Sunday, January 22, 2023

Curse of the Crimson Throne Recap # 36 [RPG]

 [31 Desnus 4708 A.R. to 12 Sarenith 4708 A.R.]

Under the reign of Queen Ileosa, every day in Korvosa brings word of a strange—or ominous—development.  No party has claimed responsibility for the coordinated burning of three of the city’s granaries, food has become more expensive in the city, and sporadic rioting is commonplace.  But the Queen seems little concerned by the unrest, and her increasingly heavy-handed and numerous patrols of the Gray Maidens enforce her bizarre dictates like a new law prohibiting any other woman from wearing green dresses resembling her favourite style!  The Queen has also taken steps to further cement her symbolic power over Korvosa, as the city mint has begun circulating new coins that all bear her image on one side and her new crown on the other.  When older coins come into the bank, they’re melted down and re-cast. Other actions are more mysterious in their purpose, such as a royal decree authorising the Temple of Asmodeus to collect a vial of blood from every resident or the dismantling of the Great Tower (former home to the now-disbanded Sable Company) for stone blocks to be used in a major new construction project. 

But Ileosa’s ascendance to the throne have had more than purely internal effects.  The city is abuzz with word that she has withdrawn Korvosa from the tentative military alliance it had with Magnimar and Riddleport to coordinate the defense of Varisia from the surprisingly-sophisticated giant armies of the northern Kodar mountains.  Scattered reports indicate the invaders have moved far enough south to besiege the Hold of Belkzen and have sent scouting parties even further!

For the Harrowed Heroes, the days after their rescue of Castle Korvosa’s former seneschal, Neolandus Kalepopolis, and fencing academy instructor Vencarlo Orisini are filled with preparations for a planned trip to the Cinderlands.  Their ability to move around the city is constricted by the need to avoid spies, patrols, and agents of the various enemies they’ve made in recent months.  In the face of mounting pressure, the decision to leave the city for a brief period seems especially wise.

Yraelzin accepts a position as Chaplain to House Arkona, and remains out of view of the public (and any inquisitors from Razmiran that may be looking to speak with him).  It seems that Glorio Arkona is endlessly amused by Yraelzin’s preaching.  The only drawback to the priest’s plan is the lack of access to a substantial amount of gold he had hidden in his aborted “Temple of Razmir”.

After the days spent in Old Korvosa, Goldcape checks on Old Lady Cloggins and is happy to see she is safe in her repaired home.  The Giotorris, whom Goldcape stayed with for some time recently, are also well.  However, Rodolfo has decided to abandon his toy shop in Old Korvosa due to how dangerous it is there, and instead sell his wares from a small cart closer to home.  The vanara spends several days in libraries researching Shoanti and the Cinderlands. During one such visit, she meets with a well-disguised and extremely-cautious Vencarlo.  He explains that he and Neolandus are leaving Korvosa for the time being—it’s just too dangerous with the Queen’s Gray Maidens and the Red Mantis assassins after them.  He tells Goldcape that they’ll be heading to Blackbird Ranch outside of Harse, a property owned by a trusted old friend from his adventuring days.  It’s clear Vencarlo doesn’t like being forced out of the city he loves, but knows that escorting Neolandus to safety is the honourable thing.  He makes a special note of asking Goldcape in particular to visit him at the ranch when she and her companions have finished their mission to the Cinderlands.  He doesn’t explain why, but just mentions he thinks Goldcape has an important part to play in the city’s future.

Anorak has used his favour from Glorio Arkona to gain a small workshop in Old Korvosa, as well as enough raw materials to begin some crafting of magical items.  He starts with an enchanted jacket that can store the infused power of a potion for hours!  One day while working, he receives a visitor: a strange, bald, almost bug-eyed man named Mortimont.  With unsettling mannerisms and word choices, Mortimont explains that he’s opened up a bakery across the street in an old toy shop, and has a favour to ask.  He produces a lockbox made out of an unusual, dark green metal with clasps that look like claws, and asks if Anorak is willing to keep it for him temporarily in exchange for a handsome fee.  Anorak is understandably suspicious, but Mortimont refuses to divulge the contents of the box or who might be looking for it—though he does emphasise that it should never, on any account, be opened.  When Mortimont’s offered fee is over 900 gold pieces, Anorak reluctantly agrees.

