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Malvoisin's Curse of the Crimson Throne (RG)


First Post

Cast of Characters

Gadeann Fayne (Rhun) - Poleaxe-wielding Shoanti Duskblade, exiled Sklar-Quah storyteller
Lucky Edlin (Legildur) - Korvosan Diviner, Acadamae reject, gambling addict
Coldan Ciandra (stonegod) - Disgraced Knight of Korvosa, former Order of the Nail Hellknight
Girri (Canadienne Bacon) - Varisian Cleric of Pharasma, fortune teller and vagabond
Karastro Quintel (EvolutionKB) - Lawful Chelaxian Warlock of the Bank of Abadar
Orman Vellatriu du Stahl (Voadam) - Chelaxian Swashbuckler, Duelist of the declining noble house Stahl

[sblock=Maps]Map of Varisia

Map of Korvosa[/sblock]

[sblock=Dramatis Personae]

Gaedren Lamm
Thief. Drug pusher. Kidnapper of children. Murderer. This aging, small-time criminal is all these things and more, yet somehow has managed to remain beyond the reach of the Korvosan Guard for decades. But now, a group of individuals wronged by Lamm has been organized by a mysterious Varisian fortune teller. Could it be that the slippery criminal will face justice at last?

A Varisian fortune teller who has gathered the PCs to her home at 3 Lancet Street, through the mysterious use of Harrow cards. There, she reveals that she too seeks vengeance upon Gaedren Lamm, as he is responsible for the death of her son. What's more, she has discovered Lamm's hideout and sends the PCs to the old fishery at Westpier 17 on a mission of justice...or revenge.

[sblock=House Rules]
[sblock=Death and Dying]1) At 0 hp or less, you fall unconscious and are dying.
Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).

2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value.
This is less than a 4th Edition character would have, but each monster attack is dealing a smaller fraction of the character’s total hit points, so it should be reasonable. If it feels too small, increase it to one-third full normal hit points and try again.

3) If you’re dying at the end of your turn, roll 1d20.
Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.

4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.
In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.)

5) A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.[/sblock]

[sblock=Handouts & Role-Playing Aids]
[sblock=Korvosan Slang]Speaking Korvosan

The people of Korvosa universally speak Chelaxian but have, over time, created their own slang and terminology unique to the city. These are some of the terms one might hear while passing through the city.

Arbiter: Korvosan judge. Arbiters wield a great deal of judicial power in the city.

Chel: While in most of the world this word is considered a mildly inappropriate term for someone of Chelish descent, in Korvosa it has evolved into a vicious ethnic slur.

Copper Pinch: Korvosan copper piece. Usually referred to simply as a “pinch” (plural and singular). Among children, calling multiple copper coins “pinches” often elicits playful tweaks on the arm or backside.

Gater: Someone who lives in Northgate.

Gold Sail: Korvosan gold piece. Always called by its full name to differentiate it from the similar term “sail” (see below).

Moth: A full-blooded Varisian.

Pincher: A very poor person who scrapes by on only a few copper pieces a month.

Platinum Crown: Korvosan platinum piece. Often referred to as simply a “crown.”

Sail: A ship.

Shingles: The rooftop highways and temporary residences above the city.

Silver Shield: Korvosan silver piece. Frequently called by its full name to differentiate it from the shields used for protection.

Vaults: Any underground opening beneath Korvosa.[/sblock]

Curse of the Crimson Throne IC OOC RG
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First Post
PC Cheat Sheets for DM Reference

Gadeann Fayne, NG Human Duskblade 1
STR 16, DEX 14, CON 14, INT 14, WIS 8, CHA 8
INIT +2; Listen -1, Spot -1; Spd 30'
HP 10; AC 16, touch 12, flat-footed 14
FORT +4, REF +3, WILL +1
Base Atk +1, Grp +4
Melee: Heavy Poleaxe +5 (2d6+4/x3; 10' reach) or Dogslicer +4 (1d6+3/19-20) or
Spiked Gauntlet +4 (1d4+3/x2)

Lucky Edlin, NG Human Diviner 1 (Domain Wizard)
STR 10, DEX 12, CON 14, INT 16, WIS 12, CHA 10
INIT +5; Listen +1, Spot +3; Spd 30'
HP 6; AC 11, touch 11, flat-footed 10
FORT +3, REF +1, WILL +3
Base Atk +0, Grp +0
Melee: Dagger +0 (1d4/19-20)

Coldan Ciandra, LG Human Knight 1
STR 15, DEX 10, CON 14, INT 10, WIS 8, CHA 16
INIT +0; Listen -1, Spot -1; Spd 20'
HP 14; AC 17, touch 13, flat-footed 17
FORT +2, REF +0, WILL +1
Base Atk +1, Grp +3
Melee: Longsword +3 (1d8+2/19-20) or Morningstar +3 (1d8+2/x2) or
Spiked Heavy Steel Shield +3 (1d6+2/x2) or Spiked Gauntlet +3 (1d4+2/x2) or
Dagger +3 (1d4+2/19-20)
Ranged: Javelin +1 (1d6+2/x3)

