Crosstown Couriers: Secrets of The Triskelion: Part Six

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Crosstown Couriers

Secrets of the Triskelion: Part Six

A 2-4 hour Ravnica adventure


for 6th - 7th level characters
Crosstown Couriers
Secrets of the Triskelion: Part Six

Introduction: With the dreaded felicity triskelion in hand, the party is faced with the most
important choice of their lives. The consequences of their actions will be felt across Ravnica.

A 2-4 Hour Ravnica Adventure for 6th-7th Level Characters

by Ally Sulentic, Beatriz T. Dias and Travis Legge


Edited by Travis Legge
Cartography by Dyson Logos
With modifications by Travis Legge
Cover art (C)2017 Raven Winter Metcalf, used with permission. All rights reserved.
Some interior art by WOTC
Some artwork copyright Fil Kearney - http://www.filkearney.com/ - used with permission

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2019 by Travis Legge and published under the Community Content Agreement for Dungeon
Masters Guild.

2 RAVNICA
The Road so Far Oh no, my party doesn’t have the
Triskelion!
A chain of events was set into motion when a This module assumes the party has the felicity triskelion
galvanice weird went berserk. After nearly destroying in their possession and must decide what to do with
an Izzet laboratory, it made its way into a Rakdos it. However, several events in previous adventures may
performance platform known as the Palace of Pain’s lead the party to losing the Triskelion. In that case, it’s
Pleasures. There, the adventurers found out the weird advised to run the adventure Whisper Agents so the
was a diversion, orchestrated by a Dimir spy named party can attempt recovery of the Triskelion before it’s
Rogad Nar, so that he could access the notes of too late.
Ophyira, the Palace’s owner.
This information led the adventures to Brobourg, a Using this book
neighborhood in the Undercity under Precinct Four, Unlike the other books in this series, this adventure
where they found what remained of Rogad Nar, and doesn’t feature random encounters. If you want your
the artifact that transformed him into a Horror: the party to face random encounters, you can use the
felicity triskelion. People on the Street tables located in Chapter 3 of the
Upon making their way back to the surface with the Guildmasters’ Guide to Ravnica.
artifact, the adventurers were arrested and taken to This book is divided in three separate encounter
Arrester Station 13. While they awaited trial, a Gruul chains, each being one of Trostani’s suggested courses
war band lay siege to the Station as to free another of action for dealing with the Triskelion. There is no
inmate, the Gruul shaman Nyrvolas Sid. Dimir agents need to play through all three to reach a successful
intent on taking the felicity triskelion took advantage conclusion.
of the chaos.
In possession of the felicity triskelion and a vision
from an Azorius precognitive mage, the party was
sent to Precinct Three to meet with a representative
Part 1: The Simic Combine
Following one of Trostani’s suggestions, the party
of Trostani, the dryad Guildmaster of the Selesnya travels to Zonot Seven and Zameck, the guildhall
Conclave to determine their next course of action. of the Simic Combine in an attempt to secure their
Upon meeting Trostani, the dryad explained the Guildmaster Zegana’s help in hiding the Triskelion at
history of the Triskelion: it is the invention of four the bottom of Ravnica’s ocean.
demons who desired to control the unknowable
horrors of the far realms. When these creatures
proved uncontrollable, the demons and their allies Approaching Zonot Seven
used the Triskelion as a lock to keep the horrors at
As the party approaches Zonot Seven read or
bay and prevent them from destroying all of Ravnica.
paraphrase the following:
Trostani herself was divided on what should be done
with the Triskelion, with each of her component The sound of rushing water fills the entire precinct,
dryads torn on which course to follow: Oba argued to cascading down from the Blistercoils to patter against
bring it to the demon Rakdos, one of the Triskelion’s the zonot’s twisting walkways in an almost musical
creators, Cim thought the Simic Combine could hide rhythm. In the sinkhole below, aquatic creatures of all
it deep within Ravnica’s seas, and Ses wanted to give shapes and sizes dive in and out of the glowing water, or
it to Ravnica’s brightest mind, the dragon Niv-Mizzet. flit through the clouds of mist on leathery wings made
The fate of the Triskelion and all of Ravnica now rests iridescent by dew. Unnaturally colorful blooms of algae
in the hands of the party. and flowers line the wide, curved paths leading down
Upon leaving Vitu-Ghazi and making their way into Zonot Seven.
down to the Transguild Promenade, the party was
ambushed by Dimir agents bent on stealing the As the party enters Zonot Seven, two hybrid brute
Triskelion for their guild. Whether the party managed guards approach and ask their business. If anyone
to fight them off or the agents absconded with the in the party has renown 25 or higher with the Simic
treasure, the fervor for the Triskelion’s power has Combine, the guards recognize them and agree to
reached a fever peak with the potential to spark an all- arrange an audience with the Prime Speaker in half a
out war between guilds if something isn’t done soon. day.

