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Simic combine is quite unique guild in the Ravnica. In my campaign, the Simic is always the BBEG. (Because they defeated the mighty Rakdos before....if you are interested in the story and history of Ravnica, you can take a look at this link)

Anyway, Simic combined can be an interesting small adventure. you can find the adventure goal in the Ravnica book, here are some of the goal I think is particularly useful:

  • Escape from the chamber. For some reason, all the team member is captured in the chamber, and becoming the experiment subject, escape from the chamber could be a good start for a larger-scale adventure.(Just like OOTA)
  • Stop a sinister experiment in progress. It is not the first time that Simic try to create something huge and endanger the entire Ravnica, this one is pretty convincing.
  • Steal research notes from an experiment with broad applications. Turn the adventure into a sneaky infiltration job, especially useful if one of your players is from the house Dimir.
  • Free someone who has become the involuntary subject of Simic experiments. This goal can be used when you have a new player join your campaign. It can also be used to introduce a new NPC contact for your game.

when the player first came to the Simic territory, they will notice the humongous evolution chamber that is underwater.

To directly enter those places, the team needs to have Simic contacts or one of the player need to be a member of the Simic. Otherwise, players need to figure out how to break into the place.

The Simic biomancers use Arcane Gate to access the lab, the gate is invisible and has a special arcane lock that requires a certain password to open. Personally, I like to set up some riddles, (it is kind of like the dark brotherhood in the elder scroll series), here are some examples:

  • "I have towns without people, forests without trees, and rivers without water."(A: Map)
  • "I am an eye set in a blue face. My gaze feeds the world. If I go blind so does the world."(A: The Sun)
  • "What has six legs, but walks on only four?"(A: A knight riding a horse, or any mutated creepy creature)
  • "What loses its head in the morning and gets it back at night?" (A: a pillow)

Any riddles could work, but if your player spends too much time on this and still cannot get the answer, you can ask them to do an Arcana check and provide some hints.

Once your player steps into the growth chamber, they will find lots of Simic incubators. There are also valves on the wall that control the incubators. you can design a simple puzzle here: (for example, players have to use the valve in a certain order to open it, otherwise, it will break and something horrible will come out.

If your player comes to the chamber in a peaceful and polite way, they can buy body modification services from the Simic biomancers. For a reasonable price, your player can gain some new abilities:

  • Shark mouse: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Once per day, you also gain 10 ft of swimming speed for 10 minutes.
  • Bat wings: Once per day, you gain 10 ft flying speed for 10 minutes.
  • Frog leg: Once per day, You can activate your powerful leap ability, Your long jump is up to 25 ft, and your high jump is up to 15ft. powerful leap last 10 minutes.

The Simic biomances are a bunch of mad scientists that have low moral standards. They could do anything as long as they believe that is for scientific reasons. At Growth Chamber C, players will find a lot of dead body that looks horribly tortured. if they can pass an ability check, they will also notice that there is the smell of body and unknown chemicals coming from downstairs. At this point, the growth chamber guardian will come out and ask players to leave. These creatures are very resilient, so prepare for the tough fight.

If your players dare to dive deeper, they will find some disgusting scenes. tentacles and blood are everywhere. Well, it is Simic, everybody here loves tentacles. It seems like some experiments went terribly wrong, the tentacles are growing like unstoppable cancer.

Finally, after cleaning up all the body and things, your player will find a small crack on the ground that is toward the final boss chamber, all the tentacles and the disgusting stuff are coming from that giant meatball, this is going to be another bloodbath fighting for your players, you could use Horrow/Krasis status from the Ravnica book as the boss.

After the final battle, the meatball will gradually return to its original form, which is still a mutated being, but less disgusting. Now it is the time to determine its ultimate fate.

  • Give it a final blow
  • Arrest it, and report it to the Boros/Azorius
  • Help the thing and develop a weird and gummy friendship with it
  • simply leave the place

With the different selections, it may influence the future adventure

- the end

The secrets of life are revealed in the laboratories of the Simic, and their research notes plumb and catalog nature's wonders.

[Star perfermer]&[Ring Master]will have access to the animated version of the interior map

[All Patrons]Grid & Gridless version 

[Blood Witch]Color variations 

[Blood Witch] Interior maps and adventure setup 

[Star Performer] Animated interior map 

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