The Choir Theft: A Ravnica Conspiracy
The Choir Theft: A Ravnica Conspiracy
A priceless artifact—the Choir of Sorrows, a celestial bell that induces empathic visions—has been stolen from the Selesnya Sanctuary. The Orzhov Syndicate frames the Golgari Swarm to ignite guild war, but clever minds among the accused discover a shadowy third party orchestrating everything. The party must investigate across Ravnica's guild districts, navigate treacherous politics, and outmaneuver the true thief before blood spills.
Read Aloud
You stand beneath towering oak boughs in the Selesnya Sanctuary, dappled sunlight bleeding through leaves as thick as prayer scrolls. The air smells of loam and jasmine, but it's tainted now—the sharp tang of an open wound. Before you, a gilt-bronze bell the size of a merchant's cart lies broken in its pedestal, fractured along one edge. Selesnya functionaries swarm the garden, their white and green robes fluttering like dove wings. An old elf woman with braided silver hair steps forward, her voice trembling with rage: "The Choir of Sorrows, stolen in the night. Our divinations trace the thief's scent to the Swamp—your Golgari conspirators have violated our most sacred trust."
Description
The Selesnya Sanctuary's great garden is a place of careful order—topiary hedges carved into likenesses of saints, flower beds arranged in concentric circles, fountains singing in harmony. The Choir of Sorrows is the spiritual heart of the guild's communion with nature and the divine. Its theft is not merely a crime; it is blasphemy. The broken bell shows no signs of forced entry—the lock on the reliquary was tampered with from inside, suggesting either deep infiltration or betrayal. The Selesnya believe only the Golgari's shadow-magic and the Orzhov's corruption could accomplish such a violation. The party arrives as the accused, having been summoned by name—suggesting someone wanted them here, specifically.
DM Notes
The Druid and Paladin are personally invested here, one by guild loyalty, one by principle. Let the Rogue notice (DC 14 Investigation) that the reliquary lock was opened with a key, not picked. The Bard (DC 13 Insight) can sense the old elf (Heliod's Voice, a Selesnya conclave leader) is genuinely afraid, not merely angry. An Orzhov representative lurks at the back—Zurzoth, a debt-collector who watches the party's reactions with predatory interest. If confronted, he claims he's "monitoring compliance with guild law." The Sorcerer can sense faint Izzet runes (DC 15 Arcana) carved into the bell's fractured edge—not Golgari magic at all. This is the first breadcrumb.
The Golgari Safe House
Read Aloud
You descend into the Undercity through a wet stone passage lined with bioluminescent fungi—the air hangs thick and ancient. The safe house is a sprawling fungal garden, chambers carved from living mushroom caps the size of houses, connected by mycelium bridges that bow beneath your weight. Your Golgari contact, a scarred human named Vraska's agent, gestures toward a back chamber. "The guild denies the theft, of course. But something worse—our scouts report Izzet mages moving through the Guildhall's lower levels two nights past. They're not usually so bold. And here..." She produces a crude map, stained with swamp water. "Izzet cipher-marks. Someone's been surveying guild borders."
Description
The Golgari Undercity is a realm of decay and renewal—the smell of rich soil and death mingles in every breath. The safe house vibrates with life: insects crawl along walls, mushrooms pulse with soft light, and the very structure seems to breathe. Vraska's agent is a woman named Kreska, a delvings-master (explorer of Ravnica's deepest catacombs) with three fingers missing from her left hand—a reminder of a Simic trap. She is loyal to Vraska but wary of outsiders, even guild-kin. She reveals that a Golgari spy network noticed Izzet movement but was too afraid to report it directly, fearing reprisal. The map shows paths leading toward the Deep Root, an ancient structure beneath the Sandyhearth district. A successful DC 16 Arcana check (Sorcerer) reveals the ciphers are recent—less than three days old.
DM Notes
This scene introduces doubt in the party's mind. The Druid's own guild may be complicit through negligence, not malice. The Rogue discovers (DC 12 Investigation) that Kreska's missing fingers are recent—within two weeks—suggesting someone tried to silence her or punish her. If the party asks, Kreska admits she witnessed something three weeks back: an Izzet wizard in full robes speaking with an Orzhov representative in the Deep Root. She was told to forget it. An Azorius peace-keeper (Judge's agent) is following the party, though they don't realize it yet. If the party confronts Kreska about contradictions, she admits she's frightened of what the guilds might do if they learn she talked.
