A Game of (Crimson) Thrones: Adding Courtly Intrigue to PFAP2


Curse of the Crimson Throne


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With the Guie to Korvosa and the primarily urban setting in Curse of the Crimson Throne (for the first ten levels 'There is no world outside the walls of Korvosa'), I was very much hoping to use Paizo's material to create a narrative campaign filled with intrigue.

I was hoping for encounters that:

1.) Do not need to be played in an exact linear order
2.) Increase or decrease power in various organizations
3.) Do not need to end in violence
4.) Are more than 'dungeon crawls in an urban backdrop'

These encounters can paint an interesting story, and the end result is a plot that is more adventure module than setting sourcebook.

Edge of Anarchy did a good job with #1 and #3, but IMO are somewhat lacking on #2 and #4. I don't have PF8 yet, but I'm reading that it is more 'cohesive', which I'm guessing means it's a linear plot that demands PC attention.

Granted, I'm already running Crimson Throne unconventionally, so the purpose of this thread isn't to simply tell Paizo how disappointed (and please) I am. I'm looking for help, and I'm also presenting my methods of making the game what I want it to be.

The first issue is the Guide to Korvosa. It is missing a few key features that make it a good reference source: lists. If my PCs ask 'Where's a good place to buy a weapon?' or 'Where do we want to stay for the night?', it's tough to answer these questions without reading through the entire book, making notes and having a good memory.

I've broken down all of the locations by purpose and included proper names if they were presented. I may have missed a few, and unfortunately there's no way to go back and edit this list so I may report it as a revision in the future:

Antiquities
- Jeggare Museum, Heights, Mercival Jeggare (female human)

Banking
- Gemshare Jewelry, Midland
- Bank of Abadar, North Point, Darb Tuttle (male human)

Commerce
- Gold Market (everything), Midland, Sagitar Tiguan
- High Bridge Haberdashery (clothing), Midland
- Kep's (fishing), Midland, Kep (male human)
- Fair-Fished Baitshop (fishing), Midland
- Pinking Shears (barbershop), Midland, Hooktooth (male half-orc)
- Smoked Foods (groceries), Midland
- Time Stop (clocks), Midland
- Pestico's Dolls and Figurines (toys), Midland
- Reefclaw Run Market (seafood), Old Korvosa
- Hessim, Newby and Sage Paint Manufactory, Old Korvosa
- Orkatto's Feathers and Furs (pets), South Shore, Orkatto (old male halfling)
- Green Market (everything), South Shore, Zeeva Foxglove

Communication
- Three Rings Tavern, North Point, Theandra Darklight (female human pathfinder)

Companionship
- Eel's End, Old Korvosa, Devargo Barvasi (male human)

Criminal Purposes
- Dock Trade, North Point
- Eel's End, Old Korvosa, Devargo Barvasi (male human)

Dining
- Shoreline Drinkhall, East Shore
- Jittery Quill, Heights
- Crested Falcon, Heights
- Overlook, Heights, Asa Hemrich (male human)
- Bailer's Retreat, Midland
- Aram's Crown, Midland
- Creaky Hammock, Midland, Destin Smish (male human)
- Three Rings Tavern, North Point, Theandra Darklight (female human pathfinder)
- Sticky Mermaid, Old Korvosa,
- Jeggare's Jug, Old Korvosa
- Eel's End, Old Korvosa, Devargo Barvasi (male human)
- The Travelling Man, Old Korvosa
- Jade Circle, South Shore
- Twitchers, Shingles, Ramthos (male human)

Education
- Acadamae
- Theumanexus College, East Shore, Tempest Geezlebottle (gnome wizard)
- Great Tower, Heights, Endrin Military Academy for Sable Company
- University of Korvosa, Heights
- Orisini Academy, Old Korvosa, Denargo (male human)
- Endrin's Military Academy, Old Korvosa

