Page 144 - Guildmasters' Guide to Ravnica
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G RUUL AS CAMPAIGN VILLAINS lZZET LEAGUE
Using the Gruul Clans as the main antagonists in a cam- Adventures involving the lzzet League typically concern
paign could be an opportunity to explore the apocalyptic
religious beliefs of the Old Ways- the expectation of the magical mishaps, dangerous inventions, and feats of
return of an ancient god, llharg the Raze-Boar. engineering (for good or ill). Player characters might be
At low levels, characters could be drawn into seem- called upon to help clean up in the aflermath of a mag-
ingly coincidental clashes with the Gruul. perhaps as ical disaster, contain the damage, or rein in an ongoing
danger. Or they could test or steal or destroy Izzet inven-
minor events in adventures that involve other guilds. tions, perhaps inadvertently causing magical catastro-
Only later does a pattern emerge: the raids correspond
with certain astronomical events, the movements of phes in the process.
wurms, or another sign that the druids of the Old Ways EXPERIMENTAL WORKSHOP
consider significant. As the adventurers' power grows,
so does that of the Gruul druids behind the trouble, and The fundamental responsibility of the Izzet League is
soon the druids are actually instigating natural disas- building and maintaining Ravnica's infrastructure, and
ters- earthquakes and mighty storms, for example. As the guild's work is responsible for many of the magical-
the campaign reaches its climax, the Gruul Clans all technological conveniences that make life in the city
come together to perform an enormous ritual meant to relatively safe and comfortable, from paved roadways
summon the Raze-Boar and bring an end to civilization to running water. Under the leadership of the draconic
on Ravnica- and the adventurers must stop it. genius Niv-Mizzet, the Izzet have continued to innovate,
taking their work far beyond the essential needs of in-
GRUUL CHARACTER GOALS frastructure and into the realm of wild invention. As a
result, the workshops and laboratories of the Izzet are
The goals shown on the Gruul Assignments table can
be objectives in themselves, or side quests that a Gruul prone to magical mishaps, with results that range from
personal injury to district-wide destruction. It is perhaps
character pursues in the course of undertaking an ad- best for Ravnica as a whole that most of lzzet's work
venture with a larger purpose.
takes place in small workshops scattered throughout
the city, rather than being concentrated in one place
GRUUL ASSIGNMENTS
(with the guildhall ofNivix being the notable exception).
d6 Assignment
Collect a beast cub so it can be trained for battle. EXPERIMENTAL WORKSHOP ADVENT U R ES
2 Slay a powerful monster to prove your strength. lzzet workshops like the one depicted in map 4.6 are
3 Destroy a laboratory, a work of engineering, or a notable for three things: the brilliant minds at work
similar edifice of decadent civilization.
4 Kill someone who has been persecuting the Gruul.
5 Free a captive warrior who was imprisoned during
a recent raid.
6 Create a disruption so the clan can raid elsewhere.
OTHER ADVENTURE HOOKS
The Gruul Adventure Hooks table presents ideas for ad-
ditional adventures themed around the Gruul Clans.
GRUUL ADVEN TURE HOOKS
d6 Adventure Hook
Conflict between two feuding clans spills onto the
streets of the city, threatening to destroy entire
neighborhoods.
2 Gruul anarchs (see chapter 6 for the stat block)
deface or destroy monuments throughout the
district.
3 A Gruul mob riots in the streets in observance of
Rauck-Chauv, a holiday celebrated with violence.
4 A wurm (see chapter 6 for the stat block) breaks
free of its Gruul controller and goes on a rampage.
5 Swine everywhere run wild, and the Gruul interpret
this as a sign of the Raze-Boar's return.
6 Gruul raiders steal something from an lzzet labora-
tory that will cause a disaster if it isn't returned.

