Page 142 - Guildmasters' Guide to Ravnica
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GRUUL CLANS
An adventure involving the Gruul Clans typically re-
volves around combat. The Gruul provide characters
with opportunities to fight huge monsters and vicious
berserkers. The Gruul bring chaos and destruction with
them wherever they go, so they can easily disrupt and
complicate adventures involving any other guild. Any
time an adventure needs an injection of brutal violence,
the Gruul are a good tool for the purpose.
RUBBLEBELT ENCAMPMENT
The Gruul have no interest in the buildings, streets, and
markets of Ravnica, except as targets for their raids.
The encampment shown in map 4.5 represents a tem-
porary shelter in the ruins. the sort of place the Gruul
might call home for a time.
RUBBLEBELT ENCAMPMENT ADVENT URES
Many Gruul adventures begin with a raid into a settled
part of the city. Adventurers might be able to follow the
raiders back ~o their camp- for the sake of revenge, in
an effort to retrieve something, or perhaps in chains.
RUBBLEBELT EN CAM PM ENT ADV ENT URE S
dlO Adventure Goal
Determine why the Gruul have camped so close to
a settled neighborhood.
2 Free a captive taken in a recent raid.
3 Win freedom by defeating a Gruul champion in a GRUUL VILLAINS
duel.
The Gruul are straightforward villains, employing di-
4 Retrieve something looted in a recent raid.
rect action and violence to tear down civilized society.
5 Strike a deal with the Gruul leader to cooperate
They aren't schemers, and they have little patience for
against a common foe. political maneuvering. Their cunning is that of a hunter
6 Attempt to overthrow the clan chieftain in a stalking its prey, and the threat they pose is rampant, ag-
combat challenge. gressive destruction. Examples of Gruul villains appear
7 Strike a blow to the Gruul to ensure that they don't in the Gruul Villains table.
launch a raid.
8 Free a corralled herd of violent beasts so they G RUUL V ILLAI N S
stampede through the Gruul camp before the d8 Villain
Gruul can steer them toward settled areas. A druid of the Old Ways (see chapter 6 for the stat
9 Interrupt a ritual intended to summon or create a block), spurred by visions of the end of civilization,
huge elemental. plans humanoid sacrifices in the name of llharg the
10 Disrupt a gathering of clans that could lead to an Raze-Boar.
alliance between them. 2 A druid is directing herds of beasts to run amok
through tenement neighborhoods.
RUBBLEBELT ENCAMPMENT MAP 3 A druid summons huge vines and roots to tear
Built in a plaza surrounded by crumbling ruins, this buildings down.
camp offers some defensive advantages to its Gruul resi- 4 A clan chieftain leads a raid to settle a personal
dents. An old tower is the one intact structure the Gruul vendetta against another guild.
use, because it offers a good vantage point over the sur- In a display of strength, a clan chieftain seeks to
rounding area. A sluiceway provides potable water, and 5
a handful of scraggly trees are a reminder of nature's destroy a significant landmark.
potential to grow and flourish even among the ruins. 6 Looking for a totem of spiritual significance, a
Otherwise, the camp is little more than a handful of clanless giant wrecks anything in its path.
tents around a bonfire. A trash pit serves as a means of 7 Hoping to form a new clan, a clever centaur tries to
waste disposal, a few makeshift cages can hold prison- break violent criminals out of jail.
ers, and a partially enclosed area to one side has been 8 A druid leads a band that has begun starting fires
converted into a pen for the beasts used by the Gruul. around the district.
C'llAP'llR4 RE\Tll\C.\DVE"<IUIHS 141