Girri, N Human Cleric 1
STR 10, DEX 14, CON 10, INT 14, WIS 14, CHA 14
INIT +2; Listen +2, Spot +2; Spd 30'
HP 8; AC 15, touch 12, flat-footed 13
FORT +2, REF +2, WILL +4
Base Atk +0, Grp +0
Melee: Bladed Scarf +0 (1d6/19-20; 10 ft reach) or Dagger +0 (1d4/19-20)
Ranged: Dagger +2 (1d4/19-20)

Karastro Quintel, LN Human Warlock 1
STR 8, DEX 14, CON 10, INT 12, WIS 14, CHA 16
INIT +2; Listen +2, Spot +2; Spd 20'
HP 6; AC 15, touch 12, flat-footed 13
FORT +0, REF +2, WILL +4
Base Atk +0, Grp +0
Melee: Dagger -1 (1d4-1/19-20)
Ranged: Dagger +2 (1d4-1/19-20) or Eldritch Blast +2 (ranged touch) (1d6/x2) or Light Crossbow +2 (1d8/19-20)

Orman Vellatriu du Stahl, CG Human Swashbuckler 1
STR 14, DEX 16, CON 14, INT 12, WIS 8, CHA 10
INIT +3; Listen -1, Spot -1; Spd 30'
HP 12; AC 16, touch 13, flat-footed 13
FORT +4, REF +3, WILL +2
Base Atk +1, Grp +3
Melee: Rapier +3 (1d6+3/18-20) (1-point Power Attack included)
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First Post
Loot recovered at the fishery

Studded Leather Armor
Light Shield
Studded Leather Armor (small)
Kukri (small)
Disguise Kit
Unknown Wand
Acid Vial x3
Tanglefoot Bag x2
Leather Armor
Light Crossbow
Crossbow Bolts x20
Garnet gem (Value??)
300 cp
150 sp
Masterwork Dagger
Masterwork Hand Crossbow
Lamm's Ring of Keys
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First Post
Gadeann Fayne

Gadeann Fayne
Neutral Good Human Male Duskblade 1
XPs: 0

[sblock=Experience History]
Starting XPs: 0

Age: 20
Gender: Male
Height: 6' 4"
Weight: 195lb
Eyes: 1 green, 1 grey
Hair: Copper
Skin: Ruddy

STR: 16 [+3] (10 points)
DEX: 14 [+2] (6 points)
CON: 14 [+2] (6 points)
INT: 14 [+2] (6 points)
WIS: 08 [-1] (0 points)
CHA: 08 [-1] (0 points)
28 point buy

HP: 10
Armor Class: 16 (10 base + 4 armor + 2 dex)
- Flat-footed AC: 14
- Touch AC: 12

Initiative: +2
BAB: +1
- Heavy Poleaxe +5 (2d6+4/x3; 10' reach)
- Dogslicer +4 (1d6+3/19-20)
- Spiked Gauntlet +4 (1d4+3,x2)

Speed: 30’

FORT: +4 (2 base + 2 con)
REFL: +3 (0 base + 2 dex + 1 trait)
WILL: +1 (2 base - 1 wis)

- Human Bonus Feat
- Human Bonus Skill Points
- Bonus Feats
- Arcane Attunement: 5/day (dancing lights, detect magic, flare, ghost sound, read magic)
- Armored Mage: Light

1st Level
- Exotic Weapon Proficiency: Heavy Poleaxe
- Weapon Focus: Heavy Poleaxe

- Climb +2 (1 rank, +3 str, -2 ACP)
- Concentration +6 (4 ranks, +2 str)
- Decipher Script +3 (1 rank, +2 int)
- Jump +2 (1 rank, +3 str, -2 ACP)
- Knowledge: Arcana +4 (2 ranks, +2 int)
- Perform: Oratory, storytelling +3 (4 ranks, -1 cha)
- Ride +4 (2 ranks, +2 dex)
- Sense Motive +3 (4 ranks, -1 wis)
- Spellcraft +5 (3 ranks, +2 int)
- Swim +3 (2 ranks, +3 str, -2 ACP)

- Common
- Shoanti
- Elven
- Goblin

Spells Known
- Level 0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
- Level 1: Shocking Grasp, Color Spray

Spells Per Day
- Level 0: 3
- Level 1: 3

Armor & Shield
- Chain Shirt (100gp, 10lb)

Melee weapons
- Heavy Poleaxe (20gp, 15lb)
- Dogslicer (8gp, 1lb)
- Spiked Gauntlet (5gp, 1lb)

