HELL'S REBELS ala Fabian (Inactive)

Game Master Fabian Benavente

Telling the interactive story of a group of rebels and their exploits in the city of Kintargo...

Hell's Rebels
The city of Kintargo has a new lord-mayor, but he's not someone interested in maintaining that city's free spirit. Paracount Barzillai Thrune has placed the city under martial law, and his cruel proclamations and sinister plans for the city bode ill. Can a small group of heroes and would-be rebels stand against the might of the Thrice-Damned House of Thrune and the Church of Asmodeus and save their home town from being crushed under the boot of an infernal tyrant? Will one of Cheliax's most powerful inquisitors make the city his playground, or can the rebels known as the Silver Ravens rise up to bring a new era of freedom to the so called Silver City of Kintargo? Join the rebellion! Save Kintargo! DOWN WITH THRUNE!

In Hell's Bright Shadow
The city of Kintargo has long been a shelter for artists, free-thinkers, and those marginalized by the oppressive Chelaxian government, but now the city has been placed under martial law by inquisitor Barzilali Thrune. When a protest turns into a riot, a new group of heroes comes together to form an organized resistance to the devil-binding government and the Church of Asmodeus, but can they survive long enough to establish allies? Or will they become the latest victims of the Thrice-Damned House of Thrune?

Silver Ravens Rebellion Stats


Party Loot Split - 7th level

Kintargo General Information

Kintargo Map

Kintargo Districts:

Brief notes on locations of interest in Kintargo are listed below.

The Castle District serves as the city’s military headquarters, and is the seat of the city’s government.
C1. Castle Kintargo: The castle is currently controlled by the Order of the Rack.
C2. Nidalese Embassy: This building is currently abandoned, as Nidal has withdrawn its diplomats during the current crisis in Cheliax.
C3. Citadel Vaull: Headquarters to the Order of the Torrent, this bunker is apparently abandoned at this time.
C4. Highwall Market: This small market caters to those who keep the city running smoothly.
C5. Andos Hall: Kintargo’s city hall, once the office of the lord-mayor, is currently boarded up and abandoned.

The Greens is Kintargo’s noble district.
G1. Records Hall: This repository holds records for Kintargo nobility.
G2. Whitegate Market: This affluent market specializes in artwork, gold, jewelry, and silver.
G3. Greengate: Kintargo’s easternmost gate is used primarily by nobility, but it is usually kept closed.
G4. The Counting House: This squat building serves as a meeting place for the Court of Coin.
G5. Lantana Park: This expansive series of cultivated parks is intended mostly for the nobility to enjoy.
G6. Tanessen Estate: Led by Count Geoff Tanessen, this family’s interests include armor and weapon crafting, city defense, and military supplies.
G7. Delronge Estate: Led by Archbaroness Melodia Delronge, this family’s interests include horse breeding, hunting, and mercantilism.
G8. Victocora Estate: Once led by Baroness Porcia Victocora, this family’s interests included fishing, literature, and poetry, but their estate was recently destroyed by fire.
G9. Jarvis Estate: Led by Baroness Belcara Jarvis, this family’s interests include architecture, carpentry, city planning, and stonemasonry.
G10. Aulamaxa Estate: Led by Archbaroness Eldonna Aulamaxa, this family’s interests include hunting, opera, and public opinion.
G11. Vashnarstill Estate: Led by Baron Sendi Vashnarstill, this family’s interests include Arcadian trade, fishing, and shipbuilding.
G12. Jhaltero Estate: Led by Baron Canton Jhaltero, this family’s interests include information, silver, and stone quarries.
G13. Aulorian Estate: Led by Count Auxis Aulorian, this family’s interests include magic, salt, and silver.
G14. Sarini Estate: Led by Countess Urora Sarini, this family’s interests include diabolism, entertainment, and the theater of the real.

Jarvis End is the beating heart of Kintargo’s nightlife.
J1. Three-Legged Devil: This venue is Kintargo’s oldest dance hall.
J2. Crissali’s Fine Tomes: This bookstore has a reputation for rare texts and magical arcane items.
J3. Kintargo Opera House: One of Kintargo’s most beloved buildings, it is now home to Barzillai Thrune.
J4. Aria Park: This large, open park is a popular place for street performers and musicians.
J5. Veritas Plaza: As Kintargo’s original marketplace, it hosts daily farmers’ markets.
J6. The Silver Star: This ruined music store housed, until recently, a local cult of Sarenrae.

