Madness in Kintargo (Inactive)

Game Master Profession Smith 6 ranks

As the new Lord-Mayor Barzillai Thrune brutally imposes his will upon the city of Kintargo, his actions stir the embers of rebellion and a nearly-forgotten organization called the Silver Ravens rises from the ashes.


CURRENT LOOT LIST (updated 2/3/23):

2 elaborately decorated hookahs {600 gp total} (Rooms C10)

240 gp, 119 pp, a bejeweled silver ring worth 1,500 gp, a Small suit of +2 shadow leather armor {7,750/3,875}, a ring of protection +2 {8,000/4,000}, a circlet of persuasion {4,500/2,250}, and a partial deck of illusions containing only the eight spade cards {1,906/953}. (Room C11)

Jewelry worth 2,400 gp. (Room C12)

Jewelry worth 3,300 gp. (Room C14)

168 gp, gold and silver jewelry (value 3,000 gp), vest of escape {5,200/2,600}, +1 mithral short sword (claimed by T'chazzar) (Room C16)

38 pp, 230 gp, 392 sp, 43 cp, and a dagger of venom {8,302/4,151}(Room C15)

Post #4024 2 magical bottles (not IDed) from Room D8.


Kintargo City and Districts Map Document

HELL'S REBELS NPCs DOCUMENT

HELL'S REBELS WEEKLY TRACKER TABLES

SILVER RAVENS REBELLION ACTIVITY PHASE AVAILABLE ACTIONS:

SILVER RAVENS REBELLION ACTIVITY PHASE AVAILABLE ACTIONS

NOTES: The bonus action granted by the Strategist officer gets a +2 bonus.

Davina gets a +2 bonus to one weekly organization check thanks to her Historian of the Rebellion trait.

As long as Rexus Victocora remains an ally of the Silver Ravens, the rebellion’s Notoriety score is reduced by 1 (to a minimum score of 1) at the start of every Upkeep phase.

As long as Laria Longroads remains an ally of the Silver Ravens, all Loyalty checks to take the Recruit Supporters action gain a +2 bonus.

As long as Octavio Sabinus remains an ally of the Silver Ravens, his presence and leadership bolster the rebellion’s morale—the rebellion is immune to the Low Morale event as long as the lictor remains allied with them. The Hellknight’s advice to the Silver Ravens grants a +4 bonus on all Security checks to take the Rescue Character rebellion action.

Macros for Team activities are included with each team's description below.

