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.
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