TEXT: THE GUILDMASTER’S TOOLBOX
  
   
  1 
   
  TABLE OF CONTENTS 
   
  Foreword ......................................................................................................................................................................... 2 
  Filling the Streets of Ravnica ........................................................................................................................................... 3 
  Precinct One .................................................................................................................................................................... 7 
  Precinct Two .................................................................................................................................................................... 9 
  Precinct Three ................................................................................................................................................................ 11 
  Precinct Four .................................................................................................................................................................. 13 
  Precinct Five .................................................................................................................................................................. 15 
  Precinct Six .................................................................................................................................................................... 16 
  Monsters ........................................................................................................................................................................ 18 
   
   
  OTHER DMS GUILD PRODUCTS BY CHRISTOPHER WILLETT 
  Life and Decay: Secrets of the Golgari 
  Original Gangster: The Shattergang Family 
  Shadows and Whispers: The Secrets of House Dimir 
  Mordenkainen’s Magnificent Mansion 
  Adventures Under the Sea 
  Planeswalkers of Ravnica 
  Shinobi: Secrets of the Shadow Warriors 
   
   
   
   
   
   
   
  ACKNOWLEDGMENTS: I’D LIKE TO THANK YOU FOR SUPPORTING MY WORK.  
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  2 
   
  FOREWORD 
  As a Dungeon Master I am an improvisor. My adventure outlines are usually very vague. Like most DMs, I also 
  do not tend to run published adventures, instead I really enjoy coming up with my own stories and campaigns. 
  Whenever I create a new campaign world I like to put together a toolbox, a series of tables that can help me 
  when I am on the fly. When I need a random NPC, or a random but interesting merchant, or someone’s name. 
  Nothing is more embarrassing then coming up with a lame name for an NPC or a name that you’ve already 
  used. It will immediately ruin your players’ immersion in your world.  
  Ravnica Revealed is a tool box. I’ve given you a table, just like one I would use in my own game, to come up 
  with random citizens. Ravnica is a densely-populated city, your players should never step out to find an empty 
  street. There are always people around. Guildmaster’s Guide to Ravnica gives vague descriptions of the different 
  precincts found in the Tenth District.  That’s a good thing! It means that a Dungeon Master can easily fill these places 
  with almost anything. I wanted to add more information to that in the form of tables revealing what type of nightclubs, 
  restaurants, shops, etc. are around.  
  Ravnica Revealed also includes some optional rules for you to introduce to your players. These rules aren’t meant to 
  grant some sort of mechanical bonus to characters, rather it is just a way to introduce some more story to your 
  adventures. For example, I provide rules for some back room illegal gambling. I love the idea of players finding 
  themselves deep in debt to the Orzhov Syndicate. This gives me something to bite onto. Your players will be must more 
  engaged with the stories being told when they feel these stories are about them. If your players participate in this (and 
  how can they resist the opportunity) they should walk away with a lot more than just extra coins, they should leave with 
  new story hooks dug deep into their characters.   
  Finally, Ravnica Revealed also includes some new monsters. If you are running a campaign in Ravnica, it is important 
  that you draw back upon the source material. Your players are going to have a preconceived notion of what playing a 
  campaign on Ravnica means. That means the monsters they see on the cards. Mark Rosewater, the lead designer for 
  Magic: the Gathering, talks about resonance. Resonance are the expectations your players bring to the table. As DM, 
  you want to find ways to play with those expectations. If you throw something at your players that does not jive with 
  their expectations, you can expect to get some blow back. Your monsters will have less impact. That’s why it is 
  important to sift through those cards looking for inspiration. A very useful tool is Gatherer, which has a database of 
  every card ever made.  
  Thank you for supporting the Dungeon Master’s Guild. When you purchase a PDF here you are doing a lot more than 
  buying a cool monster or spell. You are making someone’s dream a reality. I’ve spent years wishing I could write 
  Dungeons and Dragons Books. I have notebooks full of ideas that went nowhere. I felt very discouraged because I felt 
  there were too many barriers to entry for me. Writing for the DM’s Guild has been a lot of fun, it reminds me of the old 
  Dragon and Dungeon Magazine articles. Your purchase is supporting an entire community of creative dreamers who are 
  pursuing the same thing: they want to create worlds. Those who publish for the DM’s Guild fund their works themselves, 
  or channel their earnings back into their products. There are no kickstarters. Thank you this.  
   
  Don’t split the party,  
   
   
   
   
   
   
   
  Christopher Willett  
   
  
   
  3 
   
  FILLING THE STREETS OF RAVNICA
  RANDOM RAVNICA CITIZENS 
  D20 RACE 
  WHO ARE THEY? 
  WHAT ARE THEY DOING?  
  1 
  Human 
  Banker 
  Haggling with a street vendor.  
  2 
  Centaur 
  Diplomat 
  Eating some street food while sitting in a gutter.  
  3 
  Gorgon 
  Gardener 
  Picking through produce at the grocer.  
  4 
  Goblin 
  Jeweler 
  Muttering to themselves.  
  5 
  Minotaur 
  Noble 
  Feeding bread crumbs to pigeons.  
  6 
  Vedalken 
  Tourist 
  Standing in line to order a cup of coffee.  
  7 
  Loxodon 
  Healer 
  Climbing into a carriage.  
  8 
  Devkarin Elf (Dark 
  Elf) 
  Baker 
  Tossing some coins into a street musician’s cup.  
  9 
  Sihana Elf (Wood 
  Elf) 
  Carpenter 
  Sitting at a café with a friend talking about politics.  
  10 
  Viashino (Lizardfolk) 
  Government official 
  Using a coin operated binoculars to observe the beauty 
  of the city skyline.   
  11 
  Merfolk  
  Locksmith 
  Sketching some architecture into a small black notebook.  
  12 
  Gorgon 
  Mob enforcer 
  City on a bench with a cup of tea, scribbling in a 
  notebook.  
  13 
  --  
  Teenager 
  Taking their pet for a walk (to determine pet roll 1d4: 1 
  dog, 2 crocodile, 3 giant crab, 4 boar).  
  14 
  -- 
  Farmer 
  Running errands.  
  15 
  -- 
  Laborer 
  Whistling a familiar song.  
  16 
  -- 
  Street urchin 
  Playing with their children.  
  17 
  -- 
  Merchant 
  Running late for an important appointment.  
  18 
  -- 
  Soldier 
  Enjoying a meal outside.  
  19 
  -- 
  Scholar 
  Reading the newspaper.  
  20 
  -- 
  Merchant 
  Looking for directions.  
  RANDOM RAVNICA CITIZENS 
  Use this chart to give some local flavor to the 
  streets of Ravnica. Ravnica has a high population 
  density. The population of intelligent creatures is 
  about 3.7 trillion. In the artwork of Ravnica cards 
  there are always people walking through the 
  streets. As Dungeon Master, it is important to give 
  this impression to the players. They will never be 
  alone on the streets of Ravnica. Even though 
  Guildmaster’s Guide to Ravnica gives a lot of 
  attention to the ten guilds, don’t forget that half the 
  population on Ravnica is guildless. That means they 
  are not affiliated with any guild.  
  To come up with background filler characters on 
  the fly you can roll 1d12 to pick a race, roll 1d20 
  to describe their job, and finally roll 1d20 to 
  describe what they are doing. Alternatively, a DM 
  can just pick what they want on the fly.  
  UNUSUAL RAVNICA CITIZENS 
  If a player asks: “Can I play a dwarf, halfling, or 
  half-orc in this Ravnica game you’re running?” The 
  answer should be yes. Even though these types of 
  characters may not show up on Ravnica in Magic: the 
  Gathering, Dungeons Masters should remember that 
  Ravnica is a massive city with trillions of citizens. If a 
  player wishes to play something that may not fit, just 
  let them. There is no reason not to.  
  Before Return to Ravnica there were no merfolk 
  or gorgons. The story claims the oceans were 
  believed to be lost, even though they were there all 
  along. Now the merfolk joined the Simic Combine. 
  Gorgons were thought to be extinct until a group of 
  them joined the Golgari Swarm.  
   