Jace's Gambit at the Izzet Guildhall
Read Aloud
The Izzet Guildhall blazes like a contained inferno—steam vents hiss between copper pipes, lightning flickers in crystal conduits, and the smell of burnt ozone claws at your throat. You navigate the maze of test chambers and alchemical laboratories toward the archives. Then you encounter him: a young man in elegant blue robes, with sharp eyes that seem to look through you. Jace Beleren, the renowned mind-mage, is examining a sealed data-vault. He doesn't look surprised. "I wondered when the Golgari would send investigators. Not subtle, are they?" He turns to face you fully. "The Choir wasn't stolen by any guild. Someone is using you all as pawns. I've been tracking the true thief for two days. And I think you'll want to hear what I've found."
Description
The Izzet Guildhall is a cathedral of invention and chaos—every wall covered in schematics, every corner holding half-finished contraptions that hum with barely-contained energy. Jace is here investigating on behalf of the Azorius League's judicial caste, which he has secret ties to. He is aware the party is being used but knows only fragments: the Choir is valuable not for its magic, but for what it can reveal when dissected. Its bronze contains alchemically-bonded memory, a Golgari enchantment that records emotions and visions. Someone is trying to extract those memories. He has traced the Orzhov connection but cannot move against them publicly without evidence. If the party trusts him (DC 15 Insight to sense his sincerity), he offers them access to the Izzet's scrying records, which show a cloaked figure entering the Selesnya Sanctuary. The figure's gait and height match neither Golgari nor Orzhov profiles. If the Sorcerer uses Arcana (DC 14), she recognizes Izzet teleportation circles were recently activated in the Sandyhearth district.
DM Notes
Jace is a wild card. He speaks in riddles and trusts his own intellect above loyalty. He will not fight the party but will leave if they become hostile. He respects clever thinking and will offer oblique assistance if the party shows they're solving the puzzle independently. The Bard can establish rapport (Persuasion DC 13) if they appeal to his curiosity rather than duty. The Rogue might recognize this as a ploy—Jace is using them as his agents to find the real thief (DC 16 Insight). If the party works with Jace, he becomes an asset for the final confrontation, though his help comes with expectations and political debts. A failed DC 14 Perception check means they don't notice Jace has been injured recently—a burn along his left arm suggests a magical duel.
The Orzhov Sanctuary: Bargains Made in Shadow
Read Aloud
You stand in the Orzhov Basilica, a cathedral of cold marble and stained glass depicting scenes of debt repayment and judgment. Shadows hang so thick they seem solid. The air smells like incense and old parchment—the scent of contracts binding souls. Zurzoth, the Orzhov representative who watched you in the Selesnya garden, greets you from behind a desk carved from obsidian. "I've been expecting you. The guild leadership anticipated the Golgari would send investigators rather than face trial. Foolish, but predictable." He slides a leather folio across the table. "Inside: proof of Golgari corruption. Ancient pacts, resource diversions, evidence of their hand in the Choir's theft. For a price, we can ensure this never reaches the Azorius judges. Otherwise..." He smiles without warmth. "The Golgari hang, your guild disintegrates, and order is restored."
Description
The Orzhov Basilica is a place where every corner is a transaction waiting to happen. Zurzoth is a mastermind playing all sides—he has fabricated the evidence against the Golgari, leaked false trails to implicate them, and is now attempting to extort the party (and through them, the Golgari) for silence. His folio contains doctored documents that would convince a cursory judge but will collapse under scrutiny. Hidden in the basilica's vault (deeper than the party can easily access) is the true ledger—proof that the Orzhov stole the Choir themselves, planning to either ransom it or extract its memory-essence to sell to shadow-dealers. Zurzoth is not the true architect; he's a middle-manager who believes he's serving the guild's interests. The real scheme originates from higher up, orchestrated by Cleansing Inquisitors who want to consolidate power and trigger a guild conflict that would destabilize their rivals. A DC 16 Investigation check (Rogue) reveals the documents are forgeries—the ink is too fresh, the seal is counterfeit. A Paladin's divine sense (if used) tingles with the presence of evil—not merely corrupt intent, but calculated malevolence in the basilica's depths.