Old Kintargo is, as the name implies, Kintargo’s oldest district. It is home to an eclectic mix of buildings.
O1. The Old Harbor: These docks are used mostly for shipping building materials, food, and salt.
O2. Salt Market: This market caters to masons, alchemists, architects, and builders.
O3. Sallix Salt Works: This salt-packaging business is the largest and oldest of its kind in Kintargo.
O4. Salt Gate: This gate is left open at all times, but it mostly just receives traffic from the Old Harbor.
O5. Odde & Daughter Herbs: This abandoned shop is supposedly haunted.
O6. Old Kintargo Cemetery: Though no longer in active use, this burial ground is periodically patrolled by the church of Asmodeus.
O7. Lucky Bones: This burned-out gambling hall was never rebuilt.
O8. Tooth and Nail: This quiet tavern is one of Old Kintargo’s oldest establishments.
O9. Olmer’s Smithy: As Old Kintargo’s last remaining smith, Olmer often has magic armor for sale.
O10. Holding House: Once Kintargo’s jail, this building was recently re-commissioned and put back into use by Thrune as a place to hold suspects before they are processed.
O11. House of Truth and Clarity: What used to be Kintargo’s courthouse is now used to house political prisoners and host the occasional public execution.
O12. Iudeimus Tenement: This tenement building is the tallest structure in Old Kintargo.
O13. Vespam Artisans: Magic items are often found for sale at this a guild of tinkers and metal artisans.
O14. Rust Gate: Passage through Kintargo’s busiest gate now comes with a 2 sp gate tax.

The residences of Redroof possess a distinctive look compared to the rest of Kintargo.
R1. Hocum’s Fantasmagorium: This museum of strange and unusual oddities has been closed for many years.
R2. Kelimber’s Dry Goods and Supplies: This sprawling general store and post office serves many of Redroof ’s daily needs.
R3. Redroof Market: This market specializes in clothing and textiles.
R4. The Devil’s Threads: This business is arguably the finest tailor shop in Redroof.
R5. Fair Fortune Livery: This abandoned stable is said to be haunted.
R6. The Cloven Hoof Society: This ramshackle building is run as a hostel and advocacy for Kintargo’s downtrodden tiefling citizens.
R7. Devil’s Nursery: This slum is primarily inhabited by tieflings.

The slopes of Temple Hill are home to Kintargo’s churches.
T1. Shadowsquare: Kintargo’s second-largest temple houses the local church of Zon-Kuthon.
T2. House of Golden Veils: As a temple of Abadar, this church serves as Kintargo’s largest bank and moneylender.
T3. Temple of Asmodeus: Unsurprisingly, the grand Temple of Asmodeus is Kintargo’s largest and most powerful church.
T4. Temple Hill Gardens: These plots of lands hold Kintargo’s active graveyards.
T5. Humbert House: An old shrine of Aroden that once served as an orphanage, this building is now abandoned and reputed to be haunted.
T6. Songbird Hall: The local temple of Shelyn continues to attempt to keep the peace in Kintargo.

Villegre is Kintargo’s scholastic center.
V1. Lady Docur’s School for Girls: Kintargo’s second-largest academy is a finishing school for young women.
V2. Villegre Park: This area is a popular place for students to relax and study.
V3. Long Roads Coffeehouse: Villegre’s oldest and most popular coffeehouse is a favorite spot of local students.
V4. Alabaster Academy: Kintargo’s famed university, renowned throughout the Inner Sea region for its expertise on medical and biological sciences, is now sadly in decline.
V5. The Newt Market: This eclectic marketplace often has magic items for sale.
V6. Nightways Gate: This gate usually sees traders or visitors from Nidal, but isn’t otherwise used much.

