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Local and Battle Maps

It's missing Chuffy hamburger, but otherwise accurate.


Local and Battle Maps

Sean can't make it tomorrow, so I'm thinking it might be a fun time to run the We Be Goblins single-session adventure. There are 4 pre-made goblin characters to pick from.

I'm up for other options as well, like if Joel wanted to run a session, or a side quest in CotCT.


Local and Battle Maps

GM request for our next game session (hopefully this Saturday):

Please bring a printout of your current character sheet with full descriptions of all your class abilities for quick reference. I would like to have everyone bring all information pertaining to their characters to each session for quick reference.

The class ability descriptions don't need to be in a formal character sheet, they can just be copy/pasted from an online source.

Same goes for primary spells and things of that nature.

I'm hoping that having this information on hand will speed our sessions along so we don't have to look up specific rules when abilities and spells are used.

Thanks.


Local and Battle Maps

Session this Saturday, usual time?


Local and Battle Maps

Session Recap

The heroes returned to All the World’s Meat to deal with the remaining Cow Hammer Boys. Though the mercenaries were stronger than expected, they were eventually defeated. One of the four, Baldrago, was taken prisoner and returned to the Citadel.

After the heroes completed their mission, they took a long rest in the Citadel barracks, then descended into the dungeons to question Verik and Baldrago. They quickly found that Verik was not quite so smart as a shoe, and his crony Baldrago was even worse.

However, their interrogations did return some useful information. First, Verik’s purpose for deserting the watch was an enchantingly beautiful woman named Meliya, who just so happened to be the daughter of Lord Glorio Arkona, patriarch of one of the most powerful families in Korvosa. Most everyone has heard the rumors that the Arkonas are involved with almost every seedy enterprise and industry throughout the city. He mentioned never knowing why Meliya wanted him to re-open the butcher’s shop – the thought never crossed his mind. You also learned that Verik was ignorant of the mercenary work and ‘suspicious’ meat being served.

Once the interrogations were finished, the heroes went upstairs to report to Kressika Kroft and found her entertaining a prestigious guest: Vencarlo Orsini, the famed swordsman and headmaster of Orsini Academy, the most renowned swordsmanship academy in Varisia. He was gracious and kind to the heroes, complimenting them on their dealings with Vancaskerkin. Their conversation with Vencarlo was cut short by Field Marshall Kroft, who assigned them another mission.

Field Marshal Kroft’s Long-Assed Speech & Next Mission:

“As much as I would enjoy continuing the conversation, I fear we just don’t have time. Vencarlo has often come to me with news of important changes on the streets, and this is no different—indeed, what he’s learned could degrade into sanctions, embargos, or even war against Cheliax if we don’t act now. This problem is a man named Darvayne Gios Amprei. You might have heard of him—he’s an ambassador from Cheliax whose disdain for Korvosa is well documented, and yet he’s taken great pleasure in what our city has to offer. Even before this recent unrest, this man was ready to recommend to his government a sanction on trade, or perhaps even an embargo. Vencarlo has learned through his own considerable sources that Ambassador Amprei’s actual goals are to undermine Korvosa’s economy to the point where he can buy up large portions of the city from desperate landholders and establish himself in a position of power here. Whatever the ambassador’s reasons, we can’t let his bias or personal plans hurt Korvosa. Yet neither can we take drastic action—not only would killing him be wrong, but it’d simply martyr him in Cheliax’s eyes.”

“Fortunately, Darvayne has his foibles. Again, Vencarlo has learned that Ambassador Amprei has been making fairly regular visits to a place in Old Korvosa called Eel’s End. This den of vice is run by a dangerous man named Devargo Barvasi, better known in Korvosa’s alleys as the King of Spiders. I’d love to put Barvasi out of business, but he pays his vice taxes regularly and never causes any problems—in fact, since he keeps his business constrained entirely within the five ships moored at Eel’s End, he’s actually one of the least of my worries. Truth be told, I can’t decide whether Devargo is a stirge or a kraken. He seems like a bloodsucking pest most days, but sometimes I fear just how far his tentacles have wormed their way into our great city. In this case though, his insidious web stretching across Korvosa’s underworld might prove to our advantage.”

“Devargo would never let someone he recognizes as an ally of the Guard into Eel’s End, but your group’s a different case. I’d like you to pay a visit to Eel’s End and secure an audience with Devargo. Find out what he knows about Amprei, get proof of any illicit goings-on the ambassador might be involved with, and bring that proof to me to use to undermine any forthcoming attempts by him to get Cheliax to cut us off. Devargo might not be willing to part with his information easily. I’ll supply you with some gold to bribe him, and whatever’s left over you can keep for yourself. Remember: the man is dangerous, but so are you—if things get violent, I wouldn’t mourn his passing.”

Cressida gave the heroes 1,250gp to help bribe Devargo, then excused you so she could finish her conversation with Vencarlo Orsini.

Field Marshal Kroft asked you to complete the mission within 3 days. Today is Fireday, she needs the information by Sunday.

Feel free to ask Field Marshal Kroft or Vencarlo Orsini any questions about the mission or other before leaving. After that, let me know how you spend your time - do you begin immediately on the mission or run any personal errands?


Local and Battle Maps

Everyone available for a session this Saturday?


Local and Battle Maps

Valamyr's thrush bolts through the sky and reaches the butchers shop in a matter of moments, then returns with word.

Valamyr, when your thrush returns:
"It appears the four Cow Hammer Boys, or whatever pathetic name they've taken to calling themselves, are back. I couldn't make out their words, or see through those filthy windows, but they make no attempt to be quiet."

Your walk back to All the World's Meats is uneventful. Drunks and various guard factions are all you come across.

