Monday, January 22, 2024

Curse of the Crimson Throne Recap # 63 [RPG]

 [Sunday, 26 Erastus 4708 A.R.]

 

In Old Korvosa, The Reckoner and Goldcape cautiously approach Anorak’s workshop, where the majordomo of House Arkona waits outside patiently.  But much to their relief, he hasn’t come with news that their spy in House Arkona has already been discovered, but instead with an offer!  He wants them to deliver Blackjack—either his body, or his public proclamation that he supports House Arkona.  The majordomo adds that his master is prepared to pay handsomely for the former, and even more handsomely for the latter.  In response to a query from The Reckoner, the majordomo explains that Blackjack’s recent return has riled anti-aristocratic sentiment in Old Korvosa, and that the support of the city’s legendary “hero of the masses” would go a long way to cementing House Arkona’s efforts to restore order to the city.  The Reckoner and Goldcape confer, and then say they’ll need time to think about it and will return with an answer in 24 hours.

 

After the majordomo and his carriage depart, The Reckoner signals to his dandasuka spy, Xoza, who was waiting on the rooftop of the workshop.  Goldcape meets Xoza for the first time and expresses scepticism that recruiting a double-agent was a good idea.  The Reckoner asks Xoza what he’s learned so far about Glorio Arkona and his plans for the city, but the spy reveals little that the Harrowed Heroes don’t already know.  He says he needs more time, but The Reckoner has another task in mind for him: hunting down the mysterious new masked vigilante, Trifaccia.  Xoza’s sarcasm about the wisdom of the idea obviously brings himself delight, and he promises to see what he can do and return tomorrow.

 

Afterwards, The Reckoner and Goldcape discuss who they should support in leading the city after Ileosa is deposed.  They both agree that it can’t be Glorio Arkona, and with Grau Soldado often rash and unpredictable, the safest bet would be Cressida Kroft.  The Reckoner says they need to ensure that Grau ends up supporting Kroft, rather than the two becoming rivals.  The two discuss whether they should pretend to accept Glorio’s offer by faking Blackjack’s death, but that also seems risky.  The Reckoner suggests they simply say they tried to persuade Blackjack to support Glorio but failed.

 

The two return to Goldcape’s resistance cell safehouse and talk to Anorak.  The dwarf wants to take the strange box the xill have been hunting to The Reckoner’s safehouse where it will be mystically shielded from divination magic.  The three come up with a plan for Anorak to teleport across the river while Goldcape and The Reckoner drop Rocky off at Trail’s End and then disguise themselves before walking across the bridge, with everyone to meet at the Burnt Honey Inn.  Anorak makes his journey with no difficulty.  When Goldcape leaves Rocky with some friendly Varisians in Trail’s End, she notices several wagons being loaded—it seems that (given all of the city’s unrest) most of the travelling folk have decided to move on to greener pastures. 

 

After disguising themselves as unremarkable Chelish residents of Korvosa, Goldcape and Ralph Blackfeather stroll past a large patrol of Gray Maidens guarding North Bridge.  But then, the unthinkable happens: Goldcape’s tail slips free from its binding right in front of the patrol!  Happy to have an excuse to bash more Gray Maidens, The Reckoner calls on Plate for magical flight and swoops back and forth over the bridge, crushing skulls left and right.  Goldcape climbs up the side of a guardhouse and uses her nature magic to conjure swathes of nettles with sharp thorns to weaken the foes.  At first, it seems like this battle will be another easy victory like the previous day’s battle at High Bridge.  But as the rank-and-file Gray Maidens fight as hard as ever on the bridge, completely unaware of what is to come, their officers quickly retreat until they’re no longer standing on it.  Then, one of them lights a long fuse that snakes through the fracas of battle until it reaches some strategically placed barrels.  It’s a trap!  A massive explosion of alchemist’s fire and Tien firework powder rock the bridge, blasting a huge hole in the center and sending flaming rubble high into the sky!  The Reckoner, flying over the bridge, is almost blasted out of the air and loses a valuable magical cloak.  Goldcape faces even more danger, as she’s blasted into the turbulent waters below.  Fortunately, the vanara is a strong-enough swimmer that she’s able to reach shore safely.

