Edge of Anarchy (GM Reference)


Curse of the Crimson Throne

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Hopefully others can use this thread to clarify questions arising in this adventure. If you happen to see another thread, please link post a link in this one to try and keep things tied together.

Chapter 1: Edge of Anarchy
Chapter 2: Seven Days to the Grave
Chapter 3: Escape from Old Korvosa
Chapter 4: A History of Ashes
Chapter 5: Skeletons of Scarwall
Chapter 6: Crown of Fangs


Pathfinder Companion Subscriber

How much time passes in part one? It looks like it'll take the PCs ten to twenty minutes, but the entire city has changed by the time they emerge. Should we stall them inside somehow?


Sounds like the new adventure path is on it's way out.

Remember, if you see something that would be useful to a GM, please link the thread here.

Enjoy!

Contributor

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tbug wrote:
How much time passes in part one? It looks like it'll take the PCs ten to twenty minutes, but the entire city has changed by the time they emerge. Should we stall them inside somehow?

You could (though it doesn't take long for a city to go beserk believe you me). I think also you could start dropping hints at weirdness while the PCs are gearing up to throw down with Gaedren. So intense are they about finally giving this scum bag what he deserves that they don't notice the first few ripples of unrest. I love how in the end of Gangs of New York, Daniel Day's character and Leo's character are so wrapped up in their own feud that they are blinded to what's happening to the city. Might be fun to do something like that - drop very subtle hints that are likely to go ignored by the PCs as they are on their way to deal with Lamm, but then when they emerge and see the city going beserk, they are like "Holy s#$@! We didn't even notice this before because we were so focused on vengeance!" Might be fun.


Pathfinder Companion Subscriber

Good call! I'll ponder that.

I think I'll also have Zellara start it off with a comment on timing, just to acknowledge that it's supremely coincidental that the exact time that the PCs are out of sight is when everything hits the fan. My players let me get away with a lot as long as I acknowledge it. :D


There seems to be a missing word or sentence fragment on page 8.

"For her plans to progress, and she increased the dosage of Eodred’s death sentence, secretly lacing the tea he drinks with poison."

The word and is the intruder.

OR:

Add something like "she needed her husband to die faster" or the like just before the and.

Scarab Sages

I'm having a bit of a problem with the time line. Part I isn't a big problem - Nick's already commented on that one, and I like his ideas (big shock there...)

But I'm missing something on the later parts. How much time is expected to pass in part II, with the city in general riot mode? From the sounds of it - and what I expect given my players - is that they'll try to get to see the queen fairly soon. I can put that off easily enough as the castle is under lockdown, but for how long?

Thing is, when they're going after the renegade guards, it sounds like they've gone renegade several weeks ago, but definitely after the queen took over. I got this same impression even earlier, with the 'random' encounter with Grau. It sounds like he deserted after the riots started, but it also sounds like that was an event weeks old.

Is there an expectation that there is a weeks-long delay in Part II, where the city is generally in riot mode?

Drew Garrett


Shouldn't the half-orc in Part One have two feats instead of the single Weapon Focus as is? He is a first level fighter after all. Can't name him from the top of my head. :(


...who the heck edited my post instead of replying separately? That's kinda rude... o.o

Paizo Employee Creative Director

Evil Midnight Lurker wrote:
...who the heck edited my post instead of replying separately? That's kinda rude... o.o

That was me, trying to answer your question and (I suspect) accidently hitting the "EDIT" button rather than the "REPLY" button. Wasn't trying to be rude at all, but rather, helpful.

Paizo Employee Creative Director

2 people marked this as a favorite.
agarrett wrote:

I'm having a bit of a problem with the time line. Part I isn't a big problem - Nick's already commented on that one, and I like his ideas (big shock there...)

But I'm missing something on the later parts. How much time is expected to pass in part II, with the city in general riot mode? From the sounds of it - and what I expect given my players - is that they'll try to get to see the queen fairly soon. I can put that off easily enough as the castle is under lockdown, but for how long?

Thing is, when they're going after the renegade guards, it sounds like they've gone renegade several weeks ago, but definitely after the queen took over. I got this same impression even earlier, with the 'random' encounter with Grau. It sounds like he deserted after the riots started, but it also sounds like that was an event weeks old.

Is there an expectation that there is a weeks-long delay in Part II, where the city is generally in riot mode?

Drew Garrett

I'm trying hard to leave the passage of time out of the adventures, honestly. After hearing feedback from so many people who want to run their games differently (some folk want a fast-paced game that happens in a few days per adventure, while others want an adventure to cover months or even years), by not shackling events to specific timelines, the adventure itself becomes more dynamic.