Back within sight range of the butcher's shop, you see the light is still on in the upstairs window above the main entrance.

DC 20 Perception Check:

As you near the shop, you can hear voices shouting from within.

"It's f~#~ing gone! They found the f@+@ing stash! I'm going to gut those lying m@#&*$#$#!!&s!

[b]"Will you stop worrying about that s**! right now? Won't do us much good if we're in jail. The Guard is going to be here any second, we need to get the f&&% out of here!"

Let me know what approach you take to the building, and if you enter what entrance you use.

I added your minis to the map of All the Worlds Meats. If you plan to enter the building, please place yourselves in order near the entrance.


Local and Battle Maps

Map of All the World's Meats is up on our Google Drive (link in my headline).


Local and Battle Maps

I need to apologize again for my absence the last couple weeks. Work has been absolutely crazy, and I've been totally drained. Things should be back to normal now, so I will resume posting on a more regular basis.

As Von mentioned, I have family in town the next two weekends, so we will need to hold off on an in-person session until the following weekend.


Local and Battle Maps

Session Recap

After gathering information about the butcher shop and Vancaskerkin’s crew, the heroes learned that they had become beloved by the locals for giving away free meat each morning from the butchers show All the World’s Meats. They also learned the former guards had taken to calling themselves the Cow Hammer Boys and would do mercenary work if customers mentioned “the night’s special cuts.” They also noticed something more ominous: there appeared to be more meat going out from the butcher’s shop than livestock coming in…

The group devised a plan, then entered the shop and mentioned “the night’s special cuts” – but demanded to deal directly with Vancaskerkin. They were denied, and so placed a false hit on someone from East Shore. They paid their gold up front, then left. Later that night when the three Cow Hammer Boys left to fulfill their contract, the heroes entered the butcher’s shop through a back entrance.

Inside, they discovered the source of the extra meat: the Cow Hammer Boys had been supplementing their daily offerings with the meat of butchered humanoids – elves, humans, and other similarly fair-skinned beings.

In the pig pens, the heroes found a hidden chest full of coins and jewelry – likely taken from those marks that were ordered as “the night’s special cuts.”

Upstairs, they found another Cow Hammer Boy fast asleep on the ground, then punched him unconscious and bound him. In the next room, Verik Vancaskerkin sat unaware. The heroes burst into his chamber, cast an enchantment on him, and convinced the bandit Guard Sergeant that the Korvosan Guard was coming for him. The nervous ex-guard followed the heroes as they fled before the Cow Hammer Boys returned – leaving behind a beautiful dagger that was stuck in the table, several hand-written correspondences, and whatever other belongings Verik might have been keeping in his quarters.

The heroes led Verik through the streets, and directly into the open arms of the Korvosan Guard. While he was taken down to a prison cell, the group met with Field Marshal Cressida Kroft and were paid as promised.

Present

With Verik Vancaskerkin in custody, the group has some options for their next move. They could question the prisoner, or return to All the World’s Meats and take care of the remaining Cow Hammer Boys and search their hideout for anything of importance. They can also return to Three Rings Tavern to rest (it’s late at night), or follow any other whims.


Local and Battle Maps

Sorry for the delay everyone. I will have a lengthy post up tomorrow to push us along.

Cheers.


Local and Battle Maps

This Saturday will be fine for me too. See everyone then.


Local and Battle Maps

Von and Marius:

From a city block away you can hear your destination as you approach - drunken sailors laughing, fighting, gambling, cursing.

Outside the Creaky Hammock a large rusted anchor hangs precariously on the stone wall near the main entrance. Inside, the familiar quarters are even louder than usual. At first glance, the crowd within is a typical size, around forty sailors, ship hands, and fishermen, each with a host of tankards and tin cups before them. However, you quickly notice the smell of food is strangely absent.

The establishment is well known among Korvosa’s middle and lower class for their deliciously fresh surf and turf selections for rock bottom prices, in addition to the decent ales, strong spirits, and rowdy good company. The sleeping quarters is where the inn derives its name – there are no beds here, only hammocks where drunken boatsmen sleep. When there are not enough hammocks, people sleep on the floors.

Behind the bar, Destin Smish, the establishment’s owner and most reliable patron, frantically serves the crowd and does his best to keep pace. In the few moments you watch him work, you see him serve four golden-gulps, the Creaky Hammock’s famous drink. Through the clear glass you see a goldfish drop into the harsh, clear liquid and swim in frantic circles as Destin says ”bottoms up before it’s belly up!” In a few short seconds all the liquid and the fish swimming in it are gulped down, then the empty glass is slammed upside down on the bar.

The sailors are quick to point out Marius’ ugly mug, but despite their harsh words none seem to recoil quite like the women and the snobs on the streets. ”Did someone forget to close your cage?” one sailor asks, then laughs hideously as he slaps you on the shoulder.

How you proceed in the Creaky Hammock is up to you, but I would suggest trying to gather information while you work to double-up your effort.

Valamyr's conversation with Cressida Kroft:

”Valamyr, this was foolish of me. I have to be more careful. If my soldiers found out… Rumors would spread, I would be ruined. I’ve spent years becoming who I am, and it could be undone in an instant. We must be more discreet from here on.”

When you agree to handle Vancaskerkin, a noticeable weight falls off her shoulders. ”I knew I could count on you. It’s so good to have you back… A friend I can trust.” She is about to change topics, but doubles back. ”Oh, and be careful about it. I hear he’s gathered quite a following. “Feeding the masses while their city burns,” or whatever. With all the praise, you’d think the traitor was Blackjack himself.”

