Curse of the Crimson Throne

Hospice of the Blessed Maiden
Seven Days to the Grave

Our Heroes move in to investigate the hospice, and are met with immediate resistance by Grey Maidens and Plague Doctors. When all resistance on the main floor is neutralized, Ali is curious of these mysterious masked warriors and takes off a helm…then another….and another. Each of these once beautiful women is physically scarred or disfigured in some way, but otherwise whole. More interesting is that when Gidion detected evil on them during the fight, they indeed were so.

The heroes made their way upstairs in the warehouse, where they find many varisians strapped to beds being experimented on. They are not showing signs of blood veil, and the heroes heal and release them. Then they find Dr. Davaulus’ office and sift through there looking for information regarding his operation here. There’s no sign of Davaulus himself.

They make their way to the elevator, and are fortunate to discover a missing button they believe will lead them to a different level. Ivan rigs the button and the heroes make their way below the warehouse turned hospice, not knowing what to expect….

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Bottom of the Jeggare
Seven Days to the Grave

Ali is sick with worry for her brother, but the group is unsure where to look for Rolth. They decide to search the wreckage of the supposed plague ship the wererats told them about.

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.

The PCs enter the ship and encounter a sea hag and her animal companion, a shark, who had taken up residence in the ship. They battle, and the party prevents the sea hag from being able to escape, and kill her. 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.

In addition, and to be thorough, the party recovers the body of the drowned man and uses Speak with Dead to question the priest of Urgathoa. He confirms that they were carrying one part of the plague to Korvosa, and that Dr. Davaulus was indeed directly involved. The priest was made a patsy and left to die on the plague ship, and therefore volunteers the information that the temple of Urgathoa as well as the Red Mantis were involved in this plot to infect the city. He does not know who is responsible for their involvement, however.

With this disturbing information, the heroes consult with Cressidia, who recommends that it is best they investigate the hospice that is the center of Dr. Davaulus’ operation to garner more evidence of their corruption and to ensure the Korvosan Guard will not feel repercussions from the Queen for acting against her Grey Maidens.

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Vanishing Virtuosos
Seven Days to the Grave

The next morning as the PCs are gearing to explore the derelict ship, they run into their friend Deyanira Mirukova. She is frantic with worry about her brother Ruan. He had left the day before yesterday for a gig in Southshore for some nobles who decided to throw a party during a plague. Crazy, sure, but nobles were always a little off. Ali realizes her brother Andi also went with Ruan for the same gig. Deyanira says that Ruan hadn’t returned home, 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. Ali, also fearful for Andi, rushes off to Southshore to see what is going on.

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. Ali frantically searches each room, with no sign of Ruan or her brother. On the top floor, the PCs are attacked by an elf dressed as a Harlequin. She is captured and is obviously bat-shit crazy. They are able to get enough information out of her to know that she came here under the instruction of her boyfriend Rolth, who came maybe yesterday with some women in grey armor with red plumes, and took alive and well Ruan and Andi with him.

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Plague Rats
Seven Days to the Grave

With no direction from Ishani or Cressidia today, the PCs wander about doing what they can for the general populace. 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.

The PCs go into the sewers underneath the city and try to infiltrate the wererat den. Gidion challenges Girrigz to a duel. Girrigz loses and tries to get the other rats to attack, but they have seen how weak he is, as well as were swayed by Gidion’s orations, and switch sides. Girrigz dies and the others are spared as planned.

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 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 waited until dark, and when the carters showed up, they were unexpectedly attacked by vampire spawn! The PCs killed the vamps, saved one carter, and then investigated the vampire den. It appeared the vampires were of Ustalavian origin, but why here or now wasn’t clear.

Returning to the Grey District to report on the plague carters, the PCs were just in time to help quell an attack of ghouls and ghasts whose nest was disturbed by all the digging and new bodies.

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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 day, purchase one of her ‘cures’ and administers it to a sick person in the presence of Ishani and a guardsman. The cure doesn’t work and the guards raid Vendra’s perfume shop. In an abandoned tenement adjacent to her apartment, they find the ingredients to her ‘cure’ (main ingredient is river water).

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Heroes of Korvosa?
Seven Days to the Grave

The following morning, the PCs check in with Cressidia and she does not have any tasks for them. They do other tasks to lift city spirits, until a note arrives for them requesting their presence as an anonymous benefactor wishes to thank the heroes for all they have done. Most finding the idea of treasure gratifying, the group heads off to the address listed. Turns out the ‘payment’ to our heroes is an ambush of undead, including a necrophidius with the badly preserved head of Gaedren Lamm. They dispatch the nasty formerly human and derro creatures, with a great puzzlement as to what the connection is to them.

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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 day 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. Gidion promises to help one person later and to meet up with them afterwards. 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 Cressidia, the PCs gain access to the talks of what is going on currently, and to discuss how to move forward with fighting the outbreak. Cressidia tells our heroes that she will let them know where she needs them to help as the need arises.

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Damsel 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.

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, 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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