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
t;HAPHRI l!HA11:-:GAD\,F.NTUP..1'S 14~