Yolubilis Harbor is the bustling merchants’ district of the Silver City.
Y1. The War Cage: Kintargo’s largest weapons shop often has magic weapons for sale.
Y2. Sunset Imports: Until recently, Sunset Imports coordinated most of the trade between Cheliax and Anchor’s End on distant Arcadia, but it recently lost its contract and is now in decline.
Y3. Vashnarstill Shipyard: Kintargo’s busy shipyard sees many merchants.
Y4. The Thrashing Badger: Yolubilis Harbor’s rowdiest tavern recently burned to the ground.
Y5. Clenchjaw’s: This friendly tavern has lately gained an influx of new customers.
Y6. Bleakbridge: Connecting northern and southern Kintargo, this bridge doubles as the city’s busiest marketplace.

Kintargan Factions:

Many different factions call Kintargo home, including the following.
Bellflower Network: This rumored organization of halflings supposedly helps slaves escape from Cheliax.
Chelish Citizens’ Group: Not all of Kintargo’s citizens seethe under martial law. A small subset have formed this group to support Barzillai Thrune, and have been empowered as a militia to augment the city’s guards.
Church of Asmodeus: The church of Asmodeus is the official faith of Kintargo, and its callous high priest, Corinstian Grivenner, is a well known (and much loathed) public official.
Court of Coin: Kintargo is home to eight noble families, all of whom gather in a group known as the Court of Coin to serve as a council of advisers for the government. Barzillai Thrune has had little time or interest in hearing the Court of Coin of late.
House Thrune: The rulers of Cheliax have now taken a direct role in the day-to-day operation of the nation’s major cities, including Kintargo.
Kintargo Dottari: Led by Duxotas Vannases Trex (herself a recent appointee by the government), Kintargo’s city guards are growing more and more aggressive in their attempts to “keep the peace.”
Order of the Rack: This order of Hellknights is known to oppose uprisings, and Kintargo is one of many cities in which they’ve been hired for additional peacekeeping. This particular group of Hellknights is led by Paralictor Kyrre Ekodyre.
Order of the Torrent: Kintargo’s own Hellknight order has been strangely quiet since martial law was enacted, and its leader, Lictor Octavio Sabinus, has been missing entirely.
Rose of Kintargo: This group of rebels follows the teachings of the minor goddess Milani, but nothing has been heard of them since Barzillai Thrune came to town. Rumor holds that the Rose was secretly crushed that first night martial law was enacted.
Sacred Order of Archivists: A second secret society rumored to have been destroyed by Thrune agents, the Sacred Order of Archivists was a group of Irorians dedicated to the preservation of historical documents.

Kintargo Weather:
It's a small coastal plain wedged between mountains and a very cold ocean, so the weather doesn't get too hot in the summers, but winters get pretty cold. It's cloudy almost all the time thanks to the ocean winds and nearby mountains, and almost every day is marked by thick fog and light drizzle. The precipitation is mild enough that most locals make do with wool cloaks and coats instead--umbrellas are a sign of visitors, and are quickly torn apart by the ocean winds. Thunderstorms and blizzards are extremely rare, but so are sunny days.

Mold and mildew are the biggest enemies for homeowners, and most houses and businesses use cedar shavings or charcoal to try and manage humidity and musty smells. Food is plentiful thanks to the ocean and fertile, rain-soaked plains, but also spoils quickly thanks to the climate, so much of the city's traditional cuisine involves more salt, vinegar, or alcohol than other parts of Cheliax, and bread is less of a staple than rice and grains.

The city itself is pretty hilly, and lower streets (especially Old Kintargo and Redroof) tend to flood in the rainier winter months.

Character Guidelines:

I am looking for four or five characters to star in a PBP (Play By Post) version of Pathfinder’s Hell's Rebels Adventure Path. The PBP will be run a little bit differently than most. Please see this page (completed game) for game format; the turn recaps there show what my intention is with regards to gameplay, use of maps, how combat is handled, etc. If you have any questions, please do not hesitate to ask.

Character selection will NOT be first come first serve, and we will take time to develop characters. The game will have action as well as problem solving so a good mix of characters is recommended. The pace will be about two turn recaps per week, and I will do all the ‘passive’ dice rolling (in the interest of speed, I’ll roll things like saving throws, perception checks, etc.). I am looking for "roleplayers" whose posts are NOT a one sentence reply. All players are expected to write two to three paragraphs per turn recap within 48 hours after the recap is issued (so about four to six paragraphs per week) so if you can't meet that schedule please do not bother applying to the game.

