Steal This Setting: Ravnica, Part 2

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Welcome back to the second in my 3-part series on adapting the Magic: the Gathering setting Ravnica to RPGs. If you missed it, please read part 1 first. Last time, we went over the background of the setting and the first two of the 10 guilds, the Azorius and the Boros. Today we’ll explore the Dimir, Golgari, Gruul and Izzet guilds.

DimirHouse Dimir: A bit unusual in that it doesn’t actually exist… or so most believe. Sort of a “boogieman” guild; people are probably aware of the guild, but believe it is not defunct if it actually ever did exist.

The Dimir basically act as a network of spies, seeking out knowledge they can leverage against their enemies. The ultimate example of the left hand not knowing what the right hand’s doing, every Dimir agent is basically alone, most only knowing their direct superior. Surely, the Dimir could be wonderful allies for the PCs, but cross them and one had best be very careful… If the characters should stumble a bit too close to ancient Dimir secrets in their exploits, it’s only natural that the Dimir might act to keep those secrets secret through any means necessary.

Szadek, Lord of Secrets Level 15 Solo Lurker
Medium Shadow Humanoid (psionic, undead) XP 6,000
Initiative +20 Senses Perception +18
Mindleech Aura (psychic) aura 10; Enemies within the aura take a -2 penalty to their Will defenses.
HP 740; Bloodied 370
AC 31; Fortitude 27, Reflex 33, Will 28
Resist Psychic 10; Vulnerable Radiant 5
Saving Throws +5
Speed 6; fly 10
Action Points 2
M Sapping Claw (Standard; at-will) ♦ psychic
+20 vs. AC, 1d10+6 damage and secondary attack +18 vs. will, the target loses a healing surge and Szadek heals 15 hp.
r Shadow of Doubt (Immediate Interrupt, when an enemy uses any power within 10 squares of Szadek; at-will) ♦ psychic
Ranged 10; The triggering enemy cannot use that power until the end of Szadek’s next turn. The enemy does not lose whatever action the power required, and may do something else with that action including using a different power.
c Syphon Psyche (Immediate Reaction, when first bloodied; daily) ♦ psychic
Close burst 10; +18 vs. Will; the target loses a healing surge and Szadek heals 15 hp.
Fade into Shadow
As long as Szadek is not in bright illumination, he may make stealth checks to hide even while being observed.
Alignment Evil Languages Common, telepathy 30
Skills Bluff +20, Stealth +25
Str 20 (+12) Dex 26 (+15) Wis 22 (+13)
Con 20 (+12) Int 28 (+16) Cha 20 (+12)

GolgariThe Golgari Swarm: Epitomizing the unstoppable circle of life and death, the Golgari let little go to waste. Where the Orzhov exploit death, the Golgari embrace it as part of the natural order. Equally important to them, though, is life.

The Golgari Swarm makes a good bit of background flavor, but lacking any overarching goals or ambitions as a guild, its usefulness seems somewhat limited. Individual members of the guild are probably more useful, as they are driven for personal growth and could easily become a threat, ally, or benefactor to the PCs.

Grave-Shell Scarab Level 8 Brute
Large Natural Beast XP 350
Initiative +7 Senses Perception +7
HP 110; Bloodied 55
AC 20; Fortitude 21, Reflex 20, Will 20
Speed 8
M Bite (Standard; at-will)
+11 vs. AC; 2d8+5 damage.
At the beginning of each round after Grave-Shell Scarab is reduced to 0 hit points, roll a d6. On a 6, the Scarab reanimates, regaining a number of HP equal to its bloodied value and gaining the undead keyword. Each Scarab can only reanimate once.
Alignment Unaligned Languages
Str 20 (+9) Dex 17 (+7) Wis 17 (+7)
Con 20 (+9) Int 1 (-1) Cha 11 (+4)

GruulThe Gruul Clans An anachronism from the days when Ravnica still had nature and natural settings, the Gruul guild split into barbaric clans in recent times. The clans are not specifically associated with each other, except in name, and live a nomadic life rife with looting and pillaging.