Change Officer Role (No Team Required): One PC can change his or her officer role in the Silver Ravens. Allies and cohorts can’t change their role with this action.
Dismiss Team (No Team Required): By taking the Dismiss Team action, you remove a team from the rebellion, freeing up that slot to recruit a new team. Attempt a DC 10 Loyalty check when you take this action. If you fail, your Notoriety score increases by 1d4 as disenfranchised team members’ loose lips damage the rebellion’s secrecy.
[dice=Dismiss Team (DC 10 Loyalty Check)]1d20+6[/dice]
[dice=Dismiss Team Notoriety Increase]1d4[/dice]
Earn Gold (Fushi Sisters; Black Marketeers, Merchant Lords, Merchants, or Peddlers): Roll a Security check and multiply the result by the team’s tier. The result of this check is how many gold pieces the team earned for the week. Add this result to the Silver Ravens’ treasury. If you roll a natural 1 on the Security check, you still earn gold, but your Notoriety score increases by 1d6.
Gather Information (Fushi Sisters, Turl’s Troupe; Agitators, Cognoscenti, Rumormongers, or Street Performers): Attempt a DC 15 Secrecy check with a bonus equal to twice the team’s tier. If you are successful, the team has gathered information for you. This can either be a randomly determined rumor (your GM has tables of rumors that change with each adventure) or a specific piece of local information that you could learn by making a Diplomacy check to gather information about that topic or individual. For certain topics or individuals, the DC might be higher than 15. If you roll a natural 1 on the Secrecy check, you don’t automatically fail, but your Notoriety score increases by 1d6.
Guarantee Event (No Team Required): By deliberately lowering the organization’s guard and increasing your Notoriety score by 1d6, you can guarantee an event occurs during the Event phase. If you perform this action, the GM rolls twice and takes the lower roll as the actual result for the event.
[dice=Guarantee Event Notoriety Increase]1d6[/dice]
Lie Low (No Team Required): If you choose to take no rebellion actions at all during the phase, you can reduce your Notoriety score by an amount equal to the rebellion’s total number of teams.
Recruit Supporters (No Team Required; Laria Longroads grants a +2 bonus on the Loyalty check): This check can only be made once per Activity phase. By spending an amount of gold equal to the rebellion’s minimum treasury value, you can attempt to recruit additional supporters. To do so, attempt a Loyalty check. The DC of this check is equal to 10 + the rebellion’s rank (15 currently). On a successful check, increase the rebellion’s supporters by 2d6 + any bonuses granted by Recruiter officers. If you roll a natural 1 on the Loyalty check, you don’t automatically fail, but your Notoriety score increases by 1d6. You can’t take this action if the rebellion is at its current maximum rank.
[dice=Recruit Supporters (Loyalty Check DC varies; currently 15 {+2 Laria})]1d20+6+2[/dice]
[dice=Supporters Recruited]2d6+4[/dice]
[dice=Recruit Supporters Notoriety Increase]1d6[/dice]
Recruit Team (No Team Required): You can attempt to recruit a new team as long as you are not already at the maximum number of teams allowed (discounting bonus teams). The DC and specific Organization check required to recruit the team depend on the type of team being recruited. If you roll a natural 1 on the Organization check, you don’t automatically fail, but your Notoriety score increases by 1d6.
[dice=Recruit Team (Advisors/Street Performers) {Secrecy DC 10}]1d20+9[/dice]
[dice=Recruit Team (Outlaws/Sneaks) {Secrecy DC 15}1d20+9][/dice]
[dice=Recruit Team (Revolutionaries/Freedom Fighters) {Security DC 15}]1d20+8[/dice]
[dice=Recruit Team (Traders/Peddlers) {Security DC 10}]1d20+8[/dice]
[dice=Recruit Team Notoriety Increase]1d6[/dice]
Reduce Danger (Forvian’s Fighters; Cabalists, Freedom Fighters, Infiltrators, or Spellcasters): A successful DC 15 Security check reduces Kintargo’s danger rating by 5 (to a minimum of 0) for the following week (including the event rolled during the following Event phase). For every 10 points by which you exceed this check, you reduce the danger rating by an additional 5. On a failed check, your Notoriety score increases by 1d4 and Kintargo’s danger rating increases by 5 for the next Event phase and following week.
Rescue Character (Forvian's Fighters; Cabalists, Infiltrators, or Spellcasters): The team breaks into a prison or other secure site to rescue a captured character (either a PC or an NPC). To do so, attempt a Security check (DC = 10 + the captured character’s level). A successfully recovered character can be brought to any location in Kintargo that is currently controlled by the rebellion (typically the current headquarters, but also any safe house activated by an outlaw team). A successful rescue increases your Notoriety score by an amount equal to the level of the rescued character. A failed rescue increases your Notoriety score by half this amount, but doesn’t rescue the character. Note that certain NPCs can’t be rescued by infiltrators, and must instead be rescued by the PCs themselves. The Rescue Character action only rescues one character per action.
Restore Character (Lydia; Spellcasters): Your spellcasters can heal damage or remove debilitating conditions from a character. This action can be used to perform one of the following for the entire party for free: heal all ability score damage, heal all hit point damage, or receive one 3rd- or lower-level restorative spell (such as dispel magic, remove blindness/deafness, remove disease, or remove paralysis). It can also provide the effects of a break enchantment spell, a raise dead spell, a restoration spell, or a stone to flesh spell on an individual (not party) basis. The body or remains of the character to be restored must be brought to Songbird Hall (possibly requiring a separate successful Rescue Character action). These greater spell effects are provided via scroll use, and require an expenditure of gold equal to the cost of the scroll in question (1,125 gp for break enchantment, 6,125 for raise dead, 1,700 gp for restoration, and 1,650 gp for stone to flesh). Additional restorative effects might be available at the GM’s discretion.
Special (No Team Required): Sometimes an officer must take a Special action to deal with the results of a previous week’s event or a development in the course of an adventure. The nature of these Special actions vary wildly, and rules for how they work can be found in the event or development that calls for them.
Spread Disinformation (Turl’s Troupe; Agitators, Cognoscenti, or Rumormongers): The team spreads false information about the rebellion throughout Kintargo. With a successful DC 20 Secrecy check, reduce your current Notoriety score by 1d6. For every 10 points by which you exceed this DC, reduce your Notoriety score by an additional 1d6. If you fail the check by 5 or more, your Notoriety score is instead increased by 1d6.
Upgrade Team (No Team Required): By spending the amount of gold pieces listed for an upgraded team’s cost, you can upgrade a lower-tier team to that new type of team. A single team can be upgraded only once per week, but you can upgrade as many different teams as you can afford in gold and rebellion actions for that week.