If this sounds like a game for you, then post a character with the following sections: a) appearance, b) background, c) personality, and d) portrait or picture. Please make the characters interesting, the strong and silent types just don't cut it in this type of game. See the page above if you would like to see a sample character as a reference on the type of submission I'm looking for.

Please read the free Player’s Guide and include in your recent history why your PC is in Kintargo. Once players are selected, we will work on a common background to determine if/how the PCs know each other (and may have even worked together in the past) or if they are just getting together now for the protest. Please note that PCs will start at 2nd level so it makes sense to have some sort of shared ‘adventuring’ background.

Just so you can start thinking about the crunch part (some people work this way), here are some guidelines: core races + tieflings only, anything Paizo, 2nd level characters, 20 point buy system for abilities, no abilities below 8 or above 18 after adjustments, no evil characters, average gold, maximum hit points at 1st level and then half+1 (d8 is 5, d12 is 7, etc.) for other levels, one regular trait and one campaign trait. However, please be reminded that PC selection will be based on the ‘fluff’ and not the ‘crunch’. I selected hell's Rebels because a lot of the adventuring will take place in the city of Kintargo so I’m looking for PCs with strong ties to the area (not necessarily natives though).

I’m sure I missed something here so please ask me questions.

Game on!


Optional Rules
1/4 movement on successful move action and 5' on a failed of BOTH standard and move actions. So 5' movement on full round action even if failing both swim checks.

Game format
Players and DM post on the Discussion tab leaving the Gameplay tab for the turn recaps where all the information is put in a chapter-like post with additional information such as OOC information, maps, pictures, health status, etc.

Game and turns
The game will be run this way: I will post a turn on the Gameplay thread and you will all respond to it on the Discussion thread. I expect you all to write at least one to two paragraphs per turn. I will then post a turn recap on the Gameplay thread with all your responses incorporated and will describe the results, add something to it setting up a new situation where your input is needed, and then wait for your responses again on the Discussion thread. I will try to this twice a week (typically on Wednesday and the weekend). These are for turn recaps but I check the boards at least once a day (more like several times) and questions or small comments may be issued daily.

This turn recap will also have OOC information such as health status, ongoing effects, maps, and general information to help you in your responses.

You will have 48 hours to respond once the turn recap has been posted.

Turn replies
I expect the vast part of your responses in character; if it is not then please add OOC in front of any comment, question, etc. (or you may use the ‘comment’ format .)

I want you to write about ‘intended actions and intended results’. For example, you may want to say, I shoot him with my crossbow, roll the appropriate dice, and describe how your enemy is hit (if the dice went your way). But none of this has happened yet unless you see it come out on a turn recap because there may be unforeseen circumstances not known to the player. I encourage you to describe as best you can your actions.

There are two types of turns: regular and combat. It is strongly encouraged to involve other PCs and NPCs in your responses to regular turns (sometimes even combat turns) by ‘tagging’ them (asking them questions, requesting them to do something, etc.); this gets the ‘roleplaying juices’ flowing and makes for a much better game.

Please see below for examples turn replies for each.

General play
I expect you all to be mature and play in character as much as possible. For example, if I describe an NPC that is part of an organization and your character has no way of knowing that, then I do not want you, the player, to fill in for the character and use that knowledge. We, as players, know a lot of things that our characters do not, so please keep that in mind. For example, when I describe an action that a character does alone without being seen by the other characters, we will all know about it and enjoy it (hopefully) but I don't want your characters to take any actions based on that knowledge.

I’ve hosted and played in lots of PBEM games (this is the fourth PBP I’m hosting but I’ve played in a few) but I want to adapt to what you all like, so things may change. I strongly encourage you to ask questions, send comments, and suggestions. I need to know what you like and what you don't like so we may adjust accordingly.


Kale breathed in the cold morning air. There was still a touch of smoke from the caravan but it was a relief from the spices he'd been forced to inhale. After escaping from the galley, he hadn't expected ever to be trapped like that again. At least chained to an oar he'd been able to move, to shuffle his manacled feet, adjust his position on the splinter ridden bench. Breathing the sweat of the slave next to him and feeling the bite of the slaver's whip on his back, he hadn't imagined anything worse. Now he wasn't sure which he dreaded more, returning to slavery or being contorted inside a coffin on an undulating road again. It had been all he could do to keep from flying into a rage and kicking himself free, especially when he woke from the nightmare.
If it was a nightmare.