Concerned about how much Meliya Arkona’s spy (carried around unwittingly by Goldcape for months) has discovered, The Reckoner moves his safe-house to a new location in Old Korvosa.  He hits the streets for some information on Thousand Bones (the Shoanti shaman the group plans to visit at the Kallow Mounds in the Cinderlands), and practices combat tactics with Goldcape and Rocky.  He also (with funds provided by Glorio) commissions the manufacture of an expensive suit of armor from the craftsmen at the Stalwart Shield, but the intricate work involved in creating it means it won’t be completed by the time the others could be ready to leave the city.  He does succeed in finding Majenko, the house drake who swore to aid The Reckoner for a year and a day, and learns Majenko has been targeted multiple times by swarms of undead ravens, each time barely managing to escape with his life. 

Before The Reckoner can investigate further, he receives a hidden message through a pre-arranged system with Cressida Kroft, Field Marshal of the Korvosan Guards.  The message asks The Reckoner to come alone to the paupers’ cemetery area of the Gray District.  The Reckoner is wary it could be a trap, but Kroft really is there waiting for him.  She leads The Reckoner into the very same warren of tunnels he and his allies once cleared of Rolth Lamm’s derro allies while searching for the corpse of a Shoanti brave.  Crates full of food, water, and weapons are on display, and space has been made to house dozens.  “Welcome to the resistance,” Kroft says, explaining that it’s become clear that trying to resist Ileosa’s cruel reign through open and lawful means is futile.  Kroft says she’s planning something big, something that will strike at the heart of Ileosa’s power, but she won’t reveal what it is until the time is right.  She distinguishes her efforts from Grau Soldado’s “rabble-rousing” in the Shingles which, she says, will only lead to violent repercussions.  But to ensure The Reckoner and his allies have a chance to take part in what she’s planning, she needs the ability to contact him wherever he is and at any time.

She beckons a figure hiding in the shadows to come forward, and introduces the woman as Bishop Keppira d’Bear, High Priestess of the Church of Pharasma in Korvosa.  Kroft says that d’Bear is the only member of the resistance with the spellcasting prowess to communicate with others at great distances, but that she needs to have seen the individual in-person first.  For her part, d’Bear explains that she’s allowed the resistance to use this subterranean area of the cemetery as their headquarters because the Queen’s cruelty make it clear she’s not fit to be monarch, and the revelations that she’s consorted with the Cult of Urgathoa are damning.

But before he leaves, The Reckoner asks a question that the other two hadn’t considered: what happens if the resistance is successful in overthrowing the Queen?  Who would replace her?  Kroft is embarrassed to admit she hasn’t thought that far ahead, but The Reckoner says it’s crucial—otherwise, a manipulative aristocrat like Glorio Arkona could step into the void.  Kroft promises to work on the problem, and says that d’Bear will be in contact when the time is right for the next step in her plan—though it may be some days or even weeks, because the resistance may only get one chance.

[Starday, 13 Sarenith 4708 A.R.]

After several days spent separately on errands and preparation, the Harrowed Heroes reunite at The Reckoner’s new safe-house in Old Korvosa.  In his real identity as Ralph Blackfeather, he relates what he’s heard about the two separate resistance groups in the city, while Anorak talks about the mysterious lockbox, Goldcape shows off a new magical bow enchanted to look like a lute, and Yraelzin proclaims how pleased he is with his new role (despite Ralph’s warning that Glorio Arkona is a criminal).  The group discuss what’s been happening to Majenko, and the zombies seemingly sent to attack them at Arkona Palace, and conclude that Rolth Lamm is responsible.  They make a tentative decision to try to deal with the necromancer before leaving the city.

Goldcape reminds the group about the need to purchase supplies for the journey such as food and a new, custom-made saddle that can (uncomfortably!) seat all four members on Rocky’s back.  After collecting contributions, she leaves the safe-house through a backdoor into an alley and flies Rocky via a circuitous route into the Midland District, avoiding Gray Maiden patrols.  In the shops at Eodred’s Walk, she buys rations, tries (but fails) to trick Jope Chantsmo at Trapper’s Hole into believing she’s someone else, and gets a dubious Harrow reading full of predictions of doom and gloom from an old lady at a stall.  She then visits Old Lady Cloggins and stashes some gold safely in her home.

Meanwhile, Ralph and Yraelzin agree to take a look at the mysterious box Anorak has been paid to hide in his workshop.  Ralph takes a look at the lock on the box and notes it’s high-quality, and although he might be able to pick it, it could very well be trapped.  He suggests finding out more from this baker, Mortimont, about what the box contains.  The three hatch a plan that involves Anorak distracting Mortimont by going in the front door of his shop while Yraelzin and Ralph snoop around the shop’s back door.  The back door is secured by an almost suspiciously high-quality lock, and when Ralph tries to pick it, his hand begins to freeze and turn black!  He rubs it vigorously to get the blood flowing to it and decides not to tempt fate again.  He and Yraelzin join Anorak in the front of the normal-looking bakery, but Mortimont refuses to discuss anything about the box and instead tries to get Ralph to eat his fresh-baked croissants.  The three return to the safe-house, convinced more than ever that Mortimont must be more than he says he is, but lacking hard-proof he’s engaged in wrong-doing.