SILVER RAVENS TEAMS/ACTIONS:

TURL’S TROUPE (RUMORMONGERS; TIER 2 ADVISORS)
Manager Jessibel Aulamaxa; Bonus: +3
Granted Action Gather Information, Spread Disinformation
Gather Information (Agitators, Cognoscenti, Rumormongers, or Street Performers): Attempt a DC 15 Secrecy check with a bonus equal to twice the team’s tier. If you are successful, the team has gathered information for you. This can either be a randomly determined rumor (your GM has tables of rumors that change with each adventure) or a specific piece of local information that you could learn by making a Diplomacy check to gather information about that topic or individual. For certain topics or individuals, the DC might be higher than 15. If you roll a natural 1 on the Secrecy check, you don’t automatically fail, but your Notoriety score increases by 1d6.
Spread Disinformation (Turl’s Troupe; Agitators, Cognoscenti, or Rumormongers): The team spreads false information about the rebellion throughout Kintargo. With a successful DC 20 Secrecy check, reduce your current Notoriety score by 1d6. For every 10 points by which you exceed this DC, reduce your Notoriety score by an additional 1d6. If you fail the check by 5 or more, your Notoriety score is instead increased by 1d6.
Size 6 people (Turl [dwarf], 5 human performers)
Upgrades To instigators or cognoscenti (200 gp)
Street performers can spread the word of the Silver Ravens through art while keeping an ear to the ground for rumors.
[dice=Turl’s Troupe Gather Information (DC 15) {Secrecy, Tier x2; Jessibel}]1d20+7+4+3[/dice] (+2 Davina? +2 Strategist Bonus Action?)
[dice=Turl’s Troupe Spread Disinformation (DC 20) {Secrecy, Jessibel}]1d20+7+3[/dice] (+2 Davina? +2 Sentinel Bonus Action?)
[dice=Turl’s Troupe Increase Notoriety]1d6[/dice]
[dice=Turl’s Troupe Decrease Notoriety]1d6[/dice]

FORVIAN’S FIGHTERS (INFILTRATORS; TIER 2 REVOLUTIONARIES)
Manager T’chazzar; Bonus: +4
Granted Actions Reduce Danger, Rescue Character
Reduce Danger (Cabalists, Freedom Fighters, Infiltrators, or Spellcasters): A successful DC 15 Security check reduces Kintargo’s danger rating by 5 (to a minimum of 0) for the following week (including the event rolled during the following Event phase). For every 10 points by which you exceed this check, you reduce the danger rating by an additional 5. On a failed check, your Notoriety score increases by 1d4 and Kintargo’s danger rating increases by 5 for the next Event phase and following week.
Rescue Character (Cabalists, Infiltrators, or Spellcasters): The team breaks into a prison or other secure site to rescue a captured character (either a PC or an NPC). To do so, attempt a Security check (DC = 10 + the captured character’s level). A successfully recovered character can be brought to any location in Kintargo that is currently controlled by the rebellion (typically the
current headquarters, but also any safe house activated by an outlaw team). A successful rescue increases your Notoriety score by an amount equal to the level of the rescued character. A failed rescue increases your Notoriety score by half this amount, but doesn’t rescue the character. Note that certain NPCs can’t be rescued by infiltrators, and must instead be rescued by the PCs themselves. The Rescue Character action only rescues one character per action.
Size 6 people (Forvian Crowe, Morgar Manthai, 4 other humans)
Upgrades To cabalists or spellcasters (1,000 gp)
Freedom fighters patrol the streets of Kintargo and are ready to step in to aid citizens who need help, but also serve to distract Thrune forces and track areas of danger in the city so the PCs can avoid trouble more efficiently.
[dice=Forvian’s Fighters Reduce Danger (DC 15) {Security, T’chazzar}]1d20+8+4[/dice] (+2 Davina? +2 Strategist Bonus Action?)
[dice=Forvian’s Fighters Increase Notoriety]1d4[/dice]
[dice=Forvian’s Fighters Rescue Character (DC 10 + char. level) {Security, T’chazzar}]1d20+8+4[/dice] (+2 Davina? +2 Strategist Bonus Action?)

