Page 124 - Guildmasters' Guide to Ravnica
P. 124

CHAPTER 4:  CREATING ADVENTURES



                      HIS CHAPTER PROVIDES A TOOLBOX TO HELP    LINKED LOCATIONS
                      the Dungeon Master create adventures featur-  You can create an adventure that links two locations
                      ing the guilds of Ravnica. The tensions among   together. The Location Connections table offers broad
                      the guilds, a constant current of animosity,   suggestions for how you might lead your players from
              provide a solid foundation for building adventures.   one adventure location to another.
               "Krenko's Way," a sample adventure at the end of this
              chapter, can be used to launch a Ravnica campaign.   LOCATI ON  CONNECTI ONS
               The tables and advice in this chapter expand on the   d6   Adventure Connection
              material in chapter 3 of the Dungeon Master's Guide.
                                                                        Transport a person, an object, or information
              Monsters and nonplayer characters mentioned on the
              tables can be found either in the Monster Manual or in    collected at the first location safely to the second.
              chapter 6 of this book. When a creature's name appears   2   Plant something taken from the first location
              in bold type, that's a visual cue pointing you to the crea-  inside the second to incriminate someone in the
              ture's stat block in the Monster Manual. If the stat block   second location.
              appears elsewhere, the text tells you so.            3    Do the same thing at the second location as was
                                                                        done at the first.
              GUILD - BASED ADVENTURES                             4    Uncover the source of interference encounte red at
              Each guild gets a section in this chapter to help you craft   the first location, which lies in the second.
              adventures inspired by that guild. In a guild's section,   5   Follow a fleeing foe or trail a suspicious figure from
              four basic seeds for creating adventures are provided:    the first location to the second.
              guild locations, guild villains, character objectives, and
                                                                   6    Follow up on information gained at the first loca-
              adventure hooks.
                                                                        tion by investigating the second.
              GUILD LOCAT IONS
                                                                GUILD V I LLAINS
              Each guild's entry in this chapter includes a map of an
                                                                Player characters might belong to any guild, and their
              iconic location associated with the guild. Any of these
                                                                adversaries might as well. The guild entries in this chap-
              sites can serve as the location for an adventure.
               The description of each guild location includes a table   ter offer examples of the kinds of villains and villainous
              that lists possible goals for an adventure based there.   schemes that might be connected to each guild.
              You can choose an adventure goal, or roll one randomly,   Certain kinds of goals and schemes are common to
              from the table in the description of the site you've cho-  villains in every guild. Some generic villainous schemes
              sen. If none of those goals inspires you, choose a goal   appear on the Guild Villains table. You can also use the
              or roll one randomly from the Guild Location Goals   Villain's Scheme and Villain's Methods tables in chapter
              table instead.                                    4 of the Dungeon Master's Guide to flesh out a villain's
                                                                activities, and a guild's section in this chapter points to
                                                                specific parts of those tables that characterize how vil-
              GU I LD  LOCATI ON  GOALS
                                                                lains from that guild enact their plans.
                d8    Adventure Goal
                      Prevent a magical catastrophe inside the location.   GU I LD V I LLAINS
                 2    Find the source of strange occurrences in or near
                                                                   d6   Villainous Activity
                      the location.
                                                                        A villain is attempting to disgrace or discredit a
                 3    Escape the location (and help others escape) when
                                                                        powerful  person.
                      a disaster occurs inside.
                                                                   2    A villain is striving for power within their guild.
                 4    Quell a riot inside or around the location.
                                                                   3    A villain has claimed power in their guild and
                 5    Kill or drive out a monster that has turned the
                                                                        needs to be supplanted.
                      location into its lair.
                                                                   4    The villain is sending agents to infiltrate one or
                 6    Defend the location against an external attacker.
                                                                        more guilds.
                 7    Seize control of the location.
                                                                   5    The villain's agents are luring members away from
                 8    Infiltrate the location and report on what's happen-
                                                                        another guild.
                      ing inside.
                                                                   6    The villain's agents are sabotaging the operations
                                                                        of another guild.

                                                                                 CHAPTER 4  I CRl.ArTNG ADVENTURES
   119   120   121   122   123   124   125   126   127   128   129