Employment
- Great Tower, Heights, Sable Company
- Citadel Volshynek, Midland, Korvosan Guard
- Copper Beater Hall, Old Korvosa
- Ironworks, Old Korvosa

Entertainment
- Marbledome, Heights, Touran Palastus (male human)
- Kendall Amphitheater, Heights
- Eel's End, Old Korvosa, Devargo Barvasi (male human)
- Exemplary Execrables, Old Korvosa, Pilts Swastel (male human)
- Bard's End, South Shore

Exotic Services
- Doom and Gloom (fortune telling), Midland

Healing
- Grand Cathedral of Pharasma, Gray, Bishop Keppira d'Bear (female human cleric)
- Temple of Sarenrae, Heights

Legal Aid
- Great Tower, Heights, Sable Company
- Citadel Volshynek, Midland, Korvosan Guard
- Five Corners Ward, North Point
- Longacre Building, North Point (execution)
- City Hall, North Point

Magic Items
- Acadamae
- Theumanexus College, East Shore, Tempest Geezlebottle (gnome wizard)
- Great Tower (weapons), Heights, Bottom Floor Armory
- Crested Falcon (potions), Heights
- Gold Market (everything), Midland, Sagitar Tiguan
- Hedge Wizardry, Midland, Phaeton Skoda (female human)
- Slicing Dicers (weapons), Midland
- Trapper's Hole (weapons), Midland, Jope Chanstmo (male human), Sable Company
- Pestico's Dolls and Figurines (constructs), Midland

Pilgrimage Destinations
- Eodred's Square, Midland

Places to Stay
- Leftover's, East Shore, Portenus Gaskelinni (one armed retired human soldier)
- Upslope House, Heights
- Frisky Unicorn, Heights
- Wise Dragon Inn, Heights
- Tenna's, Heights
- Laughing Wave Inn, North Point
- Whitecaps, North Point
- Posh and Turtle, North Point, Thaviun Rigulus (male human wizard),
- Eel's End, Old Korvosa, Devargo Barvasi (male human)
- Bard's End, South Shore

Research
- Acadamae
- Theumanexus College, East Shore, Tempest Geezlebottle (gnome wizard)
- Gilded Orrery, Heights, Gasta Weagra (female human)
- Jeggare Museum, Heights, Mercival Jeggare
- University of Korvosa, Heights
- Bookmaker, Midland, Costa Serimus (male human)
- Basha's, Midland, Basha (male human)
- Hedge Wizardry, Midland, Phaeton Skoda (female human)
- Pestico's Dolls and Figurines (constructs), Midland
- Three Rings Tavern, North Point, Theandra Darklight (female human pathfinder)

Spellcasting
- Acadamae
- Theumanexus College, East Shore, Tempest Geezlebottle (gnome wizard)
- Crested Falcon, Heights
- Hedge Wizardry, Midland, Phaeton Skoda (female human)
- Pestico's Dolls and Figurines (constructs), Midland
- Posh and Turtle, North Point, Thaviun Rigulus (male human wizard),

Transportation
- Horse Shop, East Shore
- Galloping Ghost, Midland, Patch

Worship
- Grand Cathedral of Pharasma, Gray, Bishop Keppira d'Bear (female human cleric)
- Temple of Asmodeus, Heights
- Temple of Sarenrae, Heights
- Bank of Abadar, North Point
- Sanctuary of Shelyn, North Point
- Temple of Aroden, Old Korvosa
- Pantheon of Many, South Shore

In addition to the locations, I also listed all of the organizations involved:

Government
- Arbiters
- Commandant of the Sable Company
- Field Marshal of the Korvosan Guard
- Lictor of the Order of the Nail
- Magistrates (Commerce, Expenditures, Regulation)
- Monarch
- Seneschal
- Peerage Review

Military
- Korvosan Guard
- Order of the Nail
- Sable Company

Prominent Families
- Arabasti
- Arkona
- Bromathan
- Endrin
- Jeggare
- Leroung
- Ornelos
- Porphyria
- Zenderholm