So the answer is: the amount of time that passes is left more or less up to the GM.

In my own brain, I assume that each Pathfinder adventure takes up about a month of game time, including down time between adventures as necessary.

Once the PCs decide they want to see the queen... they should be able to do so. The rest of the encounters in the adventure (from the scheduled ones to the random ones) all assume that at least a few days have passed since King Eodred II died, though.

In the case of Grau... he deserted the guard at the start of the adventure.

Part II, by the way, is assumed to take place DURING the entire adventure (with the exception of part I, of course). Just because it comes first in pagecount doesn't mean it starts and ends before Part III begins. The way I imagined things going, PCs emerge from Lamm's with the queen's brooch and more or less immediately go to talk to the queen in part III (perhaps stopping along the way to check Zellara's house), and then spend a day or two recovering from what happened in Part I before going to meet the Korvosan Guards.

Paizo Employee Creative Director

Aureus wrote:
Shouldn't the half-orc in Part One have two feats instead of the single Weapon Focus as is? He is a first level fighter after all. Can't name him from the top of my head. :(

Giggles should indeed have another feat. I suggest Quick Draw or Improved Initiative, to model how fast he is with his flail when punishment time comes along.


James Jacobs wrote:
Evil Midnight Lurker wrote:
...who the heck edited my post instead of replying separately? That's kinda rude... o.o
That was me, trying to answer your question and (I suspect) accidently hitting the "EDIT" button rather than the "REPLY" button. Wasn't trying to be rude at all, but rather, helpful.

Ah, the accidental exercise of mod powers. :) It was indeed helpful, thanks.


James Jacobs wrote:

I'm trying hard to leave the passage of time out of the adventures, honestly. After hearing feedback from so many people who want to run their games differently (some folk want a fast-paced game that happens in a few days per adventure, while others want an adventure to cover months or even years), by not shackling events to specific timelines, the adventure itself becomes more dynamic.

So the answer is: the amount of time that passes is left more or less up to the GM.

Unfortunately, by completely avoiding reference to the passage of time, you leave us with the impression that things are intended to happen instantly. Perhaps a brief note to the DM saying "insert desired amount of time here," with a couple of suggestions?

Paizo Employee Creative Director

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Evil Midnight Lurker wrote:
So the answer is: the amount of time that passes is left more or less up to the GM.
Unfortunately, by completely avoiding reference to the passage of time, you leave us with the impression that things are intended to happen instantly. Perhaps a brief note to the DM saying "insert desired amount of time here," with a couple of suggestions?

Would that be more useful than, say, the "Curious Players and the Ghost" sidebar? Or better than details about the Fishery at Night? Or better than having only four sample riot encounters?

Part of the job as editor is figuring out what makes the best use of the space you have. In this case, I assumed that a GM already has in his mind an idea of how long he wants his adventure to take place, or if he doesn't, that an implied timeline that runs throughout the text would be enough. I suspect if I put an adventure timeline in "Edge of Anarchy," I'd have to spend an extra paragraph or two explaining that this timeline's a suggestion only and you can go ahead and tinker with it.

Such a timeline would probably look like this:

Day 1: PCs visit Zellara, then go to deal with Gaedrin. King Eodred II dies.
Day 2: PCs visit Queen Ileosa.
Day 3: PCs speak with Cressida Kroft; then take care of All the World's Meat.
Day 7: PCs visit Eel's End.
Day 14: PCs try to catch Trinia
Day 15: PCs investigate Dead Warrens

That schedule obviously won't work for many groups, and it kind of unfairly limits unexpected things that may pop up during the game; what happens, for example, if dealing with Verik takes a lot more work and the PCs have to spend a few days between their 3 attempts to defeat him to rest and regroup?

In my experience, it's best to let the PCs set the pace, honestly. Sometimes, they'll be ready to go with the next plot hook; other times they'll want to take a day or week or month off to build items or role play weddings or whatever. The GMs job at this point is to keep the players interested, and if things start to falter or if he wants the adventure to proceed, THEN he can start triggering stuff.

And honestly, if things happen instantly, one after the other, taking breaks only as the PCs need to rest to heal and regain spells... I don't have a problem with that.


Yikes. Yeah, I can't see cutting any of those out... once again I must bow before your superior wisdom. :)

The Exchange

I am a bit confused by the EL-descriptors for "All the World's Meat" in ch. 4.