   
  
   
  4 
   
  NAMES 
   
  MALE NAMES 
  MALE NAMES 
  Agmand  
  Kitov 
  Agosto 
  Korun 
  Alcarus 
  Klattic 
  Alovnek 
  Kramm 
  Alovnek 
  Kroshkar 
  Arrus 
  Ktank 
  Baas 
  Libuse 
  Belko 
  Lodusz 
  Bell 
  Malacha 
  Bonmod 
  Mandor 
  Bori 
  Mathvan 
  Boruvo 
  Merret 
  Bougrat 
  Mezim 
  Bozat 
  Mihas 
  Branko 
  Miotri 
  Brev 
  Mote 
  Chagrach 
  Myc 
  Czaric 
  Myznar 
  Damir 
  Narbulg 
  Darijo 
  Nyoser 
  Dars 
  Olrich 
  Dax 
  Omik 
  Daxiver 
  Ossett 
  Dravash 
  Otak 
  Dravin 
  Pelener 
  Dryzek 
  Pelener 
  Ecaban 
  Polgar 
  Evern 
  Predak 
  Ezoc 
  Ptero 
  Ghut 
  Quyzi 
  Gorev 
  Rencz 
  Grimbly 
  Resimir 
  Grozdan 
  Roalesk 
  Grozgrox 
  Rogad 
  Grupgrup 
  Rugar 
  Gullistan 
  Ruzi 
  Gurras 
  Sadruna 
  Gusztav 
  Sirislav 
  Heruj 
  Skorik 
  Hilgur 
  Skotov 
  Ilromov 
  Terrik 
  Ivos 
  Trivaz 
  Jaharg 
  Ubea 
  Janik 
  Uzana 
  Janoc 
  Vennick 
  Josuri 
  Voka 
  Jozica 
  Zataz 
  Khallist 
  Zdenia 
  Karlov 
  Zelinas 
  Kasira 
  Zija 
   
   
  FEMALE NAMES 
  SURNAMES 
  Adreya 
  Javya 
  Aszen 
  Zallik 
  Alcara 
  Schlak 
  Anksa 
  Sweene 
  Arin 
  Trul 
  Aszala 
  Weslyn 
  Barvisa 
  Zunich 
  Bea 
  Magrah 
  Berta 
  Nar 
  Boza 
  Koba 
  Briska 
  Wothis 
  Civa 
  Hadszak 
  Cevraya 
  Rak 
  Chessa 
  Capobar 
  Dahlya 
  Foley 
  Daiva 
  Gostok 
  Devesh 
  Trul 
  Eksari 
  Grezar 
  Esfir 
  Andon 
  Exava 
  Suszat 
  Gna 
  Radley 
  Hilga 
  Sarv 
  Iveta 
  Sedlak 
  Ivrelya 
  Polacek 
  Juri 
  Novak 
  Juzba 
  Kovar 
  Kirce 
  Chapula 
  Lalia 
  Havela 
  Leighbet 
  Barta 
  Lucinka 
  Kuba 
  Ludy 
  Tomsa 
  Maree 
  Kubata 
  Medge 
  Machata 
  Miko 
  Vasata 
  Milana 
  Bilov 
  Mileva 
  Palacov 
  Mirela 
  Prazan 
  Miri 
  Nemec 
  Navona 
  Slezak 
  Nedja 
  Moravec 
  Nefara 
  Hanak 
  Nevana 
  Kolar 
  Niszka 
  Kadlec 
  Pesha 
  Rybar 
  Senka 
  Tesarik 
  Svania 
  Sedlak 
  Tamsyn 
  Lanik 
  Tamina 
  Starosta 
  Trifona 
  Rychtar 
  Yeva 
  Jelinek 
  Zita 
  Zaba 
  
   
  5 
   
   
  D20 STREET VENDORS 
  1 
  Glassblower selling glass and crystal bowls, 
  goblets, and jewelry. 
  2 
  Weaver selling handcrafted rugs.  
  3 
  Weaver selling wicker baskets and straw 
  hats.  
  4 
  Grocer selling apples, pears, and other 
  fruits.  
  5 
  Baker setting out fresh loaves of bread.  
  6 
  Barista making espresso drinks for a long 
  line of customers.  
  7 
  Florist with a colorful display of orange, 
  red, and white flowers.  
  8 
  Salesperson showing off colorful silk 
  scarves.  
  9 
  Minstrel singing and pushing a cart full of 
  frozen treats.  
  10 
  One-man-band marching around with an 
  open coffee can next to them. They are 
  taking requests.  
  11 
  Merchant with a fine selection of handbags 
  and wallets.  
  12 
  Merchant selling a wide variety of used 
  books.  
  13 
  Stall filled with magazines and 
  newspapers.  
  14 
  Merchant selling beautiful china and 
  glasses.  
  15 
  Merchant selling Gruul bone charms and 
  handicrafts.  
  16 
  Weapon smith selling swords, daggers, 
  knives, etc. Will sharpen weapons for a 
  fee.  
  17 
  Tinkerer selling intricate windup toys.  
  18 
  Puppeteer showing off a collection of 
  marionettes.  
  19 
  Jeweler selling handmade jewelry.  
  20 
  Herbalist selling lotions, salves, and other 
  cures.  
  STREET VENDORS 
  These merchants are everywhere in Ravnica, 
  especially along Tin Street and the Transguild 
  Promenade. They may have a wooden stand, a tent, 
  or simply a blanket laid out with all their wares. 
  There is a 10% chance that they may have a magic 
  item for sale that will catch an adventurer’s eye. 
  These merchants also love to haggle.  
   
  D20 FINE DINING- 1GP 
  1 
  Grilled salmon with confit of beetroot, 
  broccoli puree and wine sauce.  
  2 
  Cauliflower risotto with smoked trout and 
  pickled cauliflower in saffron.  
  3 
  Duck confit on red wine with potato 
  gnocchi, sprinkled with pumpkin dust.  
  4 
  Venison saddle with red cabbage, 
  hazelnuts, and juniper.  
  5 
  Scallops with corn, snow peas, broccoli, 
  grapes, and cardinal sauce.  
  6 
  Veal fillet with root vegetable puree, kale, 
  and mushroom sauce.  
  7 
  Chicken roulade and glazed thigh with 
  parsnip puree.  
  8 
  Rolled rabbit loin with smoked potato mash.  
  9 
  Spotted deer loin roast with cranberries 
  and chestnuts.  
  10 
  Grilled beef fillet with truffle-infused 
  garden vegetable mash.  
  11 
  Pan-seared duck breast with cabbage, 
  beet, and onion compote.  
  12 
  Cream cheese and mushroom tortellini.  
  13 
  Pan-seared foie gras with marinated 
  chestnuts and parsnip.  
  14 
  Marinated salmon trout and catfish with dill 
  mayonnaise.  
  15 
  Grilled octopus with sauce.  
  16 
  Beef cheeks in a red wine sauce and 
  vegetable ragout.  
  17 
  Chicken with truffle risotto.  
  18 
  Meat tenderloin wrapped in bacon with 
  Oscar on top.  
  19 
  Chicken stew braised in red wine and 
  brandy with bacon, mushrooms, and pearl 
  onions.  
  20 
  Raw oysters with horseradish.  
  FINE DINING ESTABLISHMENTS 
  Restaurants that are considered fine dining can 
  be very expensive.  Diners who eat here can expect 
  to shell over several gold pieces for a full course 
  meal. However, these types of establishments are 
  the favorite haunts of influential people and mob 
  bosses.  Adventurers will find it socially beneficial to 
  be seen at one of these restaurants, but should 
  expect for there to be a dress code. The portion 
  sizes are small but artfully presented on tiny plates.  
  Since the rediscovery of Ravnica’s hidden oceans, 
  sea food has been very popular. The vegetables 
  are all organic rotfarm to table fresh.  
   