CROSSTOWN COURIERS 3
If no one in the party has such renown with the
guild, the guards laugh at their request and inform
Trouble at the Lab
them to bother someone else. However, as the
party retreats from the zonot an elven Simic hybrid Flaxae
approaches them and explains that he overheard their Amphibious eel-like creatures, the flaxae are a more of
troubles and can offer a path to an audience with a novelty than anything else to the Simic. Their slippery
Prime Speaker Zegana, though he needs their help wet skin and long bodies are built to slide through both
first. water and earth in search of their next meal. Flaxae
exhibit predatory behavior toward all creatures, using
Roleplaying Agarm their sharp teeth and powerful jaws to bite and swallow
anything that comes near them, but will flee at the sign
The biomancer Agarm was one of the first volunteers
of larger creatures too big to eat whole.
for the Guardian Project, and their evolution from elf to
Simic hybrid only fueled his interest in the creation of
inter-species hybrids. Now they have their own research
lab and several assistants working under them, always 1. Lake
looking for more and better ways to evolve the hybrids Glowing algae grows across much of this
of Guardian Project. Agarm is driven and intense, their underground lake’s surface, casting shimmering
emotions on clear display due to the color-shifting ring blue light that illuminates the entire cavern. Three
pattern across their body that flashes bright blue at flaxae swim in the water, distracted by the shadows
moments of high anxiety. flickering across the water as their movements disturb
Ideal. I want everyone to be the best they can be, for the phosphorus growth, their skin and mouths spotted
everyone to be able to get the mutations they most with it.
need. Treasure. None.
Bond. I didn’t always live in a Zonot, and maybe
because of that I value it so much more. 2. Entrance
Flaw. I assume everyone wants mutations to be better. Three flaxae prowl this room in a tense stalemate
Why wouldn’t they? over the body of an unfortunate Simic researcher,
each trying to claim the meal for themselves. They
attack any creature that enters, defending their kill
The hybrid is Agarm, a biomancer and project from intruders.
leader of the Combine. They currently have an
Treasure. None.
audience with Zegana in a few hours, but an
unfortunate mess at their lab needs to be cleaned up 3. Auxiliary Laboratory
before the meeting, lest the guildmaster catch wind of
it and remove their funding. This small lab is mostly intact, though the scattered
papers and broken flasks show signs of a hasty exit by
They explain that a number of hybrid creatures the occupant.
called flaxae emerged beneath the deep waters of the
Zonot and started wreaking havoc in their laboratory. Treasure. None.
Agarm and their lab assistants managed to corral the
beasts into a sealed laboratory but are unable to pacify 4. Corridor
the creatures. Agarm asks the party to enter the lab Shelves line the walls of this corridor, stacked with
and stop the beasts, killing them only if they must. containers and bottles.
If they are successful at clearing the lab of flaxae, he Treasure. Three potions of healing are clearly
promises to help them secure an audience with the visible amongst the various supplies.
Prime Speaker that afternoon.
5. Office
Two flaxae nap on the desks in this office, having
knocked the desks’ contents to the floor.
Treasure. None.

4 RAVNICA
6. Moss-Covered Corridor 9. Research Laboratory
This dimly lit corridor has moss growing all across Three Simic researchers (commoners) continue
the ceiling, obscuring the single flaxae clinging there to work in this part of the lab, undeterred by the
among the plants. mysterious creatures rampaging throughout the rest
Treasure. None. of the facility. They reason that this is neither the first
time nor the last that something like this will happen,
7. Storage so there’s no reason to put their experiments on hold
for such a minor thing.
Boxes of supplies take up most of the space in
this small storage room, with scattered loose items Treasure. None.
haphazardly piled around the floor.
Treasure. Four caps of water breathing are
10. Tight Corridor
hooked near the door and a DC 15 Intelligence Water drips continuously from the ceiling of this
(Investigation) check reveals a leather bracer tucked tight, curved corridor, which is otherwise featureless.
inside one of the boxes, engraved with a simic charm. Treasure. In a small closet against the north wall,
a DC 14 Investigation check reveals a simic keyrune
8. Secondary Entrance tucked on a high shelf.
Two merfolk argue in this room, debating the
wisdom of making a run for the lake to get away 11. Sub-cave
from the flaxae. One claims staying in the lab is too This natural cave holds a small pond filled with
dangerous, while the other believes the monsters more bioluminescent algae, casting blue light against
outside the lab are far more dangerous than a few the walls. Three flaxae attempt to break down the
loose hybrids. They respond with gratitude should the waterlogged door leading north, intent on finding a
party inform them that the path outside is clear. way into the corridor there.
Treasure. None. Treasure. None.

