The Conclave Shattered
The Conclave Shattered
A coalition of four guilds—bound by unlikely alliance—must uncover a conspiracy that threatens to ignite all-out war between Ravnica's power players. When a Selesnya dignitary is assassinated in Orzhov territory, blame ricochets toward the Golgari, and the Rakdos prepares to exploit the chaos. The party must navigate fractured loyalties, ancient grudges, and a shadowy third party orchestrating the conflict from the shadows.
Read Aloud
You stand in the Grand Concourse of the Ten Guilds, that vast stone plaza where the bureaucracy of Ravnica converges. Massive guild insignias hang like banners from the vaulted ceiling—marble lions for Selesnya, blood-stained coins for Orzhov, fungal crowns for Golgari, and blazing pyres for Rakdos. A runner, gasping for breath and bearing the livery of the Azorius Senate, thrusts a sealed letter into each of your hands. Inside, in precise bureaucratic script: an emergency summons to the office of Lavinia, Guildpact Arbitrator. The letter is dated today, but the seal bears a date three days hence—impossible. As you exchange uncertain glances, the plaza around you falls unnaturally silent, and a faint melody of discordant bells chimes from somewhere unseen.
Description
The Grand Concourse is the heart of Ravnica's political architecture. Today, it is eerily empty—the normal crowds of merchant-caste representatives, messengers, and minor bureaucrats are conspicuously absent. The PCs must navigate to Lavinia's office, which lies deep within the Azorius administrative complex. They may notice: 1. Azorius guards more numerous and tense than usual, checking credentials at every checkpoint. 2. Whispers between guilds—representatives huddling in shadowed alcoves, avoiding the party's gaze. 3. A Selesnya convoy hastily departing with reinforced security (if asked, a guard reveals an "incident" occurred in Vitu-Ghazi territory). 4. The summons themselves are anachronistic (dated in the future), suggesting either divination magic or temporal manipulation. The Azorius complex is a labyrinth of white marble and bureaucratic inefficiency. The party must succeed on a DC 12 Charisma (Persuasion) or DC 14 Wisdom (Insight) check to navigate the guards and reach Lavinia's office without excessive delay. Bards gain advantage; Orzhov Rogues gain advantage (they know how to grease bureaucratic wheels). The Paladin and Druid may attract suspicion or deference depending on how they approach.
DM Notes
This scene establishes the conspiracy's scope without revealing the culprit. The impossible date on the summons hints at temporal manipulation (later revealed as Simic infiltration). If players ask about the chronological discrepancy at this stage, NPCs dismiss it as bureaucratic oversight. Use the scene to establish that the four guilds have been mysteriously informed of a crisis before it fully manifests—suggesting intelligence gathering. The emptied Concourse implies fear and coordination between power structures. Consider that the Bard, Paladin, Rogue, and Druid represent four distinct guild interests; this summons bypassing normal hierarchy signals an emergency that transcends guild affiliation. If the party moves quickly (checks passed with high results), they arrive at Lavinia's office before other delegates; if they dawdle, they'll witness the chaos of other guild representatives arriving simultaneously, all demanding answers.
The Guildpact Unravels
Read Aloud
Lavinia's office is a study in geometric precision—every document filed in numbered succession, every chair positioned at mathematical intervals. But the Guildpact Arbitrator herself sits rigidly at her desk, her legendary composure fractured. "Emmara Tandris is dead," she announces without preamble. "Murdered in the Orzhov Basilica, on Orzhov territory, by assassins bearing Golgari insignias. The Conclave demands blood. The Syndicate is outraged at the violation. And the Cult smells opportunity." She levels her gaze at you each in turn. "The Guildpact holds because no single guild can dominate the others. That balance is shattered if this murder sparks a war. I'm assembling a task force from across guild lines—people with reason to maintain the peace and the skills to uncover the truth before it's buried under vendetta and corpses."
Description
Lavinia Vess, Guildpact Arbitrator, is the de facto ruler of Ravnica. She is approximately 60 years old, with sharp Azorius features, white-streaked hair bound in a severe braid, and eyes that seem to catalog every detail she observes. She wears the formal regalia of her office—crisp blue-and-white robes bearing dozens of interlocking sigils representing guild treaties. Emmara Tandris was the Voice of Selesnya, the spiritual and political leader of the Conclave. She was known for relative moderation and bridge-building with other guilds—making her death a devastating blow to peace. The scene unfolds as a briefing session. Lavinia presents facts with clinical precision: - Emmara was found three hours ago in the Orzhov Basilica's inner sanctum. - The Basilica's security was "mysteriously compromised"—a section of protective wards went dark for exactly 15 minutes, enough time for the assassination. - Witnesses report seeing figures in chitinous armor and fungal growths—classic Golgari aesthetic. - Emmara was found with a ritualistic wound: her heart had been excised with surgical precision. - An Orzhov witness claims the assassins carried a scroll bearing Golgari runes and what appeared to be a contract. However, Lavinia offers a caveat: "This seems too obvious. If the Golgari wanted the Conclave blamed, why not simply blame them? This apparent assassin's signature reads as... staged." She asks the party to: 1. Investigate the Basilica crime scene before evidence is destroyed. 2. Interview the Golgari Swarm's leadership to gauge their involvement (and their defensive posture). 3. Determine whether the murder was performed by Golgari or attributed to them. 4. Identify the "third party" orchestrating the conflict. Lavinia is transparent about guild tensions: the Selesnya will demand Golgari blood; the Orzhov will seek reparations from whoever profaned their sanctum; the Rakdos will attempt to incite escalation for spectacle. She makes clear that the party's guild affiliations are both asset and liability. Their Druid can potentially negotiate with the Golgari; their Rogue can navigate Orzhov bureaucracy; their Paladin carries the weight of Selesnya faith; their Bard can mediate and gather intelligence through artistic networks. But each guild will also suspect them of favoring their own interests. Lavinia provides passes granting access to restricted areas across guilds, along with a Sending Stone that connects to her office.
