[15 Erastus 4708
to 23 Erastus 4708]
After weeks of
exhaustive trudging through the Cinderlands and a narrow escape from Deathhead
Vault, the Harrowed Heroes decide to spend several days in Korvosa to rest and
plan the next steps of their quest. The
raid on Deathhead Vault has clearly broken the back of the Red Mantis
assassins, as rumor holds they were effectively wiped out and are unlikely to
return. In addition, several mid-ranking
officers in the Gray Maidens were slain, and the effects are clear: patrols are
less frequent and more cautious. Without
adequate troops to enforce it, Ileosa has “graciously” lifted martial law from Korvosa. Unrest and violence remain—along with the
knowledge that the cruel queen could tighten her fist at any time—but for now
the city is better off than it has been since just before the arrival of blood
veil.
Across the city,
various factions are also planning their next moves. With the Church of Asmodeus and the Church of
Abadar officially endorsing Ileosa, the “neutral” faiths of Sarenrae and
Pharasma are coming under increasing pressure.
In Old Korvosa, House Arkona continues to take advantage of the
power-vacuum on Endrin’s Isle by exerting more influence over local
affairs. The city’s only thieves’ guild,
the Cerulean Society, seems to be laying low for the moment—always an ominous
sign. Merchant shipping has resumed,
though at a slower pace, as chaos is bad for business. Cressida Kroft arranges for word to be sent
to The Reckoner that the surface raid on the Longacre Building was easily
repulsed, but that she and the others successfully escaped and have set up in a
different location than before. Rumors
run rampant that a new vigilante named Trifaccia has appeared in the city—an
expert swordsman wearing a gold mask and red robe, he allegedly saves ordinary
law-abiding Korvosans from the depredations of violent rebels trying to extort
money from them. And of course, events
continue to churn outside the city, with Yraelzin sending a magical message to
Goldcape that the giant siege on Urglin has been broken, and that he’ll be
heading east after a dream vision from The Harrower.
In the days after
their return, The Reckoner commissions Anorak to further enchant Plate (his sapient suit of armor) and
gathers information on Trifaccia.
Goldcape collects an assortment of rumors and researches at the
University of Korvosa to learn about Belkzen.
Anorak puts in hour after hour in his workshop. But even during these days of preparation, portentous
events still occur.
Goldcape rides Nipper out of Korvosa and to the nearby village of
Harse. There, she easily finds Blackbird
Ranch, the place Vencarlo Orisini asked her to come after finishing her time in
the Cinderlands. Goldcape is greeted by
a friendly rancher (and former adventuring companion of Vencarlo) named Jasan
Adriel. Jasan invites Goldcape to dinner
with his wife and children, and they have a fun meal as Goldcape tells stories
and answers a lot of questions from the kids.
They’re especially interested in Nipper, and amazed that Goldcape can
speak to a horse! After dinner, Jasan
leads Goldcape to an outbuilding on the ranch, asks for help pushing a bay of
hale to the side, and opens a trapdoor underneath it. After climbing down the exposed ladder,
Goldcape finds herself in a fully-furnished underground apartment! Vencarlo and Neolandus Kalepopolis (Castle
Korvosa’s presumed-dead seneschal) are there, and happy to receive a
visitor. Goldcape confirms that in the
Cinderlands, she and her allies found information that will lead them to a way
to render Ileosa vulnerable to attack.
Vencarlo sends Neolandus to talk with Jasan on the surface, and leads
Goldcape over to a small black trunk. He
smiles at Goldcape, and says she probably knows what he’s about to reveal. Flipping the latches on the trunk, he reveals
the distinctive costume and equipment of Blackjack! Vencarlo says he’s past his prime and needs
to keep Neolandus safe, but that Korvosa still needs a hero who will live up to
the ideals of Blackjack: justice, mercy, and the rights of the common folk. “Korvosa needs you, Goldcape, and Korvosa
needs Blackjack. Will you be take
on the mantle of the city’s greatest hero?”
Goldcape happily accepts. She
gets confirmation of something else she suspected—that Vencarlo had hoped that
one of his former fencing students, Grau Soldado or Sabina Merrin, would be
suited to the role, but after the three had a falling out, it was clear neither
could be Blackjack. Before leaving,
Goldcape shares some tragic news with Vencarlo.
