Page 126 - Guildmasters' Guide to Ravnica
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DISASTER
                                                                When a cyclonic rift sweeps through the streets, an
                                                                uncontrolled wurm crashes through buildings, or a
                                                                laboratory experiment goes haywire, heroes might be
                                                                called upon to shelter the innocent. stop the disaster at
                                                                its source, or hunt down the villain responsible.

                                                                DISASTER  GUILDS
                                                                  d12   Guild
                                                                  1- 2   Golgari Swarm
                                                                  3- 5   Gruul Clans
                                                                  6- 8   lzzet League
                                                                 9- 10   Selesnya Conclave
                                                                 11- 12   Simic Combine

                                                                PROTECTION
                                                                When the innocent are victimized by the powerful, he-
                                                                roes step in. Criminal shakedowns, military raids, end-
                                                                less riots, and more are chances for characters to prove
                                                                their mettle and earn the adulation of the populace.

                                                                PROTECTION  GU I LDS
                                                                  d12   Guild
                                                                  1- 2   Boros legion
             I NTR IG UE GU I LD S                                3- 6   Gruul Clans
               d12   Guild                                        7- 8   Orzhov Syndicate
                                                                 9-12   Cult of  Rakdos
                1-2   Azorius Senate
                3-6   House Dimir
                                                                GUILD VERSUS  GUILD
                7-8   Colgari Swarm
               9-11   Orzhov Syndicate                          Interguild conAict is such a fundamental aspect of life
                                                                on Ravnica that the player characters' guild member-
                12   Simic Combine
                                                                ship is an easy starting point for choosing an adventure
                                                                villai n. If  you choose a villain from a guild that's already
             MYSTERY
                                                                in conflict with one or more guilds that the characters
             Ravnica is rife with crime, presenting law-abiding
                                                                belong to, it's easy to craft villainous goals that are at
             adventurers with ample opportunity to put their
                                                                odds with the characters' goals.
             mystery-solving skills to the test. Identifying a guild
             assassin, tracking a stolen treasure, or unmasking   If  all  the player characters belong to a single guild,
             a corrupt bureaucrat could all fall into this category.   choosing almost any other guild will provide opportu-
             Of  course, the adventurers need not be virtuous or   nities for conflict. The natural state of the relationship
             law-abiding themselves: the Orzhov are more apt to send   between any two guilds is tension at best, and open
             their own enforcers after thieves than they are to turn to   warfare at worst. All it takes is a villain willing to upset
                                                                the balance of power, and the characters' guild or their
             the forces of law for assistance.
                                                                own motivations should easily bring them into conflict
                                                               with the villain. A party's own guild could even provide
             MYS TERY GUILDS
                                                                a villain, given the amount of  scheming and intrigue that
               d12   Guild                                     exists even within the guilds. A guild official gone rogue,
                1-4   House Dimir                               members of the same guild at odds with one another, or
                5- 7   Colgari Swarm                           even a corrupt guildmaster can put characters in con-
                                                                flict with their own guild.
                8    lzzet League
                                                                 If the characters come from different guilds, a com-
               9- 11   Orzhov Syndicate
                                                                mon enemy provides a good reason for them to work
                12   Simic Combine
                                                                together. Any guild that isn't represented by one of the
                                                                characters is a fine choice for a villain.


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