TEXT: A Guildmasters’ Guide to Ravnica™ Adventure
  A Zib for Your Thoughts
  ™
  An Adventure for 2nd-level Characters
  One person’s trash is sometimes another’s treasure. In this case, it’s also an opportunity for you to go 
  on an excursion across the Tenth District, tracking down a client’s very specific request… in thoughts.  
  CLINT CEARLEY
  
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  his adventure debuts as a part of the  
  second Ravnica Weekend, a celebration  
  of all things Ravnica. 
  The adventure takes place a few weeks af-
  ter the events depicted in Krenko’s Way, an adventure 
  featured at the first Ravnica Weekend and available as 
  the introductory adventure in Guildmaster’s Guide to 
  Ravnica. Prior knowledge of that adventure is not neces-
  sary to enjoy A Zib for Your Thoughts. 
  Story Overview
  Vezska, a member of the Golgari Swarm, came upon 
  a discarded magic item on her travels throughout the 
  Undercity of the Tenth District. She surreptitiously had 
  the item identified as a vial of thought capture, an item 
  allows the user to encode and store thought strands. As 
  a findbroker, Vezska takes discarded items and resells 
  them to surface dwellers. Once she determined what 
  she had, Vezska put out to her network that she was 
  in possession of the item and got a prospective client 
  within hours. 
   The client promised a handsome sum of zinos (gold 
  pieces) to Vezska but had a catch – the vial had to be 
  delivered to them with three specific thoughts already 
  captured. Vezska accepted the deal, got the informa-
  tion from the client on the individuals and thoughts 
  that needed capturing, and contacted the adventur-
  ers for help.
    The vial belongs to a powerful operative of House Di-
  mir, the guild of secrets and spies. Its absence from its 
  owner’s possession will not go undetected for too long…
  Running the Adventure
  A Zib for Your Thoughts is a short Dungeons & Drag-
  ons roleplaying game adventure for a party of four to six 
  2nd-level adventurers, playable in about two hours. It is 
  set in the Tenth District of Ravnica and can serve as an 
  introductory adventure to the setting. A balance of char-
  acter classes is helpful, since the adventurers will face a 
  variety of challenges. Adventurers can be affiliated with 
  any of the guilds. 
   Pregenerated characters are available with this ad-
  venture if players don’t have the time or desire to create 
  their own adventurers. If players have adventurers that 
  they’ve used for Krenko’s Way, they may level them up to 
  2nd level and play them for this adventure.
   If you would like to run this adventure as the Dungeon 
  Master, we recommend you read the entire adventure 
  before attempting to run it. If you’d prefer to play, you 
  shouldn’t read any further. The adventure assumes you 
  have the fifth edition Player’s Handbook, Dungeon Mas-
  ter’s Guide, and Monster Manual. If you have Guildmas-
  ter’s Guide to Ravnica, it is helpful but not required.
  A Zib for Your Thoughts
   Stat blocks for all the monsters and NPCs from 
  Guildmaster’s Guide to Ravnica are provided for your 
  convenience. 
   When a creature’s name appears in bold type, that’s a 
  visual cue pointing you to the creature’s stat block in the 
  Monster Manual or the stat block is in the appendix.
   Spells and nonmagical equipment mentioned in the 
  adventure are described in the Player’s Handbook. 
  Magic items are described in the Dungeon Master’s 
  Guide, unless the adventure’s text directs you to an item 
  description in Guildmaster’s Guide to Ravnica.
  Text that appears in a box like this is meant to be read 
  aloud or paraphrased for the players when their charac-
  ters first arrive at a location or under a specific circum-
  stance, as described in the text. 
  Adventure Summary
  The adventure begins with the characters in a sewer 
  tunnel below the streets where they’ve arranged a 
  meeting with Vezska, a Golgari findbroker. She came 
  into possession of a vial of thought capture, a magic 
  item that allows the user to capture a few thoughts and 
  store them for later access. A client approached her 
  and wanted to purchase not only the vial, but specific 
  thoughts to be placed in it. Vezska decided that it was 
  best to outsource this sort of work and contacted the 
  adventurers. 
   Vezska presents an errand list to the adventurers, 
  which includes names of three individuals and the spe-
  cific thoughts that they need to store within the vial. 
  Once all three thoughts are captured within the vial, the 
  adventurers can return to Vezska to collect their reward. 
  She will deliver the “filled” vial to her client. 
   The adventurers must visit three individuals and find 
  a way to get the thoughts out of each one. Each individ-
  ual has reasons for holding back their information, so 
  the party must find a way to obtain the specific thoughts 
  – through deception, negotiation, or coercion. Once they 
  have all three thoughts, they can return to Vezska and 
  collect their reward. 
   It’s not just that easy, though. The vial of thought cap-
  ture is a prized item among House Dimir, a guild that 
  trades in knowledge and secrets. The magic item has a 
  built-in silent alarm system to notify the owner if some-
  one uses it. After it is first activated while in possession 
  of the characters, the Dimir operative that owns the 
  item is notified pending retrieval specialists to reacquire 
  the vial from the party by whatever means necessary.  
  
