Hell's Rebels - Sing a Song of Silver!

Game Master HedwickTheWorldly

Maps

Pictures

Handouts

Proclamations:

Proclamation the First: All slayers of pests (hereby defines as doves, mice, and ravens) who present said pests to the Dotarri shall be rewarded with a bounty of 1 copper piece.

Proclamation the Second: All places of public business must display in a position of prominence within the first room accessible from the building's primary entrance a portrait of Her Infernal Majestrix Queen Abrogail II.

Proclamation the Third: Anyone who captures, alive and unharmed, a feral dog of a weight exceeding 50 pounds is to be rewarded with a payment of 2 silver pieces upon transfer of the dog to the Dotarri. Such noble guardian creatures should find homes worth of their kind!

Proclamation the Fourth: The right to wear fine embroidered clothing in public is hereafter prohibited to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be awarded or purchased at the city's discretion.

Proclamation the Fifth: Grain is life! Should grain be spilled in public, it must be gathered, cleaned, and repackaged within the hour. Any person who allows grain to go ungathered after a spillage shall be fined 1 copper piece per grain

Proclamation the Sixth: The imbibing of night tea brings a dangerous imbalance to the slumbering mind. Between the hours of sunset and sunrise, the taking of tea is proscribed.

Proclamation the Seventh: The odor and flavor of mint is an abomination to the refined palate. Be not the cretin! Mint use in candies, drinks, and all manner of confections is hereby proscribed.

Proclamation the Eighth: All nonnative ships' captains must remain on board their ships and are barred from setting foot on land within Kintargo's city limits - their crew and agents are free to come and go, but their actions are the direct responsibility of their captains, and any crew caught breaking Kintargan law shall have its punishment visited upon the crew members as well as their captain. Any captain caught setting foot in Kintargo is to be punished by squassation.


Kintargo

Date 29 Sarenith, 4717 AR

Current Missions/Quests

1.

Protagonists - Founding Members of the Silver Ravens

1. Abelard Lassmar (LN Human Ulfen Beast-Wrestler 1)
The hedonistic younger son of minor nobility who loves wine, women, and wrestling.

3. Korva Crispin (CG Human Maestro-Blooded Sorceress 1)
The starstruck sorcerous starlet seeking Shensen

4. Marcellano Durbin/Nightgaunt (CG Human Warlock Vigilante 1)
Hooded protector of the masses by night, dashing nobleman by day

5. Onorix Jhaltero (LG Sanctified Slayer of Kelinahat 1)
De facto Heir of House Jhaltero, looking to rid his beloved city of Thrune's presence.

6. Parai Sarini (CN Changeling Cleric of Milani(?) 1)
The runaway youngest daughter of House Sarini, having a crisis of faith while her home is having a crisis of a different sort

NPCs

1. Rexus Victocora, sole living member of House Victocora. His mother, Porcia, was a member of the Iroran Sacred Order of Archivists, and her last wish was for Rexus to seek out any clues about the Silver Ravens so the rebellious organization could be re-built. Founding Member of the Silver Ravens.

2. Alliszah Ranaxis, The Tortured Tiefling woman with a mask over her face and a price over her soul. Currently aiding Rexus in translating old Silver Ravens' documents, due to their complicated cipher.

2. Jilia Bainilus, Lord-Mayor of Kintargo who has disappeared in the last week or so since the Night of Ashes.

3. Shensen, famed Opera singer at the Kintargo Opera House. Also disappeared following the Night of Ashes.

4. Laria Longroads, Halfling owner of the Long Roads coffee house, which also serves as a cover for her smuggling operations and her work as a leader of the Bellflower Network. Founding Member of the Silver Ravens.

Enemies

1. Barzilai Thrune, the new Paracount of Kintargo. Responsible for a number of proclamations, known for his wanton cruelty. Led the Dottari guards to Kintargo when he came.

House Rules

1. Feat Tax Rule is in effect

2. Detect Magic and Read Magic are automatically known by spontaneous casters, and don't count towards their spells known.