CROSSTOWN COURIERS 5
Zegana takes a moment to think before she carefully
Audience with Zegana responds. She is hesitant to agree to their plan to hide
the Triskelion in the deep Ravnican sea, reasoning
Once the laboratory is clear, the party should report
that anything thrown into the ocean eventually makes
back to Agarm. The biomancer is overjoyed that the
its way back to land, be it hours or centuries later.
researchers can get back to work, and thanks the
The Triskelion, she states, will no doubt poison all of
party profusely for their help. After dismissing the
Ravnica from beneath, exchanging the momentary
assistants to clean up the remaining mess in the lab,
benefit of hiding the object for devastating long-term
Agarm asks the party to accompany them further into
effects on the people and very worldsoul of the plane
Zonot Seven for an audience with Prime Speaker
itself. She is not willing to endanger Ravnica and
Zegana herself.
its people like that when another solution could be
If the party subdued the flaxae without killing them, both more efficient and safer. If the party continues
Agarm is even more overjoyed and spends the whole to insist, she can be persuaded to take the Triskelion
walk to the audience singing the party’s praises. with a successful DC 28 Charisma (Persuasion)
During the audience, their exuberant endorsements check, though she continues to voice her concerns.
give the party advantage on appropriate social checks
If the party fails to persuade her, Zegana advises
with Zegana.
them to go seek an audience with the demon Rakdos,
Agarm leads the party to a small patio deep in the wagering that one of its creators is uniquely capable
zonot, close to the water’s surface. Colorful kelp and of destroying the artifact once and for all. At the mere
algae decorate the patio’s walls, while the ever-present mention of bringing the Triskelion to Niv-Mizzet,
waterfalls serve as a curtain from the rest of the area. Zegana grows agitated and tersely warns them
The Prime Speaker waits there, her back to the party away from that course of action, citing the dragon’s
as she examines a particularly beautiful algae frond. boundless curiosity and arrogant recklessness as only
She is mildly surprised to see the party accompanying a few of the many reasons why the Triskelion would be
Agarm, but patiently listens to their introductions and very unsafe with the Firemind.
the party’s request with a neutral expression.

6 RAVNICA
Part 2: The Izzet League The Audience
Following another of Trostani’s suggestions, the If the party chooses a meeting place outside of
party heads toward Precinct Four and the Izzet the guildhall, Galltus (a mage) and his entourage
League’s guildhall, Nivix. Once there, they can arrange (2 galvanic blastseekers and a counterflux
a meeting with a member of the Izmagnus, Niv- blastseeker) arrive promptly at the chosen location
Mizzet’s circle of advisors. and waste little time on introductions before jumping
right into negotiations. If the party agreed to meet him
Visiting Bellov in his office, they are instead escorted through Nivix
by the two galvanic blastseekers, who, along with the
Adventurers that played Off to a Weird Start and counterflux blastseeker remain in the room during
saved the vedalken researcher Bellov during the the meeting.
course of the adventure have the option of tracking
him down and enlisting his help to set up a meeting
with his superiors. Bellov is happy to help his saviors,
but once he learns of the meeting’s subject, he grows
serious and warns against letting Niv-Mizzet get his
claws on the Triskelion. In his own words, “Giving an
interdimensional bomb to the most curious mind in
Ravnica is a colossally bad idea.” If the party insists on
a meeting, Bellov advises that they plan the meeting
on neutral ground, for their own safety as well as the
safety of the artifact. If the party accepts his help,
he arranges a meeting with the Izmagnus at the
location of their choice later the same day.

Meeting with the Izzet


On the virtue of their actions in Off to
a Weird Start, the party can gain entry to
Nivix and arrange a meeting with a member
of the Izmagnus for themselves simply
by visiting the guildhall. Nivix is a highly
secure facility; the Izzet are fierce in the
protection of their experimental projects
and watch visitors closely, going as far as
assigning ‘guides’ to help them navigate
the confusing halls, a thinly veiled excuse
to keep an eye on them. The party has
no trouble arranging a meeting with a
member of the Izmagnus named Galltus,
though a DC 8 Wisdom (Insight) check
reveals that the Izzet are chomping at the
bit to get their hands on a powerful relic
like the Triskelion, something that should
give even the most jaded adventurer
pause. Once they know that the party is
looking to get rid of the Triskelion, the
Izzet agree to any and all demands the
party has regarding the meeting and
exchange - to them, no price is too high
for a powerful artifact the likes of which
the guild has never seen before.