B1(EL 2). is clear
B3(EL 3). Why is this an EL 3 room if there isn't even an encounter?
B4(EL1,EL3). I can see the EL 3 meaning those reefclaws, is the EL 1 descriptor given for the 2 guards?
B5 (EL 4). Here the EL seems right, given that boars actually are CR 2 creatures (not CR 1 as stated in the text).
B6 (EL 1). Am I right to assume that this EL is just in case the guards forom B4 actually are here. And if so, shouldn't this possibility be included for B5 (another possibility as stated in the description for B4)

B8 (EL 3). clear

I think, my confusion mostly stems from the two descriptors for B4 whereas other rooms (B5, B8) have only one descriptor. If I interpret the EL 1 right, that is (and shouldn't it be EL 2 then?)

There's hope that nobody reading my post is as confused after as I was when writing it ^-^

Paizo Employee Creative Director

WormysQueue wrote:
B3(EL 3). Why is this an EL 3 room if there isn't even an encounter?

Because it's a typo. That room shouldn't have an EL listed at all.

WormysQueue wrote:
B4(EL1,EL3). I can see the EL 3 meaning those reefclaws, is the EL 1 descriptor given for the 2 guards?

The EL 1 is for the two guards. It's unlikely that the PCs will end up fighting the two guards and the reefclaws at the same time, so we listed two ELs for this room rather than one.

WormysQueue wrote:
B6 (EL 1). Am I right to assume that this EL is just in case the guards forom B4 actually are here. And if so, shouldn't this possibility be included for B5 (another possibility as stated in the description for B4)

This one's an error also. There shouldn't be an EL listed here.

Grand Lodge

James Jacobs wrote:
Evil Midnight Lurker wrote:
So the answer is: the amount of time that passes is left more or less up to the GM.
Unfortunately, by completely avoiding reference to the passage of time, you leave us with the impression that things are intended to happen instantly. Perhaps a brief note to the DM saying "insert desired amount of time here," with a couple of suggestions?

Would that be more useful than, say, the "Curious Players and the Ghost" sidebar? Or better than details about the Fishery at Night? Or better than having only four sample riot encounters?

Part of the job as editor is figuring out what makes the best use of the space you have. In this case, I assumed that a GM already has in his mind an idea of how long he wants his adventure to take place, or if he doesn't, that an implied timeline that runs throughout the text would be enough. I suspect if I put an adventure timeline in "Edge of Anarchy," I'd have to spend an extra paragraph or two explaining that this timeline's a suggestion only and you can go ahead and tinker with it.

Such a timeline would probably look like this:

Day 1: PCs visit Zellara, then go to deal with Gaedrin. King Eodred II dies.
Day 2: PCs visit Queen Ileosa.
Day 3: PCs speak with Cressida Kroft; then take care of All the World's Meat.
Day 7: PCs visit Eel's End.
Day 14: PCs try to catch Trinia
Day 15: PCs investigate Dead Warrens

That schedule obviously won't work for many groups, and it kind of unfairly limits unexpected things that may pop up during the game; what happens, for example, if dealing with Verik takes a lot more work and the PCs have to spend a few days between their 3 attempts to defeat him to rest and regroup?

In my experience, it's best to let the PCs set the pace, honestly. Sometimes, they'll be ready to go with the next plot hook; other times they'll want to take a day or week or month off to build items or role play weddings or whatever. The GMs job at this point is to keep the players interested, and if...

I figured 1-2 days between getting the brooch and visiting the queen. If there is a rogue in the group he will be low level and need some time to find someone to buy the jewelry. If there is no rogue maybe double the time.

Otherwise yeah I figured about 2 weeks for the story to be told. It just fits the flow of events. Though I figure about 2 days after the PCs finish Dead Warrens is when they get the invitation to the execution.

The Exchange

Thanks for the clarification, James. :)

The Exchange

To add this from another thread:

Q:In the reefclaw's bestiary/monster stat block entry it has a special attack of tenacious grapple, but there is no description of that special attack. I'm assuming it gives some sort of bonus on grapple checks since the reefclaw is a small creature with 10 STR, but has +5 grapple check with only +1 base attack. Can we possibly get a write-up on this description so we can apply it to an advanced reefclaw of larger size?

A(as given by James Jacobs):The tenacious grapple ability sort of got rolled into the monster's improved grab section; it appears at the very end of the reefclaw's improved grab section.

Tenacious grapple basically gives the reefclaw a +8 racial bonus on grapple checks. It's also the ability that gives the reefclaw the ability to use improved grab on a target of any size.


