Off To A Weird Start: A 2-Hour Ravnica Adventure For 1st-2nd Level Characters
Off To A Weird Start: A 2-Hour Ravnica Adventure For 1st-2nd Level Characters
Off To A Weird Start: A 2-Hour Ravnica Adventure For 1st-2nd Level Characters
Introduction: When a galvanice weird goes berserk in an Izzet Laboratory and begins wreak-
ing havoc on its way out, the evening’s events are brought to a halt. Someone needs to head into
the lab, look for survivors, and try to find out what went wrong.
This is an introductory adventure for use with Guildmasters’ Guide to Ravnica and is set in
the Blistercoils neighborhood of Precinct Five in the Tenth District.
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The objective of this adventure is simple: to
Introduction investigate and contain the chaos within Bellov’s
Laboratory. Once this objective is complete, the DM
Welcome to Off to a Weird Start, an introductory
may then move the plot forward with the characters
adventure for the Guildmasters’ Guide to Ravnica.
trying to track down the missing weird, or the party
This adventure is designed to give your party a
may consider their work here done and move on
brief introduction to the setting of Ravnica, while
to other pursuits. Options for both outcomes are
starting your campaign off with thrilling action and a
provided at the end of this adventure.
compelling mystery.
This adventure takes place in the Blistercoils
neighborhood of Precinct Five in the Tenth District, Adventure Hooks
an area detailed in the Guildmasters’ Guide to There are a number of ways that the characters might
Ravnica. The events of the adventure begin when the become involved in the action of this adventure. The
party’s evening is suddenly interrupted by several loud table below offers a number of potential hooks for
blasts coming from a workshop near the border to members of each Guild. The DM may choose to use
Precinct Four. While this adventure is designed for a multiple hooks, especially if the party begins play as
party of three to five characters of 1st or 2nd Level, members of different Guilds. Alternatively, the DM
the Dungeon Master can easily scale the adventure may choose to create their own hooks using this table
up by adding additional enemies or increasing the hit as inspiration.
points and damage output of the listed antagonists.
Guild Adventure Hooks
The sounds from the street are nothing compared to At the end of the stairs stands a small corridor that also
the chaos that’s in this area. 3 scorchbringer guards seems like it met with the chaos of some mephits, but
yell at it each other in an attempt to coordinate there are no creatures in sight. Immediately to the right
themselves as they try to eliminate 3 ice mephits that stands what seems like an airlock with an assortment
are trying to get out into the street. Half the room is of chain links attached to the door. Above these links
covered in melting ice from the frost breath one of the a plaque says, “Only one strong chain can guarantee
mephits just used. success. Eliminate the weak link”
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Figure: Puzzle Past the airlock the corridor is what looks like a small
storage area. There are crates filled with metal plates,
a single chain. The players may view Figure: Puzzle some with screws, and various random spare parts. A
to try and solve this issue. few of the crates are just empty.
If the party cuts the wrong link, the colorless link
and all links to the left of the link they cut as depicted Area 3
in Figure: Solution, break off the chain. This shortens This room looks like a bomb exploded in it. The floor
the chain and a Strength check is required to try and is collapsed and along the walls several broken pipes
open the airlock, the DC of which depends on the size are expelling substantial amounts of steam. Luckily
of the chain are shown in the table below. those pipes seem to provide enough support to climb
down to the next level. A successful DC 13 Athletics
Number of remaining Strength
check will allow a character to climb down unharmed.
links in the Chain Check DC
Characters who fail this Athletics check may still
4 DC 15 climb down but must make a DC 14 Dexterity saving
3 DC 17 throw, suffering 1d4 fire damage on a failed save,
2 DC 19 half as much on a success. Characters who fail their
1 DC 20 Athletics check by 5 or more take an additional 1d4
bludgeoning damage as they slip, fall, and trip through
the area.
The airlock will mend the cut links at each dawn or
when it’s closed again after being opened for longer Area 4
than 1 minute.
This room is covered in rubble from the floor of the
If your players do not like puzzles, or if they are room above, making this room difficult terrain. Among
stumped by the puzzle, you may have any character all the destruction two broken glass pods can be seen.
who is proficient in thieves’ tools make a DC 15 Each pod is large enough to hold a small creature.