Ultimately, the Gruul clans do what they must to survive in a world that no longer needs them. Any time you need a barbaric clan, the Gruul are probably a good choice.

Gruul Horde Level 3 Solo Brute
Gargantuan Natural Humanoid (swarm) XP 750
Initiative +1 Senses Perception +0
Swarm Attack aura 1; the Gruul Horde makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 208; Bloodied 104
AC 17; Fortitude 18, Reflex 15, Will 17
Immune fear; Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks
Saving Throws +5
Speed 5
Action Points 2
M Pummel (Standard; at-will)
+6 vs. AC; 2d6+3 damage
R Pelt with Debris (Minor; at-will)
Ranged 5; +6 vs. AC; 1d6+3 damage
a Lob Statue (Standard; recharge 56)
Area 1 burst within 5 squares; +6 vs. Reflex; 2d10+3 damage
Alignment Unaligned Languages Common
Str 17 (+4) Dex 14 (+3) Wis 8 (+0)
Con 20 (+6) Int 6 (-1) Cha 14 (+3)

The Gruul Horde is meant to be a rampaging horde of barbarians, primarily humans, but dotted with ogres, elves and other races as well.

IzzetThe Izzet League Finally, we start to get to the more interesting guilds. The Izzet are lead by an ancient dragon named Niv Mizzet, the most intelligent creature on the plane. His intellect, in fact, is matched only by his vanity. The Izzet League runs the infrastructure of the world, and has managed to entirely stop natural disasters. Unfortunately, their passion for research and experimentation leads to more than enough unnatural disasters to make up for it!

The Izzet give you plenty of opportunities for adventure. An Izzet scientist might hire the PCs to take him down into the sewers to investigate a broken boiler, or ask for an escort to the bowels of the planet to study geothermal vents and plasmatic energy and test his new Electrosprocket Analyzer. Oh, and then there’s the giant steampunk robots and half-bound elementals just itching to escape and start rampaging through the streets of Ravnica…

Elemental Weird Level 6 Artillery
Medium Elemental Humanoid XP 250
Initiative +9 Senses Perception +5
HP 58; Bloodied 29
AC 18; Fortitude 18, Reflex 21, Will 18
Immune See adaptation
Speed 8
R Energy Bolt (Standard; at-will) ♦ electricity, see Adaptation below
+11 vs. Reflex; 1d10+4 damage, and an effect or effects based on the keywords of this power. For all the effects, saves end.
Acid: Ongoing 4 acid damage
Cold: -2 penalty to AC
Fire: Ongoing 4 fire damage
Force: Knocked prone
Lightning: -2 penalty to reflex defense
Necrotic: Weakened
Poison: -2 penalty to fortitude defense
Psychic: -2 penalty to will defense
Radiant: Blinded
Thunder Deafened
Adaptation (Immediate Reaction, when targetted by power with acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder keyword; recharge 456)
The weird adapts, changing its form to be composed almost entirely of the energy type(s) of the triggering power. The weird and its Energy Bolt power gain the energy-type keywords of the triggering power, and the weird becomes immune to those energy types. Each time Adaptation is used, the weird loses all previous keywords and immunities.
Alignment Unaligned Languages
Str 5 (+0) Dex 22 (+9) Wis 15 (+5)
Con 16 (+6) Int 4 (+0) Cha 8 (+2)

Stick around later this week as I wrap up the Ravnica series with the final 4 clans– the corrupt Orzhov Syndicate, psychotic Cult of Rakdos, communal Selesnya Conclave, and my personal favorite, the biomantic Simic Combine!

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2 Responses to “Steal This Setting: Ravnica, Part 2”

  1. [...] of Encounter a day has begun adapting the Magic set Ravnica to D&D. Parts one and two get you started; the stated goal is for it to be a three part [...]

  2. This is all well and good and all… But why isn’t Niv Mizzet the creature used for Izzet? And why don’t Gruul have Borborigmos? Shouldn’t the Golgari have Savra, Queen of the Golgari?… Very disappointed in this… Apart from that though, well done :)

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