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

