The anti-mage Nivix Cyclops looks like it wandered off the set of BioShock while the Simic Combine features several different mutant hybrid options that reflect their Dr. Since we’re looking at a gigantic urban setting, it’s less about beasts and more about NPCs, yet there’s still plenty of cool variety. Guilds are also used to organize the new monsters and NPCs found in Ravnica. I particularly enjoyed the visual flow chart to help Ravnica neophytes, like myself, choose the right guild for their character, as well as a suggested guild for every single subclass through Xanather’s Guide to Everything. With 10 guilds you can easily slot any conceivable character concept within one of them, from the battle-hungry Cult of Rakdos to the mad scientists of either the Izzet League (tech-focused) or the Simic Combine (biology-focused). The many adventure hooks and sample ideas are a welcome inclusion, however. The maps are done in the Dyson Logos hand-drawn style that I’m not a fan of, especially when viewed on a VTT like Roll20. Each guild is also given its own sample battle map that’s appropriately themed – for example, a laboratory for the Izzet League. The lore on Guilds is extensive and used to create fun and interesting new backgrounds, each with their own unique ability, set of spells, and proficiency bonuses. Clerics (along with the new Order subclass) and Paladins are obvious choices, though Bards make excellent scribes, diplomats, and orators, while every guild can use the spells of a wizard (with appropriately themed spells). Its members are typically Lawful Good and are made up of enforcers, legislators, and judges. The Azorious Senate, for example, is all about Law and Order. For D&D, that equates to alignment and character archetypes. In Magic they represent various two-color combinations and ideologies. It’s a planet made up of one single mega city, and the ten guilds operate in both harmony and conflict with one another. The ‘Guildmaster’ part of the title isn’t just another term for Dungeon Master Ravnica is all about the guilds. Maps and Settings can be added into existing Roll20 campaigns.Additional relevant supplemental rules from the Dungeon Masters Guide and Player’s Handbook.Alphabetized token page of all NPCs and creatures.32 Magic Item player handouts (+ 1 sample pic of a Guild Keyrune).73 New Ravnica Generic NPC monster sheets organized by guild with draggable tokens, vision, and separate player handouts.10 Guildmaster named NPC character sheets with matching tokens, GM descriptions, and player handouts.6 new Player Character races, and 2 new subclasses.7 non-gridded, isometric city maps of Ravnica.Note: only 1 map is actually used for the included adventure, Krenko’s Way. 11 5-ft battle map with Dynamic Lighting (for Roll20 subscribers) and options for Advanced Fog of War. ![]() ![]() The following content is included in the $49.95 Guildmasters’ Guide to Ravnica Roll20 module: The guild-focused content is thorough and interesting, with plenty of options for players and ideas for DM’s wanting to run an adventure in this arcane-punk city. The Roll20 module includes a first level adventure, the full compendium of lore, races, and creatures, and a bonus character art pack. Gulidmasters’ Guide to Ravnica represents the first print book that uses lore, creatures, and races from the card game and converts them to Dungeons & Dragons Fifth Edition. Despite both D&D and M:TG being owned by the same company, it’s taken until recently to get official crossover content. By high school its popularity with my friends and I had worn out a bit, though I still dabbled occasionally.įast forward about two decades and Magic is still riding high while other big collectible card games have come and gone. I was there on the front lines when it launched in the early 90s, obsessing over booster packs and deck builds, and playing it in between band practice in middle school. My history with Magic: The Gathering is ancient to say the least.
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