FUSHI SISTERS (UNIQUE TEAM; TIER 1)
Manager Leora Scileana; Bonus: +2
Granted Actions Earn Gold, Gather Information
Earn Gold (Black Marketeers, Merchant Lords, Merchants, or Peddlers): Roll a Security check and multiply the result by the team’s tier (1). The result of this check is how many gold pieces the team earned for the week. Add this result to the Silver Ravens’ treasury. If you roll a natural 1 on the Security check, you still earn gold, but your Notoriety score increases by 1d6.
Gather Information (Agitators, Cognoscenti, Rumormongers, or Street Performers): Attempt a DC 15 Secrecy check with a bonus equal to twice the team’s tier. If you are successful, the team has gathered information for you. This can either be a randomly determined rumor (your GM has tables of rumors that change with each adventure) or a specific piece of local information that you could learn by making a Diplomacy check to gather information about that topic or individual. For certain topics or individuals, the DC might be higher than 15. If you roll a natural 1 on the Secrecy check, you don’t automatically fail, but your Notoriety score increases by 1d6.
Size 5 people (Kiri plus 4 female tengus--Korva, Jay, Maggie, Treep)
[dice=Fushi Sisters Earn Gold {Security, Leora; Teir 1 so no multiplier}]1d20+8+2[/dice] (+2 Davina? +2 Strategist Bonus Action?)
[dice=Fushi Sisters Gather Information (DC 15) {Secrecy, Tier 1 x2, Leora}]1d20+9+2+2[/dice] (+2 Davina? +2 Strategist Bonus Action?)

COMPILED AVAILABLE ACTION MACROS
Turl's Troupe
[dice=Turl’s Troupe Gather Information (Secrecy Check DC 15) {Secrecy, Tier x2; Jessibel}]1d20+9+4+3[/dice] (+2 Davina? +2 Strategist Bonus Action?)
[dice=Turl’s Troupe Spread Disinformation (DC 20) {Secrecy, Jessibel}]1d20+9+3[/dice] (+2 Davina? +2 Sentinel Bonus Action?)
[dice=Turl’s Troupe Increase Notoriety]1d6[/dice]
[dice=Turl’s Troupe Decrease Notoriety]1d6[/dice]
Forvian's Fighters
[dice=Forvian’s Fighters Reduce Danger (DC 15) {Security, T’chazzar}]1d20+8+4[/dice] (+2 Davina? +2 Strategist Bonus Action?)
[dice=Forvian’s Fighters Increase Notoriety]1d4[/dice]
[dice=Forvian’s Fighters Rescue Character (DC 10 + char. level) {Security, T’chazzar}]1d20+8+4[/dice] (+2 Davina? +2 Strategist Bonus Action?)
Fushi Sisters
[dice=Fushi Sisters Earn Gold {Security, Leora; Teir 1 so no multiplier}]1d20+8+2[/dice] (+2 Davina? +2 Strategist Bonus Action?)
[dice=Fushi Sisters Gather Information (DC 15) {Secrecy, Tier 1 x2; Leora}]1d20+9+2+2[/dice] (+2 Davina? +2 Strategist Bonus Action?)
No Team Required
[dice=Dismiss Team (DC 10 Loyalty Check)]1d20+7[/dice]
[dice=Dismiss Team Notoriety Increase]1d4[/dice]
[dice=Guarantee Event Notoriety Increase]1d6[/dice]
[dice=Recruit Supporters (Loyalty Check DC varies; currently 15) {+2 Laria}]1d20+7+2[/dice]
[dice=Supporters Recruited]2d6+4[/dice]
[dice=Recruit Supporters Notoriety Increase]1d6[/dice]
[dice=Recruit Team (Advisors/Street Performers) {Secrecy DC 10}]1d20+9[/dice]
[dice=Recruit Team (Outlaws/Sneaks) {Secrecy DC 15}]1d20+9][/dice]
[dice=Recruit Team (Revolutionaries/Freedom Fighters) {Security DC 15}]1d20+8[/dice]
[dice=Recruit Team (Traders/Peddlers) {Security DC 10}]1d20+8[/dice]
[dice=Recruit Team Notoriety Increase]1d6[/dice]

HR PLAYERS' INFO (Proclamations, Decoded Documents, Handouts, Rumor Tracker):

BARZILLAI THRUNE’S PROCLAMATIONS

One of Barzillai Thrune’s first acts as lord-mayor is to issue seven proclamations. These decrees are presented in the Hell’s Rebels Player’s Guide (available to download for free at paizo.com/
pathfinder), but are reprinted here, along with some additional notes for you on how to handle the PCs’ interactions with these unjust and darkly whimsical new laws. The proclamations are posted in public places for all to see, and when new ones are set in place, town criers march through the city streets announcing them.

