Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
Complications

An adventure that pits player characters against a single
guild is relatively straightforward, but adding another
guild can make an adventure even more interesting.
The involvement of a second guild can be as simple as
the appearance of a bumbling innocent who needs the
characters' protection, or as complex as a second villain
who pursues an entirely separate scheme. The Second-
ary Guild Role table presents a range of options.


SECONDARY GUILD ROLE


d8 Secondary Guild Role
A rival pursues the same goal as the adventurers,
but is doing it "wrong."
2 One or more members of another guild are caught
between the villain and the adventurers.
3 A group of NPC adventurers from another guild
confront the same villain for different reasons.
4 Someone is manipulating the villain for their own
purposes.
5 A known rival or enemy meddles in the adventure,
hoping the adventurers will fail.
6 A known rival or enemy can provide essential help
in stopping the villain.
7 A second villain's plot is unfolding at the same
time but is otherwise unrelated.
8 A second villain is in competition with the first one.

GUILD INTRIGUE

Intrigue in Ravnica most often involves interaction
between two guilds, so you can use the Guild Intrigue
table to find the nugget of a plot. The villain tables in the
guild entries can help you determine the nature and mo-
tivations of the individuals involved.


GUILD INTRIGU E


d6 Adventure Goal
Guilds are vying for influence over a prominent in-
dividual (who might be a player character).
2 Guilds are competing for control of a key site or
swath of territory.
3 Guilds are locked in a deadly feud but might be
open to a peace negotiation.
4 Villains from t wo or more guilds a re forming
a dangerous alliance.
S A villain is trying to disrupt an alliance between two
or more guilds.
6 Splinter factions from two guilds are trying to
form a new guild.

Random Nonplayer Characters

Any time you need an NPC for an adventure-for example,
if the player characters are sent on a mission to rescue a
member of their guild-you can use the contacts tables in
chapter 2 to help flesh out the NPC. If you don't know the
NPC's guild affiliation, you can roll on the Random Guilds
table in t h is book's introd uction to determine the guild.
Then you can choose an appropriate stat block in chapter
6 to represent the NPC's game statistics.

ALLIES AND RIVALS

A fr iendly contact can act as a patron, sending a char-
acter on a mission or a side quest either as a formal
assignment or as a favor. Friendly contacts also have
a knack for getting into perilous situations from which
they need to be rescued, which can sometimes force
characters into making difficult choices between saving
friendly nonplayer characters and capturing villainous
ones. In extraordinary circumstances, a friendly contact
might even join the adventuring party for a short time.
Contacts who have a more antagonistic relationship
with a character can hinder the adventuring party's
efforts in a variety of ways. They might appear at incon-
venient times to delay the party, or catch the group in
the midst of some illegal activity. They might leak infor-
mation to the adventure's villain, subtly aid the villain's
efforts, or even become villains themselves.
Contacts can complicate things even more when they
interact with multiple player characters or with each
other. Consider what might happen when two people
who are friendly contacts for two different characters
are bitter enemies of each other, or when a single NPC
is a good friend of one character and a rival of another.
The characters might have to navigate those complex
relationships in order to achieve their goals.
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