CROSSTOWN COURIERS 7
It quickly becomes painfully obvious that the the building’s alarm system; when the alarm is rung,
League’s enthusiasm regarding the fate of the the symbol’s magic activates, causing any creature
Triskelion has only increased in the hours before the that passes through without first saying the correct
audience. Galltus speaks quickly and intensely about password to make a DC 22 Wisdom saving throw
Niv-Mizzet’s desire to safeguard the relic, citing the to avoid falling asleep immediately. Creatures that
dragon’s unrivaled intelligence and power as reasons remain in the room must continue to roll saving
why he is the perfect caretaker for the artifact. Any throws, even if they have already successfully saved on
questions from the party regarding what Niv-Mizzet a previous round.
plans to do with the Triskelion are met with vague Treasure. None.
promises to treat the artifact with all the care the
guild can offer. He agrees to whatever terms the party 2. Main Hall
sets for the exchange within his power to give, which
as a member of the Izmagnus is considerable. If The main hall of this floor, several Izzet members
negotiations break down, either due to unreasonable are walking around here and 12 scorchbringer
demands or hesitation on the part of the party, Galltus’ guards are in various positions of this hall.
mood grows dark and he begins making vague, and Treasure. None.
then overt threats against them. If the party manages
to talk him down and avoid a conflict, Galltus lets 3. Stairwell
them leave, but not before secretly setting three flux The stairs to reach the upper levels of the tower.
blastseekers on their trail to wherever they go next; Reinforcements will come down through this area.
if the party cannot come to a peaceful solution, he is
not afraid to resort to violence to get his hands on the Treasure. None.
Triskelion.
4. Empty Office
Should it come to that, escaping from Galltus
and his guards is far easier if the party insisted on Empty office, there are papers scattered everywhere
a neutral meeting area. If they are in the guildhall and a mysterious humanoid looking soot stain in the
when a fight breaks out, they must be ready to face north wall.
overwhelming security measures when the Izmagnus Treasure. None.
sounds the alarm and brings the full force of the Izzet
League down around their ears. 5. Office
A bored Vedalken (CN F commoner), she was
Meeting in Nivix assigned to deal with permits and reports for the week
and is not happy about it.
Two galvanic blastseekers escort the party to their
Treasure. None.
meeting with Galltus in Room 15 of the following
map, representing one floor of the gigantic tower. If 6. Meeting Room
the meeting becomes violent, the party must reach
Room 1 to safely escape the guildhall. This room is used for quick meetings, there is a
metal round table in the middle of it and some chairs
If Galltus or another guild member sounds the surrounding it.
alarm, the entire floor goes on alert, bringing six
scorchbringer guards from the main hall to Galltus’ Treasure. None.
office after two rounds. If the party manages to
defeat or escape from the first group, the remaining 7. Storage
six guards in the main hall arrive after the next An open room that’s being used as quick storage,
two rounds to engage the party. Thereafter, three it connects to two locked rooms for more sensitive
scorchbringer guards arrive every three rounds until materials.
the party escapes Nivix or is defeated. Treasure. None.
1. Street Entrance 8. Auxiliary Lab
This entry hall is hung with banners emblazoned A small lab, no one’s here at the moment but there
with the Izzet League’s symbol and lit with crackling are at least three beakers leaking fluid to the desks.
tubes filled with lightning, while a larger guild
symbol is inlaid in the floor. This symbol is tied to Treasure. None.

8 RAVNICA
9. Goblin Workspace 14. Laboratory
This entire room is covered in thick smoke, if This three room area is all connected as the same
anyone opens the door, a cranky Goblin (CG NB lab, tubes with colorful liquids room from one room
scorchbringer guard) will immediately yell for it to be to the other, while two researchers are taking notes
closed. another one is hitting one of the tubes with a wrench.
Treasure. None. Treasure. None.

10. Locker Room 15. Galltus’ Office


Lockers adorn all walls of this room, it leads to The office of Galltus, an Izmagnus. Due to his status
different shower areas, in case anyone needs to Galltus is always guarded by 2 galvanic blastseekers
remove dirt, or chemicals. and a counterflux blastseeker. The door to the office
Treasure. None. automatically locks itself and it will open only when
Galltus says so. It can be opened with a successful
11. Laboratory DC 17 Intelligence (Arcana) check or be forced
open with a DC 20 Strength check but doing so will
A huge cage stands in the middle of this lab, several explode the rune on the door, causing 2d12 lightning
Mizzium coils are working inside it. damage to everyone in a 5ft. radius of the door.
Treasure. None. Treasure. None.
12. Weird Assessment 16. Lower Level Access
Two researchers (commoner) are measuring This area connects back to the lower level, it has a
different types of weirds in here. small room used to store cleaning supplies.
Treasure. None. Treasure. None.
13. Lounge
Lounge area, devoid of any people. The couches
have a thick layer of dust on them.
Treasure. None.