Kintargo Stats:

Corruption +0
Crime -2
Economy -1
Law +4
Lore +0
Society -2
Danger +20
Base Value: 4,400gp
Purchase Limit: 25,000gp
Spellcasting: 4th-level

Silver Ravens Rebellion Sheet:

Status
Rank: 1 Next Rank: 10 supporters
Max Rank: 5
Membership: 6
Supporters: 0
Population: 11,900
Treasury: 10gp
Minimum Treasury: 10gp
Notoriety: 0

Organization Checks: These are determined by rebellion rank + officer bonuses +2 if Focus
Focus: Choose between Loyalty, Secrecy, or Security, get +2 on those checks
Loyalty Modifier: 0
Security Modifier: 0
Secrecy Modifier: 0

Action/Events
Rebellion Actions per week: 1

Available Actions:
Change Officer Role
Dismiss Team
Guarantee Event
Lie Low
Recruit Supporters
Recruit Team
Special
Upgrade Team

Event Chance: 20% This is modified by Notoriety, and is twice as likely if no event took place in the prior week.
Active Events: 0

Officers Not all 6 must be filled, and NPCs can serve as officers. Each NPC/PC may have one title, multiple officers don't stack except Recruiter
Demagogue Add Con or Cha to Loyalty
Partisan Add Str or Wis to Security
Recruiter +1 supporter/character level during upkeep phase on successful Org. check
Sentinel +1 to both Secondary Org checks, can aid during all Org checks to resolve events. Add Con or Cha to Loyalty, Str or Wis to Security, or Dex or Int to Secrecy
Spymaster Dex or Int to Secrecy
Strategist Grant a bonus action with a +2 bonus on the associated check

Teams/Allies
Teams: Will least each team and manager here. An officer can manage 1 team per Cha bonus (min 1). Get Cha as bonus to team's action checks
Max Teams: 2
Allies:

Rebellion In Play:

Phase 1 - Upkeep:
1. Supporter Attrition - Attempt DC 10 Loyalty, if successful, lose 1d6 supporters. If natural 20, gain 1d6 supporters. If failed, lose 2d4+rebellion rank supporters.

2. Notoriety Maximum - if Notoriety is 100, Thrune agents execute suspected supporters. Reduce population and supporters by 1d20+rebellion rank

3. Treasury Shortage - if treasury is below minimum, lose 2d4+rebellion rank supporters

4. Increase Rank - Apply increased supporters from previous week. If possible, increase rebellion rank.

5. Deposits and Withdrawals - any officer can deposit or withdraw any amount of gold

Phase 2 - Activity:
Actions limited by Available Actions (which are granted by different kinds of teams), and Maximum Number of Actions (determined by rebellion rank)

Activate Black Market (Black Marketeers): DC 20 Secrecy, spend 50gp to bribe officials and smuggle goods. If successful, black market for 1 week. City's base value for goods is doubled and all rolls to determine item availability go from 75% to 90%. Magic items sell for 55% instead of 50%

Activate Safe Houses (Saboteurs, Spies, or Thieves): Select a building outside Castle District or Greens. Could be abandoned, or home/business of a supporter. Safe house remains active for 1 week, characters recovered via Rescue Character action can be brought there without fear. Also a safe place to get food, recover, and rest without interruptions.

Change Officer Role (No Team Required) One PC can change role

Covert Action (Spies) Hide evidence of the next action - all rolls made to resolve the next action add the spies' manager's Cha to the roll, and Notoriety gain is automatically set to minimum.

Dismiss Team (No Team Required) Remove a team from rebellion, freeing a slot for a new team. DC 10 Loyalty, or gain 1d4 Notoriety because the old team starts talking.

Earn Gold (Black Marketeers, Merchant Lords, Merchants, or Peddlers) Roll Security, multiply result by team's tier, earn that much gold. On a natural 1, Notoriety also increases 1d6

Gather Information (Agitators, Cognoscenti, Rumormongers, or Street Performers) DC 15 Secrecy with a bonus of 2xteam tier. If successful, gain information as a Diplomacy check or GM Rumor. On natural 1, also gain 1d6 Notoriety.