DM Notes
Zurzoth is charming but menacing. He will not fight the party directly in his own sanctuary (Orzhov law protects him here), but he will have guards summoned if threatened. His price is 5,000 gold per party member OR a favor that binds them through magical contract. A DC 17 Insight check reveals he's being coerced himself—someone above him is pulling strings. If the party refuses the bargain and threatens to expose him, he will offer a counter-bargain: help him uncover who's truly behind the scheme, and he'll ensure the Orzhov "cooperates" with the investigation. This plants a seed of doubt about guild hierarchy. The Rogue can attempt to steal the true ledger (DC 18 Stealth and Sleight of Hand) if they have time to scout the basilica, but this requires a separate infiltration scene. Alternatively, Zurzoth might volunteer its location if properly leveraged (blackmail, moral persuasion, or a better counter-offer).
The Deep Root Revealed
Read Aloud
Far beneath Ravnica's streets, in caverns predating the city itself, you find the Deep Root: an immense structure of pulsing organic stone, neither fully stone nor fully flesh. Glowing veins of mana run through its surface like luminous blood. The entrance is guarded by massive bone-carved doors bearing both Orzhov and Izzet runes—recent additions to ancient seals. Within, you discover a laboratory of hybrid magic: alchemical furnaces burning with blue flames, dissection tables, and worst of all—the Choir of Sorrows, no longer whole. It has been partially dismantled, its bronze layered open like an artichoke. Vials of shimmering liquid—extracted memory—line shelves. A figure emerges from the shadows: a Cleansing Inquisitor named Kaya, scarred and severe, with eyes that have witnessed horrors. "You shouldn't be here," she says quietly. "But now you are, you must choose: become part of the solution or become part of the problem."
Description
The Deep Root is a place of power older than the Guilds themselves, pre-dating even Ravnica's founding. It serves as neutral ground, technically belonging to neither guild, making it perfect for clandestine operations. The laboratory is a masterwork of orchestrated theft and research—the Inquisitors have been harvesting the Choir's memory-essence to unlock ancient knowledge about Ravnica's original purpose. Kaya is not a villain; she is a zealot who believes the extraction will reveal truths that can save Ravnica from guild war. She has been manipulated by shadow-figures—agents of a greater conspiracy within the Orzhov's priesthood who seek to consolidate power by destabilizing all other guilds. She does not know the full scope of the conspiracy but strongly suspects her superiors have lied to her. The laboratory contains evidence linking the scheme to the Cleansing Inquisition's highest ranks. A DC 15 Arcana check reveals the memory-extraction process is incomplete—the Choir is not yet destroyed, and the stolen memories could theoretically be restored if the party can stop the work before it advances further.
DM Notes
This is the moment of revelation. The party has traced the conspiracy to its source, but the person guarding it is conflicted and potentially redeemable. Kaya responds to appeals to principle (especially from the Paladin) or offers of a better solution. If the party proposes a way to preserve the Choir while satisfying the inquisitors' thirst for knowledge, Kaya may ally with them. If they attack immediately, she will fight with the zealousness of a believer, but she will also drop hints about her doubts. The laboratory contains scrying mirrors showing higher-ranked Inquisitors overseeing the operation remotely. A Rogue can attempt to access these communications (DC 17 Sleight of Hand to manipulate the mirrors without triggering alarms) to gather names of conspirators. The Druid can sense that the Deep Root is suffering from the desecration—vines wither, life-force ebbs. This appeal to nature may sway them toward defending it.
The Choice at the Vault
Read Aloud
Kaya leads you deeper into the Deep Root, past the laboratory, to a sealed vault inscribed with ancient runes that hurt to look at directly. "The highest-ranking conspirators are meeting above, in the Basilica's throne chamber. In three hours, they will activate a communication focus—a spell that will broadcast the extracted memories to every Orzhov death-priest simultaneously, inciting them to a coordinated strike against the Golgari. It will be the spark that ignites total guild war." Kaya's hand trembles. "I can hold them here for now, but I am one woman. You need evidence, leverage, or sheer force. The Choir's restoration ritual requires the memories be returned within the vault before the spell activates. Once you have the evidence you need, you can either stop the conspiracy through the Azorius courts, use it to blackmail the conspirators into standing down, or come back here and fight."
