Page 136 - Guildmasters' Guide to Ravnica
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HOUSE D IMIR SAFE H OUSE WARDS
You can make a Dimir safe house hard to find and hard to
Masters of misdirection, infiltration. and espionage, Oi- get into by using some of these options:
mir spies and assassins pursue their objectives behind • The safe house is underground and accessible only
layers of deception. Oimir agents make ideal villains for through a maze of tunnels and crevices.
adventures involving intrigue and mystery in the shad- • The area surrounding the house is protected by a guards
ows of dark alleys and the tunnels of the undercity. and wards spell. Navigating the ancient underground
corridors or the modern alleyways above ground
SAFE HOUSE becomes more complicated when intersections are
clouded by fog, doors are hidden and magically locked,
House Dimir maintains safe houses throughout
and magical compulsions drive visitors away.
Ravnica, many of them tucked away in the undercity, • A glyph of warding might cast fear, phantasmal force, or
for guild members who need to elude the ready reach of crown of madness on a character who triggers it-or sim-
the law. These sites are protected by magical wards that ply explode in a blast of cold energy.
confuse and misdirect all who approach- in parcicular, Dimir agents might use alarm spells to ensure that they
spells that make intruders forget where they are or what know when intruders are approaching the safe house.
they're doing there.
A safe house can also be used to hold prisoners for
interrogation, with its protections equally effective in SAFE HOUSE MAP
preventing escape and in deterring intruders. Often, a This safe house is a domed building encased in a stone
single site serves both purposes. exoskeleton characteristic of Dimir construction. The
Map 4.3 presents the floor plan of a typical Dimir ground level is a comfortable living space that features
safe house. accommodations for at least five people. It has five bed-
rooms, abundant storage space, a central lounge, a rec-
SAFE HOUSE ADVENTURES reation space, a dining room, a kitchen, and a pantry.
The first task in almost any mission involving a Dimir A secret door in the back of a shared closet leads to a
safe house is to find the place. Most people who have spiral staircase that descends to the basement, which
been to a safe house or its environs have no memory of contains three small holding cells. A watch post at the
the event, thanks to Dimir mind magic. end of the hall allows a guard to keep an eye on the cells
The Safe House Adventures table offers some reasons and anyone coming down the stairs. An interrogation
why characters might need to visit such a location. In room can be outfitted with equipment designed to ex-
addition, you could use any other guild's sample location tract information. One-way mirrors offer a view on the
as the site for a location-based adventure. with a simple interrogation proceedings from an observation room.
mission: uncover a Dimir spy in that location.
D IMIR V ILLAI NS
SAFE H O U SE ADVENTURES The Dimir can be masterfully sly villains. Example vil-
d12 Adventure Goal lains appear in the Dimir Villains table.
l Find a fugitive hiding in the safe house.
2 Liberate someone being held in the safe house. DIMIR VILLAI NS
3 Retrieve a stolen item. d8 Villain
4 Get information from a prisoner in the safe house l A spy seeks to plunder another guild's secrets.
without revealing that information to the Dimir. 2 A mind mage (see chapter 6 for the stat block) is
5 Acquire information from a Dimir agent to unmask hunting down everyone who witnessed a great hu-
a spy embedded in another guild. miliation to expunge their memories of the event.
6 Escape from captivity in the safe house. 3 A mind mage (see chapter 6 for the stat block}
7 Plant a magical surveillance device inside the safe has implanted false memories of a crime in many
house. minds in order to incriminate someone.
8 Damage or destroy the safe house so the Dimir 4 A group of Dimir agents is plundering the minds of
can't use it anymore. people who have knowledge of a vault that holds
9 Prevent the creation of a horror (see chapter 6) in great wealth or magical power.
the safe house. (You can replace the horror with a 5 After a Dimir spy is unmasked, a mind mage (see
different creature from the Monster Manual.) chapter 6 for the stat block) erases the memory of
the spy's identity from the minds of those involved.
10 Find and kill a mind drinker vampire (see chapter 6
for the stat block) or other monster that is picking 6 A shapeshifter has replaced a high-ranking mem-
off the safe house's inhabitants. ber of another guild in order to provoke conflicts.
11 Disable the safe house's wards and plant a beacon 7 A mind drinker vampire (see chapter 6 for the stat
inside it so that members of another guild can find block} is plundering the minds of its victims.
and raid the place. 8 Roll on another guild's villain table, but the villain
12 After stumbling into the safe house accidentally, is a disguised Dimir agent or someone being
get out with memories intact. manipulated by the Dimir.
CllAl'Tf R 4 C REATI ~GAD\ E!'.1' l RF 111)