Guarantee Event (No Team Required) Gain 1d6 Notoriety, guarantee event, but roll twice and take lowest result (the better one, usually)

Knowledge Check (Cognoscenti) Secrecy Check w/bonus of Kintargo's Lore Modifier + 1/2 rebellion rank, results as a Knowledge check
Lie Low (No Team Required ) Skip an action, reduce Notoriety by 1 per team

Manipulate Events (Cabalists) Automatically guarantee event, GM rolls twice, team manager gets to pick the result. If event is detrimental, team manager can add Cha to rolls to handle the event.

Recruit Supporters (No Team Required) Can only be made once per Activity Phase. Spend gold equal to minimum treasury value, Loyalty Check DC 10+rebellion rank. Success=recruit 2d6+Recruiter bonus supporters. On a 1, gain 1d6 Notoriety. Can't take if already at max rank.

Recruit Team (No Team Required) Check and DC depends on type of team (see below). On a 1, gain 1d6 Notoriety.

Reduce Danger (Cabalists, Freedom Fighters, Infiltrators, Spellcasters) DC 15 Security, reduce Kintargo's Danger Rating by 5 (minimum of 0) for the following week, including Event Phase. If you exceed by 10, reduce Danger by 5 more per 10 of check. If failure, gain 1d4 Notoriety, Danger Rating goes up by 5 for next Event phase/next week.

Refresh Marketplace (Black Marketeers, Merchant Lords, Merchants) spend 100gp, remove magic items for sale from distribution, GM rolls new items randomly to determine what becomes available at end of following week. If using a Tier 3 team, can ask GM to reroll 1 result per category (minor, medium, major)

Rescue Character (Cabalists, Infiltrators, Spellcasters) Team breaks into a prison or secure site to rescue a captured character (PC or NPC). Security DC 10 + character's level. If successful, can return character to any friendly location, gain 1 Notoriety/level of rescued person. Failure gains 1/2 Notoriety, but doesn't rescue character.

Restore Character (Spellcasters) Heal all ability score damage, HP damage, or 1 3rd-level or lower restorative spell for free. Can also cast higher-level spells, but provided via scroll use, so cost = scroll

Sabotage (Saboteurs) DC 20 Secrecy, distract Thrune's people, all actions next week get +2 to checks, and reduce Notoriety by 2d6. Can also be used for specific story-related events.

Secure Cache (Saboteurs, Sneaks, Spies, Thieves) Arrange for a cache of equipment to be hidden in Kintargo. Have to pay for items or provide them. Minor = 900gp or less, 5 lbs or less, DC 15 Secrecy. Intermediate = 2500gp or less, 10 lbs or less, DC 20 Secrecy. Major=no gp limit, 20 lbs or less (but can use extradimensional items to increase), DC 30 Secrecy.

Special (No Team Required) It's special.

Special Order (Merchant Lords) Place an order for a specific item that costs more than Kintargo's base value and currently not available in town. Cost is paid in advance -5% discount, arrives in 2d6 days, can rush to 1 day for 900gp.

Spread Disinformation (Agitators, Cognoscenti, Rumormongers) DC 20 Secrecy, reduce Notoriety by 1d6, +1d6 per 10 over DC. If fail, increase Notoriety by 1d6.

Upgrade Team (No Team Required) Spend gp listed below, upgrade one team.

Urban Influence (Agitators) Spend 100gp, adjust Corruption, Crime, Economy, Lore, or Society modifier by 2 in either direction for 1 week.

Phase 3 - Event: Roll percentage chance = Danger rating + Notoriety score, doubled if nothing happened previous week.

Team Tiers:

Street Performers (Recruitment DC 10 Secrecy) -> Rumormongers (50gp)-> Agitators or Cognoscenti (200gp)

Sneaks (Recruitment DC 15 Secrecy) -> Thieves (250gp) -> Smugglers or Saboteurs (1000gp)

Freedom Fighters (Recruitment DC 15 Security) -> Infiltrators (250gp) -> Spellcasters or Cabalists (1000gp)

Peddlers (Recruitment DC 10 Security) -> Merchants (50gp) -> Merchant Lords or Black Marketeers (200gp)