A new look of worry purses her lips as you mention the Seneschal and the troubles with the Queen. ”I do hope Seneschal Kalepopolis is alright, we need him right now… With all that’s happened since the King’s death, I’ve not even had the chance to see the Queen, let alone speak to her. But I do agree, it’s all very suspicious.” She is quiet for a moment, thinking. ”I’ve heard they plan to burn the King - if they haven’t already - then honor him publically. Probably a funeral procession or something gawdy. Guards are saying he might be contagious or something, but what the hells do they know? Gossip worse than schoolgirls. We have to be careful to sift through the lies and misinformation.”

She finishes straightening her armor, swipes back her short hair, then tries to hurry you out. ”You need to get back out there.” She waits behind as you leave, then slips out of the armory and disappears upstairs.

Valamyr, Garth and Nahzir, is there anything in particular you do to gather information about the butcher shop or Vancaskerkin and his crew? Let me know how you proceed or kill time.


Local and Battle Maps

Both the Three Rings Tavern and your objective, All the World's Meat, are located past Midland up the banks of the Jegarre River in North Point.

The streets have calmed since the recent riots, thanks in large part to the full presence of the Sable Company, the Korvosan Guard, and the Order of the Nail Hellknights. In fact, there is scarcely a few blocks in the city without a patrol. Despite their presence, tension still hangs thick over the city and you get the uneasy feeling that the slightest disturbance will spring another uprising.

Signs of the recent unrest are all around - shops are closed, blood stains on the gravel and cobblestone streets, broken windows, empty stores, citizens being stopped and searched by patrols.

Your next stop or course of action is up to you. You can go to Three Rings Tavern to rent out some rooms and get some complimentary food and drink, then use the basement as a base of operations. You can try to gather information about All the World's Meat, Vankaskerkin and his crew's operations in the surrounding streets using Gather Information. You can scout out the butcher's shop. You can also go about personal business for a short while. The group can handle these things together or split up and tackle them in groups or individually (it is marginally safer now than during the riots).

Gather Information:

You can use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.

Retry? Yes. You can retry Diplomacy checks made to gather information.

You have 25 platinum crowns to divvy up from Field Marshal Kroft. Please also let me know who carries the letter to Theandra Darklight at Three Rings Tavern.


Local and Battle Maps

Just a heads up I'm out of town today - next Sunday. I will post as often as possible to help move this campaign along.


Local and Battle Maps

Found this ring for Garth to help with his crafting time management woes. You would only need to sleep for 2 hours, so in 10 hours you could rest and get in a full day of crafting work.


Local and Battle Maps

Since it will be a while until our next in-person session, we can push through a lot of the RP and strategy leading up to All World's Meats and Verik Vankaskerkin.

This is also a fine point to take a few days for RP reasons if you require them, or we can just push ahead and get to the investigation and bounty.


Local and Battle Maps

Minutes Later: 1d20 + 1 ⇒ (19) + 1 = 20 Added Constitution modifier.

Twenty minutes pass before Valamyr returns, whistling, to the room where he left the four of you from his discussion with Field Marshal Kroft.

The thrush, avoiding his masters shoulder, has a thousand mile stare.

The current in-game time is 11:45AM.

Has everyone come to a decision about 1) accepting the Field Marshal's quest, 2) taking the letter to Theandra Darklight at the Three Rings Tavern for free rooms, meals, and libations?


Local and Battle Maps

I unfortunately will be out of town from 6/30 - 7/8, so the 15th would be the earliest we could have a session unless we wanted to try for this Saturday night? I might be able to make that work (need to run it by the boss).


Local and Battle Maps

Valamyr’s conversation with Cressida Kroft:

Leaving the room with the large table, Field Marshal Kroft leads you without a word to a small armory on the ground level of the citadel. Once you are both inside, she closes the solid oak door. The armory holds just enough shields, pikes, swords, and chest plates to arm two dozen Guards in an emergency. A larger, primary armory is two levels above and could outfit two hundred.

Cressida has carried herself with tireless strength around her Guards and the five of you, but once you are alone in the room she shuffles that heavy coil from her shoulders. The rugged and youthful woman suddenly shows the weight of all her 41 years – but her natural, raven-haired beauty does not fade.

Before you can say a word, the Field Marshal falls into your arms, her armor hard against your body, her head against your chest. She glances up and gives you a familiar look you were never able to place, a look she gave you when no one else would see, and you suddenly feel a fool. Had you been blind to it, or just avoiding the truth? It seems so obvious now, her look of trust and infatuation.

”Lord Valamyr, I… I thought I had lost you… First Neolandus disappears, then you... The only two people I knew I could trust, who loved this city as much as I did, gone overnight. I feared you were imprisoned, or worse. It’s so good to see you, Valamyr.”

When she realizes how forward her words and actions have been, Cressida pulls back and straightens herself. The change in demeanor is not well hidden, the overwhelmed woman still trembles with exhaustion and relief under her crimson armor.

Her tone changes and she begins to bombard you with concern. ”Where have you been? You could have let me known you were alive, at least! Did the Queen… What happened to you? And who are those people you are with? Do you know the whereabouts of the Seneschal? Forgive me, Lord Valamyr, it's just that the city needs you right now... I need you...” The words spill from her mouth so quickly that it seems she lost control of them. Then her mouth snaps shut and silence hangs in the air for a moment while she waits for your reply.


Local and Battle Maps

The Night Before, at the Godsdive Temple:

As you knock on the door to the Godsdive Temple for the second time in two days, you realize it is now unlocked, As it should be.

Before your knuckles strike a third time, Dregs swings the door open with a large wooden pipe in hand and a cloud of smoke pouring from his mouth and nose. ”Hah-hah-hah-hah! Back so soon!? Got another quarrel in your chest? Well come in, then!” He swats Valamyr on the back and nods to the rest as you enter, eyeing the drunken soldier in your arms as you pass. ”What in the blazin’ fires of hell happened to you, lad? You smell like piss ‘n look worse! Hah-hah-hah!”

