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Too Many Guilds, Too Few Scruples

Ravnicacomedic Lv. 5 · 5 players

Too Many Guilds, Too Few Scruples

A Dimir shadow-broker known only as Milana has stolen something precious from each of the five adventurers and locked it all inside a Azorius Senate high-security vault beneath Tenth District Plaza. To reclaim what is theirs, a Golgari druid, a Rakdos bard, a Selesnya paladin, an Orzhov rogue, and an Izzet sorcerer must swallow their guild pride, infiltrate a stuffy Azorius gala, crack an arcane vault, and survive a very angry surprise waiting inside. The catch: they have until midnight, the gala ends at midnight, and none of them can agree on literally anything.

heistinter-guild comedydesperate cooperation

Read Aloud

You are seated around a sticky table in the Crypt Rat Cantina, a bar so deep beneath Ravnica's streets that the ceiling drips something that is probably just water. A single guttering lantern illuminates five faces who would, under any other circumstances, be trying to ruin each other's lives. Pinned to the center of the table by a poisoned Dimir dart — classy — is a letter sealed with a two-faced mask. It reads, in elegant handwriting: "I have your Necrotic Spore Phylactery. I have your contract for the Rakdos Undercroft performance rights. I have your Selesnya Conclave sacred seed-token. I have your Orzhov tithe ledger — the real one. And I have your Izzet perpetual-motion schematics. All are in Vault Seven of the Azorius Archives beneath Tenth District Plaza. Retrieve them yourself, or I release each item to your guild's worst enemy by midnight. Warmly, M." Someone at the table quietly knocks over their drink. It was probably the Paladin.

Description

This is the hook scene. The five PCs have each received an identical summons to this underground bar and arrived to find the letter already waiting. Each PC's stolen item represents an existential threat to their guild standing or personal safety: the Golgari phylactery keeps the druid's swarm-symbiont dormant; the Rakdos performance contract is worth a literal fortune in soul-debt; the Selesnya seed-token is a sacred relic that, if desecrated, would shame the paladin's entire locket-clave; the Orzhov ledger contains enough blackmail material to ruin a dozen ghost-council pontiffs; and the Izzet schematics, if stolen by the Simic, would fund a bio-mechanical nightmare. Use this scene to let players introduce their characters through argument. They ALL hate this plan. They ALL have no choice.

DM Notes

Encourage roleplay chaos. Let each player state why their item is the most important. Run a quick group DC 12 Charisma (Persuasion) or Wisdom (Insight) check: on a success, one PC notices the dart that pins the letter is still warm — Milana was here recently, maybe watching right now. DC 16 Perception reveals a tiny Dimir glyph etched under the table: "Stop arguing. You have four hours." If the Bard tries to perform to lighten the mood, have the Golgari druid's fungal shoulder-sprout bloom in secondhand embarrassment. The Paladin should absolutely try to open with a prayer to Trostani; the Rogue should absolutely be stealing from someone at the table already.

Read Aloud

Tenth District Plaza gleams under enchanted lamplights, and the columned facade of the Azorius Archives rises before you like a monument to bureaucratic self-importance. Tonight it hosts the Grand Azorius Regulatory Gala — an annual celebration where senators congratulate themselves for inventing new laws about celebrating themselves. Formally-dressed sphinxes stand at the entrance checking invitation scrolls, their enormous wings folded with the practiced patience of creatures who have denied entry to thousands of people who really should have known better. A banner forty feet wide reads: "COMPLIANCE IS COMMUNITY." Through the tall glass windows you can see Isperia herself holding a glass of sparkling water and talking to nobody in particular. Every guest inside is wearing white, gold, or the specific shade of beige the Azorius have legally trademarked. You are wearing none of those things.

Description

This is the social infiltration scene. The party must bluff, charm, forge, or magically disguise their way past two Azorius Arrester guards (use Veteran stats, AC 17, HP 58) and the sphinxes at the door. They need invitations — forged or stolen — and appropriate attire. This scene should be pure comedic chaos as five guild members with wildly incompatible aesthetics try to look like Azorius guests. The Rakdos Bard will want to perform. The Golgari Druid's outfit will have mushrooms on it. The Orzhov Rogue will try to bribe a sphinx (it will not work; sphinxes find bribery philosophically offensive). The Izzet Sorcerer will attempt to invent a forgery machine on the spot.

DM Notes

Run this as a Social Skill Challenge: the party needs 5 successes before 3 failures. Each PC can attempt one check per round of planning. Suggested checks: DC 14 Charisma (Deception) to claim noble lineage; DC 13 Charisma (Performance) to distract the door sphinxes with flattery about their plumage; DC 15 Intelligence (Forgery Kit) to produce passable invitations; DC 12 Dexterity (Sleight of Hand) to pickpocket a real invitation off an arriving guest; DC 14 Charisma (Persuasion) using the Bard's Cutting Words to confuse a guard about his own shift schedule. Failure consequences: a guard becomes suspicious and the party must fast-talk a sub-guildmaster named Mathieu Grantlocke (pompous, monocleless, just lost his monocle) who can be easily distracted by sympathy about the monocle. Isperia is visible inside — if a PC waves at her confidently, she will wave back, confused, and the door guard will assume they are acquaintances. The Bard gets Bardic Inspiration uses here for free narrative comedy.