Curse of the Crimson Throne

A City in Turmoil
Session Four

Upon leaving Citadel Volshyenek the adventurers return to a tavern to question the current happenings. Once there, Ah Hai, the fighter as well as, Drab, the bard begin seeing what the tavern owner knows. He quickly tells them that the city seems to be experiencing riots and chaos on a level never before seen. He tells them that it all is due to the king dying and the “queen” taking the throne. “She’s never liked us Korvosans and we’ve never liked her” he says dispiritedly. When asked what she’s done wrong the owner of the bar quickly whispers “nothing….. she’s just not one of us nor does she try to be.”

The door to the bar is suddenly kicked in heavily while Biggs, the ranger, appears haphazardly. Biggs quickly explains that a large tentacled creature appeared before him breaking out of the sewer while he was walking down the street. It started following once it saw him trying to flee, to Bigg’s knowledge it is still following him by scent and could be here any minute. He quickly tries to pursuade Ah Hai and Drab to leave with him but they choose to hole up inside the tavern with the other adventurers. Once they’ve decided Biggs runs out running away from the scene hastily.

Upon following the scent of Biggs, the Otyugh quickly reaches the tavern and smells his scent everywhere. While trying to find a trail it hears commotion coming from the bar and quickly starts breaking its way in to find its target. A swift battle breaks out with two adventurers being slain by the Otyugh. After Biggs returns to shoot at the creature the bar keep finally has enough of the creatures destruction and stabs his sword through the back of the creature’s throat, killing it. The party iwas delighted at the bar keeps help after he laughed at them trying to fight it for a good minute or two.

With the creatures death they find out it is worth a prize for turning in one dead. Upon receiving the prize they sell their gear and find out that the brooch they have is of the royal family’s crest. The party keeps the brooch safe while they proceed towards the thieve’s guild to see what is to be gained there.

A City Gone Mad
Session Three

Still in shock over the rotting head of the woman that sent them to Gaedren’s lair, the pc’s find a good haul in treasure from the evil do-er. After splitting the newfound riches and appraising specific items they find a brooch with the emblem of the city of Korvosa itself imprinted on it. The brooch is broken which the adventurer Seth fixes with a spell of his. The brooch seems vauable and the pc’s decide to see what it is worth once they arrive back in town.

Upon leaving the foul lair of Gaedren Lamm the pc’s find the city of Korvosa in smoke with fire, chaos and theft happening everywhere. Seth runs into a young man from an aristocratic family surrounded by city farmers gone thug. After a diplomacy check they decide to not skin the young man alive. Deeply indebted the young man gives Seth 5 pp as compensation.

Ah Hai, the fighter of the group gets a vicious disease from a rioting peasant who begins grappling Ah Hai for no reason. Once the man grabbed him Ah Hai reacted pushing him off with disgust in his eyes. With regret in his eyes Ah Hai wished he was a little more perceptive of his surroundings in the chaos that is ensuing. 

Amid the chaos, the citizens of Korvosa begin to run and hide once they hear the flapping of wings. Although the pc’s notice it they don’t run and become entangled in a fight with a band of imps. The imps can sense the gold on the pc’s and plan to take it fast before leaving. Much to their surprise after swiftly routing the pc’s formation a group of pseudodragons swoop in to cleanse their territory of the imps that infect it. A fierce battle breaks out with the imps dying after a ferocious death throe. As the pseudodragons begin to leave Seth quickly says he would like to be accompanied by them. The leader of the group snorts and tells the puny human he is not worthy. After which Seth quickly praises the tiny dragon as a mighty and valiant warrior that Seth has never seen the likes of before. The dragon eventually sees some use in Seth’s tongue and decides to tell Seth that he will accompany them every now and then depending on his whim. In return though the pc’s as a whole will owe him a favor. The dragon swiftly flies away and leaves the pc’s in confusion not understanding what happened between Seth and the dragon. Seth quickly agreed before the dragon was out of ear shot and the deal was made.

Shortly after becoming infected Ah Hai gets mistaken by Grau the Watch Sergeant of Korvosa as a long forgotten friend. The adventurers quickly realize that Grau is drunk and seems to not have showered for weeks. How long has the well liked Watch Sergeant been living as a good-for-nothing for? The pc’s use a wand of cure light wounds charge on Grau to get him back into a clear mind after which they bring him to Citadel Volshyenek. The guards are grateful and send the pc’s away with happy hailings. 

The Old Fishery
Session Two

After miraculously making it through the fishery after the fighting broke out the adventurers find themselves facing an ancient barge. After quickly contemplating they charge aboard only to find themselves falling into the belly of the ship. The thought of treasure was quickly replaced by the realization of poison. The ship was the den of a group of spiders that plagued Korvosa. The group of men realizing they were drain spiders could on fight to fend them off while trying to push through. With no way out and whilst surrounded the group defeated the arachnids in a brazen fashion.

Luckily finding a secret door out of the ship the group found a walkway that lead to a hidden base under the old fishery. While rushing forward the sharks surrounding the dock were distracted by the chum the group had chummed the waters with. Once inside the little hideout they instantly saw the villain they had come for…. Gaedren Lamm. Once fighting broke out the old criminal couldn’t keep up in his old age. Even with the help of his pet alligator Gaedren Lamm passed on never to breath again.

Upon recovering from the alligator bites all four of the party looted the treasures to find many beautiful and wonderful treasures. The most valuable being a bejeweled brooch with a broken clasp bearing an insignia of an imp and a pseudodragon coiled around each other. The strangest treasures being a harrow deck that looked exactly like the one they had received their notes on. Even stranger was a woman’s head that looked like Zellara sitting atop the cards. Upon closer inspection they realized it was Zellara’s head and it had been dismembered for at least three weeks. How is that possible?!!?!

Haunted Fortunes
Session One

The Written Letters

The year is 4708 AR (Absalom Reckoning) on the first day of Abadius (January) bringing in the new year. The location is the thriving metropolis of Korvosa located on the coast of Varisia. Four adventurers on this beautiful day found a harrow card with a written letter on the back of it. It reads
“I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done”

Quickly the adventurers arrive at the home the letter described. Seated inside is a half-orc bard named Drab. He quickly explains that he was harvesting potatoes when suddenly there was a card sprouting out of one of them. To find out why his dearest potato was treated in such a way he quickly arrived and met the other three adventurers as they entered.

As the adventurers are wondering who wrote the letter the door opens to reveal a beautiful woman. After entering the woman introduces herself as Zellara the fortune teller. She proceeds to tell the four men that they are not the only ones to have been wrong by Gaedren Lamm. Instead she herself was stolen from and even her own son’s life was taken by this villain. Zellara seeks justice and asks the adventurers for help since they share a common goal.

After agreeing and finding the enemy hideout the adventurers awaken a guard dog which raises the alarm. After luckily escaping under the cover of night the old fishery (enemy base) settles back down and night returns to Korvosa.

Abadius 2:
After a night of rest the adventurers decide to storm the fishery and kill the evil perpetrator. The ranger of the group spent the night awake watching enemy movements and quickly fills in the other adventurers as they arrive. Once the group entered the building instantly the sound of battle awoke. It spread throughout the building with the fierce sound of metal clanging and voices shouting. After both headmasters fell the enslaved children also known as the “Little Lamms” fled the scene to escape into the city. After clearing out the old fishery one question kept them anxious…… “Where was Gaedren Lamm?”


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