Criminal
- Cerulean Society
- Catsdew Lofties
- Dusters
- Rat's Teat
- Scarzni

Secret
- Death Cultists
- Urgathoa Clerics
- Darklight Sisterhood
- Ironsoots
- Red Mantis

For my campaign, I want the majority of the players to belong to one or two Houses. Here are all of the houses listed in the Guide, along with some notes on what they do:

Prominent Families
- Arabasti: Monarchy, Mercantile
- *Arkona: Jailers, Landlords, Drugs, Fort (Old) Korvosa
- Bromathan: Military, Sarenrae, Guard
- Endrin: Military, Sable Company, Shoreline Drinkhall
- *Jeggare: Docks, Finance, Museum, Marbledome
- *Leroung: University, Imported Otyoughs, Hired Halfling Sailors
- *Ornelos: Acadamae, Gilded Orrery, Tenna's (manor in Heights at Citadel Crest)
- Porphyria: Mercantile (outcast)
- *Zenderholm: Government
- Kroft: Minor Military House
- Fordyce: Breaching Festival Winnings
- Galdur: Theumaxus College (outcast)
- Viamio: (outcast)
- Thrune: Cheliax (outcast)
- Peltherianon: Impoverished House

(* Peerage Review Member)

In my camppaign, I am requiring the majority of the PCs to be noble scions. They need to pick from the following houses:

PC Houses
- Jeggare
- Leroung
- Zenderholm

I asked James Jacobs last night in chat, and he said he would check the boards and possibly reply due to spoilers. What happens to these houses, if anything, during the Adventure Path? Can you give us a brief overview of how all of the Houses may change?

I have also compiled a list of all of the plot hooks given in the Guide. The biggest problem I have with all of them is they don't seem to have any impact on any of the Houses. What I'd like to do is tie the majority of properties listed above to each of the Houses listed above. I also plan to have the party members start out at Orisini's, hobnobbing with all of the nobles. By exploring the city before the AP starts and finishing the problems listed below, the PCs will gain prestige amongst the other Houses.

I listed the positive influences, but I could use help explaining the extent and reasoning, as well as possible negative influences from these (or new) hooks.

Spoiler:

Influences

Jeggare
- Basha sells a map to a buried treasure deep in the Vaults.
- Brewmaster Rogehres Tarlo of Magnimar hires a group of druids to entangle the patrons of the Pesh and Turtle and free Old Tom.
- During a wrestling match at the Kendall Amphitheater, a horde of ankeg escape.

Arabasti
- During the Riverwind Festival, the Barbarian Princess returns to the Laughing Wave Inn.
- On Oathday, the Korvosan Guards feed the otyoughs under the Travelling Man tavern.

Ornelos
- Find out who kidnapped one of Pestico's constructs, and if it's related to recent murders.
- Costa is looking for ghostbusters to exorcise the Bookmaker.
- The PCs become involved in a gang war between the imps of the Wise Dragon Inn and the Imps of the Shingles.

Bromathon
- An undead bullette rampages the Smoked Foods.
- A fight breaks out at the Sticky Mermaid.
- The party meets a woman who was sacrificed at the opening of the Temple of Asmodeus.

Arkona
- Whitecaps, Korvosa's oldest surviving inn and known for its excellent security, has reported burglaries.
- A prisoner who was to be executed at the Longacre Building has reappeared after accounted missing years ago.
- A faux murder play at the Exemplary Execrables contains an audience of Red Mantis members waiting for someone to 'intervene'.

Zenderholm
- A Cheliaxian artist wishes to steal Breaking the Siege, the most famous painting in Korvosa.
- A patron of the Crested Falcon who was forced pay off a debt now seeks revenge.
- Derro below Upslope House are abducting guests.

