Guildmasters Guide To Ravnica

(Jeff_L) #1
SELESNYA AS CAMPAIGN VILLAINS
You could structure a campaign around the efforts of the
Selesnya Conclave to finally bring all of Ravnica into its
welcoming embrace.
At lower levels, Selesnya might be an ally to the player
characte rs, offering support in the form of healing and
other magic. By the time the characters reach middle
leve ls, Selesnya emerges as a threat: perhaps it becomes
clear that several vernadi are using magical charms
(or other forms of coercion) to win converts, and the
conclave might even try to coerce the player characters
to join. EventuaJly, their strategy evolves toward extor-
tion and conquest, as they unleash wurms and similar
powerful beasts to threaten those who refuse to convert,
and they use the might of their armies to eliminate other
guilds and bring whole precincts under their control.
The climax of the campaign might involve the heroes
leading or coordinating the efforts of all nine other
guilds to unite against the Selesnya th reat.

SELESNYA CHARACTER GOALS

Characters who a re part of the Selesnya Conclave are
usually sent into the world to help ease suffering, make
peace, win converts, and advance th e other objectives
of the guild. The Selesnya Assignments table includes a
number of side quests for individual Selesnya characters
as well as adventure hooks for a whole party.

SELESNYA ASSIGNMENTS
d6
l 2 3 4 s 6

Assignment
Work to stop the spread of a strange illness.
Tend to the victims of a catastrophe or an attack.
Mediate a dispute between two other guilds.
Plant a magic seed, watch it grow into a great tree,
and defend the tree until reinforcements arrive.
Bring an unruly beast under control and return it to
the vernadi it escaped from.
Lead a t argeted military strike to warn another
guild against overreaching.

OTHER ADVENTURE HOOKS

The Selesnya Adventure Hooks table presents ideas for
additional adventures themed around the conclave.

S ELESNYA ADVENTURE HOOKS
d6 Adventure Hook
A sacred tree has been defiled or cut down, and an
angry Selesnya mob is gathering to exact revenge.
2 The Worldsoul has identified the characters as
emblematic of their guilds' overreaching ambition.
3 A seer of the conclave tries to convince the charac-
ters that they are fated to save the world.
4 Plants throughout a neighborhood develop
carnivorous tendencies.
5 A magic-infused stone of a Selesnya building grows
out of control, threatening nearby buildings.
6 A Selesnya wurm {see chapter 6 for the stat block)
breaks free of its controller and goes on a rampage.

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Simic Combine

Adventures that involve the Simic Combine delve into
the world of weird magical science. The Simic breed the
hybrids known as krasis, and those creations can break
free of their controllers and rampage through the city
streets. The Simic also infuse sapient races with animal
features, creating hybrids with adaptations designed for
combat and espionage.

GROWTH CHAMBER

Although most Simic research is concentrated in the
nine zonots distributed all over Ravnica, mages affil-
iated with the guild construct laboratories in various
other locations, particularly when they are seeking a
particular combination of environmental factors such
as air and water temperature, humidity, and ambient
light. Growth chambers like the one depicted in map
4.10, built for t he creation and incubation of krasis and
hybrids, could be located anywhere, from deep in the
undercity to the top of a tall spire.

GROWTH CHAMBER ADVENTURES
Adventures in a growth chamber often involve dealing
with Simic experiments. The Growth Chamber Adven-
tures table shows some examples.

GROWTH CHAMBER ADVEN T U RES
dl 2 Adventure Goal

2 3 4 s 6 7 8 9


10

11

12

Escape from the chamber while a category 3 kra-
sis (see chapter 6 for the stat block) runs amok
through it after breaking out of its growth pod.
Break one or more krasis (described in chapter 6)
out of their growth pods in order to wreak havoc on
the growth chamber.
Stop a sinister experiment in progress.
Spy on a research program intended to create
superior soldiers.
Subtly sabotage a research program so that it fails
without the interference being obvious.
Steal research notes from an experiment with
broad applications.
Free someone who has become the involuntary
subject ofSimic experiments.
Discover the source of a form of terraforming
magic spreading out from the chamber's location.
Capture a crazed Simic scientist who is trying to
use other scientists in the chamber for experimen-
tal subjects.
Captu re a crazed Simic scientist whose own body
has been drastically altered by their experiments.
Acquire the laboratory's technology so it can be
put to use by another guild.
Retrieve research notes from a flooded and aban-
doned laboratory.
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