DM Notes
This is the exposition scene that drives all subsequent action. Lavinia serves as the quest-giver and political anchor. She is notably less interested in justice than in maintaining the balance of power—a morally ambiguous position that should resonate with an Orzhov Rogue and a Rakdos Bard more than the idealistic Paladin or nature-focused Druid. Key points to emphasize: 1. The assassination is real; the blame may not be. 2. A third party (later revealed as Simic infiltrators) is manipulating events. 3. The party is being positioned as "neutral arbiters," but they have guild affiliations that will bias other factions against them. 4. Time is critical—each hour of delay increases the likelihood of open conflict. If the party questions Lavinia's urgency or the anachronistic summons, she reveals that the Azorius employ divination (Ravnica has access to high-level magic; the Azorius especially so). She was warned of a crisis "three days ago by a tremor in the Threads of Law" and prepared the summons accordingly. She does not fully understand the mechanism herself, which can intrigue players. (This foreshadows the Simic's temporal manipulation.) The Bard should recognize that Rakdos networks are already spreading rumors—the Cult has a vested interest in chaos and may be amplifying the assassination's political impact through theater and sensationalism. The Paladin should feel the weight of their oath and the Selesnya's demand for justice. Selesnya philosophy emphasizes harmony and growth; a murdered leader is a wound to the body politic. The Rogue knows the Orzhov will exploit this for leverage—the assassination happened on their territory, which is a profound violation of their claimed sovereignty. The Druid recognizes that the Golgari, despite their unsavory practices, are being framed. A hasty response that blames the Swarm will shut off a crucial potential ally.
Lavinia Vess
Human · Guildpact Arbitrator, quest-giver, political anchor
The Basilica of Orzhov Expiation
Read Aloud
The Orzhov Basilica rises like a calcified ribcage from the white-stone districts of New Prahv. Towering archways of bone-white marble frame an entrance flanked by statues of guilt-stricken penitents, their faces carved in eternal anguish. Inside, the air is thick with incense and the whispered prayers of dozens of suppliants making confession. The inner sanctum, where Emmara's body was discovered, is cordoned off by Orzhov enforcers in ornate black armor. One of them—a pale, cadaverous man with a face like a stretched leather mask—approaches your party with a document in hand. "Arbitrator Vess's investigators, yes? The scene remains undisturbed, pending your examination. Try not to meditate on the Basilica's sacredness—you'll find no absolution here." His smile reveals teeth filed to points.
Description
The interior of the Basilica is a masterpiece of oppressive architecture. Vaulted ceilings loom twenty feet overhead, ringed with religious iconography depicting scenes of debt, covenant, and eternal servitude. Pillars wrapped in chain-gold create a labyrinth. The walls are lined with confession booths, their dark wood carved with accosting angels and demon-faced lenders. The inner sanctum itself is a circular chamber with a low altar at its center. The body of Emmara Tandris has been removed, but evidence remains: 1. A large bloodstain on the marble floor in the shape of a stylized circle—ritualistic in appearance. 2. Claw marks on the altar, as if the victim struggled against restraint. 3. Scorch marks on the stone walls—magical, not flame-based. 4. A single scale, iridescent green and chitinous, partially burned but intact. 5. Residual magical aura detectable by a Detect Magic spell or Arcana check (DC 12): school of Enchantment and Transmutation. 6. Orzhov guards report that the protective ward network went dark for exactly 15 minutes between midnight and 1 AM. The wards have since been restored. To investigate properly, the party should make the following checks: DC 12 Medicine (Wisdom) check to interpret the wound: Emmara was killed by precision incision, not Golgari savagery. The heart was removed carefully, suggesting either a skilled surgeon or magical extraction. A natural 20 reveals the incision pattern matches no known Golgari technique—it resembles Simic bio-sculpting. DC 14 Arcana check to trace magical residue: The wards were not destroyed; they were overridden using a sympathetic resonance—someone with access to the ward's harmonic frequency. The scorch marks suggest a polymorph or transmutation spell was cast in the chamber. The Enchantment signature suggests mind-affecting magic was used to subdue Emmara. DC 15 Investigation (Intelligence) check to examine the scale: The scale is not Golgari in origin. Golgari scales are dull brown or gray, often fused with fungal growth. This scale is too vibrant, too refined. It resembles the scales of a Simic experiment or hybrid creature. The burnmark pattern suggests it was deliberately left as false evidence. The Orzhov overseer, Rilan Kar, can provide limited information: - Emmara arrived at the Basilica three hours before her death, under heavy guard. She claimed to be seeking counsel with Orzhov leadership regarding a "shared threat to guild stability." - She met with Kaya, the Ghost Council's primary operative on the Material Plane, in a private chamber. - Witnesses heard voices raised in argument, but no clear words. - After approximately thirty minutes, Emmara emerged from the meeting and went to the inner sanctum to pray (a common Selesnya practice for centering). - Ten minutes later, alarms sounded. Enforcers rushed to the sanctum but found the chamber sealed by magical barriers—barriers that had been dormant before. When they broke through, Emmara was already dead. Rilan will note that Kaya had no motive to kill Emmara—if anything, Kaya values the Selesnya as a counterbalance to Golgari expansion. Kaya is currently unavailable (she is dealing with the Orzhov's other interests), but she left a message: "Tell them it was not us. Tell them to look upward." If the party asks about wards and their override, Rilan explains that the Basilica's ward network is maintained by Orzhov enchanters and is keyed to prevent intrusions. However, someone with detailed magical knowledge could simulate an authorized shutdown. The wards have been in place for a century and have never been compromised before.
