Curse of the Crimson Crown

Investigating the Missing Guards
Book 2: Session 2

Well, a week or so had passed, and things had gotten to be a little closer to normal. The party kept the sickness of their own quiet, and none were the wiser for it. Business continued, and life kept rollin’.
But there was one rumor that kept coming up, one that was hard to ignore. Apparently some of the Korvosan guards had started to go missing – and the characteristic common to ‘em all? Ladies.
Sheriff sent a messenger, askin’ for a hand with a discrete investigation, and the group got right to it.
They interviewed the remaining two ladies (apparently the Guard started with a dozen), as well as another guard, Vasquez, that was friends with Suzy Q (and was friendly with most of the others). It was the search of Suzy Q’s house that yielded the most results, though, in the form of a black flyer full of cryptic information. The group was able to deduce that the flyer was “advertising” a new level and kind of martial prowess, and gave an code that referred to an “address” in the Shingles.
Following the lead, the group found a fairly open section of the Shingles that was home to a few homeless fellows and a Choker. Jack made very short work of the the second, and managed to find evidence of a struggle – 4 assailants, 1 victim. The trail dropped straight to the ground, and was lost in the day to day traffic of the city, but went west from the place where the initial conflict was resolved.
By this point, it was very late. They decided to call it quits for the night.

They spoke to the Sheriff again in the morning, and discovered that another woman hadn’t shown up to work – the newest gal on the squad. Immediately they made their way to the eastern edge of Korvosa where she lived. Peeking through the window, Rhialla was winged by a shot from within. They found the poor girl within, nearly incoherent with fear, sure that her time was near. But thanks to some calm words, they brought her down, and reassured her that they were on the case!

In Attendance: (Bonus for play: 1 hero point)
Jack Human
Preacher
Rhialla
Zyneste

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The Curing of Brienna Soldado
Book 2: Session 1

The party had enjoyed a right restful and profitable couple of months since the Blackjack’s rescue of “Trinia” (more accurately, her stand-in) from the hangman’s noose.
They had established the very fine The Ugly Duckling Saloon, and made somethin’ of a name for themselves, ‘specially among the merchants of the area who just wanted to unwind after a long day of hagglin’. It’s turned out to be not only a great place for making money, but a fine way of keepin’ tabs on the various goin’s on ‘round town.
One such piece of information came just the other night, when the people were talkin’ about some kind of pirate or ghost ship shinin’ a yellow light (something that Shaggy remembered signified a ship in quarantine). Apparently the Korvosan Guard sank it to the bottom of the Silt River when it refused to identify itself (Some even whispered to Rhialla of ghosts aboard, or no one at all!)

Grau stopped in to the Saloon in the days followin’, wide eyed and frantic (but sober and decent – looks like he cleaned up his act). He was desperate for someone to come take a look at his niece, Brienna. Apparently she’d taken real ill all of a sudden, and went from a picture of health to death’s door in nearly no time at all. It was no minor affliction, that’s for sure. One of the Clergymen, Shawn Dhatri, was busy at work with herbal remedies that were seeming to have no effect. Turns out the Church policy is payment for miracles, regardless of one’s station in life, and these poor folk just couldn’t get the money together.

Well, Shaggy, Voltain, and Rhialla fixed the girl up usin’ some proper alchemy and old fashioned doctorin’. Looks like she’s out of the woods, but Rhialla and Voltain look like they may have caught themselves a bit of a souvenir..

Fortunately, the doctor (and his assistant Zyneste) was IN, and the disease was out – even though Rhialla needed to head on back to Shawn for a miraculous healin’. That combined with the Preacher‘s ministrations was enough to get her back into fightin’ form.

In Attendance: (Bonus for play – 2 skill points)
Jack Blackcrow
Rhialla
Shaggy
Voltain Ironmarked
Zyneste

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The Dead Warrens
Session 4

In Attendance:
Edwin Silverhand
Preacher
Rhialla
Shaggy
Voltain Ironmarked

Ready to press further in, the party entered upon a grisly scene where a Derro was busily draining the blood from a body using a Stirge. A skirmish took place, and in the midst of it, another captive returned to consciousness and joined the fight. The party learned that his name was Edwin Silverhand, and he agreed to accompany them.
Derro reinforcements were called, and one Herp Aderp, was charmed, and agreed to show the party the various sights.
He led them through the various caverns in the warren, and aided the party in defeating a berserk Carrion Golem, vaguely befriending another derro, Derp Aherp. During the fight, Herp was gravely injured (as well as contracting Tetanus and Filth Fever) and fled the scene. However, another slow-witted Ogrekin, Cabbagehead was charmed and agreed to help the party in return for vengeance against a tormentor: a derro necromancer named Vreeg. Several prisoners were rescued from Cabbagehead’s Pits, and set free with a promise that more would be coming.
The party continued through the warrens, and finally came to Vreeg’s quarters, whereupon he attacked them…