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  Veszka’s Client
  Veszka was hired by a client from a guild to accomplish 
  this task. Each guild has their own reason for wanting 
  the specific information presented.  
   At the beginning of the adventure, roll a client from 
  the chart below, or choose one. The guild affiliation of 
  the client may influence future adventures if you choose. 
  Vezska does not give up the description of the client un-
  less forced to do so. 
  Vezska’s Client
  d6
  Faction
  1
  Azorius
  2
  Dimir
  3
  Izzet
  4
  Orzhov
  5
  Rakdos
  6
  Simic
   Azorius. An impeccably dressed male human 
  lawmage.
   Dimir. A humanoid roughly the size of a human, elf,  
  or vedalken. 
   Izzet. An eager, excitable female goblin. 
   Orzhov. A winged thrull delivered payment and the 
  message from the client. 
   Rakdos. A flamboyantly dressed female human 
  blood witch.
   Simic. A Simic hybrid – an elf with greenish-blue 
  scales and nictitating membranes on their eyes. 
  Starting the Adventure
  Once the players are ready to begin, read or paraphrase 
  the following introductory text and have the players in-
  troduce themselves:
  You wait in the dim glow of a fetid sewer chamber below 
  the streets of the Tenth District. The rhythmic dripping is 
  sometimes interrupted by a sloshing or scrabbling sound 
  from somewhere nearby as you wait for your employer, 
  a specialist in tracking down forgotten and discarded 
  items, to show.  
   After a few more minutes of waiting, a tattooed elf 
  wearing supple leather armor and a fungal shawl arrives 
  from one of the tunnel passages. She strides over to 
  your group.  
   “Sorry I’m running a bit behind. Let’s get down to 
  business.”  
  Vezska, a Devkarin elf scout and findbroker for the Gol-
  gari Swarm has arrived to give an employment offer to 
  the party.
   If they haven’t done so already, the players may want 
  to establish connections between some of the characters 
  before their introductions. Personal connections be-
  tween characters could include:
  • A shared guild
  • A shared contact
  • A mutual friend
  • A previous shared employer
  • Went to the same school/academy
  • Frequent the same social spaces (taverns, arenas, etc.)
  • Live or lived in the same neighborhood
  BRAM SELS
  
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  In addition, one or more of the characters might want 
  to have Vezska as their contact in the Golgari if they 
  haven’t already established their contacts with their 
  character. If that’s the case, then the meetup was bro-
  kered through that adventurer. If not, Vezska could have 
  simply put out word she was looking for adventurers, 
  the party got word and assembled itself. 
  Vezska’s Job
  Vezska exhibits confident yet casual demeanor when 
  interacting with the party. After initial greetings, Vezska 
  gets down to business, laying out the task at hand. 
  • “I came upon a very intriguing item in my travels 
  of late. A small dark blue vial that I sensed must be 
  a magic item of sorts. After doing some inquires, I 
  found my suspicions were correct. It’s called a vial of 
  thought capture.”
  • “Of course, I needed to find a way to turn it into coin, 
  so I put out word to a select group of potential buyers 
  that are into this sort of thing. I got an interested offer 
  after just a few hours, but there were stipulations. 
  Nevertheless, I accepted the offer, but I need your help 
  in fulfilling it.”
  • “My client wants not only the vial, but also three spe-
  cific thoughts to be captured in it. I have the names of 
  the individuals and the thoughts that need to be cap-
  tured in the vial. I know nothing else about the specif-
  ics of the request, only that it needs to be fulfilled for 
  the arrangement to be satisfied.”
   Vezska offers the party 500 zinos (gp) upon successful 
  completion of the task and return of the “filled” vial to 
  her by no later than mid-day tomorrow. They can ren-
  dezvous at this location again. If a character attempts to 
  negotiate a higher offer, a successful DC 15 Charisma 
  (Persuasion) check gets Vezska to up her offer to 750 
  zinos. This check can be made with advantage for a 
  character that has Vezska as a contact.
   Treasure. If a character has Vezska as a contact, or 
  if there is a member of the Golgari in the group, Vezska 
  gives that character a rust-covered pendant with the Gol-
  gari symbol on it, a Golgari charm. When activated, the 
  charm can cast either dispel magic, false life (3rd-level 
  version), or stinking cloud once before vanishing. More 
  information on guild charms can be found in Guildmas-
  ter’s Guide to Ravnica. She only has one charm to give 
  and she favors a Golgari member over all others.
  Vial of Thought Capture
  This dark blue vial allows you to read another’s surface 
  thoughts and capture them as thought strands, stor-
  ing the strands within the vial. As an action, you can 
  activate the vial to target a creature you can see within 
  10 feet of you to learn its surface thoughts and pull the 
  thoughts learned out of the creature’s head as a tangible 
  glowing string of energy known as a thought strand. 
  The strands can be stored in the vial for up to 24 hours 
  or until the vial reaches capacity, in which case the 
  oldest strands dissipate. A creature affected by the vial 
  knows that its thoughts are being probed. 
   The vial can also store thought strands created by the 
  encode thoughts cantrip. It does not extend the duration 
  of those strands beyond 8 hours, but stored strands do 
  not disappear if you cast encode thoughts again during 
  the duration of the cantrip.  
   The vial has 3 charges and can store up to 3 thought 
  strands. It regains all its charges daily at dusk. 
  MILIVOJ ĆERAN
  
