Advisors control the flow of information and help shape
the public persona of the Silver Ravens.
STREET PERFORMERS (TIER 1 ADVISORS)
Recruitment Secrecy DC 10
Granted Action Gather Information
Size 6 people
Upgrades To rumormongers
Street performers can spread the word of the Silver Ravens
through art while keeping an ear to the ground for rumors.
RUMORMONGERS (TIER 2 ADVISORS)
Cost 50 gp
Granted Actions Gather Information and Spread Disinformation
Size 6 people
Upgrades From street performers; Upgrades To agitators
or cognoscenti
These specialized street performers cannot only gather
information, but can spread lies and confusing rumors to
throw the government off the Silver Ravens’ tracks.
AGITATORS (TIER 3 ADVISORS)
Cost 200 gp
Granted Actions Gather Information, Spread Disinformation,
and Urban Influence
Size 6 people
Upgrades From rumormongers
Agitators are highly specialized rumormongers capable of
influencing the very nature of Kintargo’s society with their
whispers and scuttlebutt.
COGNOSCENTI (TIER 3 ADVISORS)
Cost 200 gp
Granted Actions Gather Information, Knowledge Check,
and Spread Disinformation
Size 6 people
Upgrades From rumormongers
A group of cognoscenti are experts in a wide range
of diverse fields; they can be consulted for advice or
information of all sorts.
Outlaws
Outlaws use what would normally be considered criminal
activity to support the Silver Ravens.
SNEAKS (TIER 1 OUTLAWS)
Recruitment Secrecy DC 15
Granted Action Secure Cache
Size 3 people
Upgrades To thieves
A team of sneaks can secure minor caches of equipment for
later use throughout the city, but not in dangerous sites.
THIEVES (TIER 2 OUTLAWS)
Cost 250 gp
Granted Actions Activate Safe House and Secure Cache
Size 3 people
Upgrades From sneaks; Upgrades To saboteurs or spies
A thief is a more accomplished sneak, and is capable of
providing a safe place for other outlaws to hide out or
placing intermediate caches in risky locations.
SABOTEURS (TIER 3 OUTLAWS)
Cost 1,000 gp
Granted Actions Activate Safe House, Sabotage, and
Secure Cache
Size 3 people
Upgrades From thieves
Saboteurs are specialists in the arena of undermining
oppressive governments. They can also place major caches.
SPIES (TIER 3 OUTLAWS)
Cost 1,000 gp
Granted Actions Activate Safe House, Covert Action, and
Secure Cache
Size 3 people
Upgrades From thieves
Spies can provide safe havens in which rebels can hide,
orchestrate covert actions against House Thrune, and are
capable of stashing major caches in high-risk locations.
Revolutionaries
Revolutionaries take the cause to the streets and oppose
the government with physical and magical power.
FREEDOM FIGHTERS (TIER 1 REVOLUTIONARIES)
Recruitment Security DC 15
Granted Action Reduce Danger
Size 6 people
Upgrades To infiltrators
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.
INFILTRATORS (TIER 2 REVOLUTIONARIES)
Cost 250 gp
Granted Actions Reduce Danger and Rescue Character
Size 6 people
Upgrades From freedom fighters; Upgrades To cabalists
or spellcasters
A team of infiltrators is a highly trained group of
freedom fighters capable of attempting daring rescues of
imprisoned characters.
CABALISTS (TIER 3 REVOLUTIONARIES)
Cost 1,000 gp
Granted Actions Manipulate Events, Reduce Danger, and
Rescue Character
Size 6 people
Upgrades From infiltrators
Cabalists are members of secret societies and have
numerous ties to the aristocracy; their words can influence
events across Kintargo.
SPELLCASTERS (TIER 3 REVOLUTIONARIES)
Cost 1,000 gp
Granted Actions Reduce Danger, Rescue Character, and
Restore Character
Size 6 people
Upgrades From infiltrators
Spellcasters include clerics, wizards, and all other magic-using
characters. They can help to restore a lost character, given
the right resources.