CROSSTOWN COURIERS 9
grin with predatory delight if they recognize any party
Part 3: The Cult of Rakdos members with renown 10 or higher with the Cult of
Rakdos. To all others, they react with condescension
Following Trostani’s third suggestion, the party
at best and dismissal at worst.
travels to the magma-soaked depths of Rix Maadi, the
home of the Cult of Rakdos to speak to the eponymous Once they hear the party’s request to speak with
leader of the guild. Unfortunately, one cannot simply their demonic guildmaster, the witches step to the
walk into Rix Maadi; instead, those who wish to side and speak in hushed voices, glaring at any party
petition Rakdos must first appease his underlings member who appears to eavesdrop on the discussion.
before the doors to his inner sanctum open. After a few tense moments they turn back to the party,
grins once again in place. They will, one says, allow
the party to meet with Rakdos if they fulfill three tasks
Visiting Ophyira of the witches’ choosing, one for each.
Parties that played through The Palace of Pain’s
Pleasures can approach the performer Ophyira
The First Task
to ask for their help in delivering the Triskelion to The first witch introduces herself as the Tormentor
Rakdos. This is a very bad idea, as Ophyira wants of the Wojek, and in pursuit of that noble goal has
nothing more than to discover the secrets of the stolen a coded letter containing Boros military
Triskelion and claim it for themselves. They open the intelligence. She asks the party to find a way to decode
Triskelion the moment they get a chance. it.
If the party presents the Triskelion to Ophyira but Anyone can tap the letter with a Boros signet to
then tries to take it back, Ophyira refuses to return it decode it automatically. If the party doesn’t have a
and resorts to violent means to keep it. They even go signet on them, they’ll have to head back up to the
as far as using the Palace itself to attack the party, if it streets to procure one, convince (or kidnap) a Wojek to
comes to that. decode the letter, or succeed at both a DC 20 Wisdom
saving throw and a DC 18 Intelligence (Arcana)
The Witches check to crack the code themselves.

As the party arrives at Rix Maadi read or paraphrase The Second Task
the following: The second witch is the Illuminator of Nights
and has run into a minor problem with her troupe’s
Raucous laughter and high-pitched screams echo performance tonight - her lead performer was arrested
throughout this vast cavern at strange angles, making earlier today and despite this she insists that the show
the source of the noise almost impossible to pinpoint. must go on. All the party needs to do to complete
Lava flows down the basalt pillars that line the courtyard her task is put on a Rakdos-worthy performance in
and pinpoints of light flare against the dim background, the streets of Ravnica tonight - something that she is
the result of some distant revelry. Whether caused by the
absolutely sure the party can do, of course.
oppressive heat or the manic energy of the guild, a sense
of madness coats every inch of Rix Maadi. The Third Task
Approaching the guildhall draws a few bored The third witch claims to be the Sanguine
guild members to the party, eager to investigate the Seamstress and doesn’t actually have a task for the
fresh meat. Once they make their intentions known, party to complete - she’s just bored and wants to be
the disappointed cultists tell the party to head to a part of the game. She’s come up with an amusing
the “Head Office.” A successful DC 10 Wisdom errand to send her newly-acquired puppets to perform:
(Perception) check is enough for a character to Find every performer in the Head Office currently
realize that by “Head Office,” the cultists probably wearing red and ensure that they know exactly what
mean the clearly-visible tower in the distance shaped they’re doing for the night’s performance. What the
inexplicably like a demon’s head. party doesn’t realize is that almost every performer in
the Head is currently wearing red and almost none of
them have any idea what they’re doing tonight, since
When the party reaches the Head Office, they find they rarely plan out their performances in advance.
three blood witches discussing recent events in the The witch knows this and hopes that the party will
guild, including the galvanice weird incident that sent waste at least a few minutes backtracking through
the party on their current quest. The blood witches
10 RAVNICA
the structure trying to track down elusive, indecisive A successful DC 22 Charisma (Persuasion) check
cultists. will additionally convince Rakdos to explain the
Once all three tasks are completed (and the third item’s nature and history to the party. If the check
witch has had her laugh), the witches graciously agree is not successful, he tells them it is pure damnation
to escort the party to the lava pit beneath Rix Maadi, and beyond their comprehension, refusing to speak
where Rakdos lurks. of it further lest it draw the attention of even more
powerful and unknowable beings.