His former partner (romantically and in crimefighting), The Harrower, is
dead. Vencarlo looks stricken and tries
not to weep, as Goldcape puts a consoling hand on his shoulder.
Having spent hours
enchanting The Reckoner’s sapient armor with new capabilities, Anorak is just
finishing up a long, sweaty day when he hears a gentle tap on the door. He opens it to reveal Mortimont, the
unsettling baker from across the street.
Mortimont explains that he’s brought cupcakes, and urges Anorak to try
one, but the dwarf remains cautious and declines. He does let Mortimont in to talk though, and
the baker says that unfortunately, he’ll be leaving Korvosa soon. He asks Anorak to dispose of the mysterious
box he had paid him to watch over, suggesting “the heart of a volcano” or “the
depths of the ocean” as suitable places for it.
Several times, Mortimont reminds Anorak not to open the box. Anorak receives the news that the box has
been abandoned by Mortimont in good spirits, muttering as the baker departs
that he’s certainly going to open the box.
Having returned to his original safe-house in North Point, Ralph
Blackfeather is working hard to prepare for the impending journey to
Scarwall. Given that his lair is meant
to be well-hidden, he’s surprised to hear a sharp rap at a back exit. Instead of answering directly, Ralph quickly
changes into The Reckoner and sneaks out another exit to see what’s waiting for
him. There, wearing a deep-hooded cloak
and signs of burn scarring, is Grau Soldado!
Having been brought to the safe-house months ago by Goldcape during the
initial riots, Grau must have remembered its location. The Reckoner calls out to him cautiously, and
Grau says it would be safer to speak inside, out of prying eyes and ears. When both men are in, The Reckoner says he
heard Grau was severely injured. Grau
nods, stating that a battle against Ileosa’s new “seneschal”—a powerful
wizard—left him with severe burns.
Fortunately, the Temple of Sarenrae took him in and hid him away,
healing him with their magic. Grau gets
to the point quickly: he wants The Reckoner’s band to join his resistance. He says Cressida Kroft has her heart in the
right place, but is too cautious and lacks the edge to get the job done. When The Reckoner raises the recent raid on
the Longacre Building, Grau concedes it was an example of smart planning. But, he says, that’s the only operation her resistance group has conducted since martial law
was imposed. In contrast, Grau says his
fighters’ constant hit-and-run attacks have forced the Gray Maidens completely
out of the Shingles, effectively freeing a sizable portion of the city’s
population from Ileosa’s grip. The
Reckoner is impressed, but explains that for now, it’s a moot point about which
resistance group has the better prospects, so long as Ileosa is
invulnerable—but that may soon change.
Grau is intrigued, and says when it does, there’s another reason why the
Harrowed Heroes should throw their support behind him; he has a person on the
inside of Castle Korvosa. The two
warriors agree to go their separate ways for now, but establish a system of
communication involving squares of red cloth should they need to meet again.
In the slums of
Old Korvosa, one of the projects Goldcape has expended days of effort (and a
lot of gold) to accomplish is to set up her own resistance cell in an abandoned
building. Outfitted with defensive
traps, cots and bedrolls, and a small armory, the hidden base seems safe from the
Queen’s forces as long as it remains in the still-quarantined part of
the city. Drawing upon thugs formerly
loyal to the “Emperor of Old Korvosa”, regular citizens out of work since they
can’t cross the blockaded bridge to the rest of the city, soldiers left to
their own devices after the abolition of the Sable Company and the Korvosan
Guard, and even a former acolyte of Yraelzin’s “Temple of Razmir,” Goldcape has
assembled a potentially formidable force.
Her greatest bit of luck was finding Sergeant Clenkins, the aged
Korvosan Guardsman formerly responsible for watching the gate of Citadel Volshyenek. Clenkins promises to train the disparate
members of the cell so they can work well together once Goldcape gives them
their first mission. Goldcape says
she’ll be leaving for a couple of weeks and that it would be too dangerous to
do any raids for now, but when she returns, she’ll have a target for them.
