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The Choir Theft: A Ravnica Conspiracy

Ravnicamystery Lv. 5 · 5 players

The Choir Theft: A Ravnica Conspiracy

A priceless artifact—the Choir of Sorrows, a celestial bell that induces empathic visions—has been stolen from the Selesnya Sanctuary. The Orzhov Syndicate frames the Golgari Swarm to ignite guild war, but clever minds among the accused discover a shadowy third party orchestrating everything. The party must investigate across Ravnica's guild districts, navigate treacherous politics, and outmaneuver the true thief before blood spills.

intrigueheistguild politicsredemption

Read Aloud

You stand beneath towering oak boughs in the Selesnya Sanctuary, dappled sunlight bleeding through leaves as thick as prayer scrolls. The air smells of loam and jasmine, but it's tainted now—the sharp tang of an open wound. Before you, a gilt-bronze bell the size of a merchant's cart lies broken in its pedestal, fractured along one edge. Selesnya functionaries swarm the garden, their white and green robes fluttering like dove wings. An old elf woman with braided silver hair steps forward, her voice trembling with rage: "The Choir of Sorrows, stolen in the night. Our divinations trace the thief's scent to the Swamp—your Golgari conspirators have violated our most sacred trust."

Description

The Selesnya Sanctuary's great garden is a place of careful order—topiary hedges carved into likenesses of saints, flower beds arranged in concentric circles, fountains singing in harmony. The Choir of Sorrows is the spiritual heart of the guild's communion with nature and the divine. Its theft is not merely a crime; it is blasphemy. The broken bell shows no signs of forced entry—the lock on the reliquary was tampered with from inside, suggesting either deep infiltration or betrayal. The Selesnya believe only the Golgari's shadow-magic and the Orzhov's corruption could accomplish such a violation. The party arrives as the accused, having been summoned by name—suggesting someone wanted them here, specifically.

DM Notes

The Druid and Paladin are personally invested here, one by guild loyalty, one by principle. Let the Rogue notice (DC 14 Investigation) that the reliquary lock was opened with a key, not picked. The Bard (DC 13 Insight) can sense the old elf (Heliod's Voice, a Selesnya conclave leader) is genuinely afraid, not merely angry. An Orzhov representative lurks at the back—Zurzoth, a debt-collector who watches the party's reactions with predatory interest. If confronted, he claims he's "monitoring compliance with guild law." The Sorcerer can sense faint Izzet runes (DC 15 Arcana) carved into the bell's fractured edge—not Golgari magic at all. This is the first breadcrumb.

Read Aloud

You descend into the Undercity through a wet stone passage lined with bioluminescent fungi—the air hangs thick and ancient. The safe house is a sprawling fungal garden, chambers carved from living mushroom caps the size of houses, connected by mycelium bridges that bow beneath your weight. Your Golgari contact, a scarred human named Vraska's agent, gestures toward a back chamber. "The guild denies the theft, of course. But something worse—our scouts report Izzet mages moving through the Guildhall's lower levels two nights past. They're not usually so bold. And here..." She produces a crude map, stained with swamp water. "Izzet cipher-marks. Someone's been surveying guild borders."

Description

The Golgari Undercity is a realm of decay and renewal—the smell of rich soil and death mingles in every breath. The safe house vibrates with life: insects crawl along walls, mushrooms pulse with soft light, and the very structure seems to breathe. Vraska's agent is a woman named Kreska, a delvings-master (explorer of Ravnica's deepest catacombs) with three fingers missing from her left hand—a reminder of a Simic trap. She is loyal to Vraska but wary of outsiders, even guild-kin. She reveals that a Golgari spy network noticed Izzet movement but was too afraid to report it directly, fearing reprisal. The map shows paths leading toward the Deep Root, an ancient structure beneath the Sandyhearth district. A successful DC 16 Arcana check (Sorcerer) reveals the ciphers are recent—less than three days old.

DM Notes

This scene introduces doubt in the party's mind. The Druid's own guild may be complicit through negligence, not malice. The Rogue discovers (DC 12 Investigation) that Kreska's missing fingers are recent—within two weeks—suggesting someone tried to silence her or punish her. If the party asks, Kreska admits she witnessed something three weeks back: an Izzet wizard in full robes speaking with an Orzhov representative in the Deep Root. She was told to forget it. An Azorius peace-keeper (Judge's agent) is following the party, though they don't realize it yet. If the party confronts Kreska about contradictions, she admits she's frightened of what the guilds might do if they learn she talked.