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  Subjects and Thoughts
  Vezska hands over the vial and gives the party the in-
  formation she was provided on the subjects and what 
  thoughts need to be obtained. All the individuals are 
  known to reside in the Tenth District. Vezska doesn’t 
  know any of them personally or by reputation.
   Argona. A red-haired, roan, female centaur and horn-
  caller (a type of beastmaster) in the Selesnya Conclave. 
  The characters must learn the name of the gardening 
  book that she recently returned to the Ismeri Library. 
   Delrim Munn. A male vedalken student at Prism 
  University. The characters must obtain the location of 
  a secret passage at the Ismeri Library that Delrim acci-
  dently discovered.
   Herringbone. A male Silhana (wood elf) fence with 
  a propensity to dress in well-tailored clothes. The char-
  acters must learn the location of a Mizzium-augmented 
  scorchbringer (a flamethrower-like device) that’s he’s 
  seen but hasn’t been able to obtain. 
  Getting to Work
  Once the characters have been suitably briefed and are 
  ready to get started, Vezska reminds them that they 
  have 24 hours to return with the vial and the required 
  thought strands. If they don’t succeed, they don’t get 
  paid. If they ask about keeping the vial, Vezska tells 
  them that it’s hers and taking from a findbroker is a 
  good way to wind up as fertilizer.
  Hitting the Streets
  The party can take different approaches to find the 
  individuals on the list. Once the characters find out 
  the location of the individuals, see the appropriate sec-
  tion below. 
   Use Contacts. If a character has an appropriate con-
  tact to press for information, they can reach out to that 
  contact for assistance. It takes one hour to arrange a 
  meeting with the contact and 1d6 hours for the contact 
  to find the individual’s place of work and residence. 
  If the contact is not particularly suited to find the re-
  quested individual, the time it takes to find their location 
  is doubled. 
   Gather Information. Characters can go to public gath-
  ering places to attempt to find out where the individuals 
  are located. After 1d4 hours, a character sifting through 
  many idle conversations makes a DC 10 Charisma 
  check. On a success, they find out either the place of 
  work or the residence of the individual, as they choose. 
  Characters get advantage on this check if they are in the 
  precinct where the subject lives. 
  • Argona lives in Precinct Three and currently is work-
  ing at the gardens on Millennial Platform. 
  • Delrim Munn lives and works in Precinct Five, oper-
  ating out of a small lab near the Blistercoils. 
  • Herringbone is currently staying with some Gruul 
  friends on the edge of Precinct Four in a rubblebelt 
  encampment.
  It takes roughly a half an hour to travel to where Argona 
  or Delrim are found no matter where the characters 
  are in the city, thanks to public transit. The journey 
  through the rubblebelt to visit Herringbone takes about 
  two hours. 
  House Dimir Intervenes
  After the characters have used the vial to capture at 
  least one thought strand, a silent magical alarm is sent 
  to the former owner of the vial to inform them that it has 
  been used by someone else. The former owner, a power-
  ful Dimir operative not present in this adventure, sends 
  out a response to attempt to reclaim the vial. The former 
  owner is aware of the vial’s location as a result of the 
  magic placed on the vial, but that divination magic fades 
  within 24 hours.  
  GRZEGORZ RUTKOWSKI
  
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  House Dimir Characters
  If a character in the party is a member of House Dimir, 
  they are aware of what thought strands are and how valu-
  able a commodity they represent to the guild of secrets. 
  The character might sympathize with the operative who 
  lost the vial and try to side with them in order to curry fa-
  vor with their guild. 
   It’s okay for this character to have this sort of conflict 
  and possibly their own agenda, so long as it doesn’t create 
  too much tension within the rest of the party. Remind the 
  player that there are many cells within the Dimir and they 
  are operating in a relatively independent fashion. Some 
  cells may be at odds with others, so it’s not unreasonable 
  to be keeping the operative from retrieving their lost vial.
   In the end, the disposition of the vial after Vezska gives 
  it to her client could serve as a fertile seed for another ad-
  venture for that character, amongst the many other secrets 
  that this adventure presents. 
  Deception and Lies
  The encounter with House Dimir should take place after 
  the second use of the vial. Ideally, this encounter would 
  take place on a busy street, a transit station, or some 
  other location with good hiding spots and escape routes. 
   The retrieval team are given orders to attempt to steal 
  it without open conflict if possible. A team of two spies 
  and one thought spy dressed in mundane travelers’ 
  clothes with concealed weapons track down the party. 
  They spend some time observing their movements from 
  the shadows. Characters with passive Perception scores 
  of 14 or higher might get a sense that they’re being 
  watched or followed. 
   The spies know which character currently has the 
  vial. Upon observing the party, they may employ one of 
  the following approaches to obtain it or use your own. 
  • Two spies create a distraction nearby (such as over-
  turning a cart, starting an argument, etc.) while the 
  thought spy moves in using Stealth and Sleight of 
  Hand to steal it. If the party is suitably distracted, op-
  posed rolls by the characters to detect the theft are at 
  disadvantage.
  • The thought spy casts disguise self to appear as an 
  innocuous individual (a shopkeep, librarian, etc.) and 
  walks up to the character with the vial and asks to ac-
  company the disguised spy back to their place for help. 
  The thought spy takes them to a nearby House Dimir 
  safehouse (where the other spies are waiting) and at-
  tempts to obtain the item through a Dexterity (Sleight 
  of Hand) check, charm person spell, or by force. If the 
  retrieval team resorts to using force, a flying horror 
  arrives as backup after one round of combat.
  • If the spies outnumber the group with the vial (such 
  as if the party decides to split up), they might attempt 
  to ambush them down an alley hidden from public 
  view. The spies do not attack to kill, having orders 
  only to obtain the item. Any character reduced to 0 
  hit points by their attacks is knocked unconscious in-
  stead of dying.
  • Captured spies know only that they were brought in to 
  retrieve the vial and drop it off at a secure location in 
  the undercity. The secretive cells of the Dimir ensure 
  that no unneeded information is passed on to opera-
  tives in the field.
  If the spies succeed in stealing the item, but the party 
  notices the theft, a chase through the streets of the 
  Tenth District ensues. You can use the Urban Chase 
  Complications table in the Dungeon Master’s Guide to 
  adjudicate the chase. 
   If the spies manage to steal the vial and escape the 
  party, their mission has failed. They can still attempt to 
  find each individual and the answers to the questions, 
  but it’s only for their use. 
  Argona
  The Selesnyan centaur horncaller Argona has had 
  some attitude issues of late, earning some remedial 
  work time from her superiors.  She is a recent convert 
  to the Conclave, having been raised in a Gruul clan. As 
  a horncaller, she’s responsible for the care and training 
  of beasts in the guild. But her temper has earned her 
  some time landscaping the topiaries on the grounds 
  of Millennial Platform, a floating structure moored to 
  immense chains that affords the best view of the Tenth 
  District and beyond. She can be found on this platform 
  during the day.
   In the evening, Argona retires to her yurt in Beast 
  Haven, a neighborhood known for raising the best ani-
  mals in the Tenth District. If the characters encounter 
  her here, she’s warier of them and all social interaction 
  checks are made with disadvantage unless initiated by a 
  member of Selesnya or Gruul guilds. 
  ADAM PAQUETTE
  
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  Millennial Platform
  Every citizen has an annual token that they can redeem 
  for one zeppelid ride to the platform, including the char-
  acters. The public zeppelid transports only run from 
  dawn to dusk. If they wish to pay for the journey instead, 
  it costs 1 zino (gp) to take the zeppelid from the main 
  transit hub Augustin Station to Millennial Platform.
   Zeppelids. These are immense floating creatures 
  that remain buoyant through many air sacs on their 
  balloon-like bodies. The result of the Simic Combine’s 
  biomancy, they are easily tamed and are often used by 
  Ravnicans for air transportation. An enclosed com-
  partment is often harnessed to their frames to carry 
  travelers.
   Once the characters arrive at the platform, read the 
  following:
  The zeppelid journey to Millennial Platform boasts a 
  breathtaking view of the endless city, including the nine 
  guildhalls and domed Chamber of the Guildpact.  
   The garden grounds where Argona works are a short 
  walk away near an elegantly carved marble building 
  ringed on three sides by manicured topiaries depicting 
  all manner of beasts. 
    
  A frustrated looking roan centaur with fiery red hair 
  and tribal tattoos makes her way through the topiaries 
  swinging a pair of shears in her hands.
    Argona is attempting to trim the topiaries, but she’s 
  having problems. The topiaries are animated, and don’t 
  particularly take well to trimmings. Normally, the Con-
  clave would assign a druid to this task, but Argona has 
  been asked to do it to help her “get in touch with her 
  peaceful self.” It’s not going well so far.
  A Little Off the Top
  If the characters approach Argona, she hails them and 
  tries to downplay her frustration now that others have 
  noticed her. She explains what she’s doing and tells the 
  characters the topiaries keep moving away when she 
  draws close. She must trim four of them today – two 
  that look like brushstriders (an elk-like creature) and 
  two that look like ceratoks (a rhino-like creature). Each 
  should only take a few minutes to trim, but she admits 
  even though she’s been learning how to garden, she’s 
  not a plant person and they’re skittish.
   If the characters explain why they’re here and what 
  they want from her, Argona asks them for a favor in 
  exchange for the information they seek – help her cut 
  the topiaries. The characters can accept her deal, or 
  they can instead make a DC 15 Charisma (Persuasion) 
  check. On a success, they ply the information from her 
  and leave her to her toils. If the characters mention that 
  they are going to capture her thought in a vial and opt 
  out of helping her, the check is made with disadvantage.
   There are four topiaries – two are brushstriders (ani-
  mated shrubs) and two are ceratoks (animated trees). 
  In order to successfully get close to trim them, a charac-
  ter can attempt one of the following methods:
  • A successful DC 15 Intelligence (Nature) check allows 
  a character to approach the plant cautiously, close 
  enough to do the work needed. 
  • A successful DC 15 Dexterity (Sleight of Hand) check 
  allows a character to hide the shears and surrepti-
  tiously trim the topiary. 
  • Use of a restraint, such as strong ropes or an entangle 
  spell. Roll initiative and conduct this like a combat, 
  with the topiary attempting to escape and attacking 
  if a character comes within range unless properly 
  restrained.
  • Anything else creative that a character tries might 
  be effective. In general, the difficulty of any check to 
  succeed is DC 15, but you can give advantage if others 
  are helping.
  Argona’s Information
  Once the characters have assisted Argona or convinced 
  her to provide what they’re looking for, she tells them 
  the following:
  “That was a lot of work for the name of a book. Well, it’s 
  called Gardening Heals and I returned it back to the Is-
  meri Library only a few days overdue.” 
  If the characters helped her with the topiaries or suc-
  ceeded on the check to convince her by 5 or more, she 
  offers up an additional piece of information.
  “One other thing about that book… I was reading it by 
  candlelight one night and I swore I saw some other faded 
  writing through the pages. Didn’t look like any sort of 
  thing I could read, and I never saw it again.” 
  The party can choose to capture this additional insight 
  in the thought strand, or they can leave it out.
  