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The King's Killer Found!
Session 3

In Attendance:
Preacher
Rhialla
Shaggy
Voltain Ironmarked

As the Sheriff’s own people came to escort Trinia to fair trial, rather than mob justice, they told them that Kroft had mentioned more doings afoot and to report to the fort as soon as possible. Upon arriving, they found accompanying the Sheriff one Thousand Bones. The shoanti told of trouble in the street during the riots, and how his grandson had been beaten to death in a racially fuelled brawl. Beyond this, the corpse was taken from the scene of the crime and sold to a man named Rolth, a known necromancer.
The shoanti believe that if a body is not cremated whole, the body is denied an afterlife, and so this turn of events had even deeper implications. Thousand Bones believed that he would be unable to stem the tide of violence that would surely come, despite his efforts to bring peace between Korvosa and the Shoanti people. Through various means, Thousand Bones determined that the body had been taken to a place the spirits called the Dead Warrens – he expected that the party would retrieve the whole body and return it with all haste.

At this, they wasted no time in finding the entrance to the warrens, entered, and encountered several animate undead. Upon defeating them, Voltain found (quite by accident) a secret door leading into some tunnels that seemed to follow between the caverns. They entered a longer hallway lined with open jawed skulls and had scarcely entered when the skulls began spitting acid and 2 Necrophidius slithered from slots in the wall. These also were defeated, and the party decided to take a brief break.

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Monkey Business (sorry for racism).
Session 2

In Attendance:
Preacher
Rhialla
Shaggy
Urthic
Voltain Ironmarked

While enjoying the fruits of their labors at the Saloon, the party was pleasantly interrupted by a Vanara, something none of them had ever heard from before. A significant amount of “cheer” later, Shaggy and Urthic became fast friends, and took to the streets in a quest (to find Urthic’s obviously missing tail). The other deputies felt compelled to follow, likely in an attempt to prevent the two from causing or receiving significant harm or disgrace.
As they stumbled down the road, however, an Otyugh burst forth from the ground beneath one of the sewer manholes. A fierce, and rather smelly, battle took place – the deputies none the worse off.
Whispers from the populace began to make their way, that “the King’s murderer had been found.” Kroft summoned the group and asked them to find this girl, one Trinia Sabor, and to keep her safe from the mobs that were already forming – to ensure her getting a fair trial.
The party made their way across town, to the flat where she was living, and entered – finding that Trinia had already started to run.
They chased her down all across the Shingles, with the mobs calling out from below for her to hang for her crimes, but in the end they caught her and safely brought her to the cellar of the Saloon (the pre-arranged place with Kroft).

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The Ambassador's Secret
Session 1

In Attendance:
Kieyanna
Preacher
Rhialla
Urthic
Voltain Ironmarked

The deputies were tasked by Kroft to head over to The Spider’s Den to visit none other than The Spider himself. Apparently one of the nobles from the old world, Ambassador Amprei, was causing trouble – trying to recommend sanctions, embargoes, even push to war with Cheliax.. Obviously, this isn’t in the peoples’ best interest, and the Sheriff wanted some dirt. He can’t be killed, or he’d die a martyr, but word around town had it that he frequented the Spider’s Den pretty often, quick to enjoy the fruits of Korvosa.
Carlo, one of the Sheriff’s friends, agreed to walk the group on down to the Den, and was pretty chatty most of the way – seems a real friendly sort of fellow.
Well, after some terse negotiations, and a few games of Knivesies, Devargo agreed to hand over some salacious letters implicating the Ambassador – that ought to keep him off the back of the town for quite some time…

In the end, the party managed to hold back half of the money given to them to bribe the Spider, and got an additional $500 just for keeping their tempers held.

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Background/Catching up the Story
Session 0

Reserved for filling in what has come before..
Gaedrin Lamm
Zellara
Ileosa
Grau
Kroft

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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