Traders
Traders focus on manipulating Kintargo’s markets and
making money for the Silver Ravens.
PEDDLERS (TIER 1 TRADERS)
Recruitment Security DC 10
Granted Action Earn Gold
Size 6 people
Upgrades To merchants
Peddlers include artisans, laborers, street vendors, and
anyone else who sells a specific type of good or service to
bolster the Silver Ravens’ treasury.
MERCHANTS (TIER 2 TRADERS)
Cost 50 gp
Granted Actions Earn Gold and Refresh Marketplace
Size 6 people
Upgrades From peddlers; Upgrades To black marketeers or
merchant lords
Merchants can earn gold for the Silver Ravens, or they can
move magic items through the marketplaces of Kintargo to
bring in new stock.
BLACK MARKETEERS (TIER 3 TRADERS)
Cost 200 gp
Granted Actions Activate Black Market, Earn Gold, and
Refresh Marketplace
Size 6 people
Upgrades From merchants
Black marketeers are similar to merchants, save that they
maintain contacts with illegal sources and operate in the
city’s shadows, allowing the PCs to sell items at a slightly
higher profit.
MERCHANT LORDS (TIER 3 TRADERS)
Cost 200 gp
Granted Actions Earn Gold, Refresh Marketplace, and
Special Order
Size 6 people
Upgrades From merchants
Merchant lords function as merchants, save that they can
arrange for special orders of high-cost items to be shipped to
Kintargo at a slight discount to such an item’s normal cost.
Allies
Allies are a special type of Silver Raven that can only be earned
during play in the Adventure Path. They generally grant
unique or special bonuses or rebellion actions. Your GM
has information on allies and their effects as these special
NPCs become available during the course of the campaign.
活動(アクション)
Activate Black Market (Black Marketeers):To activate
a black market, you must attempt a 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 (Saboteurs, Spies, or Thieves):
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, 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.
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.
Covert Action (Spies): By taking this action, spies can
work with any other team to hide any evidence that the
rebellion was involved in an operation. This grants all
d20 rolls made to resolve the rebellion act immediately
following a Covert Action a bonus to the roll equal to
the spies’ manager’s Charisma bonus. Furthermore,
any Notoriety gained from this action is automatically
reduced to the minimum amount possible. Alternatively,
a Covert Action can be used to place a contact or stash
of gear in a specific adventure site. Your GM will have
information on these acts when they become relevant
during the course of the campaign, but once you place a
contact or stash in a site, it only remains for 1 week.
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.
Earn Gold (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 (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.
Knowledge Check (Cognoscenti): The team of
cognoscenti 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 + 1/2 the rebellion’s
rank. Treat the result as the DC achieved in the desired
Knowledge category.
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.
Manipulate Events (Cabalists):Cabalists are among
the secret movers and shakers of Kintargo’s society, and
an idle comment or well-timed whisper from them can
set into motion significant events. When your cabalists
manipulate events, you automatically guarantee an event
occurs during the following Event phase. The GM rolls
twice on the table, and the manager of the cabalists gets
to choose which of the two results take place. If the event
is detrimental, the cabalists’ manager can choose to add
his or her Charisma modifier to any d20 rolls made as a
result of the check to further influence the outcome.
Recruit Supporters (No Team Required):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. 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.
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.
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.
Refresh Marketplace (Black Marketeers, Merchant Lords, or Merchants):
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.
If you use a Tier 3 team to refresh the marketplace, you
can ask the GM to reroll one magic item result in each
category (minor, medium, and major).
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.
Restore Character (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 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 (Saboteurs):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 locationspecific
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 (Saboteurs, Sneaks, Spies, or Thieves):
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! See the sidebar above for DCs and
additional details on the three categories.
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.
Special Order (Merchant Lords):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 (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.
Urban Influence (Agitators):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.