Page 126 - Guildmasters' Guide to Ravnica
P. 126
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.
( llo\l'll Rt I CIU't\11NG ·\D\ENTURES 125