Leroung
- Strange noises are reported above the roof of the Black Hall of the University.
- Orkatto is looking for dream spiders and other exotic creatures for the Feathers and Fur.

Endrin
- Ramthos, the bartender at Twitchers, regularly intoxicates victims to feed the chokers that plague him.
- The Dock Trade begs a group of exiled pseudodragons to get rid of their rat problem.

PC House
- A stranger hears of an adventurer's talent and challenges him to a duel at Orsini's.

I want my players to be spoiled, to be fat and happy and successful before all hell breaks lose. That's what, IMO, made Game of Thrones such a good story. Throwing the group immediately into this AP is great for a traditional everyman hero saves the day scenario, but it's not very good for courtly intrigue, IMO.


What a fantastic resource. Kudos!

Paizo Employee Creative Director

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Takasi wrote:

PC Houses

- Jeggare
- Leroung
- Zenderholm

I asked James Jacobs last night in chat, and he said he would check the boards and possibly reply due to spoilers. What happens to these houses, if anything, during the Adventure Path? Can you give us a brief overview of how all of the Houses may change?

None of those houses have any real input or screen time in the adventures.

Actually, that's more or less by design and by necessity.

BY DESIGN: By not hardwiring events and changes into most of Korvosa's established noble families, institutions, and organizations... by leaving them unmentioned by the adventure itself... the hope is that GMs will then be able to adapt and use them as they see fit, in exactly the way you're doing, Takasi. Of course... if you're running the campaign as the volumes are released, you don't have the advantage of having the entire campaign at hand and as a result you'll sort of have to guess what organizations have major adventure-related events happening to them.

BY NECESSITY: We're still kinda driving the Pathfinder Bus without a map... and sometimes without a driver. Mike McArtor designed Korvosa at the same time the authors were working on the first 3 adventures, and while they did have a fair amount of interplay (you'll note that the authors of the first 3 adventures have "Additional Design" credits in "Guide to Korvosa") the fact remains that everyone was designing in their own little bubble. By not going overboard on the organization interaction in the adventure itself, by limiting the actual interaction with the city in this way, we avoided having a lot of contradictions and extra work we honestly just didn't have time for.

Now... that said, you'll note that the inside front cover of the Curse of the Crimson Throne books detail the Korvosan Hierarchy. For those who are wondering which parts of this hierarchy take some hits and go through some changes during the course of Curse of the Crimson Throne, check out the HUGE SPOILERS below...

Spoiler:
King Eodred Arabasti II: Dies in "Edge of Anarchy."

Queen Ileosa Arabasti: The main bad guy of the campaign. Has a relic (Fangs of Kazavon) she turns into an artifact (the Crown of Fangs) with the aid of some powerful devils; the relic/artifact, among other things, supercharges her XP levels and makes her capable of self-resurrecting or something like that if she gets killed.

Sabina Merrin: Becomes the leader of the Gray Maidens, Queen Ileosa's stormtroopers. In the last adventure, "Crown of Fangs," Sabina is riding around on a black dragon and she's one of the "mini-bosses" the PCs have to defeat.

Korvosan Guard: By the time the third adventure comes around, the Korvosan Guard is pretty hurting. They've lost lots of members to the riots and the plague and other events up till this point, and they're more or less impotent and unable to really do their job. The Gray Maidens replace them as the main military force in the city by Adventure 4.

Cressida Kroft: Leader of the Korvosan Guard, she remains a staunch ally of the PCs the whole time, and by the last adventure she's abandoned the Korvosan Guard to help lead the underground resistance fighting against Queen Ileosa.

Neolandus Kalepopolis: Legally the only man who can dethrone the current monarch, Neolandus spends the first two adventures in hiding. The PCs get to rescue him from his peril in the third adventure, but then have to flee the city in light of how bad the situation is getting in Korvosa. They take Neolandus with them and he's able to fill in to the PCs what's going on with Ileosa. He returns to Korvosa in the last adventure, along with the PCs, to help rally the city and put the evil queen in her place.

