Hell's Rebels

Game Master bigrig107

Roll20 Link
Map of Kintargo
The Seven Proclamations of Lord-Mayor Barzillai Thrune
Long Roads Coffeehouse map


[dice=Init, Tessa]1d20+3[/dice]
[dice=Init, Llewela]1d20+5[/dice]
[dice=Init, Believer]1d20+0[/dice]
[dice=Init, Maccha]1d20+6[/dice]

Rebellion Rules:
Rebellion Mechanics, Hell’s Rebels:

This system uses two main mechanics named Authority Points (AP) and Liberation Points (LP).
-Barzillai’s control over the city is abstracted as his Authority Points, which goes up and down over the course of the campaign, though trends downward as the heroes whittle it away. Authority represents a number of things, including the number, morale and loyalty of his armed forces, the confidence/fear of the citizenry and the strongholds and assets at his command. At the start of the campaign, Barzillai has 100 Authority points. As the campaign progresses the PCs will chip away at this with their actions, and Barzillai will recoup some via reprisals and recruitment.

Barzillai can gain AP in a handful of ways, and also lose it:
-Gaining Authority: Barzillai gains Authority through successful reprisals, crackdowns and recruitment. He also gains Authority whenever the PCs fail (or are forced to retreat) at a mission that would have caused him to lose Authority had they succeeded, albeit only typically a point or two. A captured or killed PC causes him to gain a number of Authority points equal to half their level (minimum 1).
-Recruitment: As long as Barzillai has at least 1 point of Authority, he will gain 1 point of Authority per week, due to recruitment, fresh supplies and general enforcement of his will.
-Losing Authority: Barzillai loses Authority whenever the PCs succeed at a mission that undermines his rule, when his minions are defeated, or when his assets are sabotaged or stolen. Other actions, such as propaganda by the PCs, can also reduce his Authority.

-Liberation points: represent the goodwill, morale and support of the citizens of Kintargo, as well as the strength and organization of the rebels. Liberation points are earned as the PCs aid the people of Kintargo, recruit allies and gain assets for the rebellion to use against Thrune. Liberation points are lost if the PCs commit atrocities, or their allies, assets or even good name are successfully attacked by Thrune. Key allies such as Rexus, Laria, and such grant Liberation points when they are recruited – typically between 1 and 3, depending on the influence and capability of the individual. Gaining safehouses, recruiting combatants or simply earning the good will of the citizens such as by defeating threats to the city all earn a couple of points.

Spending Liberation Points: Liberation Points can be spent to accomplish a few specific tasks, and also be spent at certain points to fight back against certain Reprisals enacted by Barzillai.

Notoriety: The Rebellion starts with a Notoriety score of 0. House Thrune and the church of Asmodeus determine the rebellion’s Notoriety score. If they see the Silver Ravens as more of a threat, your Notoriety score increases. The value ranges from 0 to 100. At times, you’ll need to roll a Notoriety check (roll d%). If the result is less than or equal to the Silver Ravens’ current Notoriety score, House Thrune (or another agency) takes note of the rebels and something bad happens to the rebellion (you incur a bonus Reprisal). Your Notoriety score can never be more than 100. If it reaches 100, though, House Thrune cracks down and begins rounding up and executing suspected Silver Raven sympathizers, simultaneously reducing the Silver Ravens’ supporters and the city’s total population. I’ll make sure to indicate when your Notoriety score increases (usually when you perform actions that draw attention to yourselves and the rebellion)

Reprisals: at certain points Barzillai will enact reprisals, events aimed at enforcing his authority and enacting more control over the city. These happen once a week once Barzillai is below 75 AP, and also at certain story events. The specific reprisals will be generally attacking the rebellion in either physical manners (attacking a suspected safe house, abducting suspected supports of the Ravens, etc) or otherwise hurting the Raven’s public perception (propaganda, framing for crimes, etc). Some reprisals are able to be affected by spending LP to counteract their effects, as you employ teams to fight against whatever shenanigans Barzillai has in store for you.

Events: Once all rebellion actions are resolved, the GM checks to see if a special event happens. The percentage chance of an event occurring is equal to Kintargo’s current danger rating + the Silver Ravens’ current Notoriety score. If no event occurred the previous week, the chance of an event occurring is doubled. (This doubling only happens once, regardless of how many non-event weeks have accumulated.) The minimum chance for an event to occur is 10%, while the maximum is 95%. If an event occurs, the GM rolls and consults Table 2: Rebellion Events above to see what happens. (The event table I’ll use is in the player’s handbook, page 30).

