Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
House Dimir

Masters of misdirection, infiltration. and espionage, Oi-
mir spies and assassins pursue their objectives behind
layers of deception. Oimir agents make ideal villains for
adventures involving intrigue and mystery in the shad-
ows of dark alleys and the tunnels of the undercity.


SAFE HOUSE

House Dimir maintains safe houses throughout
Ravnica, many of them tucked a way in the undercity,
for guild members who need to elude the ready reach of
the law. These sites are protected by magical wards that
confuse and misdirect all who approach- in parcicular,
spells that make intruders forget where they are or what
they're doing there.
A safe house can also be used to hold prisoners for
inte rrogation, with its protections equally effective in
preventing escape and in deterring intruders. Often, a
s ingle site serves both purposes.
Map 4.3 presents the floor plan of a typical Dimir
safe house.


SAFE HOUSE ADVENTURES
The first task in almost any mission involving a Dimir
safe house is to find the place. Most people who have
been to a safe house or its environs have no memory of
the event, thanks to Dimir mind magic.
The Safe House Adventures table offers some reasons
why characters might need to vis it such a location. I n
addition, you could use any other guild's sample location
as the site for a location-based adventure. with a simple
mission: uncover a Dimir spy in that location.


SAFE HO U SE ADVENTURES
d12 Adventure Goal
l 2 3 4 5 6 7 8 9

10

11

12

Find a fugitive hiding in the safe house.
Liberate someone being held in the safe house.
Retrieve a stolen item.
Get i nformation from a prisoner in the safe house
without revealing that information to the Dimir.
Acquire information from a Dimir agent to unmask
a spy embedded in another guild.
Escape from captivity in the safe house.
Plant a magical surveillance device inside the safe
house.
Damage or destroy the safe house so the Dimir
can't use it anymore.
Prevent the creation of a horror (see chapter 6) in
the safe house. (You can replace the horror with a
different creature from the Monster Manual.)
Find and kill a mind drinker vampire (see chapter^6
for the stat block) or other monster that is picking
off the safe house's inhabitants.
Disable the safe house's wards and plant a beacon
inside it so that members of another guild can find
and raid the place.
After stumbling into the safe house accidentally,
get out with memories intact.

Safe House Wards

You can make a Dimir safe house hard to find and hard to
get into by using some of these options:


  • The safe house is underground and accessible only
    through a maze of tunnels and crevices.

  • The area surrounding the house is protected by a guards
    and wards spell. Navigating the ancient underground
    corridors or the modern alleyways above ground
    becomes more complicated when intersections are
    clouded by fog, doors are hidden and magically locked,
    and magical compulsions drive visitors away.

  • A glyph of warding might cast fear, phantasmal force, or
    crown of madness on a character who triggers it-or sim-
    ply explode in a blast of cold energy.
    Dimir agents might use alarm spells to ensure that they
    know when intruders are approaching the safe house.


SAFE HOUSE MAP
This safe house is a domed building encased in a stone
exoskeleton characteristic of Dimir construction. The
ground level is a comfortable living space that features
accommodations for at least five people. It has five bed-
rooms, abundant storage space, a central lounge, a rec-
reation space, a dining room, a kitchen, and a pantry.
A secret door in the back of a shared closet leads to a
spiral staircase that descends to the basement, which
contains three small holding cells. A watch post at the
end of the hall allows a guard to keep an eye on the cells
and anyone coming down the stairs. An interrogation
room can be outfitted with equipment designed to ex-
tract information. One-way mirrors offer a view on the
interrogation proceedings from an observation room.

DIMIR VILLA INS

The Dimir can be masterfully sly villains. Example vil-
lains appear in the Dimir Villains table.

DIMIR VILLAIN S
d8 Villain
l A spy seeks to plunder another guild's secrets.
2 A mind mage (see chapter 6 for the stat block) is
hunting down everyone who witnessed a great hu-
miliation to expunge their memories of the event.
3 4 5 6 7 8
A mind mage (see chapter 6 for the stat block}
has implanted false memories of a crime in many
minds in order to incriminate someone.
A group of Dimir agents is plundering the minds of
people who have knowledge of a vault that holds
great wealth or magical power.
After a Dimir spy is unmasked, a mind mage (see
chapter 6 for the stat block) erases the memory of
the spy's identity from the minds of those involved.
A shapeshifter has replaced a high-ranking mem-
ber of another guild in order to provoke conflicts.
A mind drinker v ampire (see chapter 6 for the stat
block} is plundering the minds of its victims.
Roll on another guild's villain table, but the villain
is a disguised Dimir agent or someone being
manipulated by the Dimir.

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