DM Notes
This scene is a crime scene investigation that rewards careful observation and magical knowledge. The clues should gradually point toward a Simic conspiracy rather than Golgari involvement. The false scale is the linchpin—it's an intentional plant meant to redirect blame toward the Golgari. Key points: 1. The ritual precision of the murder suggests specialized knowledge, not Golgari savagery. 2. The ward override implies access to Orzhov magical systems—likely through infiltration or a turned agent. 3. Kaya's message ("look upward") is a cryptic hint that the threat comes from above—the Simic Combine operates in the sky-bridges and vertical landscapes of Ravnica. 4. The Rogue should recognize that framing another guild for a crime is classic Orzhov tactic; the existence of frame evidence (the scale) suggests professional culpability. 5. The Paladin may struggle with the morality of investigating Selesnya's leader's death in an Orzhov sanctuary—a place of spiritual corruption in their eyes. Allow the party to interact with Rilan Kar. He is cold, professional, and will cooperate fully because the Orzhov recognize that an internal guild conflict benefits them politically. However, he will also drop hints that the Orzhov are mobilizing forces—"Precautionary measures," he calls them—in case the Golgari refuse to accept blame. If the party performs exceptionally well on their investigation (three or more successful checks with high rolls), Rilan will divulge additional information: a Simic agent was spotted in Orzhov territory three days ago, moving through the aqueducts. He was reported to Orzhov leadership but dismissed as routine Simic surveillance. If the party pursues this lead, they can intercept written reports (DC 13 Investigation) that provide a detailed description of the Simic agent—a humanoid with gill-like markings on their neck and eyes that "seem to shift color depending on the light." The party's visit to the Basilica will be reported to all guilds within the hour. Golgari leadership will be notified (triggering scene 4); Selesnya will view this as progress; Rakdos will consider it a delay on the spectacle to come.
Rilan Kar
Human · Orzhov enforcer, Basilica overseer
The Rot Pit Parley
Read Aloud
The Rot Pit is a massive subterranean cavern where the Golgari Swarm makes its home. Luminescent fungi cast sickly green light across vast webs of mycelium and insectoid architecture. The air is thick with the smell of decay and growth, of life feeding on death in an eternal cycle. The Golgari guards, chitinous and fungal, part for your party as you descend deeper into the pit. At the center, within a structure of woven bone and pulsing fungal matter, sits Vraska—the Golgari guild leader—surrounded by a council of shamans and executioners. Her reptilian features are fixed in a dangerous smile, but her eyes—one emerald, one milky white—miss nothing. "So," she hisses. "The Arbitrator sends investigators to the Swamp. How... flattering. Or accusatory. I haven't yet decided which insults me more."
Description
The Rot Pit is the heart of Golgari territory—a massive cavern carved into Ravnica's depths. The environment is hostile but not to the party immediately: Geography: The main chamber is circular, roughly 200 feet in diameter. Fungal growths ring the walls like balconies, creating multiple vertical levels. Mycelium bridges cross the central pit, forming a web-like network. At the exact center stands Vraska's throne—a structure of woven bone and pulsing flesh. The temperature is warm and humid; the stench of decomposition and fertile earth is overwhelming. Vraska's Council: Vraska sits on her throne, flanked by: - Matzalantli, her shamanic advisor (an elderly gorgon with serpents where hair should be) - Izoni, Thousand-Eyed (an insect-woman whose entire body seems to be made of translucent chitin, hundreds of eyes visible within her form) - And a dozen lesser shamans and executioners standing guard. The party's arrival is tense. The Druid's Golgari affiliation buys some goodwill; the others are viewed with suspicion. Vraska is openly hostile and will not answer questions directly—she answers with counter-questions: "Do you think I'm fool enough to murder the Voice of Selesnya in Orzhov territory and leave Golgari signs? Do you think the Swamp is so desperate for attention that we require such stupidity?" "Or is this Lavinia's game—send mixed-guild investigators to implicate the Golgari, so the Conclave will feel justified in attacking us?" "Perhaps the question you should ask is: who benefits from a war between Selesnya and Golgari? Because it certainly isn't my guild. War is chaos, and chaos disrupts the natural order. I prefer the current balance—Golgari in our territory, Selesnya in theirs, both bleeding each other's borders incrementally." However, if the party shows Vraska the scale found at the Basilica (if they recovered it and can verify they have it), her demeanor shifts. She demands to examine it, and after a moment of inspection, her eyes narrow: "This is not Golgari. This is... higher-caste. This is Simic work." Vraska then offers information in exchange for discretion: "Three days ago, a Simic expedition team moved through territory I don't control. They were deep-diving into the Golgari commons, looking for something—samples, secrets, I don't know. My shamans reported it to me, but I chose not to confront them. The Simic Combine has resources I respect, and a direct conflict would be... inconvenient." "However, if the Simic are escalating beyond surveillance to assassination, that changes the calculus. A third party orchestrating guild conflict serves only the Simic—while we're killing each other, they work without interference." Vraska will offer the party a truce: "You find proof of Simic involvement, and you bring it to me before you bring it to Lavinia. I will then approach the Arbitrator with corroborating evidence, which will give your findings legitimacy. In exchange, I will ensure the Golgari do not mobilize against the Selesnya—and I will order a stand-down of our border forces." This is not an offer the party can refuse without consequences. If they refuse, Vraska will allow them to leave but will quietly mobilize Golgari forces to attack Selesnya settlements on the border, forcing a conflict that the party's investigation could have prevented. If the party accepts, Vraska provides additional intelligence: - She knows that the Simic have been infiltrating other guilds using bio-sculpted agents for several months. - She suspects that someone within the Azorius or Orzhov has been turned to serve Simic interests (she cannot identify who). - The Simic are looking for something called "the Worldweave Fragment"—an artifact rumored to contain the original magical code of Ravnica's spell-binding system. If the Simic obtain it, they could theoretically reprogram large portions of Ravnica's infrastructure. Izoni adds: "The Worldweave Fragment was hidden in the Selesnya archives. If Emmara was murdered to force the Selesnya into conflict with us, they would abandon their vaults to focus on war. The archives would be undefended."
