Sunday, February 26, 2023

Curse of the Crimson Throne Recap # 40 [RPG]

[Toilday, 16 Sarenith 4708 A.R.]

Near their campsite a few miles outside of Harse, The Reckoner proceeds to butcher the downed hippogriff for meat.  When he finishes, he learns from Yraelzin that Goldcape has flown back to Korvosa to obtain a magical scroll to bring the creature back to life.  After Anorak sets up some caltrops to deter attack, the three rest for the night.

Meanwhile, Goldcape manages to cover a handful of miles before Rocky (already tired from a full’s day flight) shows signs of exhaustion and they’re forced to camp.  Several hours later, the pair are fortunate to be awakened by a snapping branch as a lumbering ogre tries to sneak up on them!  The burly man-eater hurls a javelin before charging in swinging a massive tree branch, but Rocky springs up to defend Goldcape!  The ogre swings its makeshift club so hard that the weapon splinters when it hits the ground instead of flesh, and seconds later, Rocky’s talons and Goldcape’s rapier fell the brute.  The two put some miles between themselves and the unconscious ogre before setting up camp again.


[Wealday, 17 Sarenith 4708 A.R.]

The next day, over breakfast, Anorak, Yraelzin, and Ralph spot another pair of hippogriffs flying overhead.  This time, however, there’s no pursuit.  The trio head through the outlying ranches and farms around Harse and into the village itself—a collection of just a few dozen buildings located on a strip of land where the Sarwin River empties into the Falcon River.  But these visitors aren’t interested in a ferry crossing.  Instead, Ralph is delighted to have the opportunity to sell the armor, swords, and helmets of the Red Mantis assassins who attacked him at the Stalwart Shield—indeed, the Harse merchant somehow thinks they’re the distinctive outfits of Andoren slave-liberators!  Anorak spends a couple of hours asking around about local rumors, and hears that the roads in this area of Varisia have been plagued by highwaymen, goblins, and other bandits since Korvosan forces have largely stopped patrolling.  The dwarf also hears that a Varisian caravan passed through not too long ago.


Dozens of miles to the southeast, Goldcape continues the ride back to Korvosa.  Thanks to Yraelzin’s sending of the previous day, Ishani Dhatri (an acolyte of the Bank of Abadar) is waiting a few miles outside of the city with an old vellum parchment containing the magic necessary to bring the deceased back to life.  Like every good Abadarian, Ishani charges full price for the scroll, but expresses his sympathy for what happened.  Flying much faster with one rider instead of four, Rocky and Goldcape are able to make it back to the campsite near Harse in a single (long) day!

When the others return to the camp, the reunion between Goldcape and Ralph is not a warm one, as they sharply disagree about whether the hippogriff should have been killed.  In any event, Goldcape walks with Yraelzin out to where the carcass of the creature lies.  Yraelzin nearly botches his reading of the scroll, but just manages to complete the procedure and, like a miracle, the hippogriff is suddenly alive and well again!  It licks Goldcape’s palm and then flies off into the darkening skies.

[Oathday, 18 Sarenith 4708 A.R.]

In the morning, the Harrowed Heroes decide to start for Janderhoff.  They’ve only covered about half of the distance before they see a collection of wagons with brightly-colored canvas tops arranged to form an “H” resting some distance from the road.  Flying closer, they see dozens of children rush out to wave at them, while their parents (dressed in the distinctive Varisian style of loose, colourful clothing with a penchant for head- and neck-scarves) wait patiently nearby.  Somehow, it seems like the group have been expected!  The mystery is resolved when The Harrower emerges from one of the wagons, bearing a welcoming smile.  She gently chides the group for taking longer to arrive then her cards foretold.  But instead of leading the group to a lengthy private Harrowing, she instead ascends to a makeshift stage and tells a story to everyone present.  During the story, the children crowd around the front to hear every word, but even their parents are rapt with attention.


The Harrower’s tale seems part legend, part history, and part prophecy.  She tells how, uncountable generations past, all the peoples of Varisia were a nomadic group, full of love for song, dance, and the simple beauty of nature.  But then a foreigner came.  A god-king from a distant land, who brought with him legions and established an empire.  The god-emperor was not a wicked man, but the seven wizard-kings he appointed to rule the seven domains of his empire were.  These wizard-kings strayed from the virtues of rightful rule and fell into the power granted by sin magic.  They overthrew the god-emperor and carved up his empire, each ruling one part with absolute authority.  They brought forth foul monsters from other worlds, subdued the land’s titans and formed them into an army, warped the flesh of others in wicked experiments, and enslaved the peaceful peoples of Varisia.  Some of the humans became a servant caste, while others were formed into a warrior caste.  But the downfall of these wizard-kings came not from their endless squabbling and battles—it came from the heavens!  A burning star crashed into the world somewhere far away, and brought with it an Age of Darkness.  The wizard-kings’ magic was mighty, and they foresaw the destruction—each found a means to escape, hide, and sleep until the land would again be ripe for the taking.

