Hell's Rebels: An Unkindness in Kintargo

Game Master Branding Opportunity

Join the rebellion! Save Kintargo! DOWN WITH THRUNE!


BACKGROUND

Map of Kintargo

Heard Rumors:


  • Be careful when traveling through the Redroof and Temple Hill districts and don't walk alone there after dark. The local gangs are getting restless and the leader of the Red Jill's, a local gang known for their distinctive red cloaks, is becoming increasingly unstable.
  • Nox, Thrune's personal bodyguard, is half devil. She's waaay too ugly to be just human, that's for sure.
  • From students of the Alabaster Academy: "I've heard tell that the Dottari are so busy rounding up Thrune's "undesirables" that the guard towers are all full, and that they've taken to keeping those they arrest in warehouses." Another student chimes in "My cousin says that they're putting some of the prisoners to work in places like the Sallix Salt Works, as slave labor."

Kintargo Districts:

The Castle District
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 Nidalese Embassy: This building is currently abandoned, as Nidal has withdrawn its diplomats during the current crisis in Cheliax.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
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
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
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.

Redroof
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

Temple Hill
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.
[ b]T4. Temple Hill Gardens:[/b] 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
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
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.

Thrune's Proclamations:

Spoiler:
Since the implementation of martial law, Barzillai Thrune has issued to several proclamations to further codify and expand changes to local law

Proclamation the First: All slayers of city pests (hereby ascribed as doves, mice, and ravens) who present said pests to the dottari shall be rewarded with a bounty of one 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 Magestrix Queen Abrogail II. Said portrait must measure no less than 17 by 11 inches.

Proclamation the Third: All those who capture, alive and unharmed, feral dogs of a weight exceeding 50 pounds are to be rewarded with a payment of two silver pieces upon transfer of the dogs 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, all must be gathered, cleaned, and repackaged within the hour. Any person who allows grain to go ungathered after a spillage shall be fined one 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 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.

Anyone caught breaking a proclamation will be arrested by the dottari and brought to the nearest watchtower on the city wall for processing.

Hell's Rebels Loot List

Dramatis Personae
Barzillai Thrune
Nox
Rexus Victocora
Laria Longroad

COMBAT

Hell's Bright Shadow Combat Maps

Code for Group Perception checks:

Perception checks:
[dice=Carlissa]1d20+5[/dice]
[dice=Charlize]1d20+6[/dice]
[dice=Dante]1d20+5[/dice]
[dice=Draco]1d20+3[/dice]
[dice=Lyra]1d20+1[/dice]
[dice=Fleck]1d20+6[/dice]
[dice=Rexus]1d20[/dice]

Code for Initiative checks:

Initiative!
[dice=Carlissa]1d20+2[/dice]
[dice=Charlize]1d20+2[/dice]
[dice=Dante]1d20+6[/dice]
[dice=Draco]1d20[/dice]
[dice=Lyra]1d20+1[/dice]
[dice=Rexus]1d20+1[/dice]
[dice=Creature1]1d20[/dice]
[dice=Creature2]1d20[/dice]