  
   
  6 
   
   
  D20 STREET FOOD- 5 CP 
  1 
  Roasted meat served on flatbread with 
  peppers and cheese.  
  2 
  Soft warm pretzels with mustard dipping 
  sauce.  
  3 
  Fluffy roasted pastries sprinkled with sugar.  
  4 
  Sausage cart with white or brown sausage 
  served with brown bread and spice 
  mustard.  
  5 
  Fried chicken or fish sandwich with cheese.  
  6 
  Artisanal pickles, sauerkraut, and pickled 
  beets.  
  7 
  Fried, juicy mince meat pies.  
  8 
  Noodles with chicken, steak, or pork.  
  9 
  Marinated pork sandwich with mustard and 
  pickle.  
  10 
  Fried potatoes topped with pulled pork 
  and gravy.  
  11 
  Lamb kebabs skewered with peppers and 
  onions.  
  12 
  Small pieces of beef heart grilled and 
  served on a stick.  
  13 
  Fried rice balls stuffed with meat and 
  cheese.  
  14 
  Ring shaped bread rolls served with 
  spreadable soft cheese.  
  15 
  Meat filled sandwiches filled with onions, 
  peppers, and cheese. Served on a thin 
  crusty bread.  
  16 
  Meat grilled on a vertical rotisserie, sliced 
  off onto flatbread.  
  17 
  Fried chestnuts.  
  18 
  A grilled vegetable patty topped with 
  tomato and red onion. Served on baker’s 
  bread.  
  19 
  Undercity Soup. Sautéed mushrooms served 
  with cabbage, tofu, and hot-and-sour 
  vinegar. Very popular.   
  20 
  Deep fried eggplant.  
  STREET FOOD VENDORS 
  Street food is very popular in Ravnica. The 
  people of the City of Guilds are constantly on the 
  move and sometimes do not have the time to stop to 
  eat at a restaurant. These vendors sometimes use a 
  stand, horsedrawn carriage, or even a rickshaw they 
  pull up and down the Transguild Promenade. Street 
  food is cheap at only 5 cp a serving. It is usually 
  greasy but filling. 
   
  D20 GOBLIN STREET FOOD- 1 CP 
  1 
  Steamed silkworm pupae. Served in a cup 
  with toothpicks.  
  2 
  Grilled octopus’s tentacles.  
  3 
  Sausage drenched in curry.  
  4 
  A small dumpling made with fish paste.  
  5 
  Grilled rat on a stick.  
  6 
  Fried pork rinds.  
  7 
  Sausage wrapped in a pancake.  
  8 
  Simic Krasis sausage. Tastes like frog.   
  9 
  Fried giant frog legs.  
  10 
  Grilled giant worm on a stick.  
  11 
  Grilled chicken gizzards, livers, and hearts.  
  12 
  Chopped veal spleen and lungs fried in 
  lard.  
  13 
  Flatbread topped with tomato sauce, 
  anchovies, olives, and garlic.  
  14 
  Fishballs and apple sauce.  
  15 
  Hard boiled fertilized egg.  
  16 
  Buttery snails.  
  17 
  Jerky, from an unidentified animal.  
  18 
  Grilled snake meat.  
  19 
  Scotch eggs. A battered fried, hardboiled 
  egg wrapped in sausage.  
  20 
  Deep fried, chocolate coated locusts.  
  GOBLIN STREET FOOD VENDORS 
  Goblin street food is significantly cheaper and 
  more questionable than the standard fair someone 
  may find on the Transguild Promenade. Goblin 
  street food is most commonly found on Tin Street, 
  presented in carts, stands, and rickshaws in a similar 
  manner as what is being sold on the Transguild 
  Promenade. Goblins have a more refined palate 
  than most, thus what is considered a delicacy to them 
  may be considered disgusting to others. However, 
  goblins have a lot of respect for anyone who can 
  stomach their food.  
  Goblin Street Food poisoning. A creature, other 
  than a goblin, that eats goblin street food must 
  make a DC 10 Constitution saving throw. On a 
  failed save, it takes 6 (1d12) poison damage and is 
  Poisoned for 24 hours. On a successful save, the 
  creature takes half damage and gains advantage 
  on Charisma (Diplomacy) checks against goblins. 
  
   
  7 
   
  PRECINCT ONE 
  This high-end neighborhood is home to 
  government officials, diplomats and wealthy 
  merchants. This is where visitors will find some of the 
  most lavish restaurants, shopping, and night life. This 
  is also the home of the Orzhov Syndicate’s lavish 
  guildhall Orzhova and the guild operated Vizkopa 
  Bank. It is also home to the Tenth District Plaza, which 
  is a serene and popular oasis of calm from the 
  bustling city.  
  PRECINCT ONE  
  D12 RANDOM ENCOUNTERS 
  1 
  2d4 Gargoyles 
  2 
  2d6 Indentured Spirits (GGR) shiftlessly 
  floating around.  
  3 
  1 Deathpact Angel (GGR) looking to strike 
  a bargain.  
  4 
  1d4 Acolytes with 1d6 Servitor Thrulls 
  (GGR).  
  5 
  1 Blood Drinker Vampire (GGR) stepping 
  into a nightclub.  
  6 
  1d4 Knights and 1 Priest collecting 
  protection money from local businesses.  
  7 
  1 Veteran and 1d4 Knights. They are an 
  Arrester squad out on patrol.  
  8 
  2d6 Spectres floating aimlessly. 
  9 
  1 Giant Owl. Watching the players from its 
  perch.  
  10 
  2d6 Nobles in a heated argument as they 
  are making their way to the Chamber of 
  the Guildpact.  
  11 
  1 Spy appears to be an art student 
  sketching architecture. They are taking 
  detailed notes.  
  12 
  1 lawmage (GGR) sits at a café drinking 
  coffee and pouring over a legal text book.  
  
   
  8 
   
   
  Nightclubs and Restaurants 
  D20 Name 
  1 
  The Pit. 
  2 
  Debtor’s Prison.  
  3 
  The Final Payment. 
  4 
  Gift of the Guildpact.  
  5 
  The Grasping Thrull.  
  6 
  Night of the Last Breath.  
  7 
  The Penniless Pontiff.  
  8 
  Quench.  
  9 
  Riot Control.  
  10 
  Showstoppers 
  11 
  Sin Collector.  
  12 
  Sire of Inebriation. 
  13 
  Tithe Drinker 
  14 
  Gift of Orzhova 
  15 
  Godless Shrine 
  16 
  The Bank Vault.  
  17 
  Kingpin’s Petshop. 
  18 
  The Black Lotus.  
  19 
  The Grind.  
  20 
  The Profane Purge.  
  NIGHTCLUBS AND RESTAURANTS 
  The best nightclubs and restaurants are in Plaza 
  West and almost all of them are operated by the 
  Orzhov Syndicate. Meals here cost 1 gp each and 
  drinks cost 50 sp each (See Fine Dining chart for 
  menu items). Prices are reduced during Happy Hour 
  of course.  
  The nightclubs in Precinct One are very popular. 
  They are loud, full of people, music, and drinks. 
  Skilled bards and magicians use illusion magic to 
  produce impressive light shows to match the booming 
  music. These establishments are favorite meeting 
  places for criminal enterprises. 
  Getting into a nightclub may be a problem. 
  Orzhov Giant (GGR) bouncers keep poor people 
  out. Sometimes there is a guest list of approved 
  party animals. If the bouncers feel someone is going 
  to cause problems, or that they don’t have enough 
  money, they will physically throw people out into the 
  street.   
   
