Curse of the Crimson Throne

Vanishing Virtuosos
Seven Days to the Grave

Deyanira Mirukova comes to the champions of Korvosa in search of help to find her missing brother, Ruan Mirukova. He went missing a few days ago when he was invited to play at a party in South Shore and he never came back. And when she went to Carowyn manor to investigate, all the curtains were drawn, and a strange smell was emanating from the front door. No one answered her hails, and she was just on her way to the Citadel to ask for help.

The PCs enter the house and find a massacre has taken place. All the partygoers are dead and were then reanimated and posed to continue partying as undead. A Harlequin was the one behind the massacre and Ruan can not be found in the house. After much time passes because they were playing a game of cat and mouse the party slays her in a quick fashion.

But they did find a man called Ausio Carowyn and he was able to tell the party all that he saw. Which entailed Jolistina killing everyone with blood veil arrows and turned them into zombies instantly. But last he saw of Ruan he was in the gallery when she attacked.

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Bottom of the Jeggare
Seven Days to the Grave

With the info that yelloweyes gave the party they decided it was about time they investigated the damn sunken ship.

The ship lies beneath nearly 80 feet of water, its masts shattered and hull split in two. The front portion of the ship broke away and landed awkwardly here, revealing two splintered decks inside. Its bowsprit shattered and decks filled with debris, the vessel bears an ominous moniker along its fire-scarred hull: Direption.

They encountered a shark in the ship and then moments later they met its master, Yvicca. After a long and almost deadly underwater battle Yvicca gets away from the group and now she is at large.

They search the cabins, and find one drowned man in long black robes, wearing a plague doctor’s mask and an unholy symbol of Urgathoa. They also find a small coffer as well as a small darkwood box. Opening the darkwood box on shore, it contains documents pertaining to the sale of the ship Direption to one R. Davaulus, and a list of cargo as ‘specimens’. The other coffer is a magical box known as a Death’s Head Coffer, which was found to contain several coins infected with blood veil.

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Plague Rats
Seven Days to the Grave

They are approached by an aged woman with yellow eyes who introduces herself as Eries. She tells you she is friends with the local wererat population, but that a particular wererat is using the plague as an excuse to wage war on Korvosa. The wererat, Girrigz, is inciting younger wererats to his cause, and she fears they will incite grave repercussions on their population. She asks the PCs to confront Girrigz, talk him down if possible, but if he fights them, to try to spare the other rats.

They walk into the sewer and make their way down a tunnel only to be ambushed by a goblin warband. Once they get rid of them Euros start to experiment on them and some help him out wasting a lot of time. And then so gang make a trip to the sewers tries to mug them but fail. Once the reach the Wererat den the promptly beat the wererats with some easy. However Girrigz Ripperclaws seem to give our players a run for their money.

Eries thanks the PCs and offers information she thinks may help in solving the mystery of the plague. She leads them to the riverfront where she says her rats saw a ship being sunk the other night. After it sank, many small boxes floated to the surface. They opened one and it contained a few coins and a dead rat. The coins smelled wrong so they closed the box and abandoned it, but she can help pinpoint the location of the derelict ship and get access to some potions of water breathing.

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The Color of Death
Seven Days to the Grave

Ishani asks the PCs to investigate the claims of a woman named Vendra who is selling a supposed ‘cure’ for blood veil. The PCs go to her shop during the night,and processed to break in and find anything they can that deals with the “cure”. However, they made to much noise and the two Lavender Thugs tried to stop them, but the party processed to beat them. Also moments before Reaper was stalking a guard and that lead him to a river where the guard was getting water. Saint End found Vendra’s room and then her secret lab and she was promptly arrested. As she was brought back it was all reviled to be faked river water and a few mixed perfumes.

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The Hungry Dead
Seven Days to the Grave

Cressidia hears a disturbing rumor that some of the plague carters are not carting their dead to the Grey District, instead dumping their bodies somewhere in Old Korvosa. She asks the PCs to investigate the rumor, and correct the issue. Turned out they were dumping bodies in a place called Racker’s Alley. The PCs decided to wait to catch the carters red handed. They arrived at dark, and when the carters showed up, they were unexpectedly attacked by vampire spawn! Almost defeated the party was able to stave off the four vampires but Euros was under their command and needed to be tied down. When they returned they had wooden stakes at the ready. And they in unison stabbed three out of four of the vampire spawns. And they fought the last one off and killed them all.

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Outbreak
Seven Days to the Grave

As the PCs move through North Point escorting Trinia, an aggressive beggar stumbles up to them, hacking and wheezing, a splotchy red rash and blisters the size of ripe grapes covering his face and arms as he pleads for coins to buy food and medicine. PCs who keep alert for other signs of the disease as they travel through Korvosa can make DC 15 Spot checks to notice at least five other individuals—beggars, common folk, and even a merchant—who display familiar fiery rashes.