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  Delrim Munn
  The vedalken apprentice wizard Delrim has always 
  had big dreams for himself, and that’s why he wanted to 
  attend Prism University, a prestigious school of magic 
  in Precinct Five. His eagerness to prove his worth as a 
  legitimate mage during his studies has nearly become 
  his undoing more than once, as he’s taken risks apply-
  ing his learned knowledge with disastrous results. Now, 
  he needs his latest project to pay off, or he’ll fail out of 
  school. He’s been working nearly around the clock at 
  a laboratory off-campus in the Blistercoils, a neighbor-
  hood in Precinct Five. Day or night, the party finds Del-
  rim here as he prepares his experiment for review.
  Delrim’s Lab
  Delrim has been working for the past few days out of a 
  small room in a basement near the massive waterwheel 
  generators known as blistercoils. The raging sound 
  of the nearby water and the constant humming of the 
  generators make it difficult to hear in this space, but Del-
  rim’s wearing ear protection. 
   Once the characters arrive at the lab, read the following:
  The address provided for Delrim resides in the Blister-
  coils, an industrial neighborhood dotted with workshops 
  and labs. The exact address lies down a deep descending 
  staircase, the air pounding with the sound of rushing 
  water. The waterwheels that power much of the city must 
  be near. 
  The stairway terminates in a steel door with a brownish 
  metal box bolted to the left wall. The box contains nine 
  sets of earplugs, as well as a big green button. Pushing 
  the button alerts the occupants inside the room that 
  someone is calling outside. 
   The door has a sliding slot on the inside for someone 
  to look outside. It is locked and requires a successful DC 
  16 Dexterity check with thieves’ tools to pick the lock or 
  a successful DC 20 Strength (Athletics) check to break 
  down the door. 
   If the characters press the button Delrim answers 
  the door, shouting a greeting over the din of the water 
  wheels.  After the door opens read the following:
  The door opens on a messy 30-foot-square laboratory 
  that looks both well-used and lived in. A giant apparatus 
  composed of dozens of conduction coils is attached 
  to one wall. Tethered by many cables to this device is a 
  bulbous cylinder with a protruding extension, pointed 
  directly at an engineering book on a table. Written on the 
  side of the cylinder are the words “Phase Transference 
  Emitter.” 
  For anyone to hear anything in the lab, characters must 
  yell or find some other way to communicate (such as a 
  message cantrip). Delrim doesn’t wait long for the char-
  acters to initiate conversation before yelling “ARE YOU 
  READY? LET’S BEGIN!” He then throws a switch near 
  the apparatus and the conduction coils crackle with 
  electricity.  
  BASTIEN L. DEHARME
  
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  Don’t Phase Me
  Delrim’s device fires a beam that phases objects out of 
  reality for a short time, but he hasn’t been able to make 
  it work consistently. In his impatience, he hooked the 
  device up to a massive magically augmented conduction 
  matrix to boost its potency. It was a huge mistake. 
  The smell of ozone fills the room as the apparatus crack-
  les to life. Almost instantly, the coils are laced with elec-
  tricity so intense it bathes the room in a blue-white light. 
  The Phase Transference Emitter fires a blue beam at the 
  book on the table, and it disappears.  
   Electricity lances out from the coils powering the 
  emitter as smoke streams and sparks fly from the cylin-
  der’s housing, the emitter swings crazily around. 
  Delrim’s triumphant expression turns to one of panic 
  as he realizes his experiment has failed with potentially 
  disastrous consequences. The malfunctioning Phase 
  Transference Emitter must be disabled or destroyed be-
  fore it causes too much havoc. It has become a trap!
  Malfunctioning Phase Transference 
  Emitter
  Complex trap (level 1–4, dangerous threat)
  The malfunctioning Phase Transference Emitter con-
  sists of two primary components. The power battery is a 
  10-foot circular matrix of conduction coils wired directly 
  to a generator via a secure power cable. The coils have 
  ten nodes that connect to a large eight-foot tall cylindri-
  cal steel emitter rigged on a swivel. 
   Trigger. The trap has already been sprung once the 
  power switch was thrown.
   Initiative.  The trap acts on initiative count 20 and ini-
  tiative count 10. 
   Active Elements. The Phase Transference Emitter is 
  overloading. Both the emitter’s ray and the coil matrix 
  are dangerous. The emitter’s housing is extremely hot 
  from the massive influx of electricity.
  Phase Beam (Initiative 20). The phase beam shoots at 
  a random creature within the room. The beam has a 
  +5 bonus to the attack roll. On a hit, the target and all 
  its gear become both invisible and incorporeal for one 
  minute. The target’s only method of movement is a fly 
  speed of 10 feet. The target has resistance to nonmag-
  ical damage, and it has advantage on Strength, Dex-
  terity, and Constitution saving throws. The target can 
  pass through solid surfaces and liquids. The target 
  can’t fall and remains hovering in the air even when 
  stunned or otherwise incapacitated. While affected 
  by the phase beam, the target can’t manipulate, physi-
  cally attack, or interact with objects and creatures not 
  affected by the phase beam. The target can still talk 
  and cast spells.  
  Coil Discharge (Initiative 10). Arc bolts of electricity 
  flash out of the matrix. Each creature within 30 feet of 
  the power matrix must make a DC 11 Dexterity saving 
  throw or take 10 (3d6) lightning damage. 
   Dynamic Elements. As time passes, the device be-
  comes more erratic and eventually explodes.
  Phase Beam Fires More Often. Starting on its fourth 
  turn, the phase beam attacks on initiative 10 as well 
  as initiative 20.
  DAN SCOTT
  
