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387228-ThePalaceofPainsPleasures PF V1.4
387228-ThePalaceofPainsPleasures PF V1.4
Pain’s Pleasures
A 2-hour Ravnica adventure
for 2nd - 3rd level characters
Secrets of the Triskelion: Part Two
The Palace of
Pain’s Pleasures
Secrets of the Triskelion: Part Two
Introduction: A galvanice weird has torn apart an Izzet laboratory in the Blistercoils. The
weird’s path of destruction leads to Tin Street where the weird was spotted being subdued and
taken aboard the notorious Palace of Pain’s Pleasures, a mobile Cult of Rakdos performance
stage. To return the weird to its proper owner and discover the mystery behind its bizarre be-
havior the party must brave The Palace of Pain’s Pleasures!
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
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All other original material in this work is copyright 2018 by Travis Legge and published under the Community Content Agreement for Dungeon
Masters Guild.
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location can cause the party to cross paths with
Introduction Boros soldiers, goblins, or any number of rivals and
threats visiting the numerous attractions and shops
Welcome to Palace of Pain’s Pleasures, an adventure
on Tin Street. Some options for such encounters
for the Guildmasters’ Guide to Ravnica. This
are included herein, but the majority of the following
adventure is designed to follow the introductory
content is devoted to fleshing out the Palace and its
adventure Off to a Weird Start, allowing the
occupants as well as forwarding the plot introduced
characters from that adventure to continue their
in Off to a Weird Start. While this adventure is
efforts to solve a compelling mystery.
designed for a party of three to five characters of 2nd
This adventure takes place on Tin Street. As or 3rd Level, the Dungeon Master can easily scale
described in the Guildmasters’ Guide to Ravnica, the adventure up by adding additional enemies or
“Tin Street is the longest thoroughfare in the city, increasing the hit points and damage output of the
a vital center of trade, and a hub of activity day and listed antagonists.
night. In addition to its shopping attractions, Tin
Street is also a popular spot for nightlife, with its
many restaurants and theaters. Much of the street Adventure Background
runs through the western part of Precinct Four, This adventure begins in media res. The inciting
and other parts are claimed by goblin gangs. The incident, a galvanice weird going berserk in an
prominent presence of Boros soldiers along the Izzet Laboratory and wreaking havoc on its way
length of Tin Street helps the populace feel safer, but out, has caught the attention of the characters. If
the threat of rubblebelt raiders and goblin thieves the adventurers played through the events of Off
remains.” to a Weird Start, they have been tasked to track
As such, there is an opportunity for the Dungeon the missing galvanice weird by Bellov, the Izzet
Master to explore the environment of Tin Street, Supervisor of the laboratory the weird escaped from.
making the experience of tracking the Palace a Characters who did not play through Off to a Weird
significant and flavorful portion of the adventure. Start could become embroiled in the plot in a number
Searching for clues about the Palace’s current of ways, detailed in the Adventure Hooks section.
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Orzhov 1. The Orzhov is investigating the whereabouts
Syndicate of a debtor, a guildless collector of curios
named Peren. Peren is believed to be dead
but has not turned over his soul nor has he
answered any summons. He was last seen
doing business at the Palace.
2. One of the Advokists in the district seems
very concerned about this situation (he’s been
jumping at shadows for weeks.)
Cult of 1. A rival star performer heard that the Palace
Rakdos has acquired a strange new attraction. They
want you to find out what it is.
2. The Rakdos has a personal relationship with
Bellov. This could be a business relationship or
a personal one. They are inclined to try and help
him reclaim his weird.
Selesnya 1. This is causing too much destruction, they
Conclave need more information on the Weird, so it can
be stopped.
2. The character has a personal connection
(childhood friend, lover, relative) who works at
the lab.
Simic 1. The Izzet can’t be left alone for five seconds
Combine without breaking the Holdfast principle,
someone needs to calm these waters down.
2. You have been informed that this Rakdos
platform that suffered an attack from one of
your Izzet neighbors is run by someone that
was once a member of the Combine. You hope
to use your influence with them to discover
what is going on with this galvanice weird.
Unaligned/ I was just walking by and now I have to help fix
Any this mess.
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New Equipment New Magic Items
This section contains new equipment and trinkets The following magic items are introduced in The
introduced in this adventure. Palace of Pain’s Pleasures.
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Ophyira Playing Ophyira
Medium non-binary humanoid (Simic hybrid), neutral When playing Ophyira keep in mind the following traits:
evil
Personality Traits: I derive genuine pleasure from the
Armor Class 12 (leather armor) pain of others.
Hit Points 38 (5d8 + 10) I enjoy testing other people’s patience.
Speed 30 ft. Swim 30 ft.
Ideal: Spectacle. People are inspired by the greatness
STR DEX CON INT WIS CHA they see in art.
8 (-1) 13 (+1) 14 (+2) 10 (+0) 14 (+2) 18 (+4) Bond: I’m secretly hoping that I can change the cult
Saving Throws Dex +4, Cha +7 from the inside, using my influence to help rein in the
Skills Acrobatics +4, Animal Handling +3, Arcana wanton destruction.
+3, Athletics +3, Deception +7, History +3, Insight Flaw: There’s no such thing as too much pleasure.
+8, Intimidation +5, Investigation +1, Medicine
+3, Nature +1, Perception +3, Performance +7, Underwater Adaption: Ophyira can breathe air
Persuasion +10, Religion +1, Sleight of Hand +2, and water and has a swimming speed equal to their
Stealth +2, Survival +3 walking speed.