Ranged weapons

- Backpack (2gp, 2lb)
----- Bedroll (1sp, 5lb)
----- Trail rations, 5 days (25sp, 5lb)
----- 2 sacks (2cp, 1lb)
----- Whetstone (2cp, 1lb)
- Beltpouch (1gp, 0.5lb)
----- Flint & steel (1gp, -)
----- Flask, whiskey (3cp, 1.5lb)
- Spell Component Pouch (5gp, 2lb)
- Waterskin (1gp, 4lb)
- Traveler's outfit (1gp, worn)

Other Goods & Gear

Weight Carried:
Remaining money:

Gadeann is not an attractive man by any means. He is tall and lanky, and though strong of arm he is not nearly so broad as most those of Shoanti blood. Unlike most of his kin, he wears his stringy, greasy copper-colored hair long, further alienating himself from those of his tribe; it is no wonder then that the man is an outcast. His face is unattractive, and he had two mismatched eyes: one green, and one grey. The man bears several scars, and refuses to talk about their origins. Gadeann doesn't dress well, either: generally his garb consists of roughspun wools, leather, and bits and pieces of armor for protection.

Gadeann is stern, hard, and aloof. He is not a social person, being quiet and withdrawn. When he does feel the need to speak, he is succinct and direct. (In Progress)

Background - In Progress
Gadeann (Guh - dee - ann) was raised to be a part of the reclusive Sklar-Quah tribe of the Shoanti; at a young age he was taken away from his family and apprenticed to the tribe historians. Of course, the Shoanti don't rely on books and written lore for their histories, but upon the words and storytelling of their learned elders.

Gadean was a bright and talented pupil, and quickly took to learning his tribe's history. His talent for storytelling was quite exceptional as well, and he made excellent progress under the tutelage of his elders. Although most of the learned elders of the tribe had lived more than fifty winters, it was whispered that Gadeann would take his place among their ranks at half that age.

At the tender young age of eleven or twelve, something happened to Gadeann that would change his life. On a dare from some of the local boys, Gadeann vowed to stay the night in the haunted woods near the village. After several hours wandering about through the tall firs and pines, and sudden storm forced the young lad to seek shelter within a ill-repaired hovel he found in a clearing in the dark forest. Shortly thereafter, Gadeann encountered the occupant of said hovel: the Witch of the Woods.

Although initially quite frightened, Gadeann soon found that the woman was no one to be feared. Indeed, it seemed to him that she was quite nice, and quite lonely living alone as she did. He vowed to sneak away from his duties as often as he could to spend time with the woman. After a few weeks he learned that the woman had been exiled from the tribe for studying dark magics that the elders did not approve of.

As time passed, Gadeann began to learn some of the woman's arts for himself. It wasn't long, though, before the tribal elders began to suspect that he was dabbling in forbidden arts, and eventually he was found out. The tribe reacted harshly, burning out the Witch of the Woods, and exiling and chasing Gadeann out of the region.

Exiled, Gadeann wandered aimlessly, evenutally making his way to Koravar. With no direction, no goals, and no real plan for the rest of his life, he soon got himself into trouble...lured by the vile Lamm with promises of meals and coin, the lad found himself enslaved. Over the course of the two years of his servitude, Gadeann was tortured by Lamm, and eventually left for dead. Gadeann survived, and has vowed to take his revenge upon the man who had enslaved him...


Gadeann prefers to use his poleaxe, striking from outside of his opponent's effective range. He bears a spiked gauntlet for when they come near, and has some offensive magics that are useful in combat as well. Finally, he bears a dogslicer, claimed as a prize from a goblin he once cut down.
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First Post
Lucky Edlin
"Apparently the title is meant to be some kind of joke," says the lean young man standing before you. "I don't see the funny side of it. I never seen any good luck that didn't come with some bad."
[B]Name:[/B] Lucky Edlin
[B]Class:[/B] Wizard (Divination domain)
[B]Race:[/B] human
[B]Size:[/B] medium
[B]Gender:[/B] male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] XXXX

[B]Str:[/B] 10 +0 (2p.)      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 12 +1 (4p.)      [B]BAB:[/B] +0         [B]HP:[/B] 6 (1d4+2)
[B]Con:[/B] 14 +2 (6p.)      [B]Grapple:[/B] +0     [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 30ft     [B]Spell Res:[/B] 
[B]Wis:[/B] 12 +1 (4p.)      [B]Init:[/B] +5        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10 +0 (2p.)      [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +1    +0    +0    +0    11
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +2    +1    +3
[B]Ref:[/B]                       0    +1          +1
[B]Will:[/B]                      2    +1          +3

[B]Weapon                  Attack   Damage     Critical[/B]
Dagger                      +0     1d4+0     19-20/x2

[B]Languages:[/B] Common, Chelaxian, Thassilonian, Draconic, Elven.

[B]Abilities:[/B] Arcane spells, Domain Wizard (Divination), Glimpse Peril 3/day, Personal Addiction trait.