It begins raining in the afternoon as Ralph ascends to the rooftop of a nearby building and signals for Majenko to fly down.  Despite the quarantine, it seems disbanding the Sable Company has stripped  Ileosa of the ability to secure the airways—both Rocky and Majenko have been able to fly over Old Korvosa without difficulty in recent days.  Ralph collects more details from Majenko about where the flocks of undead ravens have been congregating, and realises that all of the attacks seem to originate from the South Shore district of Korvosa.  Back in the safe-house, Ralph shares what he’s learned and says the group should investigate.  Goldcape is more inclined to leave the city immediately, but is persuaded to stay a little longer.  The decision is made to head to South Shore first thing in the morning.

Goldcape manages to get a few hours’ research on Harse completed at Jeggare Library and learns that the village is an important river crossing and ranching hub in Korvosa’s hinterlands.  Yraelzin heads back to the safety of Arkona Palace, while Ralph beds down for the night in his safe-house.  Anorak figures out that by carefully focussing a spell through the lock-box’s keyhole, the tell-tale traces of powerful conjuration magic can be detected.

[Sunday, 14 Sarenith 4708 A.R.]

The next day, after some confusion and delays figuring out how to manage it, all four of the Harrowed Heroes climb onto Rocky’s back and try to settle themselves into the exotic passenger saddle.  Although Rocky is more than strong enough for the group’s combined weight, flying promises to be uncomfortable for the bird and his riders.  Goldcape again takes Rocky on a circuitous route, leaving the city from one direction, circling back, dipping into the river as a prank, and re-entering from another direction.  She drops the others off near the gate separating South Shore from the rest of the city and flies on to see if she can lure Majenko’s attackers out from hiding.  Just as the others slip past a Gray Maiden patrol, Goldcape succeeds—hundreds of ravens, somehow flying despite rotting flesh and visible skeletons, swarm into the sky from sewer grates and attack!

The plan to discover Majenko’s attackers has worked, but will Rocky and Goldcape survive it?  And will success lead the Harrowed Heroes to their goal of dealing with Rolth Lamm once and for all?

--------------------------------------------------------

GM Commentary

There are a lot of little hints in this recap to plot points that will emerge in later chapters:  the collection of vials of blood from Korvosans, a massive new construction project, Vencarlo's request that Goldcape visit him after the Cinderlands, and more.  Good storytelling makes developments seem organic and well-integrated into the story (rather than coming from out of nowhere), so I always try to drop things like this in when possible.

I mentioned the coin in particular because Paizo started selling Korvosan coins!  I got one for each of the players for Christmas and attached a one-time in-game benefit to it.

The storyline involving the Army of the North (because the PCs lost in Rise of the Runelords) continues in this chapter, as we see that Ileosa's reign threatens all of Varisia.  In sessions much later (During Chapter 5), one of the PCs has a chance to get involved more directly in the political situation between the city-states.  Although the PCs didn't figure it out at the time, the burning of granaries mentioned in this session were done by an advance team of saboteurs sent by one of Karzoug's generals to soften up Korvosa.

Poor Yraelzin never did get back that gold he buried in his "temple".

Goldcape always did a great job taking advantage of Korvosa's excellent libraries and museums to research likely destinations, foes, and more.  I always try to reward smart thinking, and Goldcape's contribution to the group's success in this way is often underappreciated by the rest of the group.

Mortimont! One of my favourite homemade NPCs ever.  The picture and voice I use for him are Peter Lorre at his in his bald, bug-eyed, and creepiest persona.  With Mortimont, I can make the most innocuous requests (like trying a pastry) drive the players into rampant paranoia.  And of course, who can resist a mystery like "what's in the box?" especially when told, adamantly, never to open it.  I introduced Mortimont here because I wanted Anorak to have his own subplot to help develop his personality and role-playing.  It really worked a treat, and the consequences for the campaign end up being pretty significant, as we'll see later.

This session also starts to develop the idea that the rebels are splitting into different factions: Kroft is leading a sort of well-organised, lawful good faction of the solid middle-class and military veterans, while Grau has organised a hit-and-run, more anarchic group drawn from the Shingles and Korvosa's extensive underclass.  And as we'll see later, The Reckoner's fears that Glorio Arkona might make a play for the throne come to pass as well.  Some of this is drawn from the AP itself (like Kroft and d'Bear using the catacombs in the Gray District), while some of it is my own additions to add some more intrigue and realistic unpredictability to the revolution.

No comments: