Page 251 - Guildmasters' Guide to Ravnica
P. 251

RAKDOS  CARNIVAL                                    Fire erupts from the ground at up to four points of the
                                                               DM's choice in the carnival. The fire lasts for 1 minute
           As lumbering giants put up makeshift stages and cack-
                                                               or until this action is used again. Each jet of flame is
           ling devils ignite the footlights, the first performers be-
                                                               a 20-foot-tall cylinder with a 5-foot radius. Each crea-
           gin to gather the crowds. Exuberant music with erratic   ture in the cylinder when it first appears must make
           rhythms draws spectators from the surrounding neigh-  a DC 15 Dexterity saving throw, taking 10 (3d6) fire
           borhood. and cheers of approval greet the more accom-  damage on a failed save, or half as much damage on a
           plished performers- along with gasps and shrieks as
                                                               successful one. Any creature that starts its turn in the
           the acts get more risky and the first blood is drawn. Ac-
                                                               flames must also make the saving throw.
           robats cavort through the streets while sword swallow-
                                                              •  Whirling blades, spiked chains. or other implements
           ers and knife throwers flash bright steel. The crowd gets
                                                               of agony appear for a moment to menace ld6 random
           larger and wilder, the shouts and screams get louder, the
                                                               creatures in a 20-foot cube. Each target must succeed
           fires burn brighter, and blood glistens red in the torch-
                                                               on a DC 15 Dexterity saving throw or take 9 (2d8)
           light. The spectacle is gruesome but captivating; the
                                                               force damage.
           crowd hates to watch but can't look away. Soon madness   •  Blood splashes all creatures in a 20-foot-radius sphere
           takes them, and they- devils and ogres, acrobats and   centered on a point within the carnival. Each creature
           spectators- are caught up in a frenzy of violence. Only
                                                               in that area becomes the target of a confusion spell
           when it is over does the horror of the event sink in.
                                                               (save DC 15).
             A Rakdos carnival is more than the sum of its per-
           formers and its audience. It is a frenzy that grips those   REGIONAL EFFECTS
           present, a fiendish madness that comes on suddenly   The carnival exerts a powerful influence over those who
           and departs just as quickly, leaving gore in its wake. The   come close to the festivities:
           carnival, in fact, has a life of its own-and when adven-
                                                               When a creature that is outside the carnival sees or
           turers face the Cult of Rakdos in the midst of  a revel, the
                                                               hears it. the creature must succeed on a DC 15 Wis-
           carnival is one more foe arrayed against them.
                                                               dom saving throw or use its movement each round
             When at least six Rakdos performers perform to-
                                                               to move toward the carnival. It can repeat the saving
           gether in public, they can call on the carnival to aid
                                                               throw at the end of  each of its turns. ending the effect
           them. When determining the difficulty of  such an en-
                                                               on a success. On a successful save, the creature be-
           counter, consider the carnival to be one additional crea-
                                                               comes immune to this effect for 24 hours.
           ture of  challenge rating 3.
                                                              •  If  a creature attempts to leave the carnival. the crea-
           LAIR ACTIONS                                        ture must make a DC 15 Charisma saving throw. On
           On initiative count 20 (losing initiative ties), the car-  a failed save, the creature instead moves toward the
           nival takes a lair action, causing one of the following   center of the carnival. On a successful save, the crea-
                                                               ture becomes immune to this effect for 24 hours.
           effects; the carnival can't use the same effect two
           rounds in a row:                                    If  all the Rakdos performers in the carnival die or
                                                              leave its area, these effects end immediately.
           <.II \l'Tr R  ,   I l<l l'Clli l>S  ANO  I 01 S
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