  10 | a ziB for your thoughts | ©2019 WIZARDS | DO NOT DISTRIBUTE
  Room Heats Up. The heat from the emitter brings the 
  room to unbearable temperatures. At the beginning of 
  the trap’s third turn, the room’s temperature is notice-
  ably hotter. At the beginning of the trap’s sixth turn 
  on initiative 20, all creatures must succeed on a DC 
  10 Constitution saving throw or gain one level of ex-
  haustion. Creatures wearing medium or heavy armor 
  have disadvantage on the saving throw, and creatures 
  with fire immunity or resistance do not need to make 
  this saving throw. This saving throw is repeated at 
  DC 13 at the beginning of the trap’s ninth turn on ini-
  tiative 20. 
  Explosion. At the beginning of the trap’s tenth turn, 
  the entire system overloads and the power matrix 
  explodes, dealing 35 (10d6) fire damage to everyone 
  in the room, shorting out the power for the whole facil-
  ity, and causing an Azorius response team to be sent 
  out to find out what happened. The trap is destroyed, 
  along with Delrim’s prospects of ever graduating from 
  Prism University.
   Constant Elements. The emitter and power coil ma-
  trix are both dangerous to be near. 
  Coil Discharge. Any creature that ends its turn within 5 
  feet of the power matrix must make a DC 11 Dexterity 
  saving throw or take 7 (2d6) lightning damage. Crea-
  tures wearing metal armor have disadvantage on the 
  saving throw.
  Emitter Heat. The emitter is hot to the touch. Any crea-
  ture touching the emitter takes 3 (1d6) fire damage.
   Countermeasures. There are ways to thwart the 
  trap’s active elements and prevent the explosion from 
  occurring.
  Phase Beam. Characters can anticipate the beam’s 
  firing sequence, lock the swivel, or sever the power ca-
  bles connecting the emitter to the power matrix. 
  Intelligence (Investigation), DC 15. As an action, a crea-
  ture that can see the emitter can attempt an Intelli-
  gence (Investigation) check. A successful check means 
  that the creature now can anticipate the emitter’s 
  firing sequence. Phase beam attacks that target that 
  creature have disadvantage.
  Dexterity check using thieves’ tools or Strength check, 
  DC 15. Creatures can attempt to lock the swivel on 
  the emitter to keep the beam pointed at only one spot, 
  thus making the beam easily avoidable. A successful 
  check means the phase beam attack is considered 
  disabled. Creatures that attempt this must touch the 
  emitter, taking the emitter heat damage.
  Attack. As an action, a creature can sever one of the ten 
  power cables connected to the emitter. Each power 
  cable has AC 5 and 3 hit points. For every two power 
  cables severed (round down), the phase beam attack 
  bonus is reduced by 1. Once the tenth power cable is 
  severed, the emitter ceases to function and the phase 
  beam attack as well as the emitter heat constant ele-
  ment are disabled.
  Coil Discharge. The coils can be shut down by dis-
  pelling or disabling the magic that amplifies their en-
  ergy or by shutting off the power source.
  Intelligence (Arcana), DC 15. The magic augmenting 
  the power matrix can be disabled with three success-
  ful checks. Alternatively, it can be disabled with one 
  successful casting of dispel magic (DC 13) targeting 
  the coils. If the coils are disabled, it disables the coil 
  discharge elements as well as the explosion dynamic 
  element. The emitter is still active, receiving some 
  power from the matrix. Creatures that attempt this 
  are subject to the coil discharge constant element if 
  they end their turn next to the power matrix.
  Shut off the main power cable. On the wall near the 
  power matrix is a mizzium-reinforced metal casing 
  that holds the main power breaker for the matrix. 
  It can be spotted with a successful DC 10 Wisdom 
  (Perception) check if someone is looking for some-
  thing else notable in the lab. This is securely locked, 
  requiring two successful DC 20 Dexterity checks 
  with thieves’ tools, two successful DC 16 Intelligence 
  (Arcana) checks, or 20 points of damage with a magic 
  weapon to break open. Once opened, a switch can 
  be thrown to shut down the matrix, disabling all ele-
  ments of the trap. 
  Delrim’s Information
  Once the characters have assisted Delrim in disabling 
  his experiment or fleeing the building, he’s able to pro-
  vide the following information when asked:
  “I was at Ismeri Library in the philosophy section, look-
  ing for books from my reading list for my Ethics in Re-
  search class when I discovered a secret passage on the 
  top shelf of the second bookcase in the section. It was 
  a crawlspace that you needed a ladder to access, or the 
  ability to fly, or climb, or something like that. Certainly 
  not obvious to anyone at all. It terminated at a locked 
  metal door with some odd symbols on it.   
  If the characters managed to shut down the experiment 
  without it exploding, Delrim can log the results of his 
  work and asks the party to verify his findings with their 
  signatures. If they agree, he provides them with an addi-
  tional detail:
  Delrim fishes in his handbag for a piece of paper and 
  holds it out to you. “Before I took off, I managed to make 
  a rubbing of some of the symbols on that door. I don’t 
  know what they mean since I haven’t had time to re-
  search them, but you can take them with you.”  
  This information does not need to be captured in the 
  thought strand if the party wants to withhold it. Any 
  character that participated in Krenko’s Way notices that 
  these markings are similar to the ones found on a door 
  to Falish’s home. Otherwise, the markings are just a cu-
  riosity that have no further impact on this adventure. 
  