  Tenth District Tribune Headlines 
  D12 Name 
  1 
  “Interest rates soar above forecast” 
  2 
  “House price falls forecast to continue” 
  3 
  “Robbery suspects still on the loose” 
  4 
  “Where is Jace Beleren?” 
  5 
  “Vraska replaces Jarad in Golgari Swarm” 
  6 
  “End-Raze Coming?” 
  7 
  “Tensions boil over at rally” 
  8 
  “Obzedat shake-up?” 
  9 
  “City in crisis” 
  10 
  “Boros push back Gruul again” 
  11 
  “Guildpact sends warning to guilds: ‘Shape 
  up or else.’” 
  12 
  “Tensions on the rise” 
  THE TENTH DISTRICT TRIBUNE 
  This newspaper is popular throughout Ravnica, 
  especially in Precinct One. It focuses on financial and 
  political reports, unlike the tabloids, which focus 
  more on gossip. Newspapers are a good way to 
  show how the tone of the setting is shifting, or to tie 
  in the adventures of the players with the larger 
  narrative from Magic: the Gathering. Lately, news 
  has been bleak. Everyone’s anxiety levels are high 
  and the headlines reflect that.  
  Adventure Hooks 
  D6 
  Name 
  1 
  “Stop in the name of the law!” A group of 
  Azorius Arresters are chasing a suspect 
  through the plaza. The perp is running 
  straight towards the players.  
  2 
  Alarm sirens are screeching as a group of 
  thieves burst out of Vizkopa Bank with 
  sacks full of gold coins. They run down an 
  alley way, the guards miss them and run 
  the opposite way.  
  3 
  A (random guild) diplomat has been 
  murdered in the plaza. No one saw it 
  happen.  
  4 
  A ranting prophet has set up a wooden box 
  and is shouting at passerby that the Living 
  Guildpact is a visitor from another world.  
  5 
  A young Orzhov financier has thrown 
  themselves from the parapets of Orzhova. 
  No one has answers. Their mother wants to 
  hire the players to investigate.  
  6 
  One of the nearby Specialty shops has 
  begun selling something impossible: 
  Bananas from Ixalan.  
  
   
  9 
   
   
  D12 PRECINCT ONE SPECIALTY SHOPS 
  1 
  Cakery. Sells custom cakes and desserts for 
  special events.  
  2 
  Antique Store. A carefully curated 
  collection of bric-a-brac.  
  3 
  Chocolatier. Sells expensive homemade 
  chocolate bonbons and treats.   
  4 
  Haberdashery. Sells hats, cologne, and 
  other accessories.  
  5 
  Cigar shop. Sells a wide selection of hand 
  rolled cigars.  
  6 
  Furniture Store. Sells fine furniture and 
  home accents.  
  7 
  Bookstore. Only works with first editions, 
  autographed copies, and other rare books.  
  8 
  Jewelry Store. Repairs and sells expensive 
  jewelry.  
  9 
  Perfumery. Offers custom blended 
  perfumes.  
  10 
  Marionettes Shop. Sells souvenir wooden 
  puppets. The Jace puppet is very popular.  
  11 
  Game Shop. Sells card games, board 
  games, and other frivolities.  
  12 
  Pottery Shop. Sells handmade ceramics 
  PRECINCT ONE SPECIALTY SHOPS 
  The shopping located around the Tenth District 
  Plaza is very popular. It draws people from all over 
  the city. While it is unlikely these stores will hold a 
  lot of attention for adventurers, there is a 10% 
  chance that they may be selling a magic item. The 
  shop keepers may not even be aware of its true 
  nature. Everything sold here is the highest quality 
  and expensive. 
   
   
   
   
    
  PRECINCT TWO 
  This modest neighborhood is home to law 
  enforcement officers, retired soldiers, and civil 
  servants working at New Prahv, the Azorius Senate 
  guildhall. Whitestone is a neighborhood full of 
  yuppies, successful professionals. Meanwhile, Griffin 
  Heights is a little slummier and home to a large 
  community of retired soldiers and organized crime.   
  PRECINCT TWO  
  D12 RANDOM ENCOUNTERS 
  1 
  1 Archon of the Triumvirate (GGR) flying 
  above the Azorius guildhall on a winged 
  felidar, searching for lawbreakers.  
  2 
  1d6 government officials (Nobles) 
  3 
  Azorius patrol. 1 Lawmage (GGR) and 
  1d6 Knights. 
  4 
  1 Precognative Mage (GGR) who is very 
  suspicious of the players.  
  5 
  1 hungry looking Giant Eagle.  
  6 
  1d6 Veterans.  
  7 
  1d6 Griffons flying around the rooftops of 
  the Azorius Senate guildhall.  
  8 
  1d6 Veterans stumbling home drunk from 
  the tavern.  
  9 
  1d4 Knights and 1 Priest collecting 
  protection money from local businesses. 
  10 
  1 Spy selling flowers to passerby.  
  11 
  1d6 Orzhov Thugs.  
  12 
  1 Gynosphinx studying the crowd.  
  Random Encounters in the City 
  Some of the encounters on the Random Encounters 
  charts presented in this book are not meant to be 
  combat encounters. Adventuring in a densely-
  populated city is different from adventuring in the 
  forest or dungeon.  The longer a conflict takes, the 
  more likely others will arrive to investigate. This can 
  be used to discourage players from engaging in 
  swordfights all the time. Alternatively, they may 
  need to escape and hide from the authorities for a 
  time while the heat dies down.  
  Successful Dexterity (Stealth) checks against the 
  Wisdom (Perception) of a patrol are required to 
  escape into the bustling crowds of the city.  
  
   
  10 
   
   
  Corner Taverns 
  D20 Name 
  1 
  The Arrows of Justice.  
  2 
  The Sphinx’s Riddle 
  3 
  The Slaughterhorn.  
  4 
  The Detention Sphere 
  5 
  The Hallowed Fountain 
  6 
  The Tipsy Archon 
  7 
  Fat Archangel 
  8 
  Barchon of the Triumvirate 
  9 
  Smog Cutter 
  10 
  The Sky Goat Tavern 
  11 
  The Hard Time Saloon 
  12 
  The Pour House 
  13 
  JaCobby’s 
  14 
  Marshal’s Law 
  15 
  The Sphinx’s Revelation 
  16 
  Supreme Verdict 
  17 
  Swift Justice 
  18 
  Trostani’s Judgment 
  19 
  Big Martha’s Judgment 
  20 
  Wayfaring Tavern 
  CORNER TAVERNS 
  These relaxing restaurants are a comforting 
  place where the community comes together. Some 
  taverns are popular watering holes for off duty 
  Azorius arresters, veterans, criminals, or government 
  officials. Players who are looking to cause a raucous 
  should be careful about who’s bar this is.  
  These taverns offer Street Food but it is served 
  on a plate. They also have their own house beers, 
  wines, or cocktails.   
  GUSTAV’S OUTFITTERS 
  Gustav is a former Arrester who now operates a 
  small business selling arms, armor, and other tactical 
  gear. In the evenings, some of Gustav’s old 
  comrades offer hand-to-hand combat training. This 
  the best place for players to obtain good quality 
  weapons. Gustav seems like an authoritarian, 
  however his years on the force have made him 
  jaded. He has a dark gallows sense of humor.  
  Gustav is also deeply in debt to the Orzhov 
  Syndicate, to the tune of 250,000 gp. He took the 
  debt to help pay for this nest egg. He’s willing to do 
  almost anything to get out from underneath his 
  mortgage to the church of deals.    
   
