Page 125 - Guildmasters' Guide to Ravnica
P. 125
CHARACTER O BJECTIVES safe bet that a player who creates a Rakdos character
-------- is looking for mayhem and combat, while a Dimir
The impetus for adventuring might come from within
player is more interested in intrigue and sabotage.
the player characters' own guilds, rather than from ex-
Armed with that understanding, you can better craft
ternal guilds. Each guild entry in this chapter provides
an adventure experience aimed at your players.
some examples of missions that the guild might send
• Go with a guild that easily provides a villain to face. A
its members on. These missions can also serve as side
few guilds make very straightforward villains: Gruul,
quests that a character is asked to fulfill while engaged Rakdos, Dimir, and Golgari.
in a larger task that involves the whole party. Let a die decide the guild, using the Random Guilds
table in this book's introduction.
GUILD CHARACTER OBJECTIVES
The guild you choose will provide a potential location,
d8 Adventure Goal
villain, mission, or adventure hook, as well as point you
Find an item that is important to the guild. toward the type of adventure you're going to run.
2 Get information from a guild member.
3 Protect or rescue a guild member in the midst of a ADVENT URE TYPES
catastrophe. Certain guilds lend themselves to particular types of
4 Free a guild member from captivity. adventures better than others, as shown below. If you're
5 Find a missing guild member. interested in running an intrigue adventure, where the
6 Kill or capture an enemy of the guild. heroes must unravel twisted plots within plots, you'll
want to choose a different guild from what you would se-
7 Help a guild member who's in trouble with the law.
lect if you want to run a dungeon delve that will take the
8 Recruit someone to join the guild.
adventurers into the labyrinthine undercity.
A DVENTURE H OOKS DUNGEON DELVE
Beneath the urban environment ofRavnica is an entirely
Each guild section includes a table of adventure hooks-
different city- the dark, dank undercity, where vermin
events that might drive adventures but don't necessarily
and horrors lurk and the Golgari Swarm maintains
involve specific locations or villains. They offer a general
its elegant courts. Indeed, thousands of years of devel-
description of circumstances that can lead to adventure.
opment have buried countless layers of construction
beneath the current surface streets, making the under-
CHOOSING A GUILD
city much larger than the surface city, though much of
Here are the main ways to approach the choice of guild it is inaccessible. But if a sinkhole or other catastrophe
for your adventure: opens long-sealed vaults and exposes them to the sur-
Choose a guild that has an aesthetic or a story that ex- face again, who knows what horrors might be revealed?
cites you and that will lead to the sort of villain or type
of adventure you want to build. The following section, DUNGEON DELVE GUILDS
"Adventure Types,'' shows how different guilds are dl2 Guild
natural fits for certain types of adventure. 1- 3 House Dimir
• Pick a guild that fits your players' tastes. The introduc-
4- 8 Golgari Swarm
tion to the Dungeon Master's Guide offers some guid-
9-10 Cult of Rakdos
ance for crafting adventures to please different kinds
11- 12 Simic Combine
of players. The guild or guilds your players choose will
also help you understand your players' desires. It's a
WILDERNESS
Though the world is covered with streets and buildings,
QUICK BUILD
Ravnica also has its wilderness areas, including the
To make a simple location-based adventure quickly, follow ruined rubblebelts haunted by the Gruul and the sylvan
these steps:
wilds cultivated by the Selesnya.
1. Choose a guild (or use the Guilds table in chapter l
if you want to choose randomly). The adventure will WILDERNESS GUILDS
take place in that guild's location, as described in d6 Guild
this chapter.
2. Determine the adventure goal using the table associated 1- 4 Gruul Clans
with that location. 5-6 Selesnya Conclave
3. Use creatures associated with the guild (shown on the
tables in chapter 6) to populate the location. PLOTS AND INTRIGUE
Optionally, you can use the Location Connections ta- Every guild has its internal politics, making it easy for
ble in this chapter to link the location you're using to a characters to get caught up in intrigue- particularly
second location. You can either select a location based within their own guilds. Certain guilds are more likely
on the result of that table or determine the second loca- to involve themselves in the politics of other guilds,
tion randomly. which makes them particularly good villains for in-
trigue-based adventures.
12 j CH/\rTEI< .i I CREATING ADVENTIJRES