I thought that it might be appropriate to post a link to *this thread* here, where Mr. Logue and Mary Yamato have been posting, amongst others. The thread was started with a post from Mary announcing that she and her GM did not anticipate playing the Curse of the Crimson Throne AP, following on from her GM's reading through of Edge of Anarchy.


Pathfinder Companion Subscriber

What do we know about Venster? He was Eodred II's "deformed stepbrother". What were his deformations? How much would the public have known about him? "Stepbrother" implies a kid with different parents, but what do we know about Queen Domina's marriage(s)?

I'm confused about who this guy was.

Paizo Employee Creative Director

tbug wrote:

What do we know about Venster? He was Eodred II's "deformed stepbrother". What were his deformations? How much would the public have known about him? "Stepbrother" implies a kid with different parents, but what do we know about Queen Domina's marriage(s)?

I'm confused about who this guy was.

Venster plays a key role in "Crown of Fangs" in Pathfinder #12. No one in Korvosa really knows about Venster, though, so his role in the events shouldn't become a part of the scene until very later. BUT: For those who can't wait...

Spoiler:
Venster's father was a half-fiend. Venster himself was, in fact, a tiefling; his "deformities" were horns and a few other tiefling marks. Queen Domina's affair with this half fiend is known to VERY few, in any event; it was kept "off the books" for obvious reasons. Venster was, I suspect, a young adult by the time Domina actually became a Queen of Korvosa.


Pathfinder Companion Subscriber

Thanks! That's very helpful.


James Jacobs wrote:


Venster plays a key role in "Crown of Fangs" in Pathfinder #12. No one in Korvosa really knows about Venster, though, so his role in the events shouldn't become a part of the scene until very later. BUT: For those who can't wait...

** spoiler omitted **

Holy crap! I was thinking a hunchback or a lazy eye. Damn!


I'm confused about about Part Six: The Queen's Scapegoat. The text from Cressida implies she isn't convinced of Trinia's involvement. She mentions interrogating her with magic to determine the truth of things. However, the end of Part Six (Trinia's Fate) does not mention at all what happens if the PCs return her to Cressida. It mentions turning her over to the guard, but I'm not sure that's the same as handing her to Cressida. Also, if the PCs hide her, are the PCs just assumed to lie to Cressida about what happened? It just really seems like Cressida's speech at the beginning is at odds with what the guard actually does with Trinia if she's handed over, which makes no sense. I don't mind filling in gaps as a DM, but it seems the wrap-up section should have been a little more clear, or the opening speech a little less open about Cressida's own thoughts/opinions.

Sczarni

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens Subscriber
Darkbridger wrote:

It mentions turning her over to the guard, but I'm not sure that's the same as handing her to Cressida. Also, if the PCs hide her, are the PCs just assumed to lie to Cressida about what happened?

well... the guard is the part of the military under the throne... if the queen hears of Trinia's capture before the cleric is found she can command he handed over to her personal guards for interrogation, and no one in the guard could truly argue. This is further strengthened by the fact that politically Cessida has been putting the PCs in places to do moral help for the city, but is politically unable to ask this help of them, and it is she who asks for them to be at the execution.


Seems as if the pages have moved. Here's the revised listing.

Chapter 1: Edge of Anarchy
Chapter 2: Seven Days to the Grave
Chapter 3: Escape from Old Korvosa
Chapter 4: A History of Ashes
Chapter 5: Skeletons of Scarwall
Chapter 6: Crown of Fangs


Zellaras Harrow Deck.


Abbreviated Guide to Korvosa.

PLEASE NOTE: All of the posted information is entirely abbreviated from Mike McArtor's Pathfinder Chronicles: Guide to Korvosa. I strongly recommend DM's to purchase the guide, as it gives extensive details on all of the city locales. I should also add the guide gives a great poster map of the city.

I have also endeavored to place the significant adventure locales in Pathfinder 7 & 8 in the appropriate district and ward based on the Guide's descriptors.

I will endeavor to give a separate post for each ward and district. To save some page turning for those of you who have the Guide, I have listed the significant NPCs relevant to the particular building at the end of the building descriptor.

I don't know how this is going to work as I have first typed everything up on Microsoft Word... Sometimes, things get 'lost in translation' with the Copy/Paste gig.

I hope this will help.

Cheers.


Abbreviated Guide to Korvosa.

East Shore District:

East Shore

E1. Theaumanexus College: Korvosa’s secondary magic school. Teaches wizardry basics.

1a. Geezlebottle Hall: Half of hall is constructed for human sized, other half is sized for gnomes and halflings. Professor Tepest Geezlebottle (LN male gnome wizard 11).

1b. Toryr Hall: 5 small classrooms.