  DOWNTIME ACTIVITY: ILLEGAL GAMBLING 
  It is a shame that so much illegal backroom 
  gambling is taking place beneath the shadow of law 
  and order that is New Prahv. These games are 
  organized by the Orzhov Syndicate of course. Many 
  of the good shop owners of Precinct Two are forced 
  to host these games after hours.  
  What makes these games different from others, is 
  that players do not stake their own money, instead 
  they are gambling with loans from the Orzhov 
  Syndicate. The game is a card game similar to 
  poker but it uses 5 colors.  
  Resources: This activity requires one workweek 
  of effort plus a loan of at least 10 gp to a maximum 
  of 10,000 gp or more, as you see fit.  
  
   
  11 
   
  Resolution: The character must make three 
  checks: Wisdom (Insight), Charisma (Deception), and 
  Charisma (Intimidation). If the character has 
  proficiency with an appropriate gaming set, that 
  tool proficiency can replace the relevant skill in any 
  of the checks. The DC for each of the checks is 5 + 
  2d10; generate a separate DC for each one. 
  Consult the Gambling Results to see how the 
  character did.  
  ILLEGAL GAMBLING RESULTS 
  RESULT 
  VALUE 
  0 Successes Lose all the money you bet, and 
  accrue a debt equal to that amount 
  to the Orzhov Syndicate.   
  1 Success 
  Break Even. Win just enough money 
  to pay back the Orzhov Syndicate.  
  2 Successes Gain half the amount of money you 
  borrowed from the Orzhov 
  Syndicate.  
  3 Successes Gain the amount of money you 
  borrowed from the Orzhov 
  Syndicate.  
  Complications: Everytime players participate in 
  Illegal gambling thee is a 10% chance of a 
  complication.  
  ILLEGAL GAMBLING COMPLICATIONS 
  RESULT 
  VALUE 
  1 
  You are accused of cheating. The Orzhov 
  Syndicate puts a bounty on your head.   
  2 
  The Azorius Senate raids the gambling 
  hall and places everyone under arrest.  
  3 
  A government official loses badly and 
  vows to get revenge.  
  4 
  A high-stakes gambler joins the game 
  and insists you play.  
  5 
  One of the other players is a lousy winner 
  and starts rubbing it in your face.    
  6 
  Gustav is one of the other players, trying 
  desperately to wipe away his debt. 
  Instead he loses and is now deeper in 
  debt.  
  PRECINCT THREE 
  This lush part of the city is covered in beautiful 
  trees and gardens pouring out of every window and 
  street corner. Most of the buildings here are cracked 
  as roots and vines are overgrown on the walls. The 
  skyline is dominated by the giant towering tree of 
  Vitu-Ghazi, the Selesnya guild hall.   
  PRECINCT THREE  
  D12 RANDOM ENCOUNTERS 
  1 
  A stampede of loose beasts. 1d12 
  Rhinoceros.  
  2 
  1d4 Equenauts (Scout mounted on a 
  Pegasus). 
  3 
  1d4 Ledev guardians (Knight mounted on 
  a Dire Wolf). 
  4 
  A Horncaller (GGR) and 1d6 Wolves. 
  5 
  Selesnya watch captain (Scout) with two 
  guards and two wolves.  
  6 
  Loxodon (GGR) priest sweeping the street.  
  7 
  1d8 Giant Spiders.  
  8 
  1d6 Sabretooth Tigers. 
  9 
  1d6 Dryads and 1 Conclave Dryad (GGR) 
  singing to a tree.  
  10 
  1 Spy watering a garden.  
  11 
  1 Treant 
  12 
  A Gruul raiding party. 1 Half-Ogre and 
  1d6 Anarchs (GGR).  
  THE CATHEDRAL TO MAT’SELESNYA 
  The parun of the Selesnya Conclave was a 
  female elemental named Mat’Selesnya. She 
  founded the guild on the ideal of being a selfless, 
  nurturing, and spiritual group. This church is a place 
  where players can receive healing. The priests and 
  priestesses of Mat’Selesnya can cast heal, heroe’s 
  feast, or greater restoration. They do not request 
  payment or donations, only service.  
  SWAP MARKETS 
  Most of the street vendors and grocers In Precinct 
  Three refuse payment of coin here. The largest of 
  these Swap Markets is located on the Great 
  Concourse. Precinct Three is built upon a barter 
  economy. To trade with a merchant, players will 
  need to offer something of equal value. These swap 
  markets get all manner of strange and interesting 
  items. If players spend an hour searching the stands 
  they should be able to find any mundane item. 
  
   
  12 
   
  BARTERING 
  For players to barter, the DM must determine the 
  NPC’s initial attitude, either hostile, indifferent, or 
  friendly. Merchants will be hostile to someone who 
  lives a wealthy or aristocratic lifestyle. Merchants 
  will be friendly to anyone who is a part of the 
  Selesnya Conclave or who is working with the 
  Selesnya Conclave. However, most merchants will 
  just be indifferent. Then players will need to make a 
  Charisma (Persuasion) test to get the merchant to 
  accept what the players are offering for trade.  
  BARTERING  
  NPC ATTITUDE 
  DC 
  Hostile 
  22 
  Indifferent 
  18 
  Friendly 
  16 
   If the player fail the skill check, then the 
  Merchant may demand a trade of higher value in 
  exchange for the item. Alternatively, they may just 
  refuse to part with the item. Merchants may request 
  a service in exchange for the item. Use the chart 
  “Requested Services from Merchants” for some 
  examples.  
  If perfectly acceptable to tell the players that the 
  merchant won’t accept a trade. It would make no 
  sense for an experienced merchant, who has been 
  haggling and bartering for years, to accept a 
  handful of dirt in exchange for a sword. However, 
  they may accept a handful of magic dirt. 
   
  BARTER SERVICES FROM MERCHANTS  
  D10 SERVICES 
  1 
  Pick up their lunch order from a specific 
  food cart. A DC 20 Wisdom (Investigation) 
  to find the right one.  
  2 
  Deliver medicine to the beast master at one 
  of the stables in Beast Haven. Takes 2 
  hours.  
  3 
  Deliver a freshly sharpened chisel to the 
  woodcarver in The Canopy. Takes 3 hours.  
  4 
  Deliver a giant hay bale to the Rhinoceros 
  farm in Beast Haven. Takes 2 hours and 
  requires a cart.  
  5 
  Pick up the merchant’s laundry from Gorto’s 
  Goblin Laundry. Takes 1 hour.  
  6 
  Go to the grocer and purchase 1 onion, 1 
  carrot, celery, tomatoes, and potatoes. 
  Takes 2 hours and costs 5 sp.  
  7 
  Go to the Horn of Plenty tavern and pick 
  up their wallet. Takes 2 hours.  
  8 
  Pick up the merchant’s pet dire wolf from 
  the groomer. It is friendly, but very 
  energetic and hard to control. Takes 3 
  hours.  
  9 
  Go to the merchant’s home in the Canopy 
  and remove the Giant Spiders infesting 
  their neighborhood.  
  10 
  Take their library books back to the library 
  located in The Great Concourse. Takes 2 
  hours.  
   
