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Joining the Guard
The PCs have an opportunity to join the Korvosan Guard during Chapter 1. If you wish, you can use the Organizational Influence rules found on pages 109–114 of Pathfinder RPG Ultimate Intrigue to track the PCs’ place in the organization, using the stats below. The rate at which the PCs can earn influence points and favors in the Guard is left to you.
KORVOSAN GUARD
LN strong (Chapter 1), moderate (Chapters 2–3), or weak (Chapters 4–6) organization
Size 700 members (at start of Chapter 1)
Key Members
Field Marshal Cressida Kroft (LN female human aristocrat 1/fighter 9)
Values The Korvosan Guard values order, bravery, and honor, but also appreciates those who can think for themselves and do not blindly follow orders.
Public Goals The Korvosan Guard seeks to protect the citizens of Korvosa and the city itself from all dangers.
Private Goals The Guard wishes to prevent any one person or organization from achieving too much power in Korvosa; during this campaign, this increasingly places the Guard at odds with the monarchy.
Allies Church of Abadar, Church of Pharasma, Sable Company Enemies Queen Ileosa, Gray Maidens, Queen’s Physicians, Red Mantis
Membership Requirements Membership into the Korvosan Guard normally requires months of training, but in the PCs’ case, Cressida grants membership during Event 9 of Chapter 1 (see page 36).
Influence Limitations In order to achieve Rank 2, the PCs must show that they are not Queen Ileosa’s agents (helping Trinia escape at the end of Chapter 1 achieves this). In order to achieve Rank 3, the PCs must perform a great service to Korvosa’s citizens (helping to end blood veil at the end of Chapter 2 certainly counts). If the PCs wish to advance to Rank 4, they must take a personal stance against the queen that puts their own lives at risk (publicly accusing her of engineering blood veil is not enough unless the PCs have indisputable proof, but rescuing Neolandus Kalepopolis at the end of Chapter 3 also counts).
Benefits The following benefits don’t include the specific rewards written in the adventure.
Rank 1: borrow resources (100 gp), gather information
Rank 2: borrow resources (500 gp), recovery 1, retrain
Rank 3: borrow resources (1,000 gp), command team (1d6 3rd-level martial NPCs), recovery 2
Rank 4: borrow resources (2,500 gp), recovery 3
New Benefits The Guard grants the following uncommon benefits.
Recovery 1: If the PCs spend a night recovering in Citadel Volshyenek (Chapters 1–3) or the Dead Warrens (Chapters 4–6), healers among the Guard restore all lost hit points and each PC can benefit from one of the following spells: lesser restoration, remove blindness/deafness, remove curse (CL 5th), or remove disease (CL 5th). This benefit isn’t available during Chapter 2 due to limited resources.
Recovery 2: Add break enchantment, restoration, and raise dead to the spells available to a PC during a night of recovery. The borrow resources benefit can be used to cover or defray the cost of expensive material components for spellcasting.
Recovery 3: Add heal, greater restoration, and resurrection to the spells available to the PCs during recovery. Retrain: See page 117 of Pathfinder RPG Ultimate Intrigue.