Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
CONTACTS
As an agent of House Dimir working undercover, you
have limited contacts within your guild. Your relation-
ships within your secondary guild, in the guise of your
false identity, are usually more extensive.
Roll once on the Dimir Contacts table, giving you an
ally who serves as your contact in Dimir. Then roll twice
on the table for your secondary guild. The first roll gives
you an ally there, and the second roll gives you a rival.

DIMIR CONTACTS
d8 Contact

2

3

4

I know a Dimir courier who relays messages to me
from someone higher up the chain of command.
I get orders from a shapeshifter I recognize only
through a series of code phrases we exchange.
An ostentatiously wealthy vampire is my secret guild
superior, summoning me to a luxurious estate by
means of coded messages.
I have never met my guild contact, but I receive
telepathic messages, usually in my dreams.
5 1 've never met my guild contact, but I get coded mes-
sages from a pattern of street lights and graffiti.
6 I didn't discover the identity of my guild contact until
after we had begun a romantic relationship.
7 My superior maintains an elaborate identity as a
young street urchin ... unless it's all a lie, and I'm
being sent on ridiculous missions by a twisted child.
8 My sibling and I both get telepathic orders from a
mysterious contact, and I'm starting to question the
authenticity of my sibling's orders.

How Do I FIT IN?
As a Dimir adventurer, you are a member of the guild's
network of spies, thieves, assassins, and mi nd mages
that lurks behind the facade of the public guild. On the
surface, House Dimir presents the appearance of a
network of couriers, investigators, media reporters, and
archivists, dealing in information and spreading news.
But you and your peers trade in secrets. You use secret
symbols. runes. and signals to surreptitiously communi-
cate with other Dimir agents, often in plai n sight.
Like any good spy, you have multiple identities: your
true face as an agent of House Dimir; a guildless iden-
tity; and a role as a member of another guild. Within
that secondary guild, you might already be on a mission
for House Dimir, assigned to spy on the guild, collect
information about a person, or recruit another spy from
the ranks of the guild. Or that guild could be a launching
point for your r eal mission. Perhaps. for example, you
w ere ordered to infiltrate the Azorius in hopes of gain-
ing access to a notorious inmate in an Azorius prison.

A DIMIR PARTY
House Dimir might send an adventuring party on mis-
sions focused on stealth and subterfuge. Such a team
might be made up mostly of rogues and perhaps monks,
with a mind mage (wizard) providing magical support.
Potions help to offset the group's lack of healing ability.

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RANK AND RENOWN

As you gain renown within House Dimir, you will be re-
warded with missions of increasing importance. No for-
mal ranks exist for you to progress through. but certain
thresholds of renown indicate improvements in your
standing within the guild. Perhaps most important. ac-
cording to the philosophy of House Dimir. higher stand-
ing brings greater knowledge of the inner workings of
Ravnica and the guild.
At the start of your career, your orders include step-by-
step instructions or they consist of just a single task.
You receive these instructions from your guild contact.

INDEPENDENT AGENT
Prerequisite: Renown^3 or higher in House Dimir
As an independent agent, you have considerable latitude
in the way you choose to implement your mission goals.
You acquire a spies' murmur (described in chapter
5)-a magic device that allows you to communicate
telepathically with other Dimir agents who wear similar

items. If this item is lost or destroyed, it's up to you to

secure a replacement.
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