Description
The vault is a place of profound power—the Deep Root's heart. It thrums with ancient magic, predating even Ravnica's guilds. The Choir's stolen memories float in suspension within crystal vessels, shimmering with visions of communion, divine connection, and—hauntingly—warnings. A party member touching the vessels (DC 14 Wisdom saving throw, or willingly) can glimpse what the memories contain: scenes of a great conflict brewing, of power-hunger among the Orzhov priesthood, of an ancient Ravnica ritual that the conspirators are trying to unlock using the Choir's knowledge. Kaya reveals that the conspiracy is led by three Cleansing Inquisitors: Cardinal Vess (a vampire of immense age), Inquisitor Retch (a twisted experiment in Orzhov magic-craft), and Speaker of the Swamp (a neutral Golgari turncoat, implying guild-wide corruption). They do not trust each other, creating opportunities to drive wedges between them. The meeting above happens in three hours—real time pressure begins now.
DM Notes
This is a branching point. The party can now choose their approach: Investigation (gathering more evidence before confronting the conspirators), Negotiation (using leverage to turn conspirators against each other or force them to stand down), or Combat (a direct assault on the conspiracy's leadership). Each approach has merit and carries risks. Jace, if the party worked with him, can be called upon now for magical support or intelligence. The Bard might propose using their network to spread the truth faster than the conspirators can broadcast the memory-message. The Rogue can attempt a heist to steal the communication focus. The Sorcerer might disable it through magic. The Paladin might demand a trial by combat (which Orzhov law allows). The Druid can poison the Basilica's supply lines or communicate with the Deep Root's natural forces to cause disruption. All are valid. Provide skill-check DCs appropriate to each approach. Time is the real enemy here.
Jace Beleren
Human · Azorius spy, mind-mage, ally
Kaya, the Cleansing Inquisitor
Human · Reluctant conspirator, potential redeemable ally
Zurzoth, the Debt-Collector
Vampire (Orzhov agent) · Corrupt middleman, minor antagonist
Cardinal Vess, the Conspirator
Ancient Vampire (Orzhov cardinal) · Primary antagonist, master of the conspiracy
Kreska, Golgari Delvings-Master
Human (Golgari affiliate) · Nervous informant, voice of doubt
The Basilica Guard: Cleansing Inquisitors and Death-Priests
hardMonsters
Tactics
The Inquisitors act as commanders, using Hold Person and Spirit Guardians to lock down multiple party members simultaneously. Death-Priests provide ranged support with Healing Word and offensive cantrips, hanging back near the communication focus device. If the focus is destroyed or interrupted, they will panic and attempt to flee or call for reinforcements. They fight with zealous conviction but will surrender if their leaders fall. They use the architecture of the Basilica—pillars, alcoves, height advantages—to control the battlefield. Inquisitors have Legendary Actions and can attack twice per turn using their spells.
Terrain
The Orzhov Basilica's grand hall is 60 feet high with three tiers of balconies overlooking a central chamber. The communication focus is positioned at the far end on a raised dais, surrounded by prayer-benches and religious statuary. Pillars carved with contract-scripture provide cover. Stained glass windows—some depicting Orzhov martyrs, others depicting scenes of judgment—cast colored shadows across the floor. The floor is polished marble (normal terrain). Two side exits lead to lesser chambers; one grand exit leads to the vault below. Chandeliers hang overhead, each weighing 200 pounds and suspended by chains (can be dropped with a successful Strength check DC 16, dealing 3d6 bludgeoning damage in a 10-foot radius). The balconies are 20 feet high and accessible via stairs or teleportation magic.
The Deep Root: Ambush and Betrayal
deadlyMonsters
Tactics
Cardinal Vess commands the battlefield with arrogant confidence, viewing the party as interesting prey rather than true threats. She uses her legendary actions to dominate the action economy: activating her spell-casting on her turn, moving, and attacking with legendary actions on the party's turns. She casts Spirit Guardians immediately (damaging anyone within 15 feet each turn) and uses Hold Person to paralyze key threats, particularly the Paladin and Sorcerer. The Inquisitor supports her, using Spiritual Weapon to attack from range and healing Vess as needed. The summoned Shadows (manifestations of souls trapped in Orzhov contracts) swarm lower-level threats and attempt to grapple and restrain. If the communication focus is still active, Vess will attempt to complete the ritual, sacrificing the Shadows to buy time. She will not flee but will attempt to drag party members toward the Deep Root's hazardous terrain.