  11 | a zip for your thoughts | TM & ©2019 WIZARDS.
  DYSON LOGOS
  
  12 | a ziB for your thoughts | ©2019 WIZARDS | DO NOT DISTRIBUTE
  Herringbone
  An elf-about-town, fence, and man of extraordinary style, 
  Herringbone works all over the Tenth District, selling 
  illicit goods obtained from his network of street thieves. 
  He’s not big time enough to have a gang, but he’s made a 
  lot of acquaintances that are good at inflicting violence 
  upon anyone attempting to swindle or cheat him out of a 
  transaction. One of his favorite groups of thugs-for-hire 
  is a Gruul warband located in the rubblebelt. 
  Rubblebelt Encampment
  Herringbone has spent the last couple of days here 
  after completing a transaction with the warband’s 
  leader. Most of the rest of the warband is out raiding, 
  but Herringbone stayed around to keep the few squat-
  ters company. 
  The rubblebelt is a ruinous zone of decrepit buildings 
  and overgrowth. The information you obtained leads you 
  to an encampment in an old plaza, reclaimed by the wild. 
  An old tower still stands about 80 above the ground. Thin 
  trees cling to the ruins here and there, and you can some 
  hide tents dotted around the plaza proper. A bonfire is 
  crackling in the center of the area. 
  A rubblebelt stalker stands watch in the tower, and 
  whistles down to the rest of his band when he spots the 
  party approaching. Two anarchs are out near the bon-
  fire, and they head to the beast pens to fetch their two 
  boars before heading to meet the party. Both the rubble-
  belt stalker and anarchs are found in the appendix. 
   Herringbone (noble with AC 12) heads down from his 
  room in the tower to join the two anarchs in welcoming 
  the party. The assembled group meets the party just 
  north of the bonfire.
  Herringbone is an impeccably dressed elf with a fine suit, 
  gilded rapier, and a feathered cap smiles wide at you as 
  you walk up. You catch the glint of a couple of gold teeth 
  in his mouth.  
  If the characters explain what they’re here for, Her-
  ringbone listens intently to their request, and then flat 
  out refuses to give them the information they’re look-
  ing for. If they mention capturing the information in a 
  thought strand, Herringbone is emphatic in his rebuke, 
  and asks the party to leave before these Gruul give them 
  a bad day. 
   The Gruul are spoiling for a fight and are ready to at-
  tack whenever Herringbone says he’s done talking with 
  the party. The rubblebelt stalker starts making his way 
  down from his post in the tower during the conversation 
  and attempts to hide amongst the trees just to the north 
  of the meeting area. 
  CHIPPY
  
  13 | a ziB for your thoughts | ©2019 WIZARDS | DO NOT DISTRIBUTE
  Tea Time is Over
  The party has only a short time to deal with Her-
  ringbone. If they spend too much time talking, Her-
  ringbone dismisses them at once. If they refuse to leave 
  or try to delay, he and the Gruul attack. Here are a few 
  approaches the party could take:
  • Barter. The group could try to barter for the informa-
  tion. They would need to offer something of substan-
  tial value. The Golgari charm would be considered 
  a good trade in kind. Other valuable items might be 
  acceptable. Characters bartering need to succeed 
  on a DC 15 Charisma (Persuasion) check to get Her-
  ringbone to take the deal, as long as the item in ques-
  tion is worth 100 zinos (gp) or more. 
  • Intimidate. They could try to intimidate Herringbone, 
  but unless they subdue all the Gruul first, that’s a tall 
  order. If the group tries this tactic, it requires a very 
  convincing threat along with a DC 20 Charisma (In-
  timidation) check to get him to back down and give the 
  party the information. A Gruul member of the Burning 
  Tree clan has advantage on this check, as they have 
  the most fearsome reputation amongst the Gruul, 
  cowing Herringbone’s associates.
  • Deceive. It’s possible to deceive Herringbone in think-
  ing about the answer, and then subtly using the vial of 
  thought capture to gather the thought strand. This re-
  quires an expert in deceit to navigate the conversation 
  and an unseen hand in manipulating the vial. A DC 20 
  Charisma (Deception) check and a DC 15 Dexterity 
  (Sleight of Hand) check can obtain the thought strand.
  • Charm. A character could use magic such as charm 
  person to get the answer from Herringbone, although 
  the Gruul may attack the party if one of the anarchs 
  can tell if Herringbone has been charmed, requir-
  ing an anarch to succeed on a DC 10 Wisdom (In-
  sight) check.
  • Fight. The party could decide to just subdue them in 
  combat. Once all the Gruul are defeated, Herringbone 
  can be easily coerced into giving up the appropriate 
  information.
  Herringbone’s Information
  Once the party has successfully gotten Herringbone to 
  give up the information, he keeps it short.
  “The scorchbringer is in the personal vault of Velren, a 
  pontiff in the Orzhov Syndicate. Good luck with that.” 
  If the party charmed Herringbone, offered up the Gol-
  gari charm as barter, or succeeded by 5 or more on a 
  Charisma check to obtain the information, Herringbone 
  offers just a bit more.
  Oh, one other thing of note. That scorchbringer’s special. 
  It’s mizzium-infused and can cut through pretty much 
  anything. That’s what caught my interest. 
  This additional information does not need to be cap-
  tured in the thought strand at the party’s discretion.
  Return to Vezska
  Once the party has obtained the thought strands, they 
  can make their way back to their original meeting lo-
  cation in the sewers. About mid-morning the next day, 
  Vzeska shows up to collect the vial.
  At the appointed time, Vezska appears from the same 
  passage as before, but she brought along four kraul, 
  bristling with weapons. Vezska smiles as she approaches 
  with her escort. 
   “Don’t mind them. They’re just insurance. They’re not 
  necessary, right?” 
  Vezska brought four kraul warriors here just in case 
  the party is thinking about absconding with the vial. If 
  they hand off the vial (with or without all the thought 
  strands), she doesn’t initiate combat. 
   If the group succeeds in obtaining all the thought 
  strands and hands the vial over to Vezska, they receive 
  their promised payment. In addition, all party members 
  receive one renown with their guilds, as Vezska spreads 
  the word on their reliability. 
   If the group doesn’t succeed in obtaining all the 
  thought strands but hands over the vial, Vezska is dis-
  appointed but offers the party 100 zinos for their efforts. 
  They do not receive a renown reward.
   Of course, if the group keeps the vial and defeats 
  Vezska, they’ve made potential enemies with some of 
  the Golgari. If the vial is returned to House Dimir, all 
  non-Golgari characters earn one renown, and Dimir 
  characters earn two renown.
  Further Adventures
  If you’re continuing a campaign set on Ravnica, this 
  adventure sows numerous seeds to use as a part of your 
  campaign. If you’d like, you can review the list of ques-
  tions below to help inspire future adventures:
  • Who was Vezska’s client? What do they intend to do 
  with the information they sought?
  • Who is in possession of the vial at the end of the 
  adventure?
  • What is the identity of the Dimir operative that sent 
  retrieval teams to obtain the vial?
  • Did the party withhold any additional information 
  they learned?
  • What do the etchings mean on the door that Delrim 
  discovered?
  • Are there any NPCs that could become future con-
  tacts for one or more characters?
  