DM Notes
This scene is a political negotiation that reveals the broader conspiracy. Vraska is intelligent, ruthless, and pragmatic. She will not attack the party unless they appear to be a threat, but she will manipulate them into serving Golgari interests. The scale is the key evidence that shifts Vraska's stance from defensive hostility to grudging cooperation. Key dynamics: 1. The Druid's guild affiliation should be leveraged here—Vraska will be more inclined to trust them. However, they should face some suspicion from their own guild for appearing to negotiate with the Swarm. 2. The revelation of Simic involvement escalates the session's scope from a simple murder to a conspiracy involving artifact theft and magical manipulation. 3. Vraska's offer is conditional on the party bringing evidence to her first. This creates a dilemma: if they bring evidence to Lavinia first, Vraska will feel betrayed. If they bring it to Vraska first, they risk being seen as partisan. 4. The Worldweave Fragment is a MacGuffin that justifies the assassination and the conspiracy. It also provides a clear objective for the party's remaining investigation. If the party successfully persuades Vraska (DC 14 Charisma (Persuasion) check for Bards, advantage for Druid), she may reveal additional information: - The Simic contact within Orzhov or Azorius is likely an encrypter or archivist—someone with access to ward systems and sealed information. - The Simic's timeline is aggressive; they expect to access the Worldweave Fragment within the next 48 hours. Conversely, if the party fails to persuade Vraska or appears to side against the Golgari, she will mobilize forces, triggering encounter 3 (Border Skirmish) and forcing the party to either commit to direct combat or negotiate a ceasefire under more difficult circumstances.
Vraska
Gorgon · Golgari Swarm guildmaster, antagonist-ally
The Simic Ambush
hardMonsters
Tactics
The Simic have been tracking the party since they left the Basilica. They have been ordered to prevent the party from discovering evidence of Simic involvement in Emmara's assassination. The Infiltrators are skilled casters focusing on Polymorph, Hold Person, and divination magic. The Morph-Guards are melee specialists with adaptive biology, capable of changing damage resistances mid-combat. The ambush occurs as the party travels between locations (recommend: a sky-bridge or the aqueduct system beneath Ravnica, allowing for vertical and aquatic terrain). The Simic emerge from above (if sky-bridge) or below (if aquatic), attempting to isolate the party members and use terrain to their advantage. Infiltrators (based on Diviner Wizard): AC 12, HP 22 each. Spells include Polymorph, Hold Person, Counterspell (prepared). They stay 60 feet away and cast from range, using Morph-Guards as meat shields. Morph-Guards (based on Duergar with aquatic traits): AC 16, HP 39 each. They can use a reaction to gain resistance to one damage type until end of turn (chosen when damage is taken). Multiattack: Glaive (+5 to hit, 1d10+3 slashing) and Morph Strike (advantage if the target has taken damage this turn, 1d6+3 piercing). Terrain: If sky-bridge, the encounter features narrow pathways with 40-foot drops on both sides. Difficult terrain (broken sections) create chokepoints. If aqueduct, the terrain is aquatic with strong currents (DC 12 Strength check to swim against current) and partially submerged obstacles. Victory condition: The party must defeat or drive off the Simic before reinforcements arrive (6 rounds). If reinforcements arrive, additional Morph-Guards emerge, escalating the encounter to Deadly. Defeated Simic can be interrogated (DC 14 Intimidation); they will reveal that they were ordered to "stop the investigators" by an agent they know only as "the Architect."
Terrain
Sky-bridge: Narrow stone pathways 40 feet above the lower city, flanked by sheer drops. Broken sections create 10-foot gaps; traversing them requires a successful DC 13 Dexterity (Acrobatics) check. The Simic can use ranged attacks while moving along the edges; melee characters struggle to close distance. Alternatively: Aqueduct system, with strong underwater currents and submerged ruins. The water is 15 feet deep; visibility is limited to 30 feet due to murk. The Simic are comfortable in water and have advantage on initiative in aquatic terrain.
The Architect (Zegana's Proxy)
Simic (bio-sculpted human) · Hidden antagonist, conspiracy orchestrator
The Selesnya Conclave in Mourning
Read Aloud
Vitu-Ghazi, the great tree-city of the Selesnya Conclave, rises miles into Ravnica's sky like a cathedral of wood and living stone. Its interior is vast and hollow, chambers carved into the heartwood itself. You ascend via spiraling vines that serve as elevators to the canopy level, where Emmara's advisors are in disarray. Trostani, Selesnya's voice of nature and harmony, stands at a window overlooking the city far below. Her expression is one of profound sadness—not anger, but the deep sorrow of witnessing a wound in the collective body. She turns to address your party: "Emmara sought balance and growth. Her death... unmakes what we have built. I must ask you, friend Paladin: can you find the truth without becoming an instrument of vengeance?" The question is a test—and the weight of her gaze suggests the Selesnya's entire response hinges on your answer.