Terrain
The Deep Root's inner sanctum is a chamber of organic crystalline formations and pulsing mana-veins. The floor is uneven, with jagged formations creating difficult terrain in 30-foot patches. The Choir's broken form sits in the chamber's center, surrounded by crystal vessels of extracted memory floating in suspension fields (invisible barriers, can be detected with DC 15 Arcana). The walls radiate faint magical auras—a successful DC 16 Arcana check reveals they are wards against divination and scrying. The chamber is roughly 80 feet across. Three pillars of living stone (AC 17, HP 40 each) support the ceiling; if any pillar is destroyed, the ceiling partially collapses in a 15-foot radius (3d8 bludgeoning damage, Dexterity DC 15 save for half). The memory vessels are fragile (AC 13, HP 5 each) but are guarded by magical wards; destroying one without proper ritual triggers a 20-foot-radius psychic explosion (4d6 psychic damage, Wisdom DC 15 save for half) and destabilizes the remaining memories, making them unrecoverable.
Zurzoth's Betrayal: The Debt-Collector's Stand
mediumMonsters
Tactics
Zurzoth's primary tactic is negotiation backed by the threat of violence. He will attempt to broker deals, make counter-offers, and create confusion about whose side he's actually on. If combat begins, he uses Misty Step to maintain distance and Charm Person to reduce opposition numbers. He summons Children of the Night (2d4 giant rats, 1d4 swarms of bats) to swarm melee combatants. His acolyte uses Healing Word to keep him in fighting condition. He will flee if reduced below 30 HP, attempting to escape to the Basilica's lower levels where he has routes to safety. He will betray his masters if it means survival—a successful Persuasion check (DC 14) while he's above half HP can turn him toward the party, especially if they offer him a path to break his demonic contract.
Terrain
The Orzhov Basilica's treasury vault is a smaller chamber with high ceilings and shelves of ledgers and valuables lining the walls. The floor is polished stone with ritual circles inscribed in silver. A large ornate desk dominates the center of the space. Two iron doors (20 feet tall, AC 19, HP 50 each) serve as exits, one to the main chamber, one to a hidden passage. The ceiling is 25 feet high, making ranged attacks from above ineffective. Dim lighting from enchanted candles obscures vision beyond 40 feet. The air is thick with the scent of incense and old parchment, creating minor sensory distraction (disadvantage on Perception checks based on hearing). Zurzoth will attempt to barricade himself behind the desk and summoned creatures.
Treasure & Rewards
A celestial bell of hammered bronze and mithril, inscribed with divine runes that shimmer in candlelight. When struck by a creature who has witnessed great sorrow or loss, it produces a single note that grants all who hear it advantage on Wisdom saving throws against fear and despair for 24 hours. Its memory-essence, if properly restored, can provide visions of Ravnica's true history and grant advantage on future checks to understand ancient magic or guild politics. The Choir is effectively priceless as a symbol of peace and unity; no guild will forcibly take it from its restored resting place. It grants its current location and guardians advantage on any diplomatic checks with Selesnya representatives for one year.
Ornate rings inscribed with death-seals and contract-sigils, each bearing the name of a bound soul and a minor spell capacity. Each ring can be sold for 800 gp or can be used as spell-casting foci. One ring (the largest) contains a Death-lock: a magical contract that binds Zurzoth to Vess. If broken or destroyed in a dispel magic ritual, it frees Zurzoth from his compulsion. Value per ring: 800 gp (uncommon, magical foci).
A small wooden chest carved with religious scenes, containing 12 vials of sacred Orzhov water (each usable once as a component for Remove Curse, Lesser Restoration, or Dispel Magic; DC 12 to use without priestly guidance). Also contains a ledger listing the names and crimes of thirty individuals bound to Orzhov contracts, including several guild members. This ledger, if delivered to the Azorius, would trigger investigations and dissolve at least ten major contracts. Value: 1,200 gp for the reliquary and contents; priceless as leverage or justice.