Thousands of years passed, and those of the servant-caste who survived returned to the old ways and began to wander.  Those of the warrior-caste formed tribes and pursued honor and strength.  More foreigners came, less advanced and powerful than the empire-builders, but still filled with violence and greed.  They built cities on the coasts, and set about trying to tame the wilderness.  But not many moons past, The Harrower says, one of the wizard-kings awakened!  Rebuilding his domain’s capital in the mountains far to the north, he has set about gathering armies of giants and sending them on a march to conquest.  Once, it seemed like a band of heroes might defeat him—but they failed.  Once, it seemed like the united peoples of Varisia might withstand his might—but now the Mad Queen of Korvosa has withdrawn from the alliance.  Only if she is deposed, and all stand together, will the wizard-king of the north be contained.

The conclusion of The Harrower’s tale is a somber one, but, with a broad smile and a look at the newcomers, she reminds the audience that there is still hope.  The audience looks relieved and members disperse to begin preparations for an evening feast.  Meanwhile, she invites the Harrowed Heroes into her tall wagon, the cozy interior of which has been outfitted with a small table, chairs, and a deck of cards.  As he takes a seat, Anorak asks if the Queen of Korvosa is linked to the wizard-kings of old.  The Harrower says the question is an insightful one, but the answers falls outside of her ken.  She does suspect that those assembled will encounter the remnants of their empire, Thassilon, during the journey that lays ahead. 

In lieu of a full Harrow reading, she instead asks each member of the group to draw a single card.  Goldcape draws The Bear, which The Harrower explains represents strength—not only physical strength, but the strength of one’s principles, and the need to remain firm when others try to devalue them.  She says she foresees a battle against a beast so large that it blocks out the sun; and that Goldcape should allow it to swallow her whole.  Anorak draws The Cyclone, a card The Harrower says represents the enormous power the dwarf has recently gathered.  She warns him, however, that such power can be enormously destructive to both himself and those he calls friends.  She foresees a battle against a foe that cannot be defeated.  The Reckoner draws The Paladin, a card that represents resoluteness and a refusal to back down.  She says this determination will see him through many struggles, but he must be careful to not let determination stray into a foolish stubbornness.  She also foresees he will meet another, equally strong and determined, who may not be an ally--but need not be an enemy.  Yraelzin’s draw is the most curious of all: The Forge, misaligned.  The Harrower ruminates on the card before pronouncing that it normally represents the strength of unity—something the Harrowed Heroes desperately need—but that, misaligned for Yraelzin, it means he needs to become more independent against the demands and dictates of others.  She predicts he will have a pivotal role to play in a battle against another order in which individuality is ruthlessly suppressed. When the readings are finished, she encourages the group to enjoy the festivities outside before continuing on.  She says her farewells, mysteriously noting that her next reading for the group will be her last.

Outside the wagon, the Varisians are doing what they do best: enjoying the simple things of life, like music, dance, storytelling, friendship, and food.  The Reckoner’s scary visage is lightened by flower garlands being thrown over his neck, while Goldcape is a natural dancer but continues the potentially dangerous habit of drinking to excess.  Yraelzin’s disposition is hard to know given his expressionless mask, but he seems more subdued than normal—perhaps pondering The Harrower’s words?  Anorak finds himself challenged to a friendly knife-throwing contest, but uses magic to win easily.  The Reckoner, as The Harrower read in the cards, remains steadfast in his mission and uses the party as an opportunity to ask members of the caravan about the road ahead.  He learns that Thousand Bones belongs to the Skoan-Quah (the Clan of the Skull), the Shoanti tribe entrusted with protecting the burial grounds and spiritual journeys of the fallen.  But Thousand Bones is not the leader of the tribe—instead, a woman named Ash Dancer is the most revered shaman, while the tribe’s chief is named One-Life.  He learns that the Skoan-Quah’s ancestral home is the Kallow Mounds, about fifty miles east of Kaer Maga, a collection of cairns dating back to time immemorial.  A question about Kaer Maga leads to shudders, and warnings to stay away from the City of Strangers—for there, trolls read auguries in their own entrails, the dead walk without reproach, and people rarely see the sky.

[Fireday, 19 Sarenith 4708 A.R.]

The next day, the group reach Janderhoff.  Strong winds from the Mindspin Mountains buffet Rocky as he glides down toward the city-fortress nestled in foothills at the base of the forbidding range.  Protected by a massive iron curtain wall and steeples of beaten copper, Janderhoff is a primarily subterranean city.  The Harrowed Heroes have no trouble gaining access, and soon find themselves in the city’s myriad markets, forges, and manufactories—Janderhoff bristles with trade!  Dodging ore carts coming into the city and finished goods coming out is just one of the challenges of navigating the low-ceilings and labyrinthine tunnels.  