A Bath with Rakdos


As the witches lead the party on toward Rakdos’
Denouement
lair, every party member must succeed at a DC By the conclusion of this adventure, the party will
14 Constitution saving throw or gain one level end up in one of the two following situations: Either
of exhaustion due to the overwhelming heat and Rakdos destroyed the Triskelion in the lava of Rix
proximity to the lava. Maadi, or someone else got their hands on the relic
and opened it. Those two scenarios are detailed below.
Rakdos is relaxing in a bubbling lava pit, his
enormous figure propped up against the basalt rim in
a pose not unlike a man soaking in a warm bath. The The Triskelion Destroyed
witches prostrate themselves before him to explain
the presence of the party, a gesture that the demon The Triskelion lies safe at the bottom of a lava pool,
barely acknowledges save for dismissing them with a destroyed by one of the very demons that created it.
flick of his huge hand. As the witches leave, Rakdos Ravnica will never know the horrors that could have
turns to the party and gestures again, inviting them to run rampant through its streets and the populace
speak their piece. remains ignorant of the heroes walking in their midst.
Those personally involved in the Triskelion affair will
Rakdos retains his composure and rarely speaks never forget them, for good or ill, however - award
until the moment the Triskelion is mentioned, each player 5 renown in each guild that was aware of
becoming agitated and restless particularly if the their help and withdraw 3 renown for each guild that
relic is produced in his presence. A DC 25 Wisdom wanted the Triskelion but was prevented from taking
(Insight) check reveals that Rakdos is actually it due to the party’s actions. Finally, the party earns the
frightened of the device. respect of Rakdos, and the demonic guildmaster never
He does not need any further convincing after this. forgets.
Rakdos agrees to destroy the artifact in the magma of
Rix Maadi personally and immediately.
CROSSTOWN COURIERS 11
Someone Opened the Triskelion Appendix: NPCs
If the Triskelion ended up in the hands of anyone The following NPCs are utilized in this adventure.
other than Rakdos, then it will be opened - it is
inevitable. It may be mere hours after the party hands Biomancer
it off, or years later when someone drags it from the Medium humanoid (any race), neutral good
depths of the ocean, but the artifact will be opened
Armor Class 17 (Splint)
and Ravnica will be overrun by unknowable cosmic
horrors. This Ravnican apocalypse is detailed in the Hit Points 110 (17d8 + 34)
adventure The Thousand Year Storm. Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 14 (+2) 20 (+5) 14 (+2) 15 (+2)
Saving Throws INT +9, WIS +6
Skills Arcana +9, Nature +9
Senses Passive Perception 12
Languages Common plus any one language
Challenge 10 (5,900 XP)
Bolstering Presence. The biomancer magically
emanates life-giving energy within 30 feet of itself.
Any ally of the biomancer that starts its turn there
regains 5 (1d10) hit points.
Magic Resistance. The biomancer has advantage
on saving throws against spells and other magical
effects.
Spellcasting. The biomancer is a 16th-level Simic
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks). The
biomancer has the following wizard spells prepared:
Cantrips (at will): acid splash, light, mending, poison
spray, shocking grasp
1st level (4 slots): detect magic, grease, shield
2nd level (3 slots): alter self, darkvision, enlarge/
reduce, hold person
3rd level (3 slots): counterspell, dispel magic, haste,
protection from energy
4th level (3 slots): confusion, conjure minor
elementals, polymorph
5th level (2 slots): cone of cold, creation, hold monster
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray
8th level (1 slot): control weather
Actions
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.

12 RAVNICA
Blood Witch Commoner
Medium humanoid (any race), chaotic evil Medium humanoid (any race), any alignment
Armor Class 12 (15 With Mage Armor) Armor Class 10
Hit Points 78 (12d8 + 24) Hit Points 4 (1d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 13 (+1) 9 (-1) 19 (+4) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Saving Throws WIS +2, CHA +7 Senses Passive Perception 10
Skills Arcana +4, Intimidation +7, Perception +2, Languages Any one language (usually Common)
Stealth +5 Challenge 0 (10 XP)
Damage Resistances Psychic Actions
Senses Darkvision 120 ft., Passive Perception 12
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Languages Abyssal plus any one language (usually
target. Hit: 2 (1d4) bludgeoning damage.
Common)
Challenge 7 (2,900 XP)
Blood Witch Dance. The witch can use a bonus action
to control the movement of one creature cursed by
its hex spell that it can see within 30 feet of it. The
creature must succeed on a DC 15 Charisma saving
throw or use its reaction to move up to 30 feet in a
direction of the witch’s choice.
Devil’s Sight. Magical darkness doesn’t impede the
witch’s darkvision.
Innate Spellcasting. The witch’s innate spellcasting
ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The witch can innately cast the
following spells, requiring no material components:
At will: alter self, detect magic, eldritch blast (at 11th
level), false life, levitate (self only), mage armor (self
only)
1/day each: circle of death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd
level)
Actions
Multiattack. The witch makes two attacks: one with
its longsword and one with its shortsword.
Longsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage.