   
  
   
  13 
   
  PRECINCT FOUR 
  While Precinct Three is a peaceful and idyllic 
  neighborhood to settle down and raise children, 
  Precinct Four is a wild and dynamic part of town. 
  There are volatile Izzet experiments and goblin 
  gang wars ripping up the streets. If you’re coming to 
  Precinct Four, be ready for a fight, and to enjoy 
  some of the best nightlife in the entire city.  
  Precinct Four is an interesting mix of Izzet League, 
  Boros Legion, Gruul Clans and Guildless citizens. It is 
  a precinct that probably holds a lot of interest for 
  players since they can buy weapons, armor, and 
  healing here.  
  PRECINCT FOUR  
  D12 RANDOM ENCOUNTERS 
  1 
  Izzet experiment on the loose! 1 Galvanice 
  Weird (GGR).  
  2 
  1 Izzet Engineer Roll 1d4: (1 Flux 
  Blastseeker, 2 Cosmotronic Blastseeker, 3 
  Counterflux Blastseeker, 4 Galvanic 
  Blastseeker) (GGR) 
  3 
  1d6 Veterans stumbling home drunk from 
  the tavern. 
  4 
  A mob of Tin Street Toughs. 1 Thug and1d6 
  Goblins.  
  5 
  A Boros Legion Patrol. 1 Knight and 4d4 
  Soldiers.  
  6 
  A Rakdos performance troupe. 2d4 Rakdos 
  performers (Blade Jugglers, Fire Eaters, or 
  High-wire Acrobats) and 1d4 Rakdos 
  Lampooners (GGR).  
  7 
  1 Hill Giant.  
  8 
  1 Guardian Giant (GGR).  
  9 
  1 Knight mounted on a Skyjek Roc (GGR) 
  10 
  1 Spy checking a meter and writing it down 
  in a notebook.  
  11 
  1 Arclight Phoenix (GGR).  
  12 
  A Gruul raiding party. 1 Half-Ogre and 
  1d6 Anarchs (GGR). 
   
  THE RED WASTES  
  D12 RANDOM ENCOUNTERS 
  1 
  1d6 Berserkers. 
  2 
  A Gruul smash squad. 1 Druid of the Old 
  Ways and 2d6 Rubblebelt Stalkers. 
  3 
  1 Mammoth.  
  4 
  1d6 Giant Boars and 2d6 Boars. 
  5 
  A pack of Maaka. 1d6 Saber-toothed 
  tigers.  
  6 
  Two fighting elementals. 1 Fire Elemental 
  and 1 Earth Elemental 
  7 
  1 Wurm (GGR). 
  8 
  1d4 Cyclopes. 
  9 
  1 settler who refuses to leave. They have 
  lived here for 10 years and have no 
  interest in leaving just because the Gruul 
  showed up.  
  10 
  1 spy pretending to be a very angry 
  Berserker.  
  11 
  1 Stone Giant.  
  12 
  A Gruul raiding party. 1 Half-Ogre and 
  1d6 Anarchs (GGR). 
  THE RED WASTES 
  This is where the Rubble Belt has encroached into 
  Precinct Four. The Red Wastes is a lawless realm full 
  of raging monsters and barbarians ripping down the 
  walls of Ravnica.  
  However, players may have an interest in the 
  Red Wastes. The Gruul Clans have ripped buildings 
  apart, and discovered all manner of good loot. 
  While the Gruul Clans are usually not interested in 
  money, they are interested in barter. Gruul love 
  trading for good food or alcohol. Alternatively, they 
  may trade the item in exchange 
  for getting into a good fight to 
  the death. If the player wins 
  the duel, they can keep the 
  item.  
    
   
   
  
   
  14 
   
  THE BULWARK HEALING CENTER 
  This neighborhood is home to the largest 
  veteran’s hospital in the Tenth District. This is a good 
  place for players to receive healing. The healers 
  here can cast heal, heroe’s feast, greater restoration, 
  and even resurrection. Unless you are a member of 
  the Boros Legion, they charge hefty fees for their 
  services. Current and former members of the Boros 
  Legion receive free medical care.   
  HEALING FEES  
  SPELL 
  COST 
  Greater restoration 
  10,000 gp 
  heal 
  30,000 gp 
  heroes’ feast 
  30,000 gp 
  resurrection 
  50,000 gp 
   
  Those who cannot afford to pay these fees can 
  pay for them another way. The Boros Legion is 
  always looking for new recruits. Anyone can have 
  their hospital fees waived if they enlist for a two-
  year contract with the Boros Legion.  
  RENTING PRIVATE LABORATORIES  
  Precinct Four is home to the massive Nivix tower, 
  the guildhall of the Izzet League. This neighborhood 
  has lots of coffee shops, bookstores, and alchemy 
  labs that are available for rent. Private laboratories 
  are useful for anyone wanting to conduct research 
  or do their work away from their colleagues at the 
  Izzet League. These establishments pride themselves 
  on their security and secrecy. They are guarded by 
  various homunculi and require identity runes to gain 
  access.  
  A private laboratory costs 10 gp a day and 
  provides you with any artisan’s tools required for 
  your research. Assistants (Commoner) can be hired 
  fo the fee of 1 sp a day. An Apprentice Wizard can 
  be hired to assist for 5 sp a day.  
   
  Adventure Hooks 
  D6 
  Name 
  1 
  An Izzet elemental experiment has gotten 
  loose and is on its way to drain all the 
  magical energy out of the generator.  
  2 
  A Boros Legionnaire the players know 
  approaches them. There has been a 
  training accident that led to a death. 
  However, he is concerned it wasn’t an 
  accident and need their help investigating.  
  3 
  A Gruul Clan giant burst into the 
  neighborhood and smashed a school. 
  Everyone is trying desperately to save the 
  children trapped beneath the rubble.   
  4 
  An explosion rocks the street. Someone has 
  sabotaged an experiment operating out of 
  a high security private laboratory.  
  5 
  A group of Rakdos performers are putting 
  on a very bawdy play about Aurelia, the 
  Boros Guildmaster. It looks like it is about to 
  start a riot.   
  6 
  The goblin gang war has flared up again. 
  More goblins are ending up dead in the 
  streets. Krenko is to blame.  
   
  D12 PRECINCT FOUR SPECIALTY SHOPS 
  1 
  Cutting Edge Swords sells all manner of 
  bladed weaponry.  
  2 
  A pay day lender who offers loans with 
  astronomical interest rates.  
  3 
  Convenience store offering unhealthy 
  snacks and drinks.  
  4 
  Mental Jolt, a coffee shop that offers extra 
  caffeinated coffee.  
  5 
  Aurelia’s Fury, A gentleman’s club.  
  6 
  A tattoo parlor.  
  7 
  A uniform shop that also does tailoring.  
  8 
  A smith who sells and repairs. He’s so good, 
  he repairs the armor the Boros armorers 
  can’t fix.  
  9 
  Alchemist’s Supply sells all manner of 
  strange chemicals and tools.  
  10 
  A book store that specializes in engineering 
  texts.  
  11 
  A children’s store specializing in arcane 
  science toys such as “My First Jacob’s 
  Ladder”.  
  12 
  A veteran veterinarian who specializes in 
  griffins.  
  
   
  15 
   
  PRECINCT FIVE 
  Precinct Five is the college town of the Tenth 
  District. The most recent addition to the precinct is 
  Zonot Seven, a massive sinkhole filled with water 
  from one of Ravnica’s lost underground oceans. This 
  has led to a resurgence in the availability of sea 
  food, as well as merfolk joining the Simic Combine 
  and overhauling their philosophy. Precinct Five is 
  home to Zonot Seven, the new guildhall of the Simic 
  Combine as well as many libraries.  
    
  PRECINCT FIVE  
  D12 RANDOM ENCOUNTERS 
  1 
  1d6 Apprentice Wizards at a café 
  cramming for their next test.  
  2 
  1d6 Merfolk enjoying a meal.  
  3 
  1d8 Hybrids (GGR) standing in an 
  alleyway watching the street.  
  4 
  A private investigator (Spy) keeping an 
  eye on a domicile.  
  5 
  A Galvanic Blastseeker meeting with a 
  colleague.  
  6 
  A Category 1 Krasis (GGR) being walked 
  on a leash by a Biomancer (GGR) 
  7 
  A Dragon Turtle on the loose!  
  8 
  1 Biomancer (GGR) studying a large book 
  and taking notes.  
  9 
  1 Spy who is on their way to deliver some 
  library books.  
  10 
  1 Spy reading the newspaper on a park 
  bench. 
  11 
  1 Hybrid Spy (GGR) who just dropped 
  something into a trashcan.  
  12 
  1 Skyswimmer (GGR) flies overhead.  
   