1c. Verso Hall: Manor house. Administrative offices and 6 classrooms.

E2. Leftover’s: Only inn in the district. Has 12 two person rooms and 1 common room. Innkeeper: retired soldier Portenus Gaskelinni (LN male human fighter/expert 2/2).

E3. Horse Shop: Self explanatory. Sale prices are 1/10 lower than regular prices.

E4. Shoreline Drinkhall: Tavern. Owned and operated by House Endrin.


Abbreviated Guide to Korvosa.

Gray District:

Gray District

Sepulcher Ward:
G1. Grand Cathedral of Pharasma: Barracks, temple, and keep. Bishop Keppira d’Bear (N female human cleric 13).

G2. Great Tomb of Leadership: Large crypt. Guarded by 2 marines and 2 soldiers.

Potter’s Ward: Low income burial sites.

*The Dead Warrens: covered in Pathfinder #7: Edge of Anarchy.

Everyman Ward: Average income burial sites.

Gold Ward: Wealthy burial sites


Abbreviated Guide to Korvosa.

The Heights District

Citadel Crest Ward:

The Acadamae:

A1. Hall of Summoning: School of Conjuration. 13 binding circles and 3 immense binding circles around the building.
A2. Hall of Seeing: School of Divination/Scrying and chambers.
A3. Ornelos Hall: Administrative offices. 3 interior binding circles. Headmaster Toff Ornelos (LN male human aristocrat/wizard 1/16).
A4. Hall of Induction: School of Evocation. 5 floors. A spiral staircase in the center.
A5. Hall of Wards: School of Abjuration. Site of the famous Breaching Festival.
A6. Hall of Lies: School of Illusion.
A7. Hall of Shaping: School of Transmutation.
A8. Hall of Charms: School of Enchantment.
A9. Hall of Whispers: School of Necromancy.

H1. Great Tower: 19 floors. A Vault system underneath. Main entrance on tower’s third floor, accessible via a bridge.
Bottom floor: Sable Company main armory.
Floors 2-6: Endrin Military Academy.
Floors 7-16: Barracks for 200 Sable Company marines.
Floors 17-19: Hippogriff aeries.

H2. Upslope House: Bed and breakfast. Has 10 rooms that can accommodate up to 22 people.

H3. The Frisky Unicorn: Bed and breakfast. Has 5 rooms that can accommodate up to 13 people. Psuedodragon nest in highest floor of turret tower.

H4. The Temple of Asmodeus: Altars at each point of star. Living quarters and administrative offices.

H5. Gilded Orrery: Sells books, texts, items, magical wares of arcane lore for the Acadamae. Also sells wares to House Ornelos and its agents. Gasta Waegra (LN female human expert 5).

H10. Tenna’s: Bed and breakfast. 4 rooms that can accommodate up to 11 guests.

*Lavender: Covered in Pathfinder #8: Seven Days to the Grave.

The University Ward:

H6. Jittery Quill: Coffehouse and alehouse.

H7. Jeggare Museum: Owned and operated by House Jeggare. Museum has several wings. Museum Curator Mercival Jeggare (LG male human aristocrat/bard/expert 1/1/4).

H8. University of Korvosa: Main campus consists of 5 major buildings. Three satellite buildings and 2 other buildings are in other wards.

a. Leroung Hall: Academic offices, classrooms and 210 seat auditorium.
b. Black Hall: Classrooms.
c. Jeggare Library: University private library.
d. Instructor Offices North: Hold ¾ of university staff.
e. Instructor Offices South: Staff offices, conference rooms and classrooms.

H9. The Wise Dragon Inn: Inn and attached restaurant.

The Cliffside Ward: Two Sable Company watchhouses are located on the cliffs.

H11. Marbledome: Owned by House Jeggare. Operahouse. Operahouse manager Touran Palastus (NE male human bard/expert 3/1).

H12. Kendall Amphitheater: Open air and stage performances. Games and contests are sometimes held. Kendall Vault- series of passages beneath.
Plaza of Scions: divides brick plaza and covered stage of amphitheater. Three tall statues.

H13. Crested Falcon: Very pricy restaurant.

H14. Temple of Sarenrae: Turreted temple.

H15. The Overlook: Tavern. Tavern owner Asa Hemrich.


Abbreviated Guide to Korvosa.

Midland District

Slope Ward:
M1. Bookmaker: Korvosa’s largest bookstore. Proprietor of the store Costa Serminus (N male half-elf expert/rogue 4/2).

*Zellara’s Home: Covered in Pathfinder #7 Edge of Anarchy.

