Guildmasters Guide To Ravnica

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there, the incredible inve ntions they produce, and the
destr uctive events that can occur when th ings go wrong.
Adventurers might be drawn to a workshop to steal,
thwart, or protect any of those things. The Experimental
Workshop Adventures table shows some examples.

E X P ERIMENTAL WORKSHOP ADVENTURES
dl 2 Adventure Goal

2 3 4 5 6 7 8 9

10

11

12

Rescue people trapped in the workshop after a
disaster.
Steal plans or a prototype for a new weapon.
Capture an inventor for interrogation.
Stop the spread of toxic gas or molten mizzium
from inside the workshop.
Shut down the operation of a dangerous device.
Capture or kill an elemental or an lzzet weird (de-
scribed in chapter 6) that is running amok in the
workshop, and make sure it doesn't escape out
into the c ity.
Get out of the workshop before it is destroyed by a
spreading catastrophe.
Destroy the workshop in order to obliterate the
research being done there.
Destroy the workshop in order to bring d own a
different building nearby.
Find a saboteur in the workshop before the t raitor's
plans can be enacted.
Kill an inventor whose ideas are too dangerous to
be put into practice.
Activate an invention being held in storage in the
workshop.

EXPERIMENTAL WORKSHOP MAP
An Izzet workshop is a chaotic place, buzzing with en-
ergy and activity. A mana generator in the basement fu-
e ls all the experimentation and construction above. The
generator draws power from the city infrastructure, and
ultimately from the Blistercoils, but the construction
depicted in map 4.6 is designed to amplify and focus the
magical energy. The machinery is fragile, so visitors are
strongly discouraged from e nte ring the basement.
Some parts of the generator extend up to the ground
floor and the laboratory mezzanine above it, with por-
tions of those floors open to the basement or covered
only by metal grates. The ground level is typically clut-
tered with devices attached to the generator below, as
well as cast-off pieces of such devices, awaiting new
homes in new inventions. The laboratory mezzanine
includes three spaces where projects can be developed
in isolation, with thick walls providing some shielding
from potentially explosive results. Additional equipment
related to the generator system is housed in a tower and
on the workshop's roof, culminating in a storm siphon
that can harness and channel atmospheric energy (in-
cluding lightning).
The Bizarre Magical Effects table provides sugges-
tions for the sor t of events that might result from a failed
(or successful!) lzzet experiment, which can add spice to
any Izzet adventure.

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


BIZ ARRE MAGICAL EFFECTS
d6 Effect

2

3

Every s pell cast in the area triggers a wild magic
surge. (Roll on the Wild Magic Surge table in the
"Sorcerer" section of the Player's Handbook.)
One or more object s in the area have a random
trick effect. (Roll on the Tricks table in appendix A
of the Dungeon Master's Guide.)
The area is affected by a guards and wards spell.
4 Rooms and chambers in the area are affected by
random obstacles. (Roll on the Obstacles table in
appendix A of the Dungeon Master's Guide.)
5 One or more objects in the area have a random
trap effect. (Roll on the Traps table in appendix A
of the Dungeon Master's Guide.)
6 Random sections of the area are affected by an
antimagic field s pell.

l ZZET VILLAINS
The behavior that members of the Izzet League dis-
play most often is careless disregard for safety, which
causes frequent upheavals on both small and large
scales. The true villains among the lzzet, though, aren't
just accident-prone but also committed to widespread
destruction. Out of madness or despair, they might
plot the destruction of precincts or districts. Hungry
for profit and power, they develop weapons capable of
destroying large groups of people and commit crimes to
get the resources they need to complete their research.
The Izzet Villains table includes examples of villains
as well as those who have less sinister intentions.

IZZET VILLAINS
d8 Villain
A disgraced member of the lzmundi tries to embar-
rass the guild by orchestrating a magical disaster.
2 A team of inventors is creating a secret arsenal of
volatile weapons.
3 Trying to impress the guildmaster, a mage from
the Laboratory of Storms and Electricity creates a
device that pushes the weather from one extreme
to another.
4 A researcher s iphons power from the Blistercoils
to fuel experiments, causing failures in parts of the
city's infrastructure.
5 An obsessive researcher, trying to perfect
an alchemical fo rmula, causes a series of
ever-worsening laborato ry mishaps.
6 A guild leader orchestrates a series of "accidental"
laboratory explosions that are actually meant to
disrupt the nearby activities of other guilds.
7 An imprisoned spellcaster stages an explosive
prison b reak using improvised materials.
8 A suspicious spellcaster who can't trust research
secrets to others creates clones that run amok.
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