“In Hell’s Bright Light”

Proclamation the First: All slayers of city pests (hereby defined as doves, mice, and ravens) who present said pests to the dottari 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. Said portrait must measure no less than 11 by 17 inches.

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 dottari. Such noble guardian creatures should find homes worthy of their kind!

Proclamation the Fourth: The right to wear fine embroidered clothing in public is hereafter proscribed 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 non-native 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 directly the 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.

"Turn of the Torrent"

Proclamation the Ninth: By order of Lord-Mayor Barzillai Thrune, the congress of Hellknights known as the Order of the Torrent is from this day forward stripped of its charter! All of its holdings and possessions are confiscated, its privileges and entitlements revoked, and its members declared outlaws! Steadfast citizens are commanded to turn over those members who have slipped the net of justice!

Mission 1: Decoding the Documents

The documents recovered from the Fair Fortune Livery contain much information about the Silver Ravens that has otherwise been lost to time due to the efforts of Thrune redactors. Translating the documents requires 7 weeks of work by someone who has at least 1 rank in Linguistics and speaks Celestial, Elven, and Strix. This adventure assumes that Rexus tackles the task of translating and decoding the documents; here are the nuggets he’s able to decode:
• The Silver Ravens were established in 4606 AR in the wake of the chaos that swept over Cheliax after Aroden’s death to help protect the city of Kintargo from oppression.
• The woman who founded the Silver Ravens was a mysterious elf known only as “Jackdaw,” a figure who, before the advent of the Age of Lost Omens, built herself into a sort of Kintargan folk hero who fought for the rights of the city’s downtrodden.
• Many of the Silver Ravens were adventurers or worshipers of Milani. Jackdaw, a swashbuckler, was the most powerful and influential of them all, but others who rose to particular prominence among the Silver Ravens were Amyreid (a female half-elf cleric of Milani), Ba (a male halfling enchanter), Kyda (a female human rogue/bard), and Brakisi (a male human urban ranger).
• The Silver Ravens defended Kintargo from being conquered no fewer than a dozen times during the Chelish Civil War: five times from power-hungry noble families, four times from agents of Thrune, once from an invasion of skum from the sea, once from a cabal of Nidalese vampires, and once from a blue dragon named Rivozair.
• The Silver Ravens maintained their main headquarters in and below the Kintargo Opera House; unfortunately, no information in the documents indicates any other safe houses the group may have maintained.
• The Silver Ravens were said to be able to use something called the “Song of Silver” to defend Kintargo when it was attacked by enemies, but sadly, no additional information as to what this mysterious song was can be found in these notes. Rexus implores the PCs to keep an eye out for further clues as to this intriguing notation. (More details on the “Song of Silver” will be revealed in upcoming adventures, but for now, attempts to learn more about this topic should be met with dead ends House Thrune’s redactors were particularly thorough in erasing this bit of information from history).
• The last section translated speaks of how the leaders of the Silver Ravens had seen the proverbial writing on the wall—they knew House Thrune was likely to seize control, and had come to the difficult decision to surrender should this event come to pass, hoping to prevent Thrune from razing Kintargo. Indications exist that the cache of treasure and documents hidden in the Fair Fortune were intended to serve as a sort of time capsule, should Kintargo forget the Silver Ravens with the passage of time.
Development: Perhaps the most important resources to be gained from translating the documents are pages upon pages of information about tactics for defending Kintargo. Once the translation is complete, the information found within grants the rebellion a permanent +2 bonus on all Organization checks (Loyalty, Secrecy, and Security).

HANDOUT #2 (Note found in bouquet of roses given to Davina)

My Dear Ravens—
You are not alone in your fears for the nest we share, but for now, my flock and I must remain quiet and hidden. The time will soon come when we must meet, but until then, keep building your contacts and resources. Do not rush into opposition against our common enemy. The time to retake Kintargo will come, but to strike too soon will be to lose the war before it even begins.

Recruit. Prepare. Remain strong in your patience. We shall speak soon.
—The Rose of Kintargo

RUMOR TRACKER

Red Jills:
Jessibel’s Encounter w/ Sebbe of the Red Jills

Rumor Jessibel Heard Re: Red Jills

Baelgar’s Chat with Davina

T’chazzar on the Red Jills