*Trinia’s Flat: Covered in Pathfinder #7 Edge of Anarchy.

*Girrigz’s Den: Covered in Pathfinder #8: Seven Days to the Grave.

West Dock Ward:
M2. Bailer’s Retreat: Tavern. (marked as M12 on map)

*The Old Fishery: Covered in Pathfinder #7: Edge of Anarchy.

*Hospice of the Blessed Maiden: Covered in Pathfinder #8: Seven Days to the Grave.

Pillar Hill Ward:
M3. Gold Market: Korvosa’s largest market. Sell foodstuffs and handcrafted works. Vendor/hawker Sagitar Tiguan- minor magic item seller?

M8. Pestico’s Dolls and Figurines: Makes children’s dolls. Owner Vadid Pestico (LG male human expert/wizard 3/9).

High Bridge Ward:
M4. Eodred’s Walk: 14 shops.
Aram’s Crown: Tavern
Basha’s: Small bookstore and map shop. Owner Basha (N male human bard/rogue 1/1).
Doom and Gloom: Varisian woman Harrow reader.
Galloping Ghost: Sells tack and barding for riding animals, including hippogriffs. Owner Patch.
Gemshare Jewelers: Buyer/seller of jewels, also sells jewelry.
Hedge Wizardry: Small shop that sells alchemical and magical goods. Owner Phaeton Skota.
High Bridge Haberdashery: Tailor/clothes seller.
Kep’s: Fish seller (dolphin meat, jigshaw sharks, even reefclaw meat). Owner Kep.
Fair-Fished Baitshop: Self explanatory.
Pinking Shears: Barbershop. Owner Ol’ Hooktooth ½ orc barber.
Slicing Dicers: Sells swords, knives and daggers.
Smoked Foods: Seller of smoked foods. Meat and fish.
Time Stop: Clockworks and sales. Owner Goupie Capabopple (CN male gnome bard/expert 1/4).
Trapper’s Hole: Archery seller/bowyer. Does not sell crossbows. Owner Jope Chantsmo (LG human male expert/ranger 1/7).

M5. Citadel Volshyenek: Main garrison of the Korvosan Guard. Field Marshal Cressida Kroft (LN female human aristocrat/fighter 1/9).

M6. Creaky Hammock: Tavern/Inn. Has 4 small rooms. Innkeeper Destin Smish.

M7. Eodred’s Square: Square/landmark.


Abbreviated Guide to Korvosa.

North Point District

Mainshore Ward:
N1. Laughing Waves Inn: Self explanatory.

N2. The Dock Trade: One of the smallest of Korvosa’s markets.

Northgate Ward:

N3. Whitecaps: Inn.

N4. Longacre Building: Trial and sentencing building. Executions are committed in Deathhead Vault beneath. Jail cells in vaults beneath as well.

N5. City Hall: Contains offices and ministries offices of city government.

N6. Bank of Abadar: Temple and Korvosa’s main bank. Rumors of Golden Vaults of Abadar below which contains Korvosan Mint. Archbanker Darb Tuttle (LN male half elf cleric 13).
*Note: Also covered in Pathfinder #8: Seven Days to the Grave.

N7. Three Rings Tavern: serves breakfast sweetbreads and pastries in addition to alcoholic and non-alcoholic beverages. Owner Theandra Darklight (N female human fighter/rogue 3/4). Theandra’s bodyguard Tauk Par (CG male human barbarian 6).

*All the World’s Meat: Covered in Pathfinder #7: Edge of Anarchy.

Five Corners Ward:
N8. Sanctuary of Shelyn: Smallest of independent temples.

Ridgefield Ward:
N9. Avenue of Arms: Bizarre landmarks of stone arms, 127 of them.

N10. Posh and Turtle: High scale restaurant. Owner Thavium Rigulus (LN male human wizard 6).


Abbrevaited Guide to Korvosa.

Old Korvosa District

Fort Korvosa Ward:

O1. Palace Arkona: Manor of House Arkona.
NPCs: Lord Glorio Arkona (LE male rakshasa rogue 10)
Melyia (Vimanda) Arkona (LE female rakshasa monk 6)
Vaultmaster Bahasaran (CE male rakshasa sorcerer 4), dungeon keeper

O2. Old City Hall: Self explanatory. Abandoned??

O3. Orsini Academy: Sword school. Vencarlo Orsini, teacher/owner (CG male human rogue/fighter/duelist 2/5/2)
*Note: Also covered in Pathfinder #8: Seven Days to the Grave. Map discrepancy.