   
   
  ISMERI LIBRARY 
  On the outside, this unassuming research library is 
  just one of many that surround the Universities and 
  Cafes of Precinct Five. However, it is a front for 
  House Dimir. Those who work with the guild of spies 
  can receive secret missions from their handlers. Ismeri 
  Library also is a valuable place to conduct research, 
  however, anything players discover will immediately 
  be known by the spymasters of House Dimir.  
  D12 
  SECRET MISSIONS FROM YOUR HANDLER 
  1 
  A Rakdos performer is about to perform 
  their ultimate performance before a 
  massive crowd. Replace her makeup with 
  the jar provided by your handler.  
  2 
  A Simic Biomancer has made an earth-
  shattering discovery. Steal their notes.  
  3 
  Loosen the timing belt on an Izzet 
  Experiment set to launch tomorrow.  
  4 
  Place the poison provided by your handler 
  into the ear of a specific Azorius Lawmage.  
  5 
  Infiltrate Viskopa Bank and remove the 
  record of a specific person’s debt.  
  6 
  Rub the oil provided by your handler on 
  the breastplate of a Boros Legionaire 
  captain. The oil will make the metal brittle.  
  7 
  Infiltrate a Golgari rotfarm and collect 
  information about the new guildmaster 
  Vraska. Relay that information back to your 
  handler.  
  8 
  A Dimir agent has gone rogue and is now 
  speaking to the Azorius Senate. Silence 
  them.  
  9 
  Infiltrate the Cathedral of Mat’Selesnya 
  and obtain a clipping of a rare poisonous 
  herb.  
  10 
  Travel to the Red Wastes and poison a 
  giant.  
  11 
  Disable a bomb planted at a restaurant in 
  the hopes of ending the goblin gang war.  
  12 
  Infiltrate a guildless meeting in the hopes of 
  discovering what the rebels are planning.  
   
  
   
  16 
   
   
  D20 SEA FOOD- 5 CP 
  1 
  Fried squid.  
  2 
  Raw oysters.  
  3 
  Steamed crab legs.  
  4 
  Grilled shrimp.  
  5 
  Chilled jumbo white shrimp.  
  6 
  Dungeness Crab. 
  7 
  Catfish. 
  8 
  Trout.  
  9 
  Mahi Mahi.  
  10 
  Salmon. 
  11 
  Tilapia.  
  12 
  Swordfish.  
  13 
  Yellowtail.  
  14 
  Yellowfin Tuna. 
  15 
  White Sea Bass.  
  16 
  Halibut.  
  17 
  Grouper.  
  18 
  Clams.  
  19 
  Fried Cod with fried potatoes.  
  20 
  The Prime Speaker’s Platter: 8 oysters, ¾ 
  lb snow crab, 3 clams, 14 jumbo shrimp, 1 
  wild dungeness crab, 4 chilled scallops. 
  Costs 7 gp.  
  SEA FOOD RESTAURANTS 
  These new eating establishments have become 
  the latest fad in Ravnica. The Merfolk from Zonot 
  Seven have made quite a living bringing in nets full 
  of fish and shellfish to the surface from Ravnica’s lost 
  underground oceans. This has drawn people from 
  across the Tenth District in search of new exotic 
  flavors. This has been an asset for the spies and 
  rumormongers of Precinct Five. Why search people 
  out when you can bait the trap and they will come 
  to you? A popular scheme is giving vouchers for a 
  free Prime Speaker’s Platter to their targets. No one 
  can resist the allure of free sea food.  
   
  PRECINCT SIX 
  This warehousing district may seem quiet, 
  industrial, and unassuming. Yet lying underneath it is 
  the stairway down into Rix Maadi, the guildhall of 
  the Cult of Rakdos.  
  PRECINCT FIVE  
  D12 RANDOM ENCOUNTERS 
  1 
  A Boros Legion Patrol. 1 Knight and 4d4 
  Soldiers. 
  2 
  The Wight of Precinct Six. A Deathlock 
  Wight (MTF).  
  3 
  1d8 Thugs who decide to beat you up and 
  take your money.  
  4 
  1d8 Indentured Spirits (GGR). 
  5 
  1 Orzhov Priest and 1d8 Commoners 
  working late into the night.  
  6 
  1d4 Swarms of Bats.  
  7 
  A Rakdos performance troupe. 2d4 Rakdos 
  performers (Blade Jugglers, Fire Eaters, or 
  High-wire Acrobats) and 1d4 Rakdos 
  Lampooners (GGR).  
  8 
  1d12 Spectres floating aimlessly through 
  the streets.  
  9 
  1d8 Ghouls on the hunt for something fresh 
  to eat.  
  10 
  A Spy who has been working down at the 
  docks for several years.  
  11 
  A vigilante (Soldier) who is prowling the 
  night looking for the Wight of Precinct Six.  
  12 
  1 Shadow Horror (GGR).  
  
   
  17 
   
   
  D12 RAKDOS PAINCLUBS 
  1 
  Act of Treason 
  2 
  Bedeck and Bedazzle 
  3 
  Blood Crypt 
  4 
  Carnival and Carnage 
  5 
  Cavalcade of Calamity 
  6 
  Riot 
  7 
  Ablaze 
  8 
  The Point 
  9 
  The Immolation Location 
  10 
  The Scourge 
  11 
  The Macabre Mockery 
  12 
  The Scorchmark 
  RAKDOS PAINCLUBS 
  These are popular night clubs and comedy clubs 
  where people come to be amazed. They put on 
  death defying feats of entertainment, and 
  sometimes they don’t defy death. These dens of sin 
  are raucous and wild with lots of alcohol and blood 
  being spilled. Players may be interested in 
  performing at one of these establishments as a quick 
  (and dangerous) way to make some coin.  
   
  PERFORMING AT A RAKDOS PAINCLUB 
  You are invited to perform at one of the wild and 
  outrageous painclubs, ran by the Cult of Rakdos. In 
  exchange for your performance you get a share of 
  the earnings.  
  Resources. Performing at a Painclub requires one 
  workweek of effort.  
  Resolution. To determine how much money you earn, 
  make a Charisma (Performance) check. Consult the 
  earnings table to see how much money you earned 
  performing in the concert. You gain advantage on 
  this roll if you use any magical instrument.  
  Earnings 
   
  Check Total 
  Earnings 
  9 or lower 
  1 gp 
  10-14 
  2 gp 
  15-20 
  4 gp + 1 renown 
  21+ 
  25 gp + 1 renown 
  Complications. Performing at a Rakdos Painclub is 
  frought with peril. If you want to make things more 
  interesting for the players, roll on the Rakdos 
  Painclub Complications table. 
  RAKDOS PAINCLUB COMPLICATIONS  
  D12 RANDOM ENCOUNTERS 
  1 
  A group of imps try to drill your teeth with 
  a giant drill.  
  2 
  A knife thrower blindfolds you, ties you up 
  to a spinning target, then starts throwing 
  knives at you.  
  3 
  A priest of Rakdos takes an intense interest 
  in you.  
  4 
  The crowd hates your performance and 
  turns against you.  
  5 
  Your performance is so great that you are 
  in all the tabloids the next day.  
  6 
  Your performance upstages a rival who 
  plans to take revenge on you.  
  7 
  You get dragged into a performance that 
  ends in a death, the Boros Legion blames 
  you.  
  8 
  The ring leader loves your performance so 
  much they invite you to Rix Maadi, where 
  you’ll perform for Rakdos himself.  
   