Intelligence check using their thieves’ tools proficiency. As the first member of the party enters the room, 2
On a successful check, they deduce that they must cut lightning mephits emerge from the pods, angry and
the colorless link. On a failure, they must simply make ready to lash out at the first thing they see.
their best guess.
Figure: Solution
6 RAVNICA
Tracking the Weird
Following the path of destruction caused by the
Aftermath
weird is not hard. A DC 7 Survival check is enough If the characters refuse to seek the galvanice weird, or
to allow the party to find the correct route to follow. fail to save Bellov, they may simply go on about their
The destruction leads the party to a plaza on Tin business, collecting experience points according to
Street. Once they reach the plaza, the trail suddenly the enemies they fought during the adventure. If the
disappears as if it was a dead end. There are no more DM is using milestones for leveling, simply stopping
tracks from the weird in any direction. the chaos in the laboratory and saving Bellov is not
sufficient to qualify as a milestone.
There are multiple citizens in this plaza who may
have the information the party needs. You can have If the characters agree to help track down the
the characters go up to random people in the plaza to weird and make their way to the Tin Street plaza,
find what they want, or you can ask the party to make they may either claim an additional 50 xp each, or if
an Intelligence (Investigation) check and summarize using milestones, the DM may award a level once the
the information they managed to get. party has investigated the plaza. By the end of this
adventure, the party should have enough information
Intelligence Information to start trying to track down the Palace of Pain’s
(Investigation) Pleasures.
Check Result
10 There was a Rakdos circus here not long
For DMs who wish to jump ahead with the story
ago without purchasing the Palace of Pain’s Pleasures, the
roving carnival can be represented with the Notorious
13 There were 2 Rakdos performers coaching
the weird into a specific direction. Nightclub map provided in Guildmasters’ Guide to
Ravnica. The DM may set up whatever motivations they
15 The weird was seen entering a circus
choose to explain the drama set up in the introduction
house that isn’t here right now.
of this adventure.
20 The Palace of Pain’s Pleasures was set up
in this plaza when the weird arrived. Otherwise, this story continues in the Palace of Pain’s
Pleasures, and The Felicity Triskelion, now available at
DMs Guild.
The party members can then make an Intelligence
(History) check to see what they know about
Ophyira’s Palace of Pain’s Pleasures. Characters who
belong to the Cult of Rakdos make this check with
advantage.
Intelligence Information
(History)
Check Result
12 There is a Rakdos circus that traverses Tin
street and stops at every sundown.
15 That circus is Ophyira’s Palace of Pain’s
Pleasures.
20 The palace is actually a construct.
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damage on a failed save, or half as much damage on Innate Spellcasting.(1/Day). The mephit can
a successful one. innately cast shocking grasp, requiring no material
False Appearance. While the mephit remains components. Its innate spellcasting ability is
motionless, it is indistinguishable from an ordinary Charisma.
shard of ice. Actions
Innate Spellcasting.(1/Day). The mephit can innately Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
cast fog cloud, requiring no material components. Its one creature. Hit: 3 (1d4 + 1) slashing damage plus
innate spellcasting ability is Charisma. 2 (1d4) lightning damage.
Actions Lightning Breath (Recharge 6). The mephit exhales
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., a 5- foot wide, 30 foot long line of lightning. Each
one creature. Hit: 3 (1d4 + 1) slashing damage plus creature in that area must succeed on a DC 10
2 (1d4) cold damage. Dexterity saving throw, taking 5 (2d4) lightning
damage on a failed save, or half as much damage on
Frost Breath (Recharge 6). The mephit exhales a 15-
a successful one.
foot cone of cold air. Each creature in that area must
succeed on a DC 10 Dexterity saving
throw, taking 5 (2d4) cold damage
on a failed save, or half as much
damage on a successful one.
Lightning Mephit
Small elemental, neutral evil
Armor Class 11
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
STR 7 (-2) DEX 13 (+1) CON 10 (+0)
INT 9 (-1) WIS 11 (+0) CHA 12
(+1)
Skills Perception +2, Stealth +3
Damage Vulnerabilities bludgeoning
Damage Immunities lightning,
poison
Condition Immunities poisoned
Senses Darkvision 60 ft.,
Passive Perception 12
Languages: Auran
Challenge 1/2 (100 XP)
10
APPENDIX: MAP
1 sq. = 5 ft.
OFF TO A WEIRD START 11
FIGURE: PUZZLE
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