[B]Feats:[/B] Improved Initiative, [S]Eschew Materials[/S]?, Scribe Scroll.

[B]Skill Points:[/B] 28       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Profession (gambler)       4    +1          +5
Concentration              4    +2          +6
Spellcraft                 4    +3          +7
Knowledge (arcana)         4    +3          +7
Decipher Script            4    +3          +7
Knowledge (the planes)     4    +3          +7
Spot                       2    +1          +3

[B]Equipment:               Cost  Weight[/B]
General adventuring gear
XXXX                     XXcp   XXlb
XXXX                     XXsp   XXlb
XXXX                     XXgp   XXlb
XXXX                     XXgp   XXlb

[B]Total Weight:[/B]XXlb      [B]Money:[/B] 75gp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

[b]Wizard Spells Per Day:[/b] 3+1/2+1
[b]Wizard Spell DC:[/b] 13 + Spell Level
[b]Wizard Spells Known:[/b] asterisked spells are Divination Domain spells and cast at +1 caster level
[i]0-lvl:[/i] Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic*, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.
[i]1-lvl:[/i] Color Spray, Detect Secret Doors*, Grease, Identify, Mage Armor, Magic Missile, Shield.

[B]Age:[/B] 23
[B]Height:[/B] 5'5"
[B]Weight:[/B] 120lb
[B]Eyes:[/B] brown
[B]Hair:[/B] brown
[B]Skin:[/B] pallid

[B]Appearance:[/B] XXXX

[B]Background:[/B] "Apparently the title is meant to be some kind of joke," says the lean young man standing before you. "I don't see the funny side of it. I never seen any good luck that didn't come with some bad."

The slightly built human is of obvious Chelish ancestry. The deep sunk eyes and drawn face bely that he was raised in a moderately wealthy family in North Point. With little physical prowess, but a sharp mind, it was almost inevitable that his family would buy him a place in the Acadamae. It was here that he was first introduced to serious gambling by another young (and rich) student, and he gravitated to games of chance - most using dice. Through this vice, he began the slow descent that so often befalls young men without the discipline to know when to quit. Eventually, through desperation, it appeared that he might almost be able to influence the dice through sheer force of will. But whether this was a product of his imagination or some innate ability was difficult to discern. Regardless, his studies at the Acadamae began to focus on spells that would enable him to predict the future to a limited excent, or learn information that might aid him, and so the path of the Diviner showed its way to him.

Unfortunately, along with the risk taking behaviour came the lure of the drugs and its sorry path. Shiver eventually became the drug of choice. And it wasn't until the drug nearly cost him his place at the Acadamae did he summon enough will to fight the addiction. Even though the fight is far from over, he is now back in control enough to know what to do. Through his spells and research, he has learned that his dealer was an employee of Gaedren's, and now he seeks an opportunity to put a stop to the trade to prevent others falling into the same trap.

Edlin sees his best chance in stopping Gaedren is through helping others with the same goal with his special brand of magics in the gathering of information not available by other means.
Wizard Spells Prepared:
0-lvl: Daze, Detect Magic*, Detect Poison, Read Magic.
1-lvl: Color Spray, Detect Secret Doors*, Mage Armor.

Domain Wizards
Divination Domain
0—detect magic; 1st—detect secret doors; 2nd—see invisibility; 3rd—arcane sight; 4th—arcane eye; 5th—prying eyes; 6th—true seeing; 7th—greater arcane sight; 8th—discern location; 9th—foresight.

[sblock=Immediate Magic (PHBII p68)]Lose ability to gain a familiar and gain a spell-like ability that reflects your chosen school of magic. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1).

Glimpse Peril (divination): You get a flash of foresight into the danger lying in your future. You gain a +2 insight bonus on the next saving throw you make before your next turn.[/sblock][sblock=future spells]0th - (9) N/A
1st - Magic Missile, Mage Armor, Shield, Identify, Charm Person (replaced Sleep/Color Spray)
2nd - Glitterdust, Web, Invisibility, Scorching Ray, See Invisibility (replaced Alter Self)
3rd - Fireball, Fly, Haste, Slow (replaced Dispel Magic)
4th - Greater Invisibility, Dimension Door, Polymorph, Stoneskin
5th - Wall of Force, Hold Monster, Cloud Kill, Feeblemind (replaced Teleport)
6th - Greater Dispel Magic, True Seeing, Disintegrate
7th - Limited Wish, Greater Teleport, Spell Turning
8th - Mind Blank, Horrid Wilting, Polymorph Any Object
9th - Time Stop, Shapechange, Wish[/sblock]Trait - Drug Addict (personal addiction).
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Spawn of Khyber/LEB Judge
Coldan Ciarra, Dark Knight

