Sunday, January 30, 2022

Curse of the Crimson Throne Recap # 22 [RPG]

[18 Desnus, 4708 A.R. continued]

Preparations continue for a second assault on the Hospice of the Blessed Maiden.  Goldcape hears word that Grau Soldado is in a tavern called Twitcher’s—probably the only permanent structure in the transient rooftop world of the Shingles.  Inside, she sees that Twitcher’s is easily among the most disreputable dives in the city.  Although Grau is nowhere to be seen, his famous mithral longsword has been hung up for display behind the makeshift bar.  When questioned, a red-haired bartender named Ramthos says that it’s his sword—taken as payment for drinking debts that Grau couldn’t pay.  Goldcape tries to persuade Ramthos to give it back but has no success.  She does discover Grau’s current whereabouts, however: right out back, laying on a heaped pile of garbage!

Grau blames himself for not
winding a way to save Brienna.
Goldcape uses some magic to leech the alcoholic poisons from Grau, rapidly sobering him up.  But emotionally, Grau is in a deep depression after the death of his niece Brienna.  Goldcape sends a note to The Reckoner (via Rocky) asking him to come.  When The Reckoner arrives, the blustering barman quickly backs down and gives Grau back his sword.  Grau is too deep in his own misery to see why he should accompany his rescuers on their second raid until The Reckoner explains that the cultists inside are the very same people who intentionally spread the plague that killed Brienna!  That gets Grau’s attention, and depression is replaced by a burning desire for vengeance.

Joined by Yraelzin, the group make their way back to the Hospice of the Blessed Maiden.  The Korvosan Guard has maintained its cordon around the building but the writ from Field Marshal Kroft herself is enough to allow entry.  In addition, as per the writ’s instructions, three members of the already-stretched Guard are dispatched to assist with the raid.  Thus bolstered by reinforcements, the Harrowed Heroes make their way inside the building and move quickly to the lift.  The Reckoner has everyone in the group put on plague masks torn from the dead or unconscious Queen’s Physicians, and then smashes a hole in the bottom of the stuck platform.  After everyone clambers down a dangled rope a further twenty feet underground, they emerge from the shaft into an entry hall decorated with lurid murals of skeletons cavorting among the dead of a Korvosa that has completely succumbed to blood veil.  Grotesque mockeries of life—corpses animated as undead creatures like zombies and skeletons—stand guard here, but remain stationary until attacked.  The intruders make quick work of the sentinels.

Doors to the south lead to the type of operating room that should only exist in Hell: several metal beds are occupied by bound victims used for experimentation!  Queen’s Physicians are here, silently directing a trio of pustule-covered zombies to attack the intruders.  The Reckoner urges caution as Yraelzin identifies the undead as the “plague zombies” that Doctor Davaulus spoke of, but Grau’s unbridled fury leads him to leap into the fray!  He ends up covered in disease-ridden zombie flesh, while Goldcape uses her new rapier (enchanted to devastate human foes) to deadly effect against the Queen’s Physicians.  The battle is won, but the group is split about what to do with the victims—both those strapped to the tables and others locked in nearby cells.  The Reckoner is intent on moving as quickly as possible to make the most of their short-lived protective spells, but Goldcape is passionate that the prisoners should be freed immediately.  As The Reckoner leads most of the group out, Goldcape tries to pick the locks on the cell doors but is reluctantly forced to promise that she’ll return once she finds a key.

Doors to the north lead to what must be quarters for the temple’s living inhabitants, with black-sheeted cots and skulls used as candle sconces lending the place a funereal aspect.  More Queen’s Physicians are here, a prime opportunity for Yraelzin to display one of his many promised new spells: the imperturbable glory of Razmir’s burning disarm.  Again, although prepared and alert given the sounds of fighting elsewhere, the Queen’s Physicians are quickly defeated.  After searching an accompaning chamber containing glass cabinets full of medical supplies both mundane and magical, the group return to the central chamber.

The Key-Lock Killer has
never been caught . . .
The door to the east leads to a high-ceilinged chamber ringed with catwalks and containing three huge metal vats of bubbling green slurry: raw, concentrated blood veil!  Here, in this unholy factory of death, six members of the cult of Urgathoa stand with scythes at the ready to do battle.  Looming above them on a catwalk is their “freelance consultant”—Rolth Lamm himself!  Spittle runs down his chin as he erupts in a torrent of invective once he realises the intruders are the same ones who killed his father.  But before the skilled necromancer can put his most powerful magic to full effect, Goldcape sends Rocky hurtling toward him and then rushes up the catwalks herself.  While the vanara and her roc companion battle the man who masterminded the near-fatal attack on Old Lady Cloggins’ home and the explosive surprise left at the group’s safehouse, The Reckoner, Yraelzin, and their allies do battle against the cultists.    Yraelzin proves his value, first by magically hastening his allies attacks and then by dispelling a spell that had paralysed Goldcape.  The Reckoner directs the battle and cuts down foes with a bladed polearm, and Grau continues hacking away madly at any enemy in sight.  The three members of the Korvosan Guard work together to wear down the cultists, but one of their number is decapitated, and a second is badly wounded.  The cultists become even more threatening when they dip their blades in the raw blood veil, but fortunately none land a strike before being killed.  Back on the catwalk, Goldcape bleeds from a mystic wound inflicted by Rolth’s key-shaped blade.  But the villain is badly hurt.  Vowing revenge, he magically travels away from the scene.

Another battle has been won, but although injuries accumulate and protective spells begin to expire, more of the underground Temple of Urgathoa remains unexplored.  Do the Harrowed Heroes have the endurance it will take to survive?

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GM's Commentary

There are a lot of NPCs in any AP, and some I just don't really get a handle on so they fall flat or fade into the background.  But I'm really proud of how I portrayed Grau, and in my campaign he's become a much more important player in Korvosa than the AP expected.  Sometimes NPCs just click with a GM, and for me, Grau was one of those because I could quickly grasp how his background (and the events he faces during the campaign) affect his personality.

Some big, exciting battles this session, highlighted by appearance of Rolth Lamm!  The players were determined to get him, but he managed one of his now-trademark dimension doors to escape, so the hunt continues.

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