CROSSTOWN COURIERS 13
Counterflux Blastseeker Cultist
Medium humanoid (any race), chaotic neutral Medium humanoid (any race), any non-good alignment
Armor Class 13 (16 With Mage Armor) Armor Class 12 (Leather Armor)
Hit Points 39 (6d8 + 12) Hit Points 9 (2d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 18 (+4) 11 (+0) 14 (+2) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 11 (+0)
Saving Throws CON +4, WIS +2 Skills Deception +2, Religion +2
Skills Arcana +6, Perception +2 Senses Passive Perception 10
Senses Passive Perception 12 Languages Any one language (usually Common)
Languages Common plus any one language Challenge 1/8 (25 XP)
Challenge 2 (450 XP) Dark Devotion. The cultist has advantage on saving
Counterflux Overcast (Recharge 5–6). The blastseeker throws against being charmed or frightened.
can create an additional effect immediately after
Actions
casting a spell. Roll a d6 to determine the effect:
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
1–3. The blastseeker creates a 15-foot-radius
one creature. Hit: 4 (1d6 + 1) slashing damage.
invisible sphere centered on itself that lasts until the
end of its next turn. Creatures in the sphere have
disadvantage on saving throws against spells and
other magical effects.
4–6. The blastseeker creates a 15-foot-radius
invisible sphere centered on itself that lasts until the
end of its next turn. Creatures in the sphere have
advantage on saving throws against spells and other
magical effects.
Innate Spellcasting. The blastseeker’s innate
spellcasting ability is Intelligence (spell save DC
14, +6 to hit with spell attacks). The blastseeker
can innately cast the following spells, requiring no
components other than its Izzet gear, which doesn’t
function for others:
3/day each: enlarge/reduce, mage armor (self only),
scorching ray
1/day each: counterspell, dispel magic, protection from
energy
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.

14 RAVNICA
Flaxae Flux Blastseeker
Large Beast, neutral Medium humanoid (any race), chaotic neutral
Armor Class 14 (Natural Armor) Armor Class 12 (15 With Mage Armor)
Hit Points 96 (12d12 + 24) Hit Points 55 (10d8 + 10)
Speed 20 ft., swim 50 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 17 (+3) 6 (−2) 10 (+0) 6 (−2) 10 (+0) 15 (+2) 12 (+1) 20 (+5) 9 (-1) 14 (+2)
Damage Resistances Fire Saving Throws DEX +5, INT +8
Skills Acrobatics +7, Perception +3, Stealth +7 Skills Arcana +8, Perception +2
Senses Darkvision 60 ft., passive Perception 13 Senses Passive Perception 12
Challenge 5 (1,800 XP) Languages Common plus any one language
Amphibious. The Flaxae can breathe air and water Challenge 5 (1,800 XP)
Fluxbending Overcast (Recharge 5–6). The blastseeker
Actions
can create an additional effect immediately after
Multiattack. The Flaxae makes two bite attacks. casting a spell. Roll a d6 to determine the effect:
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 1–3. The blastseeker teleports, swapping places with
target. Hit: 14 (2d8 + 5) piercing damage. a creature it can see within 30 feet of it.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., 4–6. The blastseeker and each creature within 10 feet
one target. Hit: 10 (1d10 + 5) bludgeoning damage. of it must succeed on a DC 16 Constitution saving
The target makes a DC 13 Strength/Dexterity saving throw or take 11 (2d10) thunder damage.
throw, if it fails the target becomes grappled by the
Innate Spellcasting. The blastseeker’s innate
Flaxae. While grappled by the Flaxae a creature takes
spellcasting ability is Intelligence (spell save DC
1d10 bludgeoning damage at the beginning of each
16, +8 to hit with spell attacks). The blastseeker
of its turns. To escape the creature must make a DC
can innately cast the following spells, requiring no
15 Strength saving throw.
components other than its Izzet gear, which doesn’t
Swallow. The Flaxae makes one bite attack against a function for others:
Medium or smaller target it is grappling. If the attack
3/day each: mage armor (self only), scorching ray
hits, the target is swallowed, and the grappling ends.
The swallowed target is blinded and restrained, it 1/day each: banishment, cone of cold, dimension door,
has total cover against attacks and other effects fireball, ice storm
outside the Flaxae, and it takes 5 (2d4) acid damage Actions
at the start of each of the flaxae’s turns. The Flaxae
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5
can have only one target swallowed at a time. If
the Flaxae dies, a swallowed creature is no longer ft., one target. Hit: 3 (1d6) bludgeoning damage, or
restrained by it and can escape from the corpse 4 (1d8) bludgeoning damage if used with two hands.
using 5 ft. of movement, exiting prone.