A single-use scroll of Greater Restoration, inscribed in Orzhov cipher-script. Can be used once to remove any curse, heal permanent wounds, or restore a memory-wiped creature's full recall. Required to fully restore the Choir's memories if they are damaged during extraction. Value: 500 gp.
An intricate magical device constructed of crystal and silver, used by the conspirators to broadcast the extracted memories across Ravnica. If destroyed, it negates the conspiracy's primary objective. If claimed intact, it can be analyzed by the Izzet League (grants future advantage on checks to understand Orzhov magical operations). If activated by someone with necromantic knowledge (DC 16 Arcana), it can broadcast counter-information that discredits the conspiracy. Value: 2,000 gp as a magical artifact; priceless as leverage in negotiations.
For successfully stopping the conspiracy and restoring peace, the five guilds represented by the party members (Golgari, Rakdos, Selesnya, Izzet, Orzhov—though the Orzhov offer is made through reformed Zurzoth and Kaya) collectively offer: 5,000 gp per party member as a reward for service. Additionally, each party member gains a Boon of Guild Favor from their respective guild, granting advantage on one check per month that falls within the guild's domain (intrigue for Orzhov, magic for Izzet, deception for Rakdos, stealth for Golgari, persuasion for Selesnya). These boons last for one year.
Story Hooks
The restored Choir becomes a symbol of peace, but its restoration ritual (requiring the party to work with both Selesnya and Orzhov priests) plants seeds for future cooperation—or manipulation by surviving conspirators. Zurzoth, now freed, may become an asset or liability depending on how the party handled his redemption: if embraced, he becomes a contact within Orzhov for future heists; if spurned, he becomes a dangerous wild card seeking vengeance or new masters. The ledger from the Inquisitor's chest provides numerous follow-up scenarios: each named individual represents a moral choice and potential future plot hook. Jace, now indebted to the party, hints that the original knowledge the conspirators sought in the Choir may relate to a greater threat—perhaps the Implicit Maze or forces from beyond Ravnica's borders. The party's reputation spreads across all five guilds; in future sessions, they may be approached by representatives from those not directly involved, seeking their services. Most dangerously, Cardinal Vess's death throws the Orzhov into internal conflict: which cardinal will rise next? Will it be someone more reasonable, or someone more dangerous?
Conclusion
Wrap Up
As the conspirators fall or surrender, the urgency lifts. The Choir of Sorrows is restored to the Selesnya Sanctuary in a ceremony that draws representatives from every guild—a rare moment of unity in Ravnica's fractious politics. The party is publicly recognized, their names spoken by priests and politicians. Kaya, now free of her false masters, accepts a role as an auditor within the Orzhov hierarchy, vowed to prevent future conspiracies. Zurzoth, if redeemed, becomes a contact for the party, useful for navigating Orzhov intrigue; if abandoned, he vanishes into Ravnica's underworld, his fate left ambiguous. Jace departs with a cryptic warning about "deeper games being played" and hints that the ancient knowledge the conspirators sought may be more important than the party realizes. The five guilds stand on the precipice of reformation—the conspiracy exposed, old alliances tested, and new possibilities opened.
Cliffhanger
As the celebration in the Sanctuary reaches its height, a single figure remains absent: Inquisitor Retch, the third major conspirator, whose involvement was suspected but never confirmed. In the Deep Root's lowest reaches, a shadowed figure is discovered—not dead, but transformed. Ancient Ravnica magic pulsed through the Deep Root during the party's battle, and something far older than the Cleansing Inquisition has awakened. A symbol appears on the chamber walls: a glyph that neither Golgari nor Selesnya historians recognize, but which makes Jace's eyes widen with genuine fear when he sees it reported. "This," he whispers, "was what they were really after."
Next Session Hooks
- The True Depth: Investigative sessions delving into the glyph's meaning and the conspiracy's original purpose—who first sought this knowledge, and why? What connection does the Implicit Maze have to the Choir and the Deep Root?
- Retch's Resurrection: A message arrives suggesting Retch was not merely a conspirator but a trapped prisoner of Cardinal Vess, and that her transformation in the Deep Root has changed her completely. Is she now ally, enemy, or something entirely other?
- Guild Reformation: The five guilds begin jockeying for position in the post-conspiracy era. The party is pressured to choose allegiances or maintain neutrality, with significant political and financial consequences either way. Do they accept roles as informal arbiters between guilds?
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