Order of the Nail: After the second adventure, the Order of the Nail hellknights abandon Korvosa. Things there are rapidly getting out of hand, and they retreat to their Citadel Vraid to argue and plan on what to do. Unfortunately, they're slow and bureaucratic about it all... leaving the salvation of Korvosa to the PCs.

Sable Company: At the start of Adventure 3... this organization is officially disbanded by Queen Ileosa. Members of the Sable Company are rolled into the Korvosan Guard, or if they get uppity, gathered up by Queen Ileosa and quietly imprisoned and/or executed. Many of the Sable Company marines end up being the guys who go into hiding and start up the resistance that plays a role in the last adventure.

Marcus Thalassinus: The leader of the Sable Company, he snaps at the start of the third adventure and tries to assassinate Queen Ileosa during her public speech about "The Plague is Over!" His assassination attempt fails as the Crown of Fangs saves Queen Ileosa, and she kills Marcus on the spot and then goes on to inflict martial law and disband the Sable Company as detailed above. This event (the failed assassination) more or less marks the Queen's switch from "quiet plotting villain" to "powerful public villain."

House Arkona: These guys are the main villains of the third adventure. Whether or not this family is toppled and ruined really depends on the PCs' choices and actions during the third adventure, but the Adventure Path itself assumes that the family is toppled and destroyed and humiliated; the Arkonas play no further role in the adventure path beyond adventure 3. This is NOT a good choice for a PC noble house.

Other Noble Houses: The other noble houses play no real role in the campaign. You can use them as you wish in your own campaign with little fear that things'll get messed up later.

Magistrates & Arbiters: Some of these MAY die offscreen... none of the big ones will, though. Ileosa's power grab and the way she changes the city and siezes control kinda neutralizes these government officials—none of them are brave enough to stand up to the queen on their own, and none like the others well enough so that they could band together; they pretty much just retreat to their respective homes and hunker down to "wait it out." They have no big roles scheduled for the adventure path.

The Acadamae: Remains shut down during the entire adventure path. Its leader makes an alliance with the queen, promising her the support of conjured devils and the like in return for being left alone by her. There's a LOT of devils in the last adventure, but the Acadamae doesn't play a big role at all.

NPCs: The following NPCs are recurring characters throughout the adventure path, or have a few important cameo appearances beyond those mentioned above: Vencarlo Orisini, Amin Jalento, Grau Soldado, Ishani Dhatri (introduced in Adventure 2), Bishop Keppira d'Bear, Archbanker Darb Tuttle, Guildmaster Boule, Melyia (Vimanda) Arkona, Trinia Sabor, Thousand Bones, Zellara, Glorio (Bahor) Arkona, Pilts Swastel, Laori Vaus (introduced in Adventure 3), Shadowcount Sial (introduced in Adventure 4).

That more or less should cover it.


Thanks James Jacobs!

So it sounds like...

Spoiler:

With the Sable Company and Korvosan Guard nearly destroyed, House Endrin and Bromathan would be most at odds with the Queen.

Another spoiler question. What does the Queen do to change Korvosa? What impact does it have on the economy and general way of life?

There's the plague to get rid of the Varisian minority, and I've partially read through PF8. How does the Bank of Abadar influence the economy, and what impact do the Queen's plans have on that Church?

Would you say her actions are altogether good or bad for Houses like Jeggare and Leroung?


Kudos to both Takasi and James! The former's handy Korvosan Yellow Pages and the latter's GM-eyes-only NPC Fate Summary of CotCT are going to be incredibly valuable to me. Thanks so much!

Paizo Employee Creative Director

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Spoiler replies to follow...

Spoiler:
Takasi wrote:
With the Sable Company and Korvosan Guard nearly destroyed, House Endrin and Bromathan would be most at odds with the Queen.