CROSSTOWN COURIERS 15
Galvanic Blastseeker Hybrid Brute
Medium humanoid (any race), chaotic neutral Medium humanoid (simic hybrid), neutral good
Armor Class 13 Armor Class 18 (Natural Armor)
Hit Points 52 (8d8 + 16) Hit Points 52 (8d8 + 16)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 19 (+4) 10 (+0) 13 (+1) 18 (+4) 11 (+0) 15 (+2) 8 (-1) 11 (+0) 9 (-1)
Saving Throws DEX +6 Senses Passive Perception 10
Skills Acrobatics +6, Arcana +7, Perception +3 Languages Common plus any one language
Senses Passive Perception 13 Challenge 2 (450 XP)
Languages Common, Primordial , plus any one Amphibious. The hybrid can breathe air and water.
language
Challenge 5 (1,800 XP) Actions
Galvanic Overcast (Recharge 5–6). When the Multiattack. The hybrid makes two claw attacks.
blastseeker casts lightning bolt or thunderwave, it Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
can roll a die. On an odd number, the blastseeker target. Hit: 7 (1d6 + 4) slashing damage.
takes 9 (2d8) force damage. On an even number, the
spell also deals 9 (2d8) lightning damage to each
target that fails its saving throw.
Heart of the Storm. When the blastseeker casts
lightning bolt or thunderwave, all other creatures
within 10 feet of the blastseeker each take 3 lightning
damage.
Innate Spellcasting. The blastseeker’s innate
spellcasting ability is Intelligence (spell save DC
15, +7 to hit with spell attacks). The blastseeker
can innately cast the following spells, requiring no
components other than its Izzet gear, which doesn’t
function for others:
3/day each: levitate, lightning bolt, thunderwave
1/day: stoneskin
Gust-Propelled Leap. The blastseeker can use a
bonus action to fly up to 10 feet without provoking
opportunity attacks.
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6)
piercing damage, or 4 (1d8) piercing damage if used
with two hands to make a melee attack.

16 RAVNICA
Mage Scorchbringer Guard
Medium humanoid (any race), any alignment Medium humanoid (any race), chaotic neutral
Armor Class 12 (15 With Mage Armor) Armor Class 16 Breastplate
Hit Points 40 (9d8) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 9 (-1) 10 (+0)
Saving Throws INT +6, WIS +4 Senses Passive Perception 9
Skills Arcana +6, History +6 Languages: any one language (usually Common)
Senses Passive Perception 11 Challenge 1/2 (100 XP)
Languages Any four languages
Challenge 6 (2,300 XP) Explosive Tank. When the guard dies, or if it rolls a
Spellcasting. The mage is a 9th-level spellcaster. Its 1 when checking whether its Scorchbringer action
spellcasting ability is Intelligence (spell save DC recharges, the tank on its back explodes in a 10-foot
14, +6 to hit with spell attacks). The mage has the radius sphere. Each creature in that area must make
following wizard spells prepared: a DC 12 Dexterity saving throw, taking 7 (2d6) fire
Cantrips (at will): fire bolt, light, mage hand, damage on a failed save, or half as much damage on
prestidigitation a successful one. The explosion ignites flammable
1st level (4 slots): detect magic, mage armor, magic objects that aren’t being worn or carried, and it
missile, shield destroys the scorchbringer.
2nd level (3 slots): misty step, suggestion Actions
3rd level (3 slots): counterspell, fireball, fly Light Hammer. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
4th level (3 slots): greater invisibility, ice storm
(1d4 + 2) bludgeoning damage.
5th level (1 slot): cone of cold
Scorchbringer (Recharge 4–6). The guard’s
Actions scorchbringer spouts a stream of flame in a line
Dagger. Melee or Ranged Weapon Attack: +5 to hit, that is 30 feet long and 5 feet wide. Each creature in
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 the line must make a DC 12 Dexterity saving throw,
+ 2) piercing damage. taking 7 (2d6) fire damage on a failed save, or half as
much damage on a successful one.

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