O4. Endrin Military Academy: Barracks for Korvosan Guards and Sable Company marines of Fort Korvosa. Classrooms and sparring rings are located here as well. Multiple storied buildings.

Old Dock Ward:

O5. Reefclaw Run Market: Fresh seafood (Alikan Oysters, Jigsaw shark meat) and strange jetsam sold here.

O6. Sticky Mermaid: Tavern. Very rowdy.

O7. Jeggare’s Jug: (also known as Jeggy’s Jug) small pub.

O8. Copper-Beater Hall: Smiths for copper. Dozens of smithies employed. Very, very noisy.

O9. Eel’s End: 4 docked ships…
Goldenhawk: flophouse
Twin Tigers: gambling hall
House of Clouds: brothel
Dragon’s Breath: drug den
*Note: Also covered in Pathfinder #7: Edge of Anarchy. Map discrepancy.

O10. Exemplary Execrables: Gaudy, perverse and disgusting theater. Owner Pilts Swastel (CE male human bard 10).

Bridgefront Ward:

O11. Temple of Aroden: Trio of clerics located here.

O12. The Travelling Man: Small tavern.

O13. Hessim, Newby, and Sage Paint Manufactory: Shop that sells tiny jars and pots, brushes, canvases, and easels. Manufacture impressive array of paints.

Garrison Hill Ward:

O14. The Ironworks: One of the largest buildings in Old Korvosa. Factory type manufacture of wrought iron works.

*Racker’s Alley: Covered in Pathfinder #8:Seven Days to the Grave.


Abbreviated Guide to Korvosa.

South Shore District:

S1. Orkatto’s Feathers and Fur: Exotic pet store (rainbow-plumed songbirds, snowdust badgers, emerald-back nightbelly boas, even dream spiders). Owned by elderly halfling.

S2: Green Market: Small, fully enclosed market selling food, clothing, commodities, jewelry and luxury items.

S3. Bard’s End: Korvosa’s largest inn; can hold up to 32 people comfortably in its 14 rooms. Inn normally has 64 guests. Small stage in the common room.

S4. Jade Circle: Teahouse for the nobility. Teas are from Osirion and Tian Xia. Sells wine in the evening.

S5. Pantheon of the Many: Octagonal white marbled shrines of 17 different deities. Gods Gorum, Lamashtu and Rovagug have no shrines. All shrines equally sized. Shrines watched by a pair of observers.

*Carowyn Manor: Covered in Pathfinder #8: Seven Days to the Grave.


So there it is... The abbreviated guide. Mr. McArtor's guide has some juicy details that can serve as side adventures for the PCs should the need arise. So go out there and buy it! And this abbreviated guide will make more sense! : P

My only misgivings are that I wish a detailed section of Thief Camp and Trail's End were provided.

The map discrepancies in the abbreviated guide are pointed out due to the fact that the Guide to Korvosa and the Pathfinder adventures give different locations for a couple of buildings.

Also note that I may have made some mistakes as to the actual locations of some of the adventure locations, but I gave it my best shot based on the adventures and Mr. McArtor's guide... So if I'm wrong, please clarify and correct. Thanks.

And at the time of these posts... I only have in my hands Pathfinder #7 and #8.. Eagerly awaiting #9.

Cheers


*Link to Guide to Korvosa (GM Reference)*

Scarab Sages

Adventure Path Charter Subscriber

Maternity testing:

OK...so one of my players' PCs is a mother, and rescued her 'son' from the clutches of Gaedran Lamm. Since the child was taken from her very young she is unsure that the child is hers. How would you do a D&D maternity test?

I was thinking go to one of the temples in town, but which god/goddess holds the answers?


Mactaka wrote:

Maternity testing:

OK...so one of my players' PCs is a mother, and rescued her 'son' from the clutches of Gaedran Lamm. Since the child was taken from her very young she is unsure that the child is hers. How would you do a D&D maternity test?

I was thinking go to one of the temples in town, but which god/goddess holds the answers?

Unless noted, all of these gods have temples in the Pantheon of Many (also called the Octagon) down in South Shore. I'm gonna list a few who might help. Some may be more helpful than others, some may lend more hilarity.

Erastil, LG god of family

Calistria, CN goddess of lust

Pharasma, N goddess of death and birth. Has a temple in the Gray District.

Lamashtu, CE goddess of motherhood (among other things). No allowed temples of her in Korvosa.

Shelyn, NG goddess of love

Hope that helps. And if you happen to have this book, I believe the Book of Erotic Fantasy has spells for determining parentage.

The Exchange

How the heck does one actually get to the lower level of the fishery? The map is a little unclear.