Rebellion Actions::
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.

Sewer safe passage rules:
To clear out a path between two safe houses, first you must have two safe houses in far enough away places to have a route between (this can be done with the Activate Safe House rebellion action), and then you must dive into the sewers yourselves to clear the path.

To start, you'll automatically run into some sort of encounter: either a hazard (flood, mushrooms, etc), a monster/monsters (ew sewer things), a puzzle (some long forgotten maintenance room needs unlocking), or the like. Then you'll need to make a DC 15 (or higher for harder areas per GM) Survival check to orient yourself and successfully clear the path to the safe house you want to reach. Note that this exit most likely won't be inside an actual building, instead being a sewer grate, a manhole, etc.

If you succeed at the check, then you establish the route as safe, for a time. More on that later. If you fail, then you run into another encounter (not neccessarily a fight mind you) and will have to attempt the check as a group again.

Restocking the sewers: each week there is a chance that something has made its way back into the sewer that you will need to take care of should you need to use the route again. For a week after clearing it, there is no chance of an encounter. After that, the result leading to an encounter is represented by a roll of 1 on a dice. If it's been 2-3 weeks a d12, 4 weeks a d10, 6 weeks a d8, 12 weeks or more a d4. Having an encounter on a certain route resets the timer and die size.

Long Roads Coffeehouse locations:
B1. Public Dining:
B2. Office: This room houses most of the shop’s licenses, financial records, and outstanding orders. A trap door leads up to area B4.
B3. Pantry: Used to store commonly used ingredients. A concealed trap door (Perception DC 15 to notice) leads down from the pantry to a dry-goods cellar below.
B4. Study: The coffeehouse’s second floor is dedicated to personal space surrounding this spacious study.
B5. Employee Room: This comfortable common area is for employees, and is furnished with halfling-sized beds, dressers, chests, and desks.
B6. Guest Room: This narrow bunk room accommodates the occasional human-sized visitors and guests (Laria offers the room to the PCs).
B7. Laria’s Room: Laria’s personal chambers dominate the southwestern half of the upper floor.

By the Order of Lord-Mayor Barzillai Thrune:

The Following Proclamation is Unyieldingly Decreed:

Proclamation of Martial Law

In the interest of preserving order, security, and the sanctity of our great city under the watchful gaze of the Infernal Majestrix, I, Barzillai Thrune, hereby decree the following measures under Martial Law:

Section the First
All citizens are to remain within their homes from the hour of sunset until the break of dawn. Any person found outside during these hours without an official writ of passage shall be detained by the dottari and subjected to interrogation.

Section the Second
All gatherings of five or more individuals, whether in public or private, are hereby forbidden unless expressly sanctioned by the office of the Lord-Mayor. Unauthorized gatherings will be dispersed, and the participants detained for questioning.

Section the Third
The carrying of weapons by civilians is prohibited. All weapons must be surrendered to the dottari immediately. Violators will be considered enemies of the state and dealt with accordingly.

Section the Fourth
The use of magic without express permission from the office of the Lord-Mayor or the Holy Church of Asmodeus is strictly forbidden. Unauthorized use of magic will be met with severe penalties, including, but not limited to, imprisonment or summary execution.

Section the Fifth
All forms of communication, including messengers, pigeons, and arcane means, are to be monitored by the dottari. Any attempts to send unsanctioned messages will result in immediate detainment and investigation.

Section the Sixth
The requisition of goods, supplies, and properties by the city authorities is hereby authorized for the duration of this martial law. Compensation for such requisition will be at the discretion of the city and may not reflect market value.

Section the Seventh
All acts of defiance, sedition, or rebellion against the Lord-Mayor, House Thrune, or the Holy Church of Asmodeus will be met with swift and unrelenting justice. Citizens are encouraged to report any such acts immediately.

Section the Eighth
This proclamation shall remain in effect until such time as the Lord-Mayor, in his infinite wisdom, deems the city to be secure and the enemies of the state vanquished.

Let all know that these measures are taken for the safety and prosperity of our great city. May the Infernal Majestrix's will guide and protect us all.