The a few days after escorting Trinia out of the city, an acolyte from the Grand Vault approaches the PCs telling them that Vaultkeeper Dhatri requests an audience with them at the temple. When they arrive, there is a throng of dozens of people, many of whom show the familiar fiery rashes of this new sickness. The party shoves their way through. When the party meets with Ishani, he tells them that since the day they saw Brienna, people have been showing up sick, even some of the Bankers who have no dealings with the sick. He believes this is the beginning of a bigger problem, and asks for an introduction to the Korvosan Guard (as well as safe escort) so he may begin pooling divine resources to battle this disease.

The PCs agree and make their way to Citadel Volshyenek, only to find that the Guard is already in motion. In addition to the Guard is the presence of a new military group, backed by the Queen herself, called the Grey Maidens. These women in full plate with blank face masks are being tasked with coordinating the Guardsmen as well as a contingent of eerily dressed Plague Doctors, hastily brought in from Cheliax and other areas. Following a speech from Cressida, the PCs gain access to the talks of what is going on currently, and to discuss how to move forward with fighting the outbreak. Cressida tells our heroes that she will let them know where she needs them to help as the need arises.

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Damsels in Distress
Seven Days to the Grave

The next morning at Bard’s End, they find they have a cryptic note left for them from Vencarlo Orsini, asking them to come visit him at his academy. They go to Old Korvosa and are ushered inside the Academy by a serious looking Vencarlo, who reveals he has an important yet secretive task for the PCs. It becomes obvious what the nature of the task is as he reveals the presence of the fugitive Trinia Sabor and her look alike.

Vencarlo explains that the night of the excitement, he had just arrived home when the scoundrel Blackjack and a startled Miss Sabor arrived on his doorstep. He admits he has aided Blackjack in the past, and hadn’t seen the rogue in years, but agreed to hide Trinia all the same. She’s been hidden out in his academy ever since, but the time has come to smuggle her out of the city. Vencarlo fears he is being watched for his public admonishments of the monarchy, and asks the PCs to get the disguised woman to the edge of town. The PCs have no trouble getting her out of the city, where she has directions to a safe location in another town thanks to Vencarlo. The fencing master has opted to go to ground, hinting of another matter he must attend to. He says not to try to find him, but that he will contact them when the time is right.

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Second Harrowing
Seven Days to the Grave

It isn’t long before the group is contacted via Zellara for another Harrowing. This Harrowing is rife with warnings of disease and death, and the aid of the heroes being the key to the city’s salvation. It also has flashes of women with ashen skin and blank faces and birds feasting on the rot and decay, though what this represents is lost to the heroes at this time.

Harrow Point Uses
In “Seven Days to the Grave,” the PCs are faced with numerous situations where health and resolve win the day, be this avoiding the contagion that plagues the city, resisting the toxins and poisons possessed by many of the people in the adventure, or enduring the implied race against the clock to find a cure for blood veil before it kills thousands. During this adventure, a character can spend his Harrow Points in the following ways.
Constitution Rerolls: Spend a Harrow Point to reroll any one Fortitude saving throw, Concentration check, or other Constitution-based d20 roll. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).
Fast Hit Point Recovery: Spend a Harrow Point after resting for a minute to catch your breath and recover from your recent ordeals—you heal a number of hit points equal to your class level and 1 point of ability damage (but not ability drain) each time you do so. You may spend a Harrow Point in this manner once after each encounter.
Damage Reduction: Spend a Harrow Point to gain damage reduction 3/—. This damage reduction persists for the duration of the encounter in which you spent the Harrow Point.

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Infection
Seven Days to the Grave

With the rioting settled and talks of the botched execution of Trinia Sabor, life in Korvosa seems to be going back to its old routine. Our heroes are relaxing in Bard’s End Inn when their newly sober acquaintance, Grau Soldado appears.

Grau’s request is simple and straightforward. His niece Brienna is sick and no one knows what ails her. He figures your group will know the right people or be able to heal her yourself, without paying the exorbitant prices the Bank of Abadar would require. You accompany Grau to the Soldado residence in Trail’s End, where you run into a Banker by the name of Ishani. Ishani has done all he can with herbs but cannot arrange for a remove disease without asking payment per the laws of his church. The PCs pay for a remove disease, and after healing Brienna become heroes to her grateful mother.

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Return of a Hero

The PCs attend the debacle that is to be Trinia’s execution. At her execution, however, the legendary Korvosan ‘hero’ Blackjack shows himself for the first time in several years, freeing young Trinia and calling the Queen rude names. A riot ensues and the PCs help both Trinia and Blackjack escape unharmed.

End of Chapter 1

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