The Reckoner is pleased to discover some magical items he couldn’t find in the diminished markets of Korvosa, and Goldcape takes the opportunity to sell a mithral rapier while Anorak makes some more small coin gambling.  But as they’re enjoying what Janderhoff has to offer, they’re spotted by a middle-aged female dwarf working a forge clad in full armor despite the enormous heat.  She quenches an axe blade in a trough of water and sets it aside to cool before coming over to them.  She seems friendly enough—almost mothering--as she makes conversation with them and then, suddenly, invites them to her dwelling to share a home-cooked meal!  Although initially suspicious of the stranger’s sudden hospitality, she seems earnest enough and they agree.  Once back in her snug home enjoying spiced mushroom stew, the dwarf, who gives her name as Kaptra Dorethain, admits her invitation wasn’t made purely out of generosity.  She could tell they’re more than mere travellers or merchants by their mannerisms (and the amount of weaponry they carry!).  She explains that she would like to hire the group to find her husband, Jorst, who vanished while prospecting in the Mindspin Mountains almost a decade ago.  She offers a thousand gold pieces up front and another ten thousand if they bring him home or find proof of his death.  She acknowledges, however, that she’s hired adventuring bands in the past, and none have been successful.


The Reckoner politely excuses himself from the table and steps outside to talk with the others.  He and Anorak are intrigued by the offer, with the latter adding that ten years isn’t the same to a dwarf as it is to a human—Jorst may very well still be alive.  Goldcape, however, says the group needs to focus on the urgent mission they’ve undertaken: to find a means to defeat Queen Ileosa and help the people of Korvosa.  The Reckoner’s enchanted armor, Plate, also speaks up in favour of staying on course and avoiding distractions.  The Reckoner, however, says the reward could help fund better equipment and the lessons learned in surviving the Mindspin Mountains could make the group stronger for what comes ahead.  The group is unable to reach a consensus, and return to finish their meal with Kaptra, promising they’ll get back to her on it later.

That night, The Reckoner and Anorak find rooms in a cramped inn and hear that Kaptra is well-respected in the community.  Goldcape and Yraelzin take rooms in another inn.  With an intriguing offer to ponder, but more dissension within, everyone settles in for a night’s rest.

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GM Commentary

This was primarily a travel session, but a lot happened in terms of exposition and role-playing.

The ogre that fought Goldcape and Rocky was a random encounter, and its club breaking was due to a critical fumble card.  They do help make things interesting!  Similarly, the Harse merchant believing he was buying the gear of Eagle Knights (when it was really Red Mantis gear) was because he rolled a nat 1 on either an Appraise or a Sense Motive check.  The Reckoner's player was very pleased he could unload the stuff that no one in Korvosa wanted to buy.  I know some players find it frustrating to deal with complications like that, but I really think it helps establish the setting's verisimilitude.  

Everyone online always rants about "never split the party", but I'm personally perfectly happy when it happens.  Indeed, sometimes it helps the group accomplish much more than they could together.  I just try to make sure I switch back and forth between players quickly.

The Harrower's appearance in this session was a big one, and the whole sequence with the caravan was homebrewed.  I always tried to come up with a different and surprising way for her to appear.  In this session, she relates the history of pre-Thassilon Varisia, the coming of the Runelords, Earthfall, the events of Rise of the Runelords, and the stakes for the whole region if Ileosa is not deposed.  I was pretty proud of myself for writing all of that exposition in a pretty concise fashion.  Hopefully it helped to tie some things together for the players.  I did the Harrow readings differently in this session.  I experimented with lots of different ways to do them, from a full "by the book" reading to a single card reading to something in between.  Here, I was able to use the cards to foreshadow Cindermaw and Krojun, among other things.  I added the bit about her next reading being her last to add to the drama and the sense that things were starting to come to a head--I never want the players to think that the world stays in stasis while they're out adventuring.

My depiction of the Varisians drew a lot of inspiration from the Tuatha'an of the Wheel of Time.

I had done some prep just in case the group visited Janderhoff, since doing so isn't covered in the AP itself.  I was pretty happy with my portrayal of the city.  The bit with Kaptra Dorethain comes from Dwarves of Golarion, as she's an NPC who lives in Janderhoff and hires adventuring groups to search for her missing husband.  It may sound funny, but doing the research and finding bits of fitting lore to incorporate are one of my favourite things--it makes having so many resources feel worthwhile, and that I'm putting all the pieces together.  Kaptra's offer was a complete side-quest (though I didn't tell them that), and I would have had to homebrew it if they went for it.  I like dangling side quests occasionally to test the PCs' resolve to stay focused on their main mission, while also giving them the opportunity to earn extra XP and treasure (since, inevitably, they won't hit every single encounter in the AP itself).

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