once per week, the rebellion can take a number of actions, with one action plus one per 25 LP held by the rebellion being able to be made per week. For the specific checks mentioned here, each check will use the average of the entire party’s highest skill bonus for each skill category. Secrecy (Stealth or Bluff, Knowledge (Local)), Security (Intimidate, Survival, Profession (soldier)), and Loyalty (Diplomacy or Sense Motive).
Activate Black Market: (DC 20 Secrecy check and spend 50 gp to smuggle goods and bribe officials) On a successful check, the Silver Ravens set up a black market for 1 week in Kintargo. During this week, the city’s base value is doubled and all rolls to determine item availability increase from 75% to 90%. Furthermore, magic items sold to the black market sell for 55% of their normal price rather than 50%. On a failed check, your Notoriety score increases by 1d6.
Activate Safe House: (Secrecy DC 20) Your outlaw team secures a small building somewhere in Kintargo and sets it up as a safe house. You can select any building for this role, provided the building is not located in the Castle District or the Greens (final selection subject to GM approval). The building itself might be abandoned, or it might be a home or humble business run by a rebellion supporter. An activated safe house remains active for 1 week plus one week per 5 you beat the DC by, during which time any characters recovered via the Rescue Character action can be brought to the site without fear. The building also presents a safe place to get food, recover, and rest without worrying about wandering monsters or other interruptions. A cache hidden in an active safe house can’t be lost by the Cache Discovered event. Finally, for each active safe house, the rebellion gains a cumulative +1 bonus on Security checks, to a maximum bonus of +5.
Gather Information: (Secrecy DC 15) 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.
Knowledge Check: (Secrecy Check): The team attempts to provide an answer to any question you could normally answer with a successful Knowledge check. Rather than roll a Knowledge check to provide this answer, roll a Secrecy check. Modify this result by Kintargo’s Lore modifier. Treat the result as the DC achieved in the desired Knowledge category.
Lie Low: (Secrecy Check) 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 Secrecy roll divided by 10. (So 1 for 10, 2 for 20, etc.)
Reduce Danger: 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.
Refresh Marketplace: By expending 100 gp on bribes and other expenses, the team removes the currently available specific magic items for sale from distribution. The GM rolls up new magic items randomly to determine what items become available at the end of the following week.
Rescue Character: 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: (not unlocked for now, will be unlocked later) 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 the Silver Ravens’ headquarters (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.
Sabotage: Your saboteurs attempt to damage a structure or meddle with the political machinations of House Thrune or the church of Asmodeus. With a successful DC 20 Secrecy check, Thrune and church agents are distracted for the following week, and all Organization checks you make during that week gain a +2 bonus. In addition, reduce your Notoriety score by 2d6. On a failed check, the sabotage backfires and reduces both your supporters and Kintargo’s population by 2d6. Alternatively, the Sabotage action can also be used to attempt location-specific deeds that will affect adventuring that takes place in those locations. Your GM will have information on these acts when they become relevant during the course of the campaign.
Secure Cache: You can arrange for a cache of equipment to be hidden somewhere in Kintargo. Doing so requires purchasing the items in question (or simply providing the team with items already owned) and a successful Secrecy check to stash the items. Caches come in three categories—minor, intermediate, and major (see the sidebar above). Sneaks can only secure minor caches, while thieves can secure minor or intermediate caches, and both saboteurs and spies can secure all three categories. You can have the team secure an outdoor cache in any location in Kintargo (such caches are typically hidden in alleys or parks or other relatively out-of-the-way areas) or inside a specific structure. When placed in a specific structure, the cache is typically hidden near the entrance, but additional locations are available in certain buildings. (Your GM has this information as it is needed.) Placing a cache inside of “enemy territory” (subject to the GM) increases the DC by 5 to 10. Make sure to keep track of the locations you’ve hidden caches and what kinds of caches they are!
-Caches: Minor Cache: A minor cache can weigh no more than 5 pounds, and can be worth no more than 900 gp in all. Securing a minor cache requires a DC 15 Secrecy check. Intermediate Cache: An intermediate cache can weigh no more than 10 pounds, and can be worth no more than 2,500 gp in all. Securing an intermediate cache requires a DC 20 Secrecy check. Major Cache: A major cache can weigh no more than 20 pounds, but can be worth any amount. Using a bag of holding, portable hole, or similar extradimensional storage item expands the weight limit of major caches. Securing a major cache requires a DC 30 Secrecy check.
Special Order: By relying on contacts in other cities throughout the Inner Sea region, a team of merchant lords can place a special order for a specific expensive item that costs more than Kintargo’s base value and is not currently available in the city’s shops. The cost for the item in question must be paid up front (although the actual price includes a 5% discount due to the merchant lords’ expertise at haggling), and it is delivered to Kintargo in 2d6 days. (For an additional cost of 900 gp, this delivery time can be reduced to 1 day by having the item delivered by teleportation. This additional cost is equal to the cost of two teleport spells, since the deliverer’s return trip must also be accounted for.) The GM has final say on whether or not an item is available for special order.
Spread Disinformation: The team spreads false information about the rebellion throughout Kintargo. With a successful DC 20 Secrecy check, reduce Barzillai’s AP by 1d6. For every 10 points by which you exceed this DC, reduce it by an additional 1d6. If you fail the check by 5 or more, your Notoriety score is instead increased by 1d6.
Urban Influence: Your agitators work to manipulate Kintargo’s modifiers. Spend 100 gp to fund the influence, then choose one of the following settlement modifiers: Corruption, Crime, Economy, Law, Lore, or Society. Adjust one of those modifiers by 2 in either direction for 1 week.