especially to gather wealth (because too much is never
enough). T heir favorite methods include coercion,
confidence scams (mostly relying on th e fine print in
magically binding contracts), murder, politics, theft , tor-
ture, and vice.
You could build a campaign around the Orzhov Syndi-
cate's efforts to gain control of th e adventurers. Recog-
nizing the characters as powerful agents for change, one
or more pontiffs scheme to make sure that the syndicate
can di rect that force toward goals of t heir choosing. In
typical O rzhov fashion, that generally means trying to
force the characters into debt, either t o the Orzhov in
general or to an individual pontiff.
At low levels , the Orzhov might be nothing more than
a gentle force behind the scenes. If the adventurers need
help, an Orzhov agent might appear and offer it. [f they
commit crimes, the Orzhov find out about it. The charac-
ters' valuables can be kept safe in an Orzhov vault, and
Orzhov ministrants can provide healing and other cleri-
cal magic at reasonable prices.
As the campaign progresses and the characters ac-
quire more influence in their guilds and in the city at
large, the Orzhov begin trying to exert pressure. They
call in favors in exchange for the help they have previ-
ously offered, they make subtle threats about reporting
the adventurers' illegal acts, or they point to the fine
print in agreements made with the ministrants. Initially,
their motives might not be outwardly sinister. (The Or-
zhov Assignments table can serve as inspiration.) But if
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 th e campaign builds to a climax, the adventure rs
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 a long 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 s uch
characters might undertake.
0RZHOV ASSIGNMENTS
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.
OTHER ADVENTURE HOOKS
The Orzhov Adventure Hooks table presents ideas
for additional adventures themed around the Orzhov
Syndicate.
0RZ HOV ADVENTURE HOOKS
d6 Adventure Hook
Newly minted Orzhov coins are inscribed with a
magical symbol that binds the spirit of anyone who
uses them.
2 Indentured spirits (see chapter 6 for the stat block)
have been deployed to haunt a location the Orzhov
want to keep people away from.
3 Thrulls (described in chapter 6) that have broken
free ofOrzhov control are causing mischief.
4 Items appear on the black market that were ob-
viously stolen from an Orzhov vault, but no one
admits that the theft has occurred or claims credit.
S Gargoyles perched on structures throughout the
city are robbing passersby and delivering th eir
stolen goods to an Orzhov basilica.
6 An eclipse triggers violent behavior from bound
Orzhov spirits.
t;HAPHRI l!HA11:-:GAD\,F.NTUP..1'S 14~