Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
Gruul Clans

An adventure involving the Gruul Clans typically re-
volves around combat. The Gruul provide characters
with opportunities to fight huge monsters and vicious
berserkers. The Gruul bring chaos and destruction with
them wherever they go, so they can easily disrupt and
complicate adventures involving any other guild. Any
time an adventure needs an injection of brutal viole nce,
the Gruul are a good tool for the purpose.


RUBBLEBELT ENCAMPMENT


The Gruul have no interest in the buildings, streets, and
markets of Ravnica, except as targets for their raids.
The encampment shown in map 4.5 represents a tem-
porary shelter in the ruins. the sort of place the Gruul
might call home for a time.


RUBBLEBELT ENCAMPMENT ADVENTURES
Many Gruul adventures begin with a raid into a settled
part of the city. Adve nture rs might be able to follow the
raiders back ~o their camp- for the sake of revenge, in
an effort to retrieve something, or perhaps in chains.

RUBBLEBELT ENCAMP MENT ADVENTURES
dlO Adventure Goal

2 3 4 5 6 7 8 9

10

Determine why the Gruul have camped so close to
a settled neighborhood.
Free a captive taken in a recent raid.
Win freedom by defeating a Gruul champion in a
duel.
Retrieve something looted in a recent raid.
Strike a deal with the Gruul leader to cooperate
against a common foe.
Attempt to overthrow the clan chieftain in a
combat challenge.
Strike a blow to the Gruul to ensure that they don't
launch a raid.
Free a corralled herd of violent beasts so they
stampede through the Gruul camp before the
Gruul can steer them toward settled areas.
Interrupt a ritual intended to summon or create a
huge elemental.
Disrupt a gathering of clans that could lead to an
alliance between them.

RUBBLEBELT ENCAMPMENT MAP
Built in a plaza surrounded by c rumbling ruins, this
camp offers some defe nsive advantages to its Gruul resi-
dents. An old tower is th e one intact structure the Gruul
use, because it offers a good vantage point over the sur-
rounding area. A s luiceway provides potable water, and
a handful of scraggly trees are a reminder of nature's
potential to grow and flourish even among the ruins.
Otherwise, the camp is little more than a handful of
tents around a bonfire. A trash pit serves as a means of
waste disposal, a few makeshift cages can hold prison-
e rs, and a partially enclosed a rea to one side has bee n
converted into a pe n for the beasts used by the Gruul.

GRUUL VILLAINS

The Gruul are straightforward villains, employing di-
rect action and violence to tear down civilized society.
They aren't schemers, and they have little patience for
political maneuvering. Their cunning is that of a hunte r
stalking its prey, and th e threat they pose is rampant, ag-
gressive destruction. Examples of Gruul villains appear
in the Gruul Villains table.

GRUUL VILLAI N S
d8 Villain

2 3 4 5 6 7 8

A druid of the Old Ways (see chapter 6 for the stat
block), spurred by visions of the end of civilization,
plans humanoid sacrifices in the name of llharg the
Raze-Boar.
A druid is directing herds of beasts to run amok
through tenement neighborhoods.
A druid summons huge vines and roots to tear
buildings down.
A clan chieftain leads a raid to settle a personal
vendetta against another guild.
In a display of strength, a clan chieftain seeks to
destroy a significant landmark.
Looking for a totem of spiritual significance, a
clanless giant wrecks anything in its path.
Hoping to form a new clan, a clever centaur tries to
break violent criminals out of jail.
A druid leads a band that has begun starting fires
around the district.

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