Grau, still drunk and barely conscious, mumbles ”World’s gone to piss ‘n I’ve been swimin’ in it.”

The chaos that had spilled from off the streets into the Godsdive Temple has passed like a dark cloud. Where earlier wounded men and women lay on benches around the fire, now a number of healthy, full-bellied patrons brought back from the brink of death by Dregs sit with bowls of soup and tankards of dark ale.

Speaking to Grau, the cleric gives a warm introduction. ”The name’s Daius Bregs, but you call me Dregs, alright? This here’s the Godsdive Temple, my little piece of Korvosa. Don’t be getting’ any ideas, though! I’ve got myself a temple, but Pious Daius I am not! Hah-hah-hah! And it looks to me like you’ve come to the right place, friend. A bowl of soup, some healin', and a tankard of ale should sort you right out! It’s always worked for me! Hah-hah-hah-hah-hah!”

”I’d give my left arm for’n ale or three,” Grau mumbles. He slumps down heavy on an empty bench one row back from the fire, wincing as his leg bends and bleeds.

Turning to his old friend, Dregs asks Valamyr ”What’n the Adventurer’s name happened to this poor lad? Looks like he’s been through the ringer.” He takes a large breath of smoke from his pipe while staring at the man from a few feet away. ”Guess we all have. City’s calmed down some, but you’d be a fool to think that’s the last of it.”

Before anyone can answer, Dreg’s puts a heavy, tobacco-stained hand on Marius’ shoulder. ”I’d like to ask your forgiveness for the way I acted, lad. Whole city had gone mad. People were dyin’ on my pews. Hadn’t had a smoke in an hour’s half.” He shakes his head with shame, takes a deep breath of smoke, a long drink of ale until the tankard is empty, then exhales the fire from his lungs. ”Bunch a' excuses, though. Face like that - I'm sure you don't need a cleric s++!tin' on it. I owe you a drink and a story or two, when you’ve got the time.”


Local and Battle Maps
Von Tri'omfi wrote:
I swear, 80 years under the heal of those pricks and they think they can just slap me on the back like a brother now? All under the bridge?'

This is RP gold.


1 person marked this as a favorite.
Local and Battle Maps

Wall of text incoming.

When your hesitation becomes clear, she continues. ”Forgive me, I should have explained myself more clearly. I do not mean to ask you to join the guard, our recruits volunteer their service - but that is beside the point. You need not make any long term commitment, just help us in this dark hour. Agents, I called you, but there are many terms for the type of service I seek. My hope is to subcontract you, much like The Order of the Nail – though hopefully you can conduct yourselves far less forcefully.” She says that last bit with an exhausted smile. ”Mercenaries, if it suits you, though I prefer the term agents. Well paid agents, at that.” She produces a coin pouch and tosses it to the middle of the table. ”If you accept, consider this a down payment.” Inside the pouch are 25 platinum crowns.

A sudden and steely focus settles over the Field Marshall as she delivers the specifics of your quest. You can tell that the past couple days have deeply saddened the embattled leader. “Korvosa’s got enough troubles as it is without my own men losing their way and going rogue. As much as it pains me to admit, though, this has happened several times already. Many guards have deserted their posts, more concerned about friends and family than the city. I can understand this, yet not all of the deserters have family—some of them are simply using the riots as an excuse for personal gain. One such man is Verik Vancaskerkin. Worse than a lone deserter, he’s convinced a small group of fellow guards that Queen Ileosa is going to ruin the city. Whether she does or doesn’t isn’t the point—right now, we’ve got a city-wide crisis on our hands, and I need all of my guards working with me to see us through. A deserter is worse than a lost resource—it’s an infection." She spits out the word deserter like a sour sip of wine. "I can’t afford to pull any of my other patrols off duty to deal with Vancaskerkin, and I’d rather not expose any of them to him anyway, since I neither want Vancaskerkin to infect more guards with his talk of secession, nor do I want some overly patriotic guard killing Vancaskerkin outright and making a martyr of him. I need impartial, skilled talent. Like you.”

“Here’s what we know. Vancaskerkin and his men have holed up in an abandoned butcher’s shop up in Northgate—the place was called All the World’s Meat. I need you to put an end to his insurrection. Try to avoid killing any of the deserters if you can, but if you must, they brought it upon themselves when they threw in their lot with Vancaskerkin. I’d prefer it if you could capture Verik alive and return him to me for interrogation, but if he makes that impossible, I’ll accept his body as well. Finally, see if you can find out why he deserted—if there’s more to it than simple personal politics, I need to know immediately. Bring me Verik alive, and there’s another thousand gold in it for you. Dead, he’s only worth half that.”

”If you help the Guard, you’re welcome to stay in the barracks here. I know it’s not the most comfortable, but it’s safe. If you’d prefer to stay elsewhere, I can’t blame you.” Cressida takes a parchment and slides it across the table to you. ”I have another option, if it suits you. The owner of the Three Rings Tavern in Five Points owes the Guard a considerable debt. Take her this letter to Theandra Darklight, you’ll know her by the earrings, and tell her Field Marshal Kroft intends to collect.” Sensing the group’s discomfort with the idea of becoming the Guard’s debt collectors, that familiar smile returns. ”My goodness, you’re certainly guarded. That’s not a bad trait, I suppose. Don’t worry, there’s no need for a shake down. I’ve just requested she gives you two rooms, access to her cellar for a headquarters, and hot meals and strong drinks. On the house, of course.”