Description
DM Notes
Trostani
Dryad · Selesnya Conclave advisor, moral authority
The Archives Breach
Read Aloud
The Selesnya Archives are a cathedral of knowledge carved into the oldest wood of Vitu-Ghazi. Shelves stretch from floor to ceiling, holding thousands of scrolls, codices, and living memory-vines that whisper secrets to those who touch them. But as you descend into the depths, accompanied by a Selesnya archivist named Pir, you discover that the lowest vault—where the most precious secrets are kept—has been breached. The magical locks are burned out. Scorch marks claw the stone. And floating in the center of the vault, written in some substance that seems to shift between ash and liquid: "The Worldweave Fragment has been relocated. The Architect claims it. Resistance is futile."
Description
The Archives are a multi-level library spread across six stories of Vitu-Ghazi's interior. The party descends with Pir, a scholarly elf who has tended the Archives for two centuries. The lower levels are progressively more restricted: Level 1-2: Public knowledge, accessible to all Conclave members. Level 3-4: Restricted to Conclave leadership. Contains treaties with other guilds and strategic plans. Level 5-6: Sealed vault. Contains only the most ancient and powerful secrets, including the Worldweave Fragment. The breach is catastrophic but incomplete. The Architect's forces (likely the Simic squad from Encounter 1 or additional operatives) have opened the Level 6 vault, but something interrupted their theft. The vault's innermost chamber is now accessible, and inside, the party can investigate: 1. The scorch marks indicate heavy magical combat. The runes are a mix of Simic bio-magic and something else—potentially Azorius ward-breaking magic. 2. A corpse is present: one of the Selesnya's most senior enchanters, Dosan. He appears to have died defending the Fragment. He bears wounds consistent with both magical and physical trauma. 3. The message written on the wall (as described in read-aloud) can be verified as authentic Simic notation. It is a declaration of theft and a taunt. 4. The Worldweave Fragment itself is gone. However, there is a residual magical aura (detectable by DC 12 Arcana check) that provides a directional clue—the Fragment has been taken "upward and outward," suggesting the Simic are spiriting it toward the sky-bridges or upper city. 5. Pir can provide additional information via a successful DC 14 Insight or Persuasion check: - The Fragment is an artifact of immense power, predating the Guildpact itself. It contains the original code used to establish Ravnica's magical binding system. - If someone with arcane knowledge and Simic bio-sculpting capabilities can decode the Fragment, they could theoretically alter Ravnica's spell-structure to grant specific guilds dominance over others. - The fact that Dosan died suggests the Simic were willing to kill for the Fragment—and willing to take casualties. This indicates desperation or a timeline-driven agenda. As the party investigates, a messenger arrives (if they haven't already) reporting the Simic ambush. The Selesnya are mobilizing forces to reclaim the Fragment and prevent further breaches. Trostani, informed of the theft, makes a fateful decision: "The Fragment must be reclaimed. If the Simic gain control of Ravnica's spell-binding, the guilds will cease to exist as entities—we will be puppets of the Combine. I authorize a strike team. You are that team. Time is critical." The party is given 4 hours (in-game) before Trostani's full military mobilization begins, which will trigger open warfare between Selesnya and Simic.
DM Notes
This scene escalates the stakes dramatically. The theft of the Worldweave Fragment is real, time-sensitive, and existential for all guilds. The presence of Dosan's corpse adds emotional weight—the Selesnya have suffered casualties defending the vault, which justifies military mobilization. Key mechanical notes: 1. The message on the wall can be examined for clues (DC 12 Arcana to understand Simic notation). It reveals that "The Architect" is a singular agent, not a collective. 2. The directional trace suggests the Simic are heading toward the sky-bridges or the Eleventh District (less-developed Ravnica where the Simic have hidden labs). 3. Trostani's authorization gives the party legitimate claim to use lethal force against Simic operatives—they are now acting as Selesnya agents, not just investigators. This is a point of moral complexity for the Paladin and potentially the Druid. The 4-hour timeline is crucial. If the party dithers, they fail. The DM should make this explicit: - Every scene that takes more than 30 minutes to resolve counts down from the 4-hour pool. - As the timer approaches zero, Trostani will attempt to contact the party via Sending Stone, warning that mobilization has begun. - If the party goes past 4 hours without preventing the theft, Selesnya forces will engage Simic forces in open battle, requiring the party to navigate a active war zone to reach the climax. This scene rewards the party for following the investigative thread and creates urgency for scene 6.5 or 7 (the final confrontation).