Nearby residents pour out of their homes at the sound of the explosion.  An angry mob quickly gathers, blaming The Reckoner and the Gray Maidens alike for the destruction.  The Reckoner manages to mollify the mob somewhat by explaining that it was the Gray Maidens and not he who destroyed the bridge, but widespread discontent remains.  When, after changing into Ralph Blackfeather, he and Goldcape reach the Burnt Honey Inn, they discover the battle at the bridge is all anyone is talking about.  Accusations and blame flow freely, as do shouts favouring Glorio Arkona for bringing order to Old Korvosa and for Blackjack having allegedly returned.  Potter Minehan has a warm drink for the battered, bruised, and soaking wet Goldcape.  Anorak is there, somewhat inebriated, and uses magic to dry her off.  The two are led upstairs by Ralph so they can talk in his room about what happened.

 

Later, as darkness falls, Goldcape waits at the inn while Ralph leads a blind-folded Anorak to his secret safehouse.  Anorak hides the mysterious box in the rafters and then passes out, quite intoxicated.  Ralph returns to the inn and tells Goldcape that she can watch from a distance as he meets with Kroft, but that his instructions were clear to come alone.  The two head down to the docks and there, near midnight, The Reckoner steps onto the indicated pier as Goldcape watches from a hiding place atop a nearby warehouse.  Soon, the sounds of gently sloshing water can be heard, and a small, weathered rowboat emerges from the darkness.  The only inhabitant is a hooded figure who motions for The Reckoner to board.  The Reckoner does so and asks several questions before realising the figure is not only blind, but his lips have been sewn shut!  The silent boatman rows out into the middle of the river.  The Reckoner feels a moment of disorientation and notices that, somehow, a dense fog has arisen all around them, blocking the sights and sounds of the city completely.  Ahead, what is surely a derelict hulk floats on the river, its black, rotting wood looking as if it would crumble from the merest touch.


Beckoned aboard by another mutilated figure, The Reckoner is led to a hatch leading below decks.  There, in a corridor filled with grotesque stalls offering to sell everything from zombie slaves to poisons and illicit narcotics to a living unicorn, the vigilante realises where he is: the Black Ship!  A legendary underground market for the illegal, unsavoury, and just plain immoral, the Black Ship has always eluded Korvosa’s authorities.  The Reckoner is led to a cabin amidships, and as he approaches the door, he can hear the voice of Cressida Kroft shouting in anger at someone.  Once in the room, he sees the target of Kroft’s wroth: Boule, Grandmaster of the Cerulean Society.  In her diatribe, Kroft rails at Boule for having had to spend almost two weeks in a hiding space that was supposed to be just one night, but Boule is unapologetic, explaining that his other plans to hide her had fallen through.  Bishop Keppira d’Bear is present, and welcomes The Reckoner, while Boule immediately admonishes him for failing to attack Deathhead Vault on time despite being given nearly perfect intelligence on how to breach it.  The Reckoner growls back that no mention was made of the “guard dog” with the poisonous breath, and the two start to argue before Bishop d’Bear plays peacemaker by gently persuading Boule that she and he should leave Kroft and The Reckoner to speak alone. 

 

After the two depart, Kroft provides an update on the situation in the city.  She says the collection of blood from residents, ostensibly to help prepare antidotes against future plagues like blood veil, has concluded.  The Gray Maidens’ hold on the city is clearly slipping, and reports are that most have been redeployed to Castle Korvosa.  But most ominously, Kroft says, is that Ileosa hasn’t been seen in public since the unveiling of her statue on Jeggare Isle.  Kroft says that whatever Ileosa is doing or preparing surely bodes a disaster for the city that looms nearer with each passing day that she’s still in power.  Kroft asks if The Reckoner and his allies discovered anything valuable in Deathhead Vault, and hears that Marcus Endrin may still be alive.  Kroft says his release would certainly have helped the resistance, but more importantly, they’ll need to bring Neolandus Kalepopolis back to the city when the time comes. As the lawful seneschal of Castle Korvosa, his presence will add legitimacy to a movement that could otherwise be labelled seditious.  Kroft says she’s heard word from Vencarlo Orisini that he and Neolandus have had to flee Harse because agents of the Queen have been asking questions in the town.