”I know you’re wary. To be honest, I am too. I don’t know you, and have no reason to trust you beyond desperation. But opportunity knocks, and I hope you hear it above the chaos. Feel free to discuss amongst yourselves. I must excuse myself to see the cleric, lest my exhaustion finally catch up with me. If you take the coins and note from the table, I will know you have accepted my offer, and I will expect your safe return with Vancaskerkin. If you leave them behind, well, then this is farewell and good luck.”

She stands, her armor weighing heavily on her body. As she turns to leave, she pauses. Placing a hand on his shoulder, she asks ”Lord Valamyr, a word in private?”


Local and Battle Maps

@ Zcakes, that's correct.

For technical purposes, the clothes you had made were more akin to Entertainer's Outfit (3gp) than Noble's Outfit (75gp). You can list them in your inventory if you'd like.

The Noble's Outfit is exceptional clothing and would required a specialized tailor to create to your exact specifications. Your new outfits were more a way to rid yourselves of the blood, sweat, and forge stains before meeting the Queen than true nobility outfits.


Local and Battle Maps

The Paizo website has been spotty at best the past few days, so if you are unable to post just send me an email.

Then again, if you can't post you wouldn't be able to see this anyway...

Until the site is fully operational, feel free to make RP posts, ask questions, or whatever else.


Local and Battle Maps

Von, I did remember the scrolls but forgot to post them in the recap. Feel free to retcon purchase the other two items as well, if you would have had the gold for it back at the Warren.


Local and Battle Maps

As you near the Gold Market, with Citadel Volshenyek just beyond, you see more than a dozen people gathered around the large fountain at the heart of the intersection. From the top of the fifteen foot tall fountain hangs a head, slung like a fish on a stringer. The skin is dry and blood-stained. A cloud of black flies swarm about, crawling in and out of the mouth and nose.

Some of the bystanders murmur as you pass. A middle-aged woman says ”Good riddance. My girls are a little safer.” A grungy young man with dark circles under his eyes worried ”S&$&, where’m I gonna get m’shiver now…?” One of the guards that escorts you to the headquarters of the Korvosan Guard shakes his head. ”Vigilante murder is still murder. Must’ve been a real psycho to carve him up like that.”

A few minutes later you arrive at the Citadel, which overlooks the Jeggare Harbor. Two tired looking guards greet you at the front gate and quickly allow you inside. One of the four castle guards accompanies you. Through the large entrance hall is another large room with a table at the center. Here, a harried and tired-looking woman rises from her desk to greet you. This is Field Marshall Cressida Kroft. Cressida is an attractive, dark-haired woman dressed in red armor.

The castle guard greets her, then introduces you. "Field Marshal Kroft, these are the heroes you were told of." He motions to each of you and says ”Allow me to introduce Marius Stonebeard, Nahzir of the vault warren, Von Tri’omfi, Master of Fate, Garth Luvein, a local blacksmith, and Lord Valamyr of House Aldoran.” After your introduction, the guard nods to Cressida and the five of you. ”I will take my leave… Oh, and Field Marshal, there is a severed head hung from the fountain at Gold Market.”

The woman winces at the violence in her city. ”Very well, thank you. I shall have it removed immediately.” She then turns her attention to the five of you. ”Welcome, friends. Please, sit.” Cressida’s exhaustion is readily apparent, but she bears it well. She sighs deeply, then says ”Ah yes—you are the ones sent by Queen Ileosa. Greetings— my name is Cressida, and heroes of your caliber are exactly what Korvosa needs now. You’ve been on the streets. You know better than me how bad things are out there. It’s breaking my heart to see Korvosa tear herself apart like this. Every little bit of aid we can get from upstanding citizens like you helps. If you’re willing, I’d very much like to retain your services as agents of the Guard. I don’t need to say, of course, that you’ll be well compensated for these services.”

The Field Marshall does not assume the heroes’ compliance like the Queen had earlier, and so pauses to allow you to agree before assigning you a mission...

Feel free to add comments or actions that arose during your journey from the castle, at Gold Market, up to and including this point with Field Marshal Kroft.


Local and Battle Maps

Session Recap 6/10/2017
After an extended rest at Zellara’s harrow shop, which some spent sleeping off their wounds and others spent crafting (or cremating a woman’s severed head), the heroes were ready to make moves.

Their first course of action was to bring Nahzir’s sister, Knich, home to her warren in the Vaults under Midland. As the heroes neared an entrance to the vaults, a drainage culvert behind a paint factory in Old Korvosa, they met a drunken, wounded, and defeated Sargeant Grau Soldado. Grau was a well-respected Sargeant of the Korvosan Guard, but recently succumbed to depression and hopelessness and fell into a bottle of grain alcohol that he would not have been able to climb out of without the heroes’ aid. During his drunken ramblings, Grau told the heroes that he had heard several rumors surrounding the King's death: that he was poisoned, that he was murdered by a Red Mantis assassin, and that he died of some aggressive disease. They talked sense into Grau and helped him to the Godsdive Temple where “Dregs” could heal the embarrased guard’s injured leg and pride, and help him past his chemical dependency issues. (Discussion to follow in spoiler post).

The heroes then made their way into the Vaults and followed Nahzir’s lead through old sewer systems in complete darkness until they reached the ratfolk Warren. You were pleasantly surprised by the warm reception and overall coziness of the Warren, and took a back seat while Knich and Nahzir reunited with their concerned family. You were told that the Warren would welcome you as friends any time, and they were humbly in your debt. Sahlim, Nahzir’s father, was more than happy to trade with you and purchased all the valuables you had collected over the past couple days. Before leaving the Warren, the heroes visited a ratfolk cleric of Abadar for healing, and a seamstress who helped create new outfits that were more suitable for an audience with the Queen.