Pir
Elf · Selesnya archivist, knowledge-keeper
The Sky-Bridge Chase
mediumMonsters
Tactics
This is a chase sequence designed to be dynamic and non-lethal (though lethal combat is possible if the party chooses). The Simic operatives are fleeing with the Worldweave Fragment. They have a 2-round head start on the party, meaning they are 120 feet ahead on a narrow sky-bridge when the encounter begins. The Biomancer is primarily a caster, focusing on control magic (Entangle, Web, Polymorph) to slow pursuers. The Aquatic Scouts are mobility-focused, using Dash actions and acrobatic terrain to maintain distance. The sky-bridge is 15 feet wide, with railings on both sides. Below is a 200-foot drop to the lower city. The terrain is broken in places, requiring DC 13 Acrobatics checks to navigate while moving at full speed. The Simic are familiar with the terrain and gain advantage on these checks. Mechanics: This encounter uses a modified Chase sequence from the DMG. Each round, the party makes ability checks (DEX or STR-based Athletics or Acrobatics) to close distance. The Simic make checks to maintain their lead. Each successful check reduces the distance by 30 feet; each failed check increases it by 30 feet. The encounter ends when: - The party catches the Simic (distance = 0 feet), triggering combat. - The Simic reach their destination (a hidden Simic lab 600 feet away), at which point they enter a defensive structure and prepare for the final encounter. Complications: 1. A portion of the sky-bridge collapses as the Simic pass over it (intentionally triggered by magical traps). The party must succeed on a DC 14 Dexterity save or fall 30 feet (11d6 damage, average 38.5 damage), and even on success, they fall prone. This can be bypassed via clever spell use or acrobatics. 2. Selesnya patrols are following the Simic, providing backup. If the party convinces them to help (DC 12 Persuasion), they can set an ambush at a chokepoint, automatically catching the Simic. Victory conditions: Catch the Simic operatives OR force them into a position where they must stand and fight OR reach the Simic lab ahead of schedule and prepare for a defensive encounter. Special rule: If the Paladin uses Divine Smite or the Rogue uses Sneak Attack during this chase, the terrain becomes more dangerous (railings break, the bridge destabilizes). The party may need to choose between aggressive pursuit and safe movement.
Terrain
Sky-bridge: A 15-foot-wide stone pathway suspended 200 feet above the lower city, connecting Vitu-Ghazi to the central island where Lavinia's tower stands. Railings are present but damaged in places. Broken sections create gaps (15 feet wide, requiring a DC 13 Acrobatics or Athletics check to cross). Magical traps set by the Simic include web-like barriers that slow movement and patches of slippery ice. The terrain is dangerous for both sides but familiar to the Simic.
The Simic Sanctum and Final Truth
Read Aloud
The hidden laboratory is carved into the highest spire of the city, a structure that appears to be merely a maintenance platform but opens, at the party's approach, to reveal a vast underground complex. Bioluminescent tanks line the walls, containing half-formed creatures—experiments in Simic bio-sculpture. At the center stands a figure adorned with gill-marks and webbed fingers, robes of living silk barely containing the writhing bio-magic around them. This is the Architect. Before them floats the Worldweave Fragment, a crystalline object inscribed with glowing runes, suspended in a field of pure magical force. The Architect speaks: "You have pursued diligently. But you are too late. The Fragment is being integrated into the city's spell-structure now. In one hour, Ravnica will become mine. All guilds will serve the Simic. Resistance will only delay the inevitable."
Description
The Simic Sanctum is a bio-mechanical laboratory spanning three levels: Level 1 (Entrance): A vast chamber filled with observation tanks. Each tank contains a bio-sculpted experiment—hybrid creatures part-human, part-animal, part-construct. The tanks are sealed but not all secure. This level serves as the encounter arena if combat breaks out here. Level 2 (Processing): Contains the active magical apparatus channeling the Worldweave Fragment. This is where the Architect has set up their operation. The apparatus is a complex network of crystals, organic conduits, and magical circuits. It requires a successful DC 15 Arcana check to understand its function. Disrupting the apparatus requires either: - Destroying the Fragment itself (but the party likely wants to recover it). - Severing the magical connections feeding energy into it (requires a successful DC 16 Arcana check or three rounds of deliberate sabotage). - Casting Dispel Magic (9th level) to shut down all active magic simultaneously. Level 3 (Architect's Chamber): A private sanctum where the Architect stands, protected by magical wards and surrounded by elite guards. The Architect is revealed as a bio-sculpted human named Kess, one of the Simic Combine's most brilliant mages. She was chosen by the Combine's leadership to orchestrate the conspiracy because her ability to infiltrate other guilds was unparalleled. She does not see her actions as evil—she sees them as evolution. The Simic Combine, in her mind, represents the next stage of Ravnica's development, where all life can be optimized and perfected. Key revelations: 1. Emmara's assassination was orchestrated by the Architect with the cooperation of a corrupted Azorius official (minor NPC, already dead or arrested, not present in this scene). The Architect used Golgari aesthetics as a frame because the Golgari are the Simic's primary rival for control of Ravnica's biological systems. 2. The goal is not guild dominance but complete systemic control. By reprogramming the Worldweave Fragment, the Simic intend to rewrite the magical binding that holds the guilds in equilibrium. 3. If successful, the Simic can theoretically: - Disable other guilds' magic while preserving their own. - Create a guild hierarchy where Simic interests are protected. - Establish biological dominance over Ravnica's evolution. 4. The timeline (one hour) is critical. The party has this long to either recover the Fragment or destroy the apparatus. If they fail, the Simic gain permanent magical superiority. Combat will likely break out here. The Architect is defended by three Elite Simic bio-guards (detailed in Encounter 3 below).