Discussion of the fishery map: here.

Dark Archive

Concerning Lamm's Lambs from Part I, pages 16-17. Shouldn't their attacks with their pitchforks be -6 (1d6-2) since pitchforks are an improvised weapon and they have a strength of 7.

Grand Lodge

I could've sworn I saw a post somewhere on the messageboards with a link to a Google maps satellite image of someplace that had nice rooftops that was perfect for the shingles chase. Am I just imagining this? If not, where was that post? Or does someone have a good image? I've been searching google maps endlessly, but most of the images are not high enough resolution (only certain regions have good res) and/or there are cars/anachronistic stuff in the picture. Any help is appreciated it!

Scarab Sages

Darkbridger wrote:

I'm confused about about Part Six: The Queen's Scapegoat. The text from Cressida implies she isn't convinced of Trinia's involvement. She mentions interrogating her with magic to determine the truth of things. However, the end of Part Six (Trinia's Fate) does not mention at all what happens if the PCs return her to Cressida. It mentions turning her over to the guard, but I'm not sure that's the same as handing her to Cressida. Also, if the PCs hide her, are the PCs just assumed to lie to Cressida about what happened? It just really seems like Cressida's speech at the beginning is at odds with what the guard actually does with Trinia if she's handed over, which makes no sense. I don't mind filling in gaps as a DM, but it seems the wrap-up section should have been a little more clear, or the opening speech a little less open about Cressida's own thoughts/opinions.

I know this is an old thread, but people are going to come back again and again as they run this AP in the future (for instance, I just finished running my group through EoA).

That situation was a bit odd for me to work in, as well. Cressida did, indeed, sound like she was going to try to shield Trinia from potentially corrupt "justice" by first determining the truth for herself before handing her over. This is how the text read to me, and how I presented it to the players. I had the Sable Company riders flying about looking for Trinia as well, so for the chase on the shingles they were aware that the party had captured Trinia. Trinia was NOT happy to be captured, especially when it became clear that, despite all the words of "we're trying to help you - if the mob catches you they will kill you!" the party was still going to turn her over to the guards. She had no idea that the party had a special arrangement with the Field Commander - Trinia just knew that if she got turned over to the guards things would not go well for her. The party had an expectation that they were actually doing something good (and lawful... I have a Paladin and a LG cleric of Torag in the group... fun stuff :) by turning her over even though they had become convinced of her innocence - because Cressida had said she would determine the truth using magic.

Of course, when the party arrives at the Citadel, they hear the unfortunate news about the guard who confessed to helping Trinia gain access to the King and saw her poison him having thrown himself out of a very high window in the tower. As they enter the Field Commander's office (Trinia is wrapped up in a carpet at this point - she didn't want to come willingly), there are two Sable Company riders - Lieutenants, I said, to impress upon the party how powerful and important they must be - waiting for them. They demand that Trinia be handed over (as they are aware that the party did capture her). There is a tense standoff, all the while Kroft is silently fuming at having been overruled and unable to proceed with her plans to verify the guilt or innocence of Trinia before handing her over. The Paladin nearly threw his character away by threatening the Sable Company riders - who would have carved him to pieces.

Then the players threw an additional curve at me... they had promised (well, the paladin had promised) that he wouldn't leave her. So after she gets thrown into a prison cell at the castle, the guard agree to allow him and one other of the characters to wait outside her cell (they are, of course, weaponless). I let them spend a couple of days waiting while she was taken to somewhere deeper into the castle to be interrogated - always returning with a defeated, blank expression but never with any physical abuse visible. I never expanded on what kind of interrogation techniques might have been employed.

Anyway, as relates to the timeline, the things that were supposed to be happening in the background seemed to require a lot more time to have passed than my players allowed. It's all good, though. :)


A DM's Familiar dataset is now available for Edge of Anarchy on the DMF downloads page.


As a thought, it might be possible to foreshadow 'Skeletons of Scarwall' by tweaking Gaedren's backstory slightly. Make out that he started out life as an adventurer, but after an experience in a certain haunted castle, he ended up back in Korvosa, taking to a life of crime to support himself, mentally scarred for life by his experiences there.
Maybe he could even have some sort of 'souvenir' of the castle around....

Edit:
And possibly if Gaedren is killed, then Gaedren's soul could get sucked back there, or spirits from the castle (former adventuring colleagues who fell there?) could arrive to collect his soul in front of the astonished PCs' eyes...


Great idea.

I had the city of Korvosa founded by one Glipkerio Korvosa - a companion of Mandravius who fled Castle Scarwall with the Fangs.

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