Page 150 - Guildmasters' Guide to Ravnica
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the characters work against Orzhov interests, the syn-
                                                                dicate interferes more forcefully. All the while, Orzhov
                                                                leaders are looking for ways to trap the characters under
                                                                their ghostly thumbs.
                                                                  As the campaign builds to a climax, the adventurers
                                                                might be forced to make sacrifices in order to throw off
                                                                the yoke of Orzhov debt. That turn of  events could lead
                                                                to a confrontation with an undead pontiff or even the en-
                                                                tire Obzedat. And if a member of the adventuring party
                                                                has died along the way, the other characters might find
                                                                themselves fighting the spirit of their dead companion!
                                                                ORZHOV CHARACTER GOALS
                                                                Characters who are members of the Orzhov Syndicate,
                                                                as well as those who are indebted lo the Orzhov, might
                                                                receive missions or errands that further the interests of
                                                                their corrupt overlords. The Orzhov Assignments table
                                                                includes examples of  quests and side quests that such
                                                                characters might undertake.
                                                                0R ZHOV AS SI GNMENTS
                                                                   d6   Assignment
                                                                        Convince a debtor to make a payment.
                                                                    2   Damage the person or property of  someone who
                                                                        refuses to pay protection money.
                                                                    3   Distribute alms-coins to the poor.
                                                                    4   Transport a chest of  coins to an Orzhov bank.
                                                                    5   Destroy evidence that implicates the Orzhov in a
                                                                        crime.
                                                                    6   Find information that can be used to blackmail a
                                                                        powerful person.
              especially to gather wealth (because too much is never
              enough). Their favorite methods include coercion,   OTHER ADVENTURE HOOKS
              confidence scams (mostly relying on the fine print in
              magically binding contracts), murder, politics, theft, tor-  The Orzhov Adventure Hooks table presents ideas
              ture, and vice.                                   for additional adventures themed around the Orzhov
                You could build a campaign around the Orzhov Syndi-  Syndicate.
              cate's efforts to gain control of the adventurers. Recog-
              nizing the characters as powerful agents for change, one   0R Z H OV A DVENTURE  H OOKS
              or more pontiffs scheme to make sure that the syndicate   d6   Adventure Hook
              can direct that force toward goals of their choosing. In   Newly minted Orzhov coins are inscribed with a
              typical Orzhov fashion, that generally means trying to     magical symbol that binds the spirit of  anyone who
              force the characters into debt, either to the Orzhov in    uses them.
              general or to an individual pontiff.
                At low levels, the Orzhov might be nothing more than   2   Indentured spirits (see chapter 6 for the stat block)
              a gentle force behind the scenes. If  the adventurers need   have been deployed to haunt a location the Orzhov
              help, an Orzhov agent might appear and offer it. [f they   want to keep people away from.
              commit crimes, the Orzhov find out about it. The charac-  3   Thrulls (described in chapter 6) that have broken
              ters' valuables can be kept safe in an Orzhov vault, and   free ofOrzhov control are causing mischief.
              Orzhov ministrants can provide healing and other cleri-  4   Items appear on the black market that were ob-
              cal magic at reasonable prices.                            viously stolen from an Orzhov vault, but no one
                As the campaign progresses and the characters ac-        admits that the theft has occurred or claims credit.
              quire more influence in their guilds and in the city at   S   Gargoyles perched on structures throughout the
              large, the Orzhov begin trying to exert pressure. They
              call in favors in exchange for the help they have previ-   city are robbing passersby and delivering their
              ously offered, they make subtle threats about reporting    stolen goods to an Orzhov basilica.
              the adventurers' illegal acts, or they point to the fine   6   An eclipse triggers violent behavior from bound
              print in agreements made with the ministrants. Initially,   Orzhov spirits.
              their motives might not be outwardly sinister. (The Or-
              zhov Assignments table can serve as inspiration.) But if




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