DM Notes
This is the climactic scene where the full conspiracy is revealed and the party must make critical choices: 1. Do they destroy the apparatus and risk destroying the Fragment? 2. Do they prioritize recovering the Fragment intact? 3. Do they attempt to negotiate or parley with the Architect? 4. Do they call for reinforcements (Selesnya forces, Golgari, other guilds), which risks the information spreading and intensifying guild politics? The scene should emphasize the ideological conflict: the Architect genuinely believes the Simic are saving Ravnica by optimizing it. She is not a simple villain; she is a true believer. This creates moral complexity for the party—especially the Druid, who might be sympathetic to the Simic's desire to "perfect" nature, and the Bard, who might appreciate the Simic's rejection of traditional hierarchy. Key NPCs in this scene: - The Architect (Kess): CR 6 boss-level threat. See Encounter 3. - Three Elite Bio-Guards: CR 2 each, designed to protect the Architect and the apparatus. If the party attempts to negotiate, allow a DC 15 Charisma check (with advantage for Bards). Success means the Architect will pause her work long enough to hear them out, buying time to disrupt the apparatus. However, she will not stand down—she is too committed to her goal. The party's previous choices matter here: - If they have evidence of Simic infiltration, they can use it to argue that the Architect's methods have been discovered and she cannot succeed. - If they have negotiated with Vraska, they can threaten Golgari intervention. - If they have maintained good relations with Selesnya, they can promise that Trostani will hear them if they bring the Architect alive. This scene should take significant time and resources from the party. A Medium or Hard combat is appropriate; a Deadly encounter will force the party to use all their abilities and possibly sacrifice something valuable.
The Architect and Her Elite Guard
deadlyMonsters
Tactics
This is the climactic boss encounter. The Architect is a spellcaster with high AC and defensive magic. Her Elite Guards are powerful melee combatants with adaptive biology. The encounter is deliberately Deadly because it represents the culmination of the session's conflict and demands maximum resources from the party. The Architect (Kess): AC 16 (bio-sculpted skin + magical aura), HP 82 (medium creature) STR 10 (+0), DEX 14 (+2), CON 16 (+3), INT 18 (+4), WIS 12 (+1), CHA 14 (+2) Spells: Polymorph, Counterspell, Forcecage (prepared), plus cantrips (Fire Bolt, Mage Hand). She has 6 levels of spell slots (up to 4th level). Uses Counterspell liberally to prevent the party from disrupting the apparatus. Special Abilities: - Legendary Resistance (3/day): When she fails a save, she can choose to succeed instead. - Bio-Adaptation: As a reaction, she can gain resistance to one damage type until the end of her next turn (chosen when damage is taken). This ability recharges on a short rest but has no limit per day. - Apparatus Link: She has advantage on saving throws while within 30 feet of the active apparatus. She will not move far from it. - Spell-Stealing Gaze: 1/day, she can cast Dispel Magic as a bonus action against one spell on a creature she can see within 60 feet. Attacks: - Fire Bolt (cantrip): +6 to hit, range 120 feet, 2d10 fire damage (scales with spellcasting level). - Quarterstaff: +4 to hit, 1d6 + 2 bludgeoning damage (only used if forced into melee). Elite Bio-Guard (x3): AC 17 (scaled armor + reinforced musculature), HP 52 each STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 10 (+0), WIS 13 (+1), CHA 10 (+0) Attacks: - Serrated Blade: +6 to hit, 1d8 + 3 slashing damage. - Acidic Spit: Ranged attack, +4 to hit, range 30 feet, 2d6 acid damage. - Grapple: The guard can attempt to grapple a creature; contested check against target's Strength or Dexterity. On success, the target is grappled and restrained. Special Abilities: - Adaptive Carapace: At the start of each turn, the guard can choose one damage type to gain resistance to until the start of its next turn. - Regeneration: Regains 5 HP at the start of its turn if it has at least 1 HP. Tactics: - The Architect hangs back near the apparatus, using Counterspell to prevent the party from casting disruption spells. - The Elite Guards form a protective perimeter around the Architect, focusing on melee combatants and anyone who attempts to approach the apparatus. - The guards use grapple tactics to lock down ranged characters (Bard, Rogue) and prevent them from maintaining distance. - The Architect uses Polymorph on dangerous party members (Paladin, Barbarian analogs) to remove them from combat temporarily. - If a guard drops to half HP, it will attempt to grapple and drag the attacker toward the apparatus's hazardous energy field (dealing 2d6 lightning damage per turn while within 10 feet of the apparatus). Environmental Hazard: The apparatus emits an aura of unstable magical force. Any creature that starts its turn within 10 feet of the apparatus must make a DC 14 Dexterity saving throw or take 2d6 lightning damage. The Architect has a magical amulet granting her immunity to this damage. Victory Conditions: - Defeat the Architect and all Elite Guards. - Destroy or sufficiently disable the apparatus to halt the Fragment integration. - Recover the Worldweave Fragment intact (optional but thematically important). Adjustments for Party Composition: - The Bard can use Bardic Inspiration to supplement the party's saves and attacks. The Architect will focus Counterspell on spells that target her or her guards, allowing the Bard's non-spell support to shine. - The Paladin can use Lay on Hands to sustain the party through the apparatus's hazard damage. Divine Shield (reaction) is valuable for the Rogue if they get caught by grapples. - The Rogue can use the melee combat to position for Sneak Attack. The Elite Guards' grapples create opportunities for the Rogue to backstab from unexpected angles. - The Druid's Conjure Animals or similar summoning will be valuable for action economy. The Architect will attempt to Polymorph summoned creatures on sight. The party can attempt to negotiate or reason with the Architect before combat (see Scene 7 DM Notes). If they do, the Architect will listen for one round before combat begins anyway—she is committed to her vision and will not be swayed by arguments alone. Treasure dropped by defeated enemies includes: - Amulet of Spell Storing (from the Architect) - Three Potions of Greater Healing (from the guards) - The Worldweave Fragment (central objective) - The Architect's spell-book (contains detailed notes on the conspiracy and other Simic projects)
Terrain
The encounter takes place in the Architect's chamber, a circular room 50 feet in diameter. The Worldweave Fragment floats in the center, suspended in a field of magical force. The apparatus feeding the Fragment is positioned at the chamber's cardinal points, creating four zones of hazardous energy (DC 14 Dex save, 2d6 lightning damage). The room has multiple pillars (providing half-cover) and elevated platforms (allowing for tactical repositioning). A skylight above provides natural light, with external threats (Selesnya patrols, Golgari reinforcements) potentially appearing if the combat draws attention. The DM can use this to raise stakes: as the battle progresses, reinforcements may arrive, forcing the party to make tactical decisions about whether to continue the fight or retreat to negotiate with allies.
