Guildmasters Guide to Ravnica

(Nancy Kaufman) #1

GRUUL AS CAMPAIGN VILLAINS
Using the Gruul Clans as the main antagonists in a cam-
paign could be an opportunity to explore the apocalyptic
religious beliefs of the Old Ways - the expectation of the
return of an ancient god, llharg the Raze-Boar.
At low levels, characters could be drawn into seem-
ingly coincidental clashes with the Gruul. perhaps as
minor events in adventures that involve other guilds.
Only later does a pattern emerge: the raids correspond
with certain astronomical events, the movements of
wurms, or another sign that the druids of the Old Ways
consider significant. As the adventurers' power grows,
so does that of the Gruul druids behind the trouble, and
soon the druids are actually instigating natural disas-
ters-earthquakes and mighty storms, for example. As
the campaign reaches its climax, the Gruul Clans all
come together to perform an enormous ritual meant to
summon the Raze-Boar and bring an e nd to civilization
on Ravnica- and the adventurers must stop it.


GRUUL CHARACTER GOALS

The goals shown on the Gruul Assignments table can
be objectives in themselves, or side quests that a Gruul
character pursues in the course of undertaking an ad-
venture with a larger purpose.


GRUUL ASSIGNMENTS
d6 Assignment

2
3

Collect a beast cub so it can be trained for battle.
Slay a powerful monster to prove your strength.
Destroy a laboratory, a work of engineering, or a
similar edifice of decadent civilization.
4 Kill someone who has been persecuting the Gruul.
5 Free a captive warrior who was imprisoned during
a recent raid.
6 Create a disruption so the clan can raid elsewhere.

OTHER ADVENTURE HOOKS
The Gruul Adventure Hooks table presents ideas for ad-
ditional adventures themed around the Gruul Clans.

GRUUL ADVENTURE HOOKS
d6 Adventure Hook
Conflict between two feuding clans spills onto the
streets of the city, threatening to destroy entire
neighborhoods.
2 Gruul anarchs (see chapter 6 for the stat block)
deface or destroy monuments throughout the
district.
3 A Gruul mob riots in the streets in observance of
Rauck-Chauv, a holiday celebrated with violence.
4 A wurm (see chapter^6 for the stat block) breaks
free of its Gruul controller and goes on a rampage.
5 Swine everywhere run wild, and the Gruul interpret
this as a sign of the Raze-Boar's return.
6 Gruul raiders steal something from an lzzet labora-
tory that will cause a disaster if it isn't returned.

lzzet League

Adventures involving the lzzet League typically concern
magical mishaps, dangerous inventions, and feats of
engineering (for good or ill). Player characters might be
called upon to help clean up in the aflermath of a mag-
ical disaster, contain the damage, or rein in an ongoing
danger. Or they could test or steal or destroy Izzet inven-
tions, perhaps inadvertently causing magical catastro-
phes in the process.

EXPERIMENTAL WORKSHOP
The fundamental responsibility of the Izzet League is
building and maintaining Ravnica's infrastructure, and
the guild's work is responsible for many of the magical-
technological conveniences that make life in the city
relatively safe and comfortable, from paved roadways
to running water. Under the leadership of the draconic
genius Niv-Mizzet, the Izzet have continued to innovate,
taking their work far beyond the essential needs of in-
frastructure and into th e realm of wild invention. As a
result, the workshops and laboratories of the Izzet are
prone to magical mishaps, with results that range from
personal injury to district-wide destruction. It is perhaps
best for Ravnica as a whole that most of lzzet's work
takes place in small workshops scattered throughout
the city, rather than being concentrated in one place
(with the guildhall ofNivix being the notable exception).

EXPERIMENTAL WORKSHOP ADVENT U R ES
lzzet workshops like the one depicted in map 4.6 are
notable for three things: the brilliant minds at work
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