Sable Company IS destroyed by the time we hit the third adventure. The Korvosan Guard is close... and by adventure 6 is for all intents and purposes gone as well. House Endrin would certainly be at odds with the queen, but with the possible exception of House Arkona (which has its own problems with the PCs in adventure 3), none of the noble houses can mount anything close to a fair defense or offense against Queen Ileosa. If a noble house has PCs or is allied with the PCs, they'd absolutely turn to the PCs to be their saviors and heroes.

Takasi wrote:
Another spoiler question. What does the Queen do to change Korvosa? What impact does it have on the economy and general way of life?

In the 2nd adventure, she engineers the death of a LOT of people, many of whom are her enemies or are of social classes she detests; she effectively rebalances the power of the city in this way. By the 3rd adventure, she's basically engineered the transition of the city military to the gray maidens (and Red Mantis in the shadows), giving her military control over the city, which pretty much closes the deal on her being totally in charge. The economy suffers, the citizens become morose and depressed, entertainment dies (except for a few venues the queen supports and enjoys). She puts Old Korvosa under quarantine and burns all the bridges connecting it to the rest of Korvosa at the end of Adventure 2, which turns Old Korvosa more or less into an apocalyptic wasteland of madness and ruin (this is what Adventure 3 is about). Although the PCs spend Adventure 4 and 5 outside of Korvosa, those adventures will have sections talking about what's going on in Korvosa anyway, in case the PCs go back to look around. By the time the PCs return to Korvosa in adventure 6, the place is in bad shape. The workforce has almost completed its transition into slavery, there's a strong underground resistance with lots of fighting in the streets here and there, and there are devils and dragons in the skies above. It's a pretty grim place by the time Crimson Throne comes to a close—the perfect time for high level PCs to step in with their skills and weapons gained from missions outside the city walls to save Korvosa!

Takasi wrote:
There's the plague to get rid of the Varisian minority, and I've partially read through PF8. How does the Bank of Abadar influence the economy, and what impact do the Queen's plans have on that Church?

The bank influences the economy by continuing to charge for their services except when they're forced to give out free healing to avoid riots on their doorsteps. As the campaign continues, things start to get a bit prickly in the church, though, with Archbanker Tuttle wanting to continue to earn money and protect the city itself... his interest in helping people wanes. By the time Adventure 4 starts, he's pretty much thrown in his lot and the church under Ileosa, and is in his own way helping to support her regime. She may be evil, but she's the one in power, and she's the one (in his eyes) who's trying to keep law and order in the city. It's the rebels and rioters and looters and malcontents and PCs who are forcing the troubles in the city. A schisim forms in the church soon enough; paladins and other good members of the church don't agree with Tuttle's leadership, and many of them are excommunicated as a result. The paladins of Abadar end up leaving the church and having their own crisises of faith; some join the rebels, but most just leave Korvosa to seek aid elsewhere, intending on coming back as soon as possible to help. Those who stay in Korvosa, don't join the rebels, and openly oppose the queen and Tuttle's new direction are, to a man, gathered up and imprisoned. By adventure 6, the Bank of Abadar's doing pretty good business and is still in a position of power, but the bank's reputation has fallen to an all-time low among the common citizen. PC worshipers of Abadar will be faced with some tough decisions in adventure 6.

Takasi wrote:
Would you say her actions are altogether good or bad for Houses like Jeggare and Leroung?

Queen Ileosa's actions are bad for ALL the noble families, since she's seizing total power. That means that the nobles are losing power. Those who resist the queen are taxed and have their estates raided by gray maidens, have members arrested on trumped-up charges, and may even have a few members imprisoned or executed for no reason at all. Those who throw in their lot with the queen pretty much give up a lot of their government power in return for protection from the queen's wrath. I'd say her actions are altogether bad for all of the Houses as a result.


It sound to me like Queen Ileosa needs a hug.


tagged as a resource


Very nice guide, Takasi!


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