Guildmasters Guide To Ravnica

(Jeff_L) #1
Azorius Senate

Adventures involving the Azorius Senate naturally re-
volve around law enforcement. P layer characters who
find themselves on the wrong side of the law might
be forced to confront well-meaning Azorius arresters
as enemies, even if the characters are innocent of any
wrongdoing. Lawful characters might also assist the
Azorius in maintaining law and order on the mean
streets of Ravnica.

ARRESTER STATIO N

Map 4.1 depicts an arrester station, which serves as the
law enforcement hub for a precinct or neighborhood.

ARRESTER STATION ADVENTURES
Characters might be drawn to the arrester station
because of prisoners held there, information or items
stored there, or crimes occurring there. The Arrester
Station Adventures table presents some possibilities.

ARRESTER STATIO N ADVENTURES
d12 Adventure Goal

2 3 4 5 6 7 8 9

10

11
12

Break out of the holding cells.
Break someone else out of the holding cells.
Stop someone before they can give information to
the arresters or testify before a judge.
Protect a prisoner from assassins.
Get information from or to someone in the holding
cells.
Apprehend a former prisoner who used magic to
take over the station and drive the guards away.
Retrieve something held as evidence.
Find proof that the captain of this station is
corrupt.
Discover who helped a prisoner escape and how.
Uncover a plot to discredit, blackmail, or kill the
station commander.
Steal the arresters' files about a criminal or a case.
Intercept a message being sent to or from the
station.

ARRESTER STATION MAP
Two separate buildings make up this station, separated
by an elevated plaza. One end of the station includes a
courthouse (the lower level) and a prison (upper level).
Wide, impressive stairs lead to the main courthouse
entrance, which opens into a large waiting room. All the
doors leading out of the waiting room a re kept locked,
so they can be opened only from the other side. To ei-
ther side of the waiting room are private meeting rooms,
which lead back to an extensive area of offices for the
large staff that keeps the place running.
The twin courtrooms include bench seats for specta-
tors and witnesses. The judges preside from platforms
that hover in midair, with shallow pools of water below.
The accused are seated on balconies that overlook the
same pools. Doors at the back of these balconies lead to
a central hallway that ends at a staircase that ascends to
the prison level.

Direct access to the prison area from outside the
building is provided by two long, narrow staircases that
lead up from the plaza. The stairs end at a balcony that
is guarded at all times by archers behind arrow slits.
A narrow hall leads through several locked doors to
the cells-the general population on one side, where
prisoners a re allowed to mingle to some extent, and a
high-security area on the other side, featuring smaller
cells keeping prisoners in complete isolation.
The opposite end of the station is a headquarters for a
local detachment of arresters. The main level includes
two meeting rooms, an office for the commander, and
a break room. The upper level provides working space
where arresters can interview suspects and complete
paperwork, as well as space for storing evidence. The
lower level includes a morgue and a large area where
the whole local force can be assembled.

AzoRru s VILLAINS
Examples of Azorius villains appear in the Azorius
Villains table.

AZORI U S VILLAINS
d8 Villain

2 3 4 s 6 7 8

An ambitious authority figure seeks to achieve a
higher rank by framing or defaming a rival.
A venal judge's rulings are swayed by bribes and
favors.
A vengeful imperator persecutes a certain group of
people, seeking revenge for a past wrong done by
one of the group's members.
An overzealous imperator is prepared to arrest a
neighborhood full of people to find a stolen item.
A sadistic warden tortures prisoners, ostensibly for
the sake oflaw and order.
A corrupt senator seeks to pass laws that favor a
certain class of people.
A precognitive mage (see chapter 6 for the stat
block) invents visions designed to frame enemies.
A cowardly bureaucrat destroys evidence to hide
someone else's involvement in a crime.

AZORIUS AS CAMPAIGN VILLAINS
The Azorius become villains when they abuse the power
of the law. A local magistrate might imprison innocent
people, or the senate might pass oppressive legislation,
thereby drawing the ire of the Boros and the Selesnya,
who care about the folk who get caught in the cross-
hairs. Arresters might decide to crack down on unsafe
Izzet laboratory practices, illegal Rakdos performances,
or the Gruul presence in the city. Self-righteous prison
wardens or precinct captains might abuse their au-
thority in the name of the law, and corrupt bureaucrats
might use their positions to garner favors for themselves
and their relatives.
Low-level characters might suffer harassment at
the hands of overzealous arresters. As the campaign
progresses, they might be able to identify a particular
imperator who is driving this heightened aggression,

CH '-PTER 4 CREAl LNG ADVENTURES 129
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