Coldan Ciandra (CR 1) (0 XP)
Male human knight 1
LG Medium humanoid
Init +0; Senses Listen -1, Spot -1
Languages Common
AC 17, touch 13, flat-footed 17; +4 armor, +3 shield; Shield Specialization, Shield Ward
hp 14 (1 HD)
Fort +2, Ref +0, Will +1
Spd 20 ft. (30 ft. base)
Melee longsword +3 (1d8+2/19-20) or
Melee morningstar +3 (1d8+2) or
Melee spiked heavy steel shield +3 (1d6+2) or
Melee 2 spiked gauntlets +3 (1d4+2) or
Melee dagger +3 (1d4+2/19-20) or
Ranged 5 javelins +1 (1d6+2/x3)
Base Atk +1; Grp +3
Special Actions knight's challenge 3/d (fighting challenge +1)
Abilities Str 15, Dex 10, Con 14, Int 10, Wis 8, Cha 16
SQ knight's code
Feats Shield Specialization (heavy), Shield Ward
Trait Love Lost (Widowed)
Skills Diplomacy +4, Intimidate +9, Knowledge (nobility & royalty) +4, Perform (oratory) +7, Ride +2
Possessions longsword, morningstar, dagger, 5 javelins, and 2 spiked gauntlets; scale mail and spiked heavy steel shield; backpack, bedroll, 2 belt pouches, 100 ft. hempen rope, 2 sunrods, waterskin, whetstone; 18gp, 8sp, 9cp; 101lbs (medium load)
Knight's Challenge Coldan uses the force of his fighting spirit to manipulate foes. Even if Coldan lacks a shared language with the foe, the challenge can be issues. The following challenges can be issued:
- Fighting Challenge +1 (Ex): As a swift action, Coldan can issue this challenge against a single opponent. If the opponent has a Int of 5 or more, a language of some sort, and a CR greater than or equal to Coldan's level, he gains a +1 morale bonus on Will saves and attack and damage rolls against the target. The ability lasts 8 rounds. If applied against a non-valid target, the ability is wasted. If the opponent drops Coldan to 0 or fewer hit points, Coldan losses 2 uses of his knight's challenge. If the duration expires, Coldan can choose another target only if the first is inactive.
Shield Specialization (heavy) +1 AC with heavy shields.
Shield Ward Adds shield bonus to touch AC and bull rush defenses.
[sblock=Advancement]L1->Knight 1 HP 14 (1d12+2) SP: 12 (2x4+1x4)
Skills: Diplomacy +2cc, Intimidate +4, Knowledge (nobility & royalty) +4, Perform (oratory) +4, Ride +2
Abilities: Str 15 (8 pts), Dex 10 (2 pts), Con 14 (6 pts), Int 10 (2 pts), Wis 8 (0 pts), Cha 16 (10 pts)
Feats: Shield Specialization (heavy), Shield Ward [human bonus], ??? [campaign bonus]
Other: knights challenge (fighting challenge +1)[/sblock][sblock=Tracking]Start:
  • XP
    • None
  • Gold
    • 150gp: Start
  • Possessions longsword, morningstar, dagger, 5 javelins, and 2 spiked gauntlets; scale mail and spiked heavy steel shield; backpack, bedroll, 2 belt pouches, 100 ft. hempen rope, 2 sunrods, waterskin, whetstone; 18gp, 8sp, 9cp; 101lbs (medium load)
    • Staring Possessions:
Cheliax used to be a shining beacon of light and justice in the world. Or, that is what the people of Magnimar would tell you. Those from Korvosa, however, rapidly went with the new diabolical way of their homeland, adopting an honor of a different sort. But inspired by the lower planes or not, Korvosa had its own legions of law-bound troops, the Hellknights, bent on enforcing Chelaxian interests. That these interests usually followed those of absolute law was no matter. It was this new order of knights in which Coldan Ciandra was raised.

Coldan was very loyal to the cause of the Hellknights, but more so to the ideal of knighthood. He was valiant on the battlefield, though inexperienced, and received training that may have one day lead him to command forces of Knights. He campaigned in many skirmishes for Korvosa, earning a reputation as a strong-up and comer in the courts of that decadent city. And while he chafed under the ruthlessness of the Helknight coda, Coldan found ways to use the fear his order inspired to help the helpless. His name became one to be wary of, for it might have been destined for greatness.

But, then there was the betrayal.

Shiana was a Varsian girl Coldan has discovered during a raid on shiver dealers in Old Korvosa. Not usual Hellknight business, but Coldan has his orders. What Shiana saw in him, what drew her to taunt and tease him in that calculated way he would never know, but soon they were lovers. Something that would have been looked down on by the knights if they had known. The girl gave him hope, but then that hope was torn away. Someone betrayed him, gave her up, and she was dead. Whispers on the streets say it was some man Gaedren Lamm who perhaps saught favor from the Knights or some revenge against them or the Varsian gypsies. Whatever the reason, it was enough to put Coldon on a downward spiral until he was finally stripped of his honor and position, and forced out in disgrace.