One day, enjoying lunch in his workshop, Anorak hears the sounds of
horse hooves, carriage wheels, and marching soldiers out front. He opens the door cautiously to see that
Glorio Arkona, patriarch of House Arkona, has come by with “an exciting
proposition”! The dwarf lets Glorio in
but refuses him a seat, putting himself in the power position. Glorio beats around the bush for a bit,
explaining that “a little bird—or an invisible spy” told him Anorak was working
on some truly “crafty crafting”. The
aristocrat looks meaningfully at
Plate,
strapped down to the worktable. Glorio
says that “quality is what House Arkona stands for”, and that he wants Anorak
to come to work for him as Chief Armorer.
Anorak is frank that he doesn’t trust Glorio, but Glorio tries to
reassure him that all of the danger and manipulation the dwarf experienced was
due to his sister, who has surely fled the city. Glorio goes on to say that instead of the
unpredictability and constant danger of adventuring, Anorak would receive a
steady, stable, and very lucrative experience working in an exquisite workspace
in Arkona Palace itself. Anorak seems
mildly tempted, but still turns down the offer, saying it wouldn’t be exciting
enough. Glorio makes a final pitch,
subtly hinting that with someone as unpredictable as Ileosa as Queen, having
friends like House Arkona could be very fruitful indeed. Anorak says that will only matter if Ileosa
can be defeated, and right now she has world-breaking magic, is quite evil, and
could live for centuries. Glorio sighs
in resignation, remarking that if Anorak thinks he would survive such a direct
confrontation, his father told him never to do business with those who have a
loose grasp on reality.
Another startling
event during this period begins when Ralph Blackfeather makes one of his many
visits to Hedge Wizardry to purchase enchanted items for the group. Phaeton Skoda, the cluttered store’s
proprietor, pulls Ralph in, locks the door, and puts a “closed” sign on display
in the window. Looking nervous, Phaeton
begins by staying something dreadful has happened. Before he can continue, Ralph hurries to
reassure him that he was responsible for the recent attempted break-in at the
back door and was sorry for any damages caused.
Phaeton’s eyes widen, as he had no idea about that. He mutters something about how it was lucky
“the guardian” hadn’t been awakened, but continues to explain that something
far more serious has taken place: an inquisitor of the Church of Abadar visited
just a couple of days ago and seized Phaeton’s accounts books. But the inquisitor wasn’t after records of
last year’s transactions (taxes on which Phaeton assures Ralph were fully
paid), but of the last few months! In
other words, Phaeton thinks there’s a high-level investigation into who has
been buying expensive or powerful magical items in the city. Ralph remains calm, and says he’ll likely be
leaving the city for some time. He
promises to work out a way to make future purchases anonymously so that Phaeton
can record the buyer or seller as “unknown” in good faith and without violating
any laws.
The days of
downtime pass by quickly, but soon the time will come again when the Harrowed
Heroes need to assemble for the next step of their epic quest. The stakes are clear: either Queen Ileosa
survives, or Korvosa does.
----------------------------
GM Commentary
In this campaign, I offered the players 3d6 days of "downtime" between each chapter: a time where they could retrain, craft, research new spells, earn coin, etc. with a guarantee that the downtime wouldn't count against any ticking clocks in the background or be interrupted by sudden attack. I used a slightly modified version of the Downtime rules from Ultimate Campaign (I think) for this, and it worked out pretty well as the rules state how much different activities cost and how long they take.
Most of the downtime stuff was handled between sessions, but I promised my players they'd each get one or two role-playing scenes set during downtime. That's what this session consisted of. I knew the PCs would be off for Scarwall soon (and there for the entirety of Chapter Five), so I foreshadowed as much as I reasonably could about Chapter Six: the vigilante Trifaccia, the new seneschal (the bloodmage Togomor), Grau's "man on the inside" of Castle Korvosa (Sabina!), and more. I also tried to advance the three factions (Kroft's, Grau's, and Glorio's) plotline by showing what each has to offer and, hopefully, making the choice of which to support not be an obvious one for the group.
Two key moments during this session were Goldcape being selected as the new Blackjack (a rooftop-running, rapier-wielding chaotic good character fit the bill perfectly!) and Anorak being left with the mysterious box and advised to dispose of it (in a volcano or the ocean depths, no less!). I loved the Blackjack element of Curse of the Crimson Throne, and it makes for a really memorable part of the campaign--and I know Goldcape's player loved it too. As for the mysterious box, we'll soon see that Anorak was unable to resist temptation, and the startling consequences that has on the rest of the campaign.