Next, the five travelled further through the sewers on their way to display Gaedren Lamm’s severed head and attached message at the Gold Market in Midland. However, their journey was interrupted by an enraged Otyugh that burst through the sewer wall and attacked the heroes in a failed attempt to defend his horde of rubbish. The foul creature was quickly dispatched and the five were on their way again.

In the pre-dawn morning when they reached the Gold Market, the heroes surfaced from the vaults and scouted the area, deciding that the fountain was a suitable place with high-visibility to display Gaedren’s head. Nahzir and Marius successfully snuck their way up to the fountain, climbed it, and hung the head without being detected. They then disappeared back into the vaults and made their way towards Castle Korvosa, emerging just a few blocks away.

At first, the castle guards were not keen on letting strangers into the castle in such perilous times, but once Valamyr showed them the Queen’s brooch they were willing to allow the heroes an audience with the Queen. They were escorted up the steps of the pyramid to the castle courtyard, where they met Sabina Merrin, the beautiful and dangerous personal bodyguard of Queen Ileosa. She introduced herself and spoke with them for a few moments, though clearly distracted. She told the heroes that King Eodred Arabasti II died of an aggressive form of leprosy and that his body would be burned to avoid contagion. Soon after, she then led the heroes into the throne room and formally introduced the heroes to the Queen.

Queen Ileosa Arabasti, a beautiful young woman with red hair and porcelain skin, dressed in black and burdened with grief by the passing of her husband, the king, was relieved and thankful to receive her precious brooch, for which she awarded the heroes a large sum of platinum. The queen then suggested the heroes help her in these trying times, and requested (as only a monarch can) that they go meet Cressida Kroft, Field Marshall of the Korvosan Guard, who is stationed at Citadel Volshyenek – very near where the heroes had displayed Gaedren Lamm’s head just hours before. The Queen provided the heroes an escort of four castle guards to ensure their safe travel through the city. Without lingering or offering the chance for questions or discussion, the Queen hastily retreated back into her personal quarters. The heroes were surprised by the almost rehearsed monologue given by the new Queen, but chalked up her brevity to grief and stress. Sabina assured them that if the heroes were able to help quell the chaos in the city, they would surely be allowed a more extended audience with Her Highness.

As the heroes travel the streets towards Midland, they see clearly that the city’s defenders (the Korvosan Guard, Sable Company, and Hellknights from the Order of the Nail) have largely restored order within the city – however, it is plain to tell that a thick tension still hangs and violent unrest may break without warning. On this particular walk, though, the group travels without any trouble. Together with their escort of four castle guards, the group nears the Gold Market, with Citadel Volshyenek just beyond.

Items that need follow-up from the session:

-Did Valamyr attempt to purchase any magical scrolls or other items from the merchants in the Warren? If so, please specify.

-Did anyone else make any personal purchases with their coin while in the Warren? This can be retconned since the heroes spent hours at the Warren and could have purchased items with their coin.

-Any other unresolved business or items can be revisited in spoiler posts.


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I am going to adopt the Alternate Crafting Rules going forward for this campaign. Thanks for the suggestion Von.

@ Marius, About the Bust Carving:

I'm having trouble finding any sort of decent answer or rules regarding how long it might take you to carve a bust in the likeness of Dov. Most of the Craft rules refer to crafting items of value, and I imagine this carving you intend to make is not meant to be sold.

Just for simplicity sake, we will say it needs to be carved from granite or marble other dense stones, as any sedimentary stone is not suitable or carving fine features. Marble is more expensive and rare and would need to be bought from a merchant, but you could reasonably find granite to carve.

For this bust/statue, we will go with 2 full days of work (16 hours total) of crafting required. So this bust would be something that would take a while to do right. My reasoning is that you could sculpt a stone to look like a human shape quickly, but to give it the detail necessary to reflect the likeness of an individual would take some time. If you want it to be extremely detailed, it will take even more time. I see it being a more long-term goal to carve this bust than just a couple hour rest, I would anticipate about a week of game-time, unless we happen upon ample down time. Stone carving takes a long time. (It took Michelangelo 2 years to carve David).

Craft: Sculptures will take your full focus as well. You can use meditation time (not the same as sleep time) to carve simple items, but nothing more complex than normal value (meaning only "extremely simple" and "simple" items can be carved while meditating).

@ Garth, the new Alternate Crafting Rules will also apply to your early guns and ammunition. They both require a DC 20 Craft check for success. You'll have to find the value of the items your crafting to determine how much progress you are able to make during the time spent working.

@ Marius / everone, I know Marius has a longer-term goal of building a temple within Korvosa. For that reason, I'm also going to implement the Downtime Ruleset. With all the time this campaign will take within Korvosa, I'm sure some of you will have aspirations of building shops or homes, creating merchant companies, or even trying to sneak a new guild past the city's government. This will help as a baseline for those endeavors. Purchasing property is much simpler, for any who wish to go that route.

@ Garth / everone, It seems like the plan is to take an 8 hour rest then make your way into the Vaults with Nahzir's lead, but you could also take two consecutive rests and they would be complete just before dawn. That would help you avoid the Fatigued status. Just an option.


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Zcakes and Von, You had no trouble finding a suitable stone, but as for the time it takes to craft and what is required, I'll get back to you ASAP. I will read up on the alternate crafting rules and get back by our session on Saturday. Always interested in simplified rules.

Valamyr, thanks for the suggestions. I've been looking for some good videos or podcasts of that nature. I watched a series 5+ years ago where Chris Perkins DMed for a group and it was really cool. I'll have to check out his more current productions.