The more he experienced the dream the more he thought it might have actually happened, the more he thought it might be a vision. Just like a three year old girl shouldn't be capable of knowing the name of a man a hundred leagues away. Somehow the two of them were connected and he didn't like it. The words of the dream kept repeating themselves over and over in his head until he thought he might be mad.

“Find the great sword…”

With a weapon like that he could cause some serious damage. He would find it and use it for himself. Only he hadn't anticipated others on this journey. What was their part in this?

He stood up and stretched his large frame properly for the first time in days. He scratched his dusty blond hair with both hands and yawned widely as he surveyed the others lazily with his pale eyes. He was dressed in the simple rags of a laborer, stained with travel and wear, but his crooked nose and bitten ear hinted at a more dangerous vocation. His sideburns were long and unkempt, straying almost to his chin which had been shaved more recently but not recently enough. It gave him a wolfish, unpredictable demeanor.

He surveyed his ‘companions’ and smirked, "I've been dumped in the middle of nowhere with a midget, a cripple and a stargazer. I suppose you can't be Shadow agents, they'd never rely on such pathetic specimens."



Greta had wounded the thing and when she had drawn back her spear and saw blood drawn; she couldn't help but laugh. Her inner calm was rattled and her icy mask cracked as a wicked smile spread on her face.
With another laugh, she lunged towards the enemy, her spear head aimed near the wound she had just caused.

[OOC: Power attack.]

Hit: The spearhead sunk in a little deeper this time. With a sneer, Greta tore it free, spilling more unnatural blood onto the ground.

Miss: Greta's wild thrust missed but she only chuckled, the strange elation she felt slowly winning over her usual icy calm.

The thing still stood, damaged, but still fighting, surrounded by attackers. Greta waited for an opening and struck once again.

[OOC: Still power attack.]

Hit: The black spearhead dug into the flesh, another wound on the thing producing another flow of blood that was becoming a river from all the wounds the creature bore.

Miss: As Greta missed she felt the coldness fight back the strange sense of elation she had felt. Angry with herself, Greta's face became a mask of intense focus as she tried to find a good place to strike the beast.


The effort of it… Brew had never pushed himself so far! And he’d push further still. Gasping for breath, his voice quivered under its own weight. So weak it sounded to his own ears that Brew almost didn’t recognize it. Still, the magicks responded to his demand but they took their toll. Another green orb sped away and hit the other hulk [OOC: whichever is not being attacked by Greta and Grakram and Kruack – Golem 2?]. Smacking it in the side of the head, the creature clawed at the wound in frustration eventually dislodging its ear which hung by a sliver of melted skin. Brew’s eyes nearly dislodged from the effort. His magical reserves far past dry. Still, the energy had to come from somewhere, so it pulled it from his very existence. Brew heard running water and was surprised enough to look around. Nothing. He leaned against the column he used for protection, his cane too small of a support. His legs shook under his weight.

[OOC: Acid Arrow, extended – 2d4 per round 5-8]

Brew slid down the column, his legs giving away. He wept, red tears rolling down his checks. Was it for Rhianna? For Bayal? For any of his fallen friends past or present? No. One thought permeated his mind. One horrible thought. I must cast another spell. Every fiber of his being railed against this act. His lips refused to move. His voice cracked and broke. The sound of water grew and he felt a drop run down his neck. I’m bleeding from my ears! Brew was no physician but he knew that couldn’t be good. He wiped the tears… blood? I’m bleeding from my eyes as well?

Brew tried to pull himself up. His arm was so… his wrist peeked out from under his cloak. It was emaciated, shriveled. As if all the fluid had been pulled from it. He placed a bony finger on his cheek and felt the hollow gauntness of it. What was happening to him? Still, he had no choice. He knew that his spells had little immediate effect but in the long run, their potency couldn’t be denied. Again a green orb sped off and hit the same hulk as before [see first round]. This time Brew could do little but clench and grit his teeth as his life essence fueled the spell. It was weaker than the other… Brew could feel it, but could do little about it. He sat immobile, a spectator to the battle. So tired, so drained was he that he couldn’t even feel emotion about the life and death struggle he was witnessing.

[OOC: Acid arrow, normal, 2d4 per round 1 and 2]