Unwanted by the Knights, tainted by that association to others, devoid of purpose, a broken Coldan found himself wandering Korvosa desolate. Known to take up drink in his sullen moods, he wallowed in city for most of year, scraping by on what money he had hidden away during his years. A few days ago, at the bottom of the bottle, he looked at himself in the mirror and was disgusted by what he saw. He vowed then and there to find a new purpose in his life, to find *something* to fill the void in his life.

And then the King died...

Appearance and Personality
Coldan is a hale bulwark of a man in his late twenties, built like a brick-house oven. He has a haunted appearance about him, with bags under his eyes and constantly unattended hair and stubble. He bears a nasty scar from previous engagements that he refuses to talk about. But those blue-grey eyes have a fierceness of purpose about them, and when he talks, his voice is strong and tends to bring the most out of people.

Coldan is a mess of contradictions. He is a man of honor and principles have have seen those principles betrayed and honor violated. He seeks the betterment of his fellows, but has had that trust betrayed many times. His recovering additions also plague him, and the face of Varsian women recall the ghost of Shiana. He is a man that when he acts, he is decisive and bold, but getting him to act requires getting past the scabs of his defensiveness.

Thoughts on the other PCs

Coldan is a melee role, defender/aggro specifically. He's LG, but a sour form of it, and unhappy with his life. He'd take any chance to take a cause that feels right to him, just to fill that void in him. Right now, I see his as staying knight, but who knows? He has some supporting face skills as well.

Get into the front of the fight and protect the weaker party members.
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First Post

Cleric 1
Age: 26
Height: 5' 10"
Weight: 125 lbs
Eyes: Sapphire
Hair: Bittersweet Chocolate
Skin: Wind-chaffed and pale

STR: 10
DEX: 14
CON: 10
INT: 14
WIS: 14
CHA: 14

HP: 8
AC: 15 (10 base + 3 armor + 2 dex)
- Flat-footed AC: 13
- Touch AC: 12

Initiative: +2
Speed: 30
BAB: +0

- Bladed Scarf +0, 1d6, 19-20/2, 10 ft reach
- Dagger +2, 1d4, 19-20/2, thrown
- Dagger +0, 1d4, 19-20/2, melée

FORT: +2 (2 base + 0 con)
REFL: +2 (0 base + 2 dex)
WILL: +4 (2 base + 2 wis)

[sblock=More Crunch]Feats:
- Exotic Weapon Proficiency: Bladed Scarf
- Spell Focus (necromancy)
- Varisian Tattoo (necromancy)

Trait: Drug Addict, "Shiver," [CotCT PG]

- Diplomacy +6 (4 ranks + 2 Cha)
- Heal +5 (3 ranks +2 Wis)
- Knowledge (local) +6 (4 ranks + 2 Int)
- Knowledge (nob/Roy) +5 (3 ranks + 2 Int)
- Knowledge (planes) +3 (1 rank + 2 Int)
- Knowledge (religion) +3 (1 rank + 2 Int)
- Spellcraft +6 (4 ranks + 2 Int)
- Profession (fortune teller) +6 (4 ranks + 2 Wis) [DM Gift]

- Common
- Varisian
- Thassilonian
- Chelish

Spells Prepared:
- Orisons: Detect Magic, Light, Guidance
- Level 1: Doom, Sanctuary, *Cure Light Wounds

Deity: Pharasma
Domains: Knowledge and Healing
Alignment: Neutral (channels positive energy)

- Studded Leather
- Bladed Scarf
- Dagger x2
- Backpack
- Scarf, pocketed
- Harpy Musk
- Holy Symbol, wood
- Waterskin
- Entertainer's Outfit