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Okay, time for GM to admit an error. I had been operating under the false impression that Zellara's magic shop was located in Old Korvosa, when in fact it is located in Midland. Just to keep the story consistent, I'm going to continue with the current location. Oops.

There are plenty of places that you could leave Gaedren Lamm's head that would get attention within the city. The final decision, of course, is up to you. Though I will caution that being caught with two severed heads would not look good in the eyes of the law, regardless of one's criminal history.


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Local and Battle Maps

To the Vaults it is.

Valamyr:

You have been skeptical Von's supposed communications with Zellara's spirit. That is, however, until the card that the bumbling Elf flung at you sticks neatly into the collar of your shirt. As soon as the rigid card makes contact with the skin of your neck, a warm voice speaks silently in your ear much like the thrush that so often sits on your shoulder.

What must I do to make you believe in me? Must I appear before you as the severed head I am, open my eyes, and allow these words to pour fourth from my mouth in place of the maggots? I am real, Lord Valamyr. As real as all your selves.

The soft touch of a woman caresses your left cheek, though none stands before you.

My dear Valamyr, don't be so hard on the man, I beg you. He is a fool, I know... But a kind fool. He cares for this city, and he cares for me. It has been so long since I felt a touch like his... Please don't mistake his detachment as apathy. I see a great destiny before him - before all of you. I brought the five of you together because I could see your true selves, I knew that you had a great potential - greater together. You work for the same goal from different angles. Wear it like a crown, not a weight around your neck.

The card falls softly to the floor, and as soon as it began, the voice stops. When you look down for the Harrow card, it is gone.

Nahzir, you know better than most that there are many and more entrances to the vaults below Korvosa. Sewer grates, cellar doors, sink holes and underwater caverns all lead to your subterranean home. You can't go more than a few blocks in this city without passing over some sort of hidden entrance. You happen to know of an access point at the Hessim, Newby and Sage Paint Manufactory building just a couple blocks to the West.


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10th works for me.


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Garth, you can subtract the difference for materials you found, or make additional with their value.


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@ Von, you could certainly try that.


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@ Valamyr, I really liked the idea of Markus carving a stone in Doc's likeness.

***

Just FYI, I imagine Dov being a more long-term goal than immediate like Knich, but you can try to get her information on him whenever.

I'm really enjoying the feud between Valamyr and Von. As long as you find a way to stick together, I like a dose of drama. Not everyone would be friends right from the start.


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Time slips by quickly as you rest at Zellara's after the busy and chaotic morning.

Outside the madness in the city ebbs and flows. At times large mobs pass the little magic shop chanting curses and waving torches, more bright blue flashes from up towards the Acadamae followed by a deep BRRUUUUMMMMM that makes the walls shake, squads of Korvosan guards and groups of Hellknights go rushing past windows to tackle looters and engage those who look to harm the city.

Garth, Alchemy skill check succeeds.

After 8 hours of rest, it will be 9PM. What you do next is your call. Some options below.

Some Options:

See Queen Ileosa about her brooch
Find a merchant to sell your goods
Wander the city and help people like heroes do
Go get a drink somewhere
Find food
Wait until morning...
Other


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I think you would have no trouble finding the metal components to craft ammunition at the Ironworks building. Only thought is gunpowder. Maybe make an Alchemy roll for me and we can see what Garth is able to scrounge up on his own.


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The chaos in the streets continues while you gather yourselves in the dusty old shop. Outside, you hear the occasional scream, clash of makeshift weapons, and angry mobs. As you are all settling in, something goes THUD on the roof - and you know it could only be an imp or pseudodragon that fell in battle.

There is pain and violence all around, but you know there is only so much you five can do to stop it before needlessly endangering yourselves. Despite the helpless feeling, proof of your efforts rests now in the room with you. Knich cuddles up beside Nahzir, feeling safe for the first time since she was taken. Finally warm and secure, she falls asleep against her brother. Two other children are safe at an orphanage now, and will receive more love and care than they have ever known.

Von:

As you run your finger across Zellara's harrow deck, her voice speaks softly in your mind. You were very brave today - the type of man I wish my son had grown into... The type of man I wish I had while I was alive... It has been years since I felt a man's touch. If I had skin it would be covered in goosebumps. As you thumb through the cards, you'd swear you can hear her spirit moan.


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@ Marius: The bad puns as a character personality trait are great.


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It's around 3PM in-game when you arrive back at Zellara's.


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I roll a d20 for every NPC that meets Marius to determine their initial impression - sometimes you roll a 1. Maybe he will warm up to you one day... but probably not ;)


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Loot and Acquaintances document has been updated after last session.

Also added a map of Zellara's shop.

Just to confirm loot, you were given 5pp, gave 1pp to Dregs at The Godsdive Temple, then gave 3pp to Pilts' guard at The E?


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Session Recap

The heroes emerged from Zellara’s shop to find their city in chaos following the news that King Eodred Arabasti II has died, and Queen Ileosa Arabasti has become the leader of Korvosa overnight.

Their first course of action was to deliver Lamm’s Lambs to Old Ness’ orphanage. They found Old Ness and the children huddled inside, with a crowd of rioters and protestors two blocks away. She was quick to take the boys in, feed them, and make them feel at home. Once inside, Valamyr spoke with Ness in private while Garth stood watch outside and the others searched through the orphanage and entertained the children. Valamyr learned that Thalia had worked at the orphanage for about 2 months, and had not made it in today due to the riots. He also learned that she was courting the son of a son of a lesser lord from East Shore.

Outside, a large group of rioters focused their anger on a young nobleman and surrounded him. The heroes came to his rescue just before the mob could harm the man, putting several of the rioters to sleep and scaring off the rest. The nobleman thanked the heroes, introduced himself as Amin Jeggare, and gave them 5pp before he ran home.