Senses darkvision: 60ft., passive Perception 13 Actions
Languages Abyssal, Common, Vedalken
Challenge 2 (450 XP) Grappling Appendages. Melee Weapon Attack:
Bardic Inspiration: As a bonus action, a creature +2 to hit, reach 5 ft., one target. Hit: 3 (1d6 -1)
(other than you) within 60 ft. that can hear you gains bludgeoning damage. Immediately after hitting,
an inspiration die (1d8). For 10 minutes, the creature you can try to grapple the target as a bonus action.
can add it to one ability check, attack roll, or saving These appendages can’t precisely manipulate
throw. This can be added after seeing the roll, but anything and can’t wield weapons, magic items, or
before knowing the outcome. other specialized equipment.
Spiked Chain. Melee Weapon Attack: +2 to hit,
Song of Rest: During a short rest, friendly creatures reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
who can hear Ophyira’s performance regain an damage and 2 (1d4) piercing damage.
additional 4 (1d6) hit points when they spend Hit
Dice.
Reactions
Cutting Words. As a reaction when a creature
Spellcasting. Ophyira is a 5th-level Rakdos
(that’s not immune to being charmed) Ophyira
spellcaster. Their spellcasting
can see within 60 ft. makes an
ability is Charisma (spell
attack roll, ability check, or
save DC 15, +7 to hit with
damage roll, they can expend
spell attacks). They know the
one use of Bardic Inspiration,
following bard spells:
roll the die, and subtract the
Cantrips (at will): mage number from the creature’s roll.
hand, prestidigitation, Ophyira can do so after
vicious mockery the roll but before
1st level (4 slots): knowing the result.
dissonant whispers,
charm person
2nd level (3 slots):
enhance ability,
calm emotions,
invisibility, Ophyira’s
Caress
3rd level (2 slots): fear, haste
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Cult Fanatic Galvanice Weird
Medium humanoid (any race), any non-good alignment Medium elemental, chaotic neutral
Armor Class 13 (leather armor) Armor Class 12 (natural armor)
Hit Points 33 (6d8 + 6) Hit Points 22 (3d8 + 9)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 14(+2) 10 (+0) 17 (+3) 3 (-4) 10 (+0) 5 (-3)
Skills Deception +4, Persuasion +4, Religion +2 Damage Resistances cold, lightning; bludgeoning,
Senses passive Perception 11 piercing, and slashing from nonmagical attacks
Languages Any one language (usually Common) Damage Immunities poison
Challenge 2 (450 XP) Condition Immunities exhaustion, grappled,
Dark Devotion. The fanatic has advantage on paralyzed, petrified, poisoned, prone, restrained,
saving throws against being charmed or frightened. unconscious
Spellcasting. The fanatic is a 4th-level spellcaster. Senses darkvision 60 ft., passive Perception 10
Its spellcasting ability is Wisdom (spell save DC Languages -
11, +3 to hit with spell attacks). The fanatic has the Challenge 1 (200 XP)
following cleric spells prepared: Death Burst. When the galvanice weird dies,
it explodes in a burst of ice and lightning. Each
Cantrips (at will): light, sacred flame, thaumaturgy creature within 10 feet of the exploding weird must
1st level (4 slots): command, inflict wounds, shield of make a DC 13 Dexterity saving throw, taking 7 (2d6)
faith lightning damage on a failed save, or half as much
2nd level (3 slots): hold person, spiritual weapon damage on a successful one.
Actions
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
reach 5 ft. or range 20/60 ft., one creature. Hit: 4 one target. Hit: 5 (1d6 + 2) bludgeoning damage
(1d4 + 2) piercing damage. plus 5 (2d4) lightning damage. If the target is a
creature, it must succeed on a DC 13 Constitution
saving throw or lose the ability to use reactions
until the start of the weird’s next turn.
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Rakdos Lampooner Rakdos Performer
Medium humanoid (any race), chaotic evil Medium humanoid (any race), chaotic evil
Armor Class 12 (leather armor) Armor Class 13
Hit Points 27 (5d8 + 5) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 13 (+1) 12 (+1) 9 (-1) 18 (+4) 13 (+1) 17 (+3) 12 (+1) 12 (+1) 9 (-1) 18 (+4)
Skills Deception +6, Performance +6 Saving Throws DEX +5, CHA +4
Senses passive Perception 9 Skills Acrobatics +7, Performance +4
Languages Common plus any one language Senses passive Perception 9
Challenge 2 (450 XP) Languages any one language (usually Common)
Spellcasting. The lampooner is a 4th-level Rakdos Challenge 1 (200 XP)
spellcaster. Its spellcasting ability is Charisma (spell Nimble. The performer can take the Disengage
save DC 14, +6 to hit with spell attacks). It knows the action as a bonus action on each of its turns.
following bard spells: Performer Type. The performer is one of the
Cantrips (at will): dancing lights, minor illusion, following types: blade juggler, fire eater, or high-wire
vicious mockery acrobat. The performer’s type determines its action
1st level (4 slots): bane, dissonant whispers, options, presented below.
silent image, Tasha’s hideous laughter, thunderwave Actions
2nd level (3 slots): crown of madness, enthrall, Blade Juggler Actions
suggestion Multiattack. The juggler makes three dagger
Actions attacks.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4
one target. Hit: 2 (1d4) bludgeoning damage. + 3) piercing damage.
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THE PALACE OF PAIN’S PLEASURES
Palace of Pain’s Pleasures Map
1 square = 5 ft.