Encumbrance: light (31 lb carried)
Money: 25 gp[/sblock]
[sblock=Combat]Girri prefers to stay in the middle of the pack. She blends in better in the middle of a crowd and isn't as open to attack from her vulnerable front and rear. Girri's low AC, her current weakness after having only recently kicked an addiction to Shiver, and also having suffered a round of Consumption this past winter would indicate that Girri is not (currently) best-suited to be a front-line fighter. Girri uses her daggers from a distance when possible, preferring to throw rather than stab. She uses her bladed scarf as a reach weapon whenever possible. Girri will heal a comrade who falls in battle, but that comrade better be a damned good friend and she may wait until it is safe for her to manuever. If need be, Girri will cast sanctuary upon herself before delving into the fray to heal a wounded or disabled friend. Once Girri has given her loyalty to a friend under no circumstance will Girri leave a comrade to die alone. She. Will. Not. Do. It. Girri may hide out of sight and wait for the enemy to leave the area before going back to fetch a dead or dying friend, but she WILL go back and retrieve said friend. Girri's loyalty may be hard-won but once given is unlikely to be retracted.[/sblock]
[sblock=Description]Girri is attractive, if somewhat hard-looking. Dark brown hair flows freely and frames strong blue eyes that are both quick and calculating--when not shrouded in a Shiver-induced fever. Girri dresses to reveal her best physical assets: a flat stomach, lean legs, and strong shoulders. Girri makes her living selling fortunes on the street to passers-by ; she knows as well as anyone that a comely lass attracts more coin than does a girl with homely wares. Better to be pretty and have gold in your pocket but suffer the winter chill than be broke. Girri dresses in layers of colorful scarves, beneath which she sports piecemeal leather armor. It was hard work stealing all that armor a piece at a time off drunk and wanton men.[/sblock]
[sblock=Personality]Girri has a quick smile and likes a joke as well as anyone but guards herself against those who try to worm their conniving way past her many outward defenses (her sense of humor and ready charm not the least of these). Despite a mirthful exterior, Girri is at heart a cynic. The world has burned her one too many times and she is slow to trust.[/sblock]
[sblock=Background]Born in the haberdasherie district of Korvosa to a Varisian mother of Riddleport descent, Girri learned the ways of the Korvosan streets at an early age; the best pick-pocketing is done in the temple district on worship-day morning, warm bread for one's belly is quicker obtained by stealing it than by kneading it oneself, men are fools for women, and trouble comes to those overly finicky about their next bed and meal. For folk who delight in ill-gotten gain, the chancery of life, and the occasional dabble in the occult, Korvosa--despite its well-earned reputation as a city of Law--is a lay-about's paradise.

Some 20 years ago--by the best estimate of Mother Crone of Bent Trace Futurities--Girri was given over to the Futurities shop by one Gadrean Lamm, who himself had stolen Girri from her indigent mother. Likely Lamm found Girri unsuitable for work as one of his Little Lamms and sought to profit from her in whatever way he could. Since being sold into slavery to the stoop-backed Mother Crone, Girri has served as shop dandy. Sweeping the floor, preparing the old Crone's gruel, polishing the seer's "reliquary" on display in the reading room, hawking for customers--such was Girri's life until last autumn. By saving the occasional tip dropped by a customer (gone unnoticed by the old lady) and honest street thieving, Girri bough her freedom from Mother Crone and, leaving the Futurities shop on Bent Trace, set off for the Korvosan docks in the middle district hoping to ply the tidbits of fate-telling she'd gleaned over the years.

Without a roof over her head, the winter got the better of Girri. When Gadrean Lamm found her one night in a dank hole-in-the-wall taproom, Girri has already fallen to Consumption. Lamm's promise that a little Shiver would warm her sounded good to Girri, so she paid with what little coin she had. True to his word, the Shiver made Girri feel warmer. The hard truth, however, was that the drug gave the girl a false sense of well-being. Cold, on the streets in the dead of winter, and down to her last coins, Girri took to overnighting in taverns near the docks. She struggled through the cold by garbing herself in flimsy silk scarves normally reserved for picking pockets and selling herself to dockworkers, sailors, portors, and taproom clientele for enough coin to buy either a warm bed or another bit of Shiver. When Lamm raised the price of dose, Girri found herself without means to maintain her addiction and so was forcibly retired from use. Weakened by sickness and haggard to the bone by the price of her "freedom," Girri has a bone to pick with Lamm that may result in the villain's head in a sewer. [/sblock]
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First Post
Karastro Quintel

Karastro Quintel
Male Human (Chelaxian) Warlock 1
LN medium humanoid
Senses: Spot +2, Listen +2
Init: +2 (+2 Dex)
Languages: Common, Elven
Exp: 0
AC: 15, touch 12, flat-footed 13; (+3 armor, +2 dex,)
Hit Points: 6
Fort +0, Ref +2, Will +4;
Speed: 20 ft. (4 squares), or 30 ft. (6 squares unencumbered) 34/80 Medium load
Melee: dagger -1 slashing/piercing (1d4-1/19-20)
Ranged: dagger +2 piercing (1d4-1/19-20x2) or Eldritch Blast +2 Ranged Touch (1d6/x2)
Space: 5 ft. Reach: 5 ft.
Base Atk: +0 Grapple: -1
Atk Options: None
Combat Feats: Point Blank Shot, Precise Shot
Eldritch Blast(Sp): This ranged touch attack can be used at will as a standard action and currently does 1d6 points of damage. It is a ray with a range of 60’ and is subject to spell resistance.



Beguiling Influence: Karastro gains a +6 bonus to Intimidate, Diplomacy, and Bluff for 24 hours.

Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 16

Feats: Point Blank Shot, Precise Shot

Trait: Abadar's Deliverer of Justice (Diplomacy and Bluff become class skills)

Skills: Bluff+13 [4 ranks +3 Chr +6 Beguiling Influence], Diplomacy+11 [2 rank +3 Chr +6 Beguiling influence], Intimidate+13 [4 ranks +3 Chr +6 Beguiling Influence], Knowledge(nobility/royalty)+2 [1 rank +1 Int] Knowledge(local, Korvosa)+2 [1 rank +1 Int], Knowledge(planes)+2 [1 rank +1 Int], Knowledge(religion)+2[1 rank +1 Int], Profession(Lawyer)+6 [4 ranks +2 Wis]

*ACP -3


Studded leather armor (20lbs)(25gp)
Dagger (1lb)(2gp)
Light Crossbow (4lbs)(35gp)
Quiver of 10 Crossbow bolts(1lb)(1gp)
Belt Pouchx2 (1lb)(2gp)
Soap (5sp)(1lb)
Waterskin (1gp)(4lb)
Courtier's outfit (30gp)

[sblock=Appearance]Appearance: Karastro is tall and of slight build. His broad shoulders, strong chin, and dutiful appearance give him away as one of moderate wealth. His hair is short cropped and black and his skin is pale and unmarked by harsh weather or mistreatment. He wears fine clothes and mail when appropriate, and carries his family name like a knight carries their weapon.[/sblock]

[sblock=Personality]Personality: Given his appearance, one would assume that Karastro is proud and considers himself better than those folk below him in status. For the most part that is correct, while Karastro is arrogant, he still knows the value in all the levels of society. With a silver tongue he can fix wrongs, and when the situation calls for, threaten those with the full extent of the law.[/sblock]
[sblock=Background]Background: Karastro grew up in the circles of nobles of Korvosa. His father was a judge, and from young age, Karastro was schooled in the subjects of law, nobility, and a manner of other things. As Karastro aged, he became interested not only in the laws of their fair city, but why some people followed them and others didn't. His study of the people of Korvosa outstripped his knowledge of law, where he could sway people to his side with a threat of imprisonment or just a few words would guide them smiling along the path he set for them. When he was a teen, Karastro garnered enough attention from his father to be a member of a minor legal team in the city. When Karastro was gaining enough time in the team to become a full fledged member, his father was murdered. From what evidence he could gather, Karastro thought his father's killer was possibly a halfling. But upon further investigation, he found that it was actually a group of children. Karastro was able to tie the children to a man named Gaedren Lamm. The man used children to further his own ends? Karastro spend long hours debating with himself about the pursuit of justice in this case. Were the children to be treated the same as any other murderer? Should lethal force be used to punish them? Karastro came to the conclusion that the children were not to blame, it was Lamm. Whatever made the children commit murder, it was Lamm's doing, and Karastro intended on bringing this man to justice. Karastro spent much time in the temples of Abadar, working to find laws, regulations, and edicts of the city to try and corner Lamm. Lamm was good though, and always had a way out. Karastro became a regular at the Church of Abadar, gaining many friends in the process. Karastro keeps his eldritch blast ability as secret as possible, but when threatened by a great force, won't hesitate to use it. He sees it as a weapon blessed on him by Abadar, to fight law breakers as needed.[/sblock]

[sblock=Role]Ranged attacker and face[/sblock]

[sblock=Tactics]Karastro stays out of melee at all costs, shooting foes his crossbow or eldritch blast if the situation requires it.[/sblock]


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Orman Stahl work in progress

Orman Stahl


Human Swashbuckler 1
Chelaxian, CG follower of the goddess of art and beauty
Str 14
Dex 16
Con 14
Int 12
Wis 8
Cha 10
HP 12
AC 16 (+2 armor, +1 shield, +3 dex) T 13, FF 13
BAB +1 Grapple +3
Init +3
F +4, R +3, W +2
Rapier +3 melee d6+3 18-20 (all power attack, all the time)
Feats: Iron Will, Power Attack, Weapon Finesse(B),
Bluff +4
Craft Haiku +5
Diplomacy +4
Knowledge Local +3
Knowledge Nobility +3
Sense Motive +3
Tumble +6

Trait: Missing son or daughter

Rapier 20 gp
Buckler 15 gp
Leather armor 10 gp
Signet ring 5 gp
2 flasks of holy water 50 gp
3 sunrods 6 gp
19 gp

"Fear not dear sister
I shall recover fair Di
From dread Gaedran Lamm"

Orman comes from a now minor noble family fallen on hard times. The Stahls now possess more pride and culture than coin but they stand for noble ideals in a city fallen to diabolic vice. But in the lands of the Crimson Throne even a minor family can be traced within three steps of consanguinity of one of the monarchs and all eyes look forward to the inevitable question of who will next sit upon the blood cursed seat of royalty.

A duelist of note Orman is quick to draw his blade in matters of honor and bears the scars of different blades.

Recently his sister Susara was out shopping with her daughter Diani when the young girl was snatched off the street. Orman has tirelessly searched the city for his missing niece, blade at his side ready to do what he must to recover her. His quest has led to a name, Gaedran Lamm, one whose reputation for foulness perpetrated against the young matches the deed and the slight glimpse Su had of the abductor.
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