After dealing with the mob, the heroes walked a few blocks to The Godsdive Temple where they met Dregs, a boisterous and warm-hearted cleric of Cayden Cailean. His temple was full of wounded civilians that he worked to heal. Dregs removed the bolt from Valamyr’s chest, cleansed the wound with boiling wine, then cast spell to heal the wizard. For his help, Valamyr gave Dregs one of the platinum coins they received. The cleric gave the heroes a potion of cure light wounds, then sent them on their way so he could tend to the others.

Back outside, a crazed and sickly looking doomsday preacher turned his focus on Nahzir and walked towards him, going on about a harbinger and a plague and how the sewers would run with filth and blood. As soon as the man reached for Nahzir, the ratfolk ninja evaded and sent the man tumbling to the street.

Next, the heroes made their way to Exemplary Execrables, or "The E" as people refer to it. Von, who had been there before to gamble, went in to scout. Inside he found a raucous game of Blood Pig just about to begin and saw Pilts Swastel watching over the games, and after several minutes noticed a young, hairless ratfolk girl serving drinks for the establishment. Von approached her and assured the girl that she would be rescued soon. After informing the others, the rest of the group made their way inside to save Nahzir’s sister. They approached two guards who stood outside the entrance into Pilts’ lair. The heroes pretended to be a group of traveling performers who wanted to buy the hairless rat girl from them – and to their pleasant surprise the thugs believed them and sold her for only 25gp.

Now that the heroes had rescued Knich, they made their way back to Zellara’s to regroup and get the girl to safety. In the matter of moments, swarms of pseudodragons and imps took to the sky above Korvosa and began to fight. As they neared their safehouse, the heroes were attacked by four imps. Moments later, a large number of pseudodragons swooped down and helped defeat the imps.

Once the imps were slain, the heroes returned to Zellara’s shop, where they started hours earlier.


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I will be there closer to 8 than 7 tonight, so the more you guys can have ready to go the better.


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Etiquette for royalty in Korvosa:

A ruling King or Queen in Korvosa would be addressed as His/Her/Your Majesty. Your Worshipfulness would also be acceptable. Flattery is usually well-received, but other common salutations are typically intended for other nobility and are not fit for the King or Queen - some could even be taken as an insult.

If your group had a healer, I would hand-waive the bolt embedded in Valamyr's chest. However, since your only healing as been with potions and rest, the bolt remains and should be removed by a cleric or other healer. For the sake of realism, untrained individuals are not able to remove a barbed bolt without causing more serious damage.


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Anyone who needs to prepare spells should do so before leaving Zellara's.


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Same time as our previous session works for me.


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Garth, the backtracking is just fine.

Succession in Korvosa:

The Monarchy in Korvosa is supposed to follow the Arabasti line. However, no King or Queen of Korvosa has ever had an heir to whom they could pass the throne, so it typically transfers to their spouses. In your present situation, the Crimson Throne will legally pass to Queen Ileosa Arabasti, King Eodred Arabasti II's young wife.

Queen Ileosa has no children, and her family - a noble house in Cheliax - has shown little interest in Korvosa and were quite displeased when she left the capital city for the "backwater dump" where she is now Queen.

In short, past Queen Ileosa looms a succession vacuum with uncertain ends.

The two children you rescued from Gaedren's fishery are still with you. They have been conditioned not to speak unless spoken to, and ask for nothing. Even in their condition, you can see a faint happiness in their eyes.

Your next move is up to you. However, I will say it is a dangerous time to split up, and many of the city's normal functions and locations may be upended in the chaos.

Some options for your next move:

Bring the boys to the orphanage
Find a merchant to sell your spare goods
Rescue Knich
Travel to the Temple of Sarenrae for healing
Try to see the queen
Other


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Valamyr, your thrush has no issue delivering the message while you sleep.

Even though there is unattended business, the heroes awake feeling well-rested. Their wounds have healed further than expected, their bruises have already greened, and the early morning has passed while they slumbered.

I’m going to squeeze the timeline so it fits together, so it may vary a bit from your posts.

While sitting in Zellara’s you begin to hear a great deal of commotion outside. It starts slowly so you are not alarmed at first. Indistinct shouting and several voices. Then, behind the commotion you begin to hear the steady …BONG…..BONG……BONG…..BONG… of a bell ringing from within the city. As soon as the bell begins to ring, the noise from outside becomes much louder.

Knowledge (Local) DC 20:

The bell is not for raids or warning - it is for mourning. It has not sounded in many years - and only rings when the ruling King or Queen has died.

Just as your concerns begin to grow, the front door opens. It's Garth, and he has a troubled look on his face.

Garth:

You awake to smoke and hammering metal, just like any other morning. However, after a few moments you begin to realize the small variations: Metal being cut and pierced instead of hammered repetitively into shape. Black smoke from a smoldering fire instead of a white-hot forge. People shouting.

Outside, a group of thirty or more angry Korvosans have stopped in the street. Before them stand four Hellknights with two bodies on the ground at their feet, blood seeping into gravel and stone. Their shouting is indistinct at first, but then the words become clearer. "This city will burn before I kneel to that WHORE!" Another shouts "F@+~ the Queen!"

You realize quickly that this place is no longer safe, and slip out through the angry mob to depart for Zellara's. A large bell begins to ring from the direction of the castle that sits atop the black pyramid.

As you move through the streets it becomes abundantly clear that something terrible has happened while you slept. Smoke from a fire rises across the river. Rioters break windows and steal what they can, while Korvosan Guards and Hellknights try their best to stop them. A young girl runs past yelling "The King is dead!"

Korvosa is in chaos.