 

The two discuss the situation in the city, and fears that if the Gray Maidens are retreating back to Castle Korvosa, there will be no other forces to keep order in the city: the Korvosan Guard and Sable Company have been disbanded, the Hellknights returned to Citadel Vraid months ago, and so far House Arkona is only exercising influence over Old Korvosa.  The Reckoner tells her that Glorio Arkona is a rakshasa, and wants to rule Korvosa after Ileosa is dethroned.  He adds that Grau may be positioning himself to lead the city as well.  Kroft says the last thing she wants is a civil war in the city.  It’s clear that just being in the Black Ship and hearing what transactions take place (with even worse occurring in the ship’s hold) is having a draining effect on her.  But she explains it’s still the safest place for her and d’Bear for now, as it’s impossible to find the place without being led to it by its ghastly mutilated “crew.”  Before departing, The Reckoner promises that he and his allies are almost ready to depart in search of the key to stripping Ileosa of her newfound magical invulnerability.

 

Once back on the docks, The Reckoner shares what he learned from Kroft.  Goldcape sends a magical silver raven to Jasan Adriel in Harse with a message asking for information about where Vencarlo went.

 

[Moonday, 27 Erastus 4708 A.R.]

 

Everyone assembles at the Burnt Honey Inn the next day.  Ralph fills Anorak in on the Black Ship and how uncomfortable Kroft must be there.  The three discuss the majordomo’s offer, with Anorak (not realising Goldcape is Blackjack) wondering why they don’t just kill the vigilante considering how much gold is being offered.  But Ralph replies that having Blackjack on their side could be important considering his legendary status in the city.

 

Ralph leads Anorak back to his safehouse so the dwarf can continue working on the ritual that has delayed their departure for Scarwall.  Then, he and Goldcape visit Eodred’s Walk and see that looters have been at work.  Fortunately, Hedge Wizardry remains untouched—perhaps due to its magical protections, or perhaps just plain luck.  Goldcape whispers that if they don’t hurry, they could have a new Old Korvosa on their hands.  After making some purchases, Ralph transforms into The Reckoner and heads across the city to keep his appointment with the majordomo of House Arkona, informing the man that he’ll try to speak with Blackjack but can’t make any promises.  Later that day, Anorak casts a spell to take him and Goldcape back to Old Korvosa as well.

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GM Commentary

I forgot about the little subplot of House Arkona being interested in enlisting Blackjack's support (or at least ending his anti-aristocratic symbolism).  I don't think I did a lot more with it, probably because the group soon leaves the city for Chapter Five's main journey north.

I thought having most of the Varisians leaving Trail's End made sense.  They're a generally nomadic people, after all, and the city is in such dire straits that moving on would seem like a pretty attractive option.  (I also try to keep a dynamic gaming setting--just like real life, things don't always stay the same, and the PCs aren't the only ones who change)

From the description, I'm guess Goldcape got a natural 1 on that Disguise check when crossing the bridge.  There are a few skills that I roll on behalf of the players behind the GM screen so they don't know how successful they are.  The bridge battle was pretty exciting, especially with the explosive trap!  I had figured that by this point, the Gray Maidens knew they were outclassed by the Harrowed Heroes and were willing to take some pretty elaborate efforts to kill them.  The Reckoner rolled a natural 1 on his saving throw, which as per the Core Rulebook, means an item takes damage as well.

The Black Ship is something of my own creation.  I imagine it's an extradimensional place that can be accessed through the harbors of many major cities, but the means of access can change.  I've had it exist near Riddleport in Second Darkness, the AP I'm running now.  There's lots more I could say, but I have to be careful of certain readers!  It has a pretty dark, creepy vibe.

I liked the interaction with Boule.  I didn't get to do a lot with him in this campaign, but not every campaign can make full use of every NPC.

I think the PCs are starting to see how their continual delay is harming the city (Anorak was making a magical item of some kind, I think).  As I discussed in a recent post, outside of official Downtime, the "clock" keeps moving and consequences can rack up quickly if PCs delay too much.

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