INTRIGUE GUILDS
d12 Guild
1-2 Azorius Senate
3-6 House Dimir
7-8 Colgari Swarm
9-11 Orzhov Syndicate
12 Simic Combine
MYSTERY
Ravnica is rife with crime, presenting law-abiding
adventurers with ample opportunity to put their
mystery-solving s kills to the test. Identifying a guild
assassin, tracking a stolen treasure, or unmasking
a corrupt bureaucrat could all fall into this category.
Of course, the adventurers need not be virtuous or
law-abiding themselves: the Orzhov are more apt to send
their own enforcers after thieves than they are to turn to
the forces of law for assistance.
MYST ERY GUILDS
d12 Guild
1-4 House Dimir
5- 7 Colgari Swarm
8 lzzet League
9- 11 Orzhov Syndicate
12 Simic Combine
DISASTER
When a cyclonic rift sweeps through the streets, an
uncontrolled wurm crashes through buildings, or a
laboratory experiment goes haywire, heroes might be
called upon to s helter the innocent. stop the disaster at
its source, or hunt down the villain responsible.
DISASTER GUILDS
d12 Guild
1- 2 Golgari Swarm
3- 5 Gruul Clans
6- 8 lzzet League
9- 10 Selesnya Conclave
11 - 12 Simic Combin e
PROTECTION
When the innocent a re victimized by the powerful, he-
roes step in. Crimina l shakedowns, military raids, end-
less riots, and more a re chances for characters to prove
their mettle and earn the adulation of the populace.
PROTECTION GUILDS
d12 Guild
1- 2 Boros legion
3- 6 Gruul Clans
7- 8 Orzhov Syndicate
9-12 Cult of Rakdos
GUILD VERSUS GUILD
Interguild conAict is such a fundamental aspect of life
on Ravnica that the player characters' guild member-
s hip is an easy starting point for choosing an adventu re
villai n. If you c hoose a villain from a guild that's already
in conflict with one or more guilds that the characters
belong to, it 's easy to craft villainous goals that are at
odds with the characters' goals.
If all the playe r characters belong to a single guild,
choosing almost any other guild will provide oppor tu-
nities for conflict. The natural state of the relationship
between any two guilds is tension at best, and open
warfare at worst. All it takes is a villain willing to upset
the balance of power, and the characters' guild or their
own motivations should easily bring them into conflict
with the villain. A party's own guild could even provide
a villain, given the amount of scheming and intrigue that
exists even within the guilds. A guild official gone rogue,
membe rs of the same guild at odds with one another, or
even a corrupt guildmaster can put characters in con-
flict with th eir own guild.
If the characters come from different guilds, a com-
mon enemy provides a good reason for them to work
together. Any guild that isn't represented by one of the
characters is a fine c hoice for a villain.
( llo\l'll Rt I CIU't\11NG ·\D\ENTURES 125