Treasure & Rewards
A crystalline artifact inscribed with the original magical runes binding Ravnica's spell-structure. It is immensely valuable to any guild seeking arcane advantage. Recovery of the Fragment is the session's primary objective. In-world, it can be returned to the Selesnya (gaining their favor), shared with other guilds (creating a fragile peace), or studied for its secrets (dangerous, but potentially game-changing).
A rare magical item allowing the wearer to store one spell of 4th level or lower, cast from the amulet once per day. Dropped by the Architect. Valuable to any caster in the party, especially the Bard or Druid.
Contains detailed notes on Simic bio-sculpting, the conspiracy to steal the Fragment, and evidence of infiltration within Azorius and Orzhov leadership. Valuable as political leverage and as a source of information for future adventures. DC 15 Intelligence (Arcana) to understand the technical notes; DC 12 Intelligence (Investigation) to extract names and locations of Simic agents throughout Ravnica.
Dropped by the Elite Bio-Guards. Standard treasure for a deadly encounter. Each heals 4d4+4 (average 14) hit points.
Scaled, living armor crafted from the Bio-Guards' own bodies. This armor adapts to damage, granting the wearer advantage on saving throws against elemental damage. Uncommon magical item (medium). Can be worn by humanoid characters but requires attunement and some comfort with Simic bio-modification.
Documents recovered from the apparatus reveal that Azorius Arbitrate Momir, a minor official in Lavinia's administration, was turned by the Simic. He provided the Architect with access to the ward-breaking runes used to enter the Selesnya Archives. Momir is now dead (killed by the Architect to silence him), but the documents provide proof of infiltration at the highest levels of Azorius government. This evidence can be used to negotiate with Lavinia or to expose Azorius weakness to other guilds.
Story Hooks
The recovery of the Worldweave Fragment opens multiple paths for future sessions: (1) If the party shares the Fragment with multiple guilds, it destabilizes the balance—each guild now knows the others have access to Ravnica's spell-binding code, leading to an arms race in magical research and a shift in the power structure. (2) The Architect's spell-book contains references to a larger Simic project called "The Ascendancy Protocol," suggesting that this session's conspiracy is merely one phase of a longer plan. (3) The evidence of Azorius infiltration could trigger an internal purge within Lavinia's administration, weakening the Azorius and creating opportunities for other guilds to expand influence. (4) If the party befriended any guild during the investigation, that guild will now view them as champions, potentially offering future missions or political favors. (5) The Golgari, if they negotiated with the party, will expect the party to uphold their agreement—making the party answerable to Vraska in future adventures.
Conclusion
Wrap Up
With the Architect defeated and the apparatus disabled, the party must decide the fate of the Worldweave Fragment. Lavinia, arriving moments after the battle's conclusion via teleportation circle, presents three options: (1) Return the Fragment to the Selesnya under their exclusive control (risking Golgari and other guilds' mistrust); (2) Place the Fragment in neutral Azorius custody as a shared security measure (requiring a complex negotiation with Lavinia and her recovering administration); or (3) Destroy the Fragment entirely, eliminating the risk of future manipulation at the cost of a legendary artifact. The party's choice determines which guilds view them favorably going forward. The session concludes with a brief epilogue: the city accepts the peace, tensions ease, but the damage is done. The Selesnya mourn Emmara and begin succession disputes. The Golgari consolidate their gains. The Orzhov expand their loan portfolios to war-damaged districts. The Rakdos prepare new spectacles celebrating the violence that almost was. And Lavinia notes, with grim satisfaction, that the Guildpact holds—barely.
Cliffhanger
As the party exits the Simic Sanctum, they receive a Sending message from an unknown sender: "Well done, investigators. But you have disrupted only one piece of a much larger game. The Ascendancy Protocol continues. The Simic will return. And next time, we will not rely on infiltrators. We will remake Ravnica itself. - The Architect's Echo." The message fades before the party can trace its source. Lavinia, overhearing, goes pale. She contacts the party immediately: "That message... it was not from the Architect. She is dead. You killed her. So who sent it? And what is the Ascendancy Protocol?" A second conspiracy looms, larger and deeper than the first.
Next Session Hooks
- The Ascendancy Protocol: What is the larger Simic plan that the assassination was only a part of? Rumor speaks of bio-weapons, dimensional gates, and the possible resurrection of a dead god.
- The Architect's Echo: Someone is continuing the work in the Architect's absence. Was Kess merely a lieutenant? Who is the true leader of this conspiracy?
- Azorius Purge: Lavinia is conducting a full investigation into how deep Simic infiltration goes within her own administration. The party may be conscripted to help investigate, or worse, framed as part of the conspiracy if political enemies see opportunity.
- Guild Tensions: Despite the peace, underlying resentments remain. The Selesnya blame the Golgari for the initial conspiracy. The Rakdos view the episode as missed entertainment. The Orzhov see opportunity in the chaos. The party's previous negotiations will determine which guild becomes their ally or enemy.
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