Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
Chapter 4: Creating Adventures

HIS CHAPTER PROVIDES A TOOLBOX TO HELP
the Dungeon Master c reate adventures featur-
ing the guilds of Ravnica. The te ns ions among
the guilds, a constant current of animosity,
provide a solid foundation for building adventures.
"Krenko's Way," a sample adventure at the end of this
chapter, can be used to launch a Ravnica campaign.
The tables and advice in this chapter expand on the
material in chapter 3 of the Dungeon Master's Guide.
Monsters and nonplayer characters mentioned on the
tables can be found either in the Monster Manual or in
chapter 6 of this book. When a creature's name appears
in bold type, that's a visual cue pointing you to the crea-
ture's stat block in the Monster Manual. If the stat block
a ppears elsewhere, the text tells you so.


GUI LD- B ASED ADVENTURES


Each guild gets a section in this chapter to help you craft
adventures inspired by that guild. In a guild's section,
four basic seeds for creating adventures are provided:
guild locations, guild villains, character objectives, and
adventure hooks.


GUILD LOCATIONS


Each guild's entry in this chapter includes a map of an
iconic location associated with the guild. Any of these
sites can serve as the location for an adventure.
T he description of each guild location includes a table
that lists possible goals for an adventure based there.
You can choose an adventure goal, or roll one randomly,
from the table in the description of the s ite you've c ho-


sen. If none of those goals inspires you, choose a goal

or roll one randomly from the Guild Location Goals
table instead.


GUILD LOCATION GOALS


d 8 Adventure Goal

2 3 4 5 6 7 8

Prevent a magical catastrophe inside the location.
Find the source of strange occurrences in or near
the location.
Escape the location (and help others escape) when
a d isaster occurs inside.
Quell a riot inside or around the location.
Kill or d rive out a monster that has turned the
location into its lair.
Defend the location against an external attacker.
Seize control of the location.
Infiltrate the location and report on what's happen-
ing inside.

LINKED LOCATIO NS
You can c reate an adventure that links two locations
together. The Location Connections table offers broad
suggestions for how you might lead your players from
one adventure location to another.

LOC ATION CONNECTIONS
d 6 Adve nture Connection

2

3

4

5

6

Transport a person, an object, or information
collected at the first location safely to the second.
Plant something taken from the first location
inside the second to incriminate someone in the
second location.
Do the same thing at the second location as was
done at the first.
Uncover the source of interference encounte re d at
the first location, which lies in the second.
Follow a fleeing foe or trail a suspicious figure from
the first location to the second.
Follow up on information gained at the first loca-
tion by investigating the second.

GUI L D VILLA I N S

Player characters might belong to any guild, and their
adversaries might as well. The guild entries in this chap-
ter offer examples of the kinds of villains and villainous
schemes that might be connected to each guild.
Certain kinds of goals and schemes are common to
villains in every guild. Some generic villainous schemes
appear on the Guild Villains table. You can also use the
Villain's Scheme and Villain's Methods tables in chapter
4 of the Dungeon Master's Guide to flesh out a villain's
activities, and a guild's section in this chapter points to
s pecific parts of those tables that characterize how vil-
lains from that guild enact their plans.

GUILD V ILLAINS
d6

2
3

4

5

6

Villai nous Activity
A villain is attempting to disgrace or discredit a
powerful person.
A villain is striving for power within their guild.
A villain has claimed power in their guild and
needs to be supplanted.
The villain is sending agents to infiltrate one or
more guilds.
The villain's agents are luring members away from
another guild.
The villain's agents are sabotaging the operations
of another guild.

CHAPTER 4 I CRl.ArTNG ADVENTURES
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