Page 145 - Guildmasters' Guide to Ravnica
P. 145

there, the incredible inventions they produce, and the   BI Z ARRE  MAGICAL EFFECTS
           destructive events that can occur when things go wrong.
                                                                d6    Effect
           Adventurers might be drawn to a workshop to steal,
           thwart, or protect any of those things. The Experimental   Every spell cast in the area triggers a wild magic
           Workshop Adventures table shows some examples.            surge. (Roll on the Wild Magic Surge table in the
                                                                     "Sorcerer" section of the Player's Handbook.)
           EXPERI MENTAL WORKSHOP ADVE NTURES                    2   One or more objects in the area have a random
             dl 2   Adventure Goal                                   trick effect. (Roll on the Tricks table in appendix A
                                                                     of the Dungeon Master's Guide.)
                   Rescue people trapped in the workshop after a
                                                                 3   The area is affected by a guards and wards spell.
                   disaster.
              2    Steal plans or a prototype for a new weapon.   4   Rooms and chambers in the area are affected by
                                                                     random obstacles. (Roll on the Obstacles table in
              3    Capture an inventor for interrogation.
                                                                     appendix A of the Dungeon Master's Guide.)
              4    Stop the spread of toxic gas or molten mizzium
                                                                 5   One or more objects in the area have a random
                   from  inside the workshop.
                                                                     trap effect. (Roll on the Traps table in appendix A
              5    Shut down the operation of a dangerous device.
                                                                     of the Dungeon Master's Guide.)
              6    Capture or kill an elemental or an lzzet weird  (de-
                                                                6    Random sections of the area are affected by an
                   scribed in chapter 6)  that is running amok in the
                                                                     antimagic field spell.
                   workshop, and make sure it doesn't escape out
                   into the city.
                                                             l ZZET  V ILLAINS
              7    Get out of the workshop before it is destroyed by a
                   spreading catastrophe.                    The behavior that members of the Izzet League dis-
                                                             play most often is careless disregard for safety, which
              8    Destroy the workshop in order to obliterate the
                                                             causes frequent upheavals on both small and large
                   research being done there.
                                                             scales. The true villains among the lzzet, though, aren't
              9    Destroy the workshop in order to bring down a
                                                             just accident-prone but also committed to widespread
                   different building nearby.
                                                             destruction. Out of madness or despair, they might
              10   Find a saboteur in the workshop before the traitor's   plot the destruction of precincts or districts. Hungry
                   plans can be enacted.                     for profit and power, they develop weapons capable of
              11   Kill an inventor whose ideas are too dangerous to   destroying large groups of people and commit crimes to
                   be put into practice.                     get the resources they need to complete their research.
              12   Activate an invention being held in storage in the   The Izzet Villains table includes examples of villains
                   workshop.                                 as well as those who have less sinister intentions.
                                                             IZZET V ILLAI NS
           EXPERIMENTAL WORKSHOP MA P
           An Izzet workshop is a chaotic place, buzzing with en-  d8   Villain
           ergy and activity. A mana generator in the basement fu-   A disgraced member of the lzmundi tries to embar-
           els all  the experimentation and construction above. The   rass the guild by orchestrating a magical disaster.
           generator draws power from the city infrastructure, and   2   A team of inventors is creating a secret arsenal of
           ultimately from the Blistercoils, but the construction    volatile weapons.
           depicted in map 4.6 is designed to amplify and focus the
           magical energy. The machinery is fragile, so visitors are   3   Trying to impress the guildmaster, a mage from
           strongly discouraged from entering the basement.          the Laboratory of Storms and Electricity creates a
            Some parts of the generator extend up to the ground      device that pushes the weather from one extreme
           floor and the laboratory mezzanine above it, with por-    to another.
           tions of those floors open to the basement or covered   4   A researcher siphons power from the Blistercoils
           only by metal grates. The ground level is typically clut-  to fuel experiments, causing failures in parts of the
           tered with devices attached to the generator below, as    city's infrastructure.
           well as cast-off pieces of such devices, awaiting new
                                                                5    An obsessive researcher, trying to perfect
           homes in new inventions. The laboratory mezzanine
                                                                     an alchemical formula, causes a series of
           includes three spaces where projects can be developed
                                                                     ever-worsening laboratory mishaps.
           in isolation, with thick walls providing some shielding
                                                                6    A guild leader orchestrates a series of "accidental"
           from potentially explosive results. Additional equipment
           related to the generator system is housed in a tower and   laboratory explosions that are actually meant to
           on the workshop's roof, culminating in a storm siphon     disrupt the nearby activities of other guilds.
           that can harness and channel atmospheric energy (in-  7   An imprisoned spellcaster stages an explosive
          cluding lightning).                                        prison break using improvised materials.
            The Bizarre Magical Effects table provides sugges-  8    A suspicious spellcaster who can't trust research
           tions for the sort of events that might result from a failed   secrets to others creates clones that run amok.
          (or successful!) lzzet experiment, which can add spice to
          any Izzet adventure.



     144   CHAPTER 4  I <.:RE.ATING AD\ ENTURES
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