3, Vera 3, Yazi 3, Kaliyah 3, Aru 3

———————————————————————

GM:
+2 bonus on all Intelligence-based checks. In addition, he
treats his caster level as 1 higher when casting spells he
has gained from a class that grants bonus spells
based on his Intelligence score.

Belzer Frip - Gnome Wizard:

Belzer Frip
Gnome transmuter (enhancement[APG]) 3 (Pathfinder RPG Advanced Class Guide 133)
CG Small humanoid (gnome)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 shield, +1 size)
hp 19 (3d6+6)
Fort +3 (+4 vs. disease and poison), Ref +4, Will +4; +2 vs. illusions, +2 bonus vs. fear and despair, +2 racial bonus to resist death effects
--------------------
Offense
--------------------
Speed 20 ft.
Ranged mwk light crossbow +5 (1d6/19-20)
Special Attacks arcane reservoir (2/6)
Spell-Like Abilities (CL 3rd; concentration +4)
. . 1/day—mage hand, open/close (DC 14), prestidigitation, unseen servant
Transmuter (Exploiter Wizard) Spells Prepared (CL 3rd; concentration +6)
. . 2nd—burst of radiance (DC 15), glitterdust (DC 15)
. . 1st—color spray (DC 14), heightened awareness[ACG], snapdragon fireworks[UM] (DC 15)
. . 0 (at will)—acid splash, daze (DC 13), detect magic, mending
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 13, Int 16, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 11
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Power Attack, Scribe Scroll
Traits excitable, seeker
Skills Acrobatics +2 (-2 to jump), Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +7, Spellcraft +9
Languages Common, Draconic, Giant, Gnome, Orc, Sylvan
SQ augment, eternal hope[APG], fey fortitude, finesse weapon attack attribute, nosophobia, physical enhancement (+1), utilitarian magic
Other Gear mithral buckler, mwk light crossbow, cloak of resistance +1, wizard starting spellbook, 660 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Reservoir +2 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Armored Mask (CL 3) (Su) As std action & 1 reservoir gain mage armor. +1 reservoir gain shield of faith.
Augment (+2 ability or +1 AC, 1 round, 6/day) (Sp) Grant either +2 to an ability score or +1 natural armor by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enhancement Associated School: Transmutation
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Fey Fortitude +2 racial bonus to resist death effects.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nosophobia Gain +4 bonus on Fortitude saves vs. diseases and poisons.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
School Understanding (1 round) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 1 rds.
Utilitarian Magic +1 DC for transmutation spells.

Majenko:

Majenko CR 2
XP 600
House drake (Curse of the Crimson Throne 474)
CG Tiny dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent, see invisibility; Perception +7
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 19 (2d12+6)
Fort +6, Ref +5, Will +7
Defensive Abilities ferocious will; Immune paralysis, sleep
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (good)
Melee bite +6 (1d4), sting +6 (1d4)
Space 2½ ft.; Reach 0 ft. (5 ft. with sting)
Special Attacks breath weapon, silver strike
Spell-Like Abilities (CL 3rd; concentration +5)
. . Constant—see invisibility
. . 3/day—cure light wounds
. . 1/day—alarm (CL 12th), obscuring mist
--------------------
Statistics
--------------------
Str 11, Dex 15, Con 17, Int 12, Wis 14, Cha 14
Base Atk +2; CMB +2; CMD 12 (16 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
Skills Acrobatics +4 (+0 to jump), Fly +15, Knowledge (local) +6, Perception +7, Sense Motive +7, Stealth +15, Survival +7
Languages Common, Draconic, Infernal
SQ finesse weapon attack attribute
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Breath Weapon (3/day, DC 14) (Su) Affect a cone or line with some magical effect.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ferocious Will (DC 13) (Ex) Mental backlash from first successful WIll save staggers target for 1 rd. (Will neg)
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (50 feet, Good) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Silver Strike (Ex) Natural attacks treated as silver for purposes of overcoming DR.

Notable NPCs:

Belzer Frip - Gnome transmuter (friend of Vencarlo)
Majenko - friendly house drake
Dokren - halfling rogue
Marcus Endrin - head of the Sable Company
Cressida Kroft - Marshal of the Guard
Vencarlo Orsini - fencing teacher
Sonya - Paladin in the guard
Timmeon - teenage prisoner
Tiona - half-elf prisoner
Craggon - dwarven merchant
Girah - Friend of Erasmo
Roba - Former rival to Marcus
The Five Otyughs - Magda's sewer-cleaning friends
Amin Jalento - A noble saved from the mob.
Grau Soldado - A drunk guard, sent back to work.
Verik Vancaskerin - A guard serving time in the citadel for desertion.