  D10 TABLOID HEADLINES 
  1 
  Precincit Six Wight strikes again! 
  2 
  I gave birth to Jace Beleren’s love child! 
  3 
  Goblin plot to blow up Transguild 
  Promenade foiled! 
  4 
  Half-human half-fish found! 
  5 
  The Guildpact is from another world! 
  6 
  I bought a statue, turned out to be Jarad! 
  7 
  I repaid my debt to the Orzhov! 
  8 
  I married a Centaur. 
  9 
  Simic mutants on the loose.  
  10 
  Golgari raising an army of the dead! 
  THE TABLOIDS 
  These are a collection of bawdy newspapers 
  published by the Cult of Rakdos. Most of them are 
  made up nonsense, some of them get the facts right 
  but publish them in the most embarrassing way 
  possible. Many of the guildleaders and other 
  celebrities are popular headline news for the 
  tabloids. If the players develop enough notoriety, it 
  is possible they could see their name in print, in an 
  embarrassing expose about their alleged affairs.  
   
   
  
   
  18 
   
  MONSTERS 
  HUMONGULUS 
  Large construct, neutral 
  Armor Class 11 (natural armor) 
  Hit Points 60 (7d10+21) 
  Speed 30 ft.   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 
   (+4) 
  8  
  (-3) 
  16  
  (+3) 
  10 
   (+0) 
  10 
   (+0) 
  7 
   (-2) 
  Damage Resistance bludgeoning, piercing, and 
  slashing from magical attacks.  
  Damage Immunities poison 
  Condition Immunities charmed, poisoned 
  Senses darkvision 60 ft. 
  Languages Understands the languages of its creator 
  but can’t speak 
  Challenge 3 (700 xp) 
   
  Spell Resistance. The humongulus has advantage on 
  saving throws against spells. The humongulus also 
  has resistance to damage from spells.  
   
  ACTIONS 
  Big Meaty Fist. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 13 (2d8 + 4) 
  bludgeoning damage. 
  The Humongulus is a homunculus who is thicker 
  and stronger than average. Usually the citizens of 
  Ravnica use these creatures as helpful servants or 
  pets, but the Humongulus serves a more combat role. 
  It is a loyal guardian, always watching its master’s 
  back.  
  This creature is a testament to the paranoia that 
  has gripped the city’s citizens recently.  It is most 
  likely to be met following it’s master around the 
  streets of Ravnica or standing guard near someone’s 
  door. 
  SHARKTOCRAB 
  Huge monstrosity, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 115 (10d12+50) 
  Speed 30 ft., Swim 30 ft.   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 
   (+5) 
  15  
  (+2) 
  20  
  (+5) 
  1 
   (-5) 
  9 
   (-1) 
  3 
   (-4) 
  Senses blindsight 30 ft., passive perception 9 
  Languages -- 
  Challenge 6 (2,300 xp) 
   
  Amphibious. The Sharktocrab can breathe air and 
  water.  
   
  Blood Frenzy. The Sharktocrab has advantage on 
  melee attack rolls against any creature that doesn’t 
  have all its hit points.  
   
  ACTIONS 
  Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target, Hit: 14 (2d8 + 5) bludgeoning damage 
  and the target is grappled, escape DC 14. The 
  Sharktocrab has two claws, each of which can 
  grapple only one target.  
   
  Tentacle. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 12 (2d6 + 5) bludgeoning 
  damage. And the target is grappled, escape DC 
  16.  
   
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 21 (3d10 + 5) piercing damage 
  The latest and greatest in Simic biodesign, the 
  Sharktocrab reflects the war footing the Simic 
  Combine has been on. The design principles are 
  simple, combine the combat attributes of a 
  hammerhead shark, giant crab, and giant octopus. 
  The result is a warbeast capable of wreaking havoc 
  on land or at sea.  
   
   
  
   
  19 
   
  PLAXCASTER FROGLING 
  Tiny beast, unaligned 
  Armor Class 11  
  Hit Points 2 (1d4+0) 
  Speed 20 ft., swim 20 ft.   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  1 
   (-5) 
  13  
  (+1) 
  10  
  (+0) 
  1 
   (-5) 
  8 
   (-1) 
  3 
   (-4) 
  Skills Perception +1, Stealth +3 
  Senses darkvision 30 ft., passive Perception 11 
  Languages -- 
  Challenge 1/4 (450 xp) 
   
  Amphibious. The plaxcaster frogling can breathe 
  air and water.  
   
  Standing Leap. The plaxcaster frogling’s long jump 
  is up to 10 ft. and high jump is up to 5 ft., with or 
  without a running start.  
   
  ACTIONS 
  Hyper Beam (Recharge 5-6).  The plaxcaster frogling 
  unleashes an uncontrollable beam of high energy in a 
  30-foot line that is 5 feet wide. Each creature in that 
  line must make a DC 12 Dexterity saving throw, taking 
  22 (4d10) radiant damage on a failed save, or half as 
  much damage on a successful one.  
  These frogs feed on Izzet electrical currents. The 
  Izzet League consider them a pest; however, goblin 
  street food vendors appreciate their naturally spicy 
  zest. Plaxcaster Froglings can be sold to these chefs for 
  5 sp each. 
  SPARK TROOPER 
  Medium elemental, neutral 
  Armor Class 17 (half plate armor) 
  Hit Points 98 (15d8+30) 
  Speed 30 ft.   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 
   (+2) 
  14  
  (+2) 
  14  
  (+2) 
  9 
   (-1) 
  10 
   (+0) 
  10 
   (+0) 
  Senses passive Perception 11 
  Languages understands Common.  
  Challenge 2 (450 xp) 
   
  Lifelink. Anytime the Spark Trooper deals damage 
  to a creature, it regains hit points equal to half the 
  amount of damage dealt.   
   
  Haste. The Spark Trooper gains a +5 bonus to 
  Initiative.  
   
  ACTIONS 
  Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 2) bludgeoning damage 
  and 7 (2d6) Lightning damage.  
  Discharge. The Spark Trooper makes one fist attack. 
  If the attack hits, it deals an extra 18 (4d8) lightning 
  damage. The Spark Trooper then dies at the end of 
  its turn.  
  The Izzet League designed conductors that sit 
  atop Sunhome to collect energy and use it to charge 
  empty sets of armors. This gives form to fluctuating 
  lightning elementals that charge their enemies and 
  unleash their potential energy.  
  
   
  20 
   
  BIOGENIC OOZE 
  Large ooze, unaligned 
  Armor Class 6  
  Hit Points 100 (9d10+45) 
  Speed 15 ft.   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 
   (+2) 
  3  
  (-4) 
  20 
  (+5) 
  1 
   (-5) 
  6 
   (-2) 
  1 
   (-5) 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses darkvision 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages -- 
  Challenge 3 (700 xp) 
   
  Amorphous. The biogenic ooze can move through a 
  space as narrow as 1 inch wide without squeezing.  
   
  Death Throes. When the biogenic ooze dies, it splits 
  into 1d4 new biogenic ooze spawn. Each biogenic 
  ooze spawn has 25 hp, otherwise it has the same 
  stats as the biogenic ooze.  
   
  ACTIONS 
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 
  5 ft. one creature. Hit 10 (3d6) acid damage.  
   
  Occasionally, the nutrient fluid residing in the 
  biogenic vats absorbs too much of the biomantic 
  energy. This leads to what Simic researchers called 
  Biogenic Hypergenesis. These pests are difficult to 
  eradicate because they reproduce upon death. The 
  best strategy for their removal is disintegration. 
  Usually, Simic biomancers can’t be bothered to deal 
  with the hassle and just dump them down into the 
  sewers.  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Christopher Willett/Ravnica Revealed - The Guildmaster's Toolbox.pdf