  14 | a ziB for your thoughts | ©2019 WIZARDS | DO NOT DISTRIBUTE
  Appendix: Monsters and NPCs
  This section includes monsters and nonplayer charac-
  ters from Volo’s Guide to Monsters, and Guildmaster’s 
  Guide to Ravnica that are referenced in the adventure.
  Apprentice Wizard
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0)
  Skills Arcana +4, History +4
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Spellcasting. The apprentice is a 1st-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 12, 
  +4 to hit with spell attacks). It has the following wizard 
  spells prepared:
  Cantrips (at will): fire bolt, mending, prestidigitation
  1st level (2 slots): burning hands, disguise self, shield
  Actions
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
  Anarch
  Small or Medium humanoid (any race), chaotic neutral
  Armor Class 13 (hide armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  13 (+1) 
  12 (+1) 
  9 (−1) 
  11 (+0) 
  10 (+0)
  Skills Perception +2, Survival +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Aggressive. As a bonus action, the anarch can move up to its 
  speed toward a hostile creature it can see.
  Siege Monster. The anarch deals double damage to objects 
  and structures.
  Actions
  Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) 
  piercing damage if used with two hands.
  Flying Horror
  Medium aberration, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  20 (+5) 
  12 (+1) 
  2 (−4) 
  15 (+2) 
  16 (+3)
  Skills Perception +4, Stealth +7
  Damage Vulnerabilities radiant
  Condition Immunities frightened
  Senses darkvision 120 ft., passive Perception 14
  Languages —
  Challenge 3 (700 XP)
  Fear Frenzy. The horror has advantage on attack rolls against 
  frightened creatures.
  Sunlight Sensitivity. While in sunlight, the horror has disad-
  vantage on attack rolls and on Wisdom (Perception) checks 
  that rely on sight.
  Actions
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) psy-
  chic damage.
  Frightening Screech (Recharge 5–6). The horror screeches. 
  Each creature within 30 feet of it that can hear it must suc-
  ceed on a DC 13 Wisdom saving throw or be frightened of it 
  for 1 minute. The frightened creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on it-
  self on a success. If a creature’s saving throw is successful or 
  the effect ends for it, the creature is immune to the horror’s 
  Frightening Screech for the next 24 hours.
  
  15 | a ziB for your thoughts | ©2019 WIZARDS | DO NOT DISTRIBUTE
  Horncaller
  Medium humanoid (any race), lawful good
  Armor Class 13 (hide armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  12 (+1) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  13 (+1)
  Skills Animal Handling +4, Nature +2, Perception +4
  Senses passive Perception 14
  Languages Common plus any one language
  Challenge 1 (200 XP)
  Innate Spellcasting. The horncaller’s innate spellcasting abil-
  ity is Wisdom (spell save DC 14). The horncaller can innately 
  cast the following spells, requiring no material components:
  1/day each: bless, conjure animals
  Speak with Beasts. The horncaller can communicate with 
  beasts as if they shared a language.
  Actions
  Multiattack. The horncaller makes two melee attacks with 
  its staff and uses One with the Worldsoul.
  Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning 
  damage if used with two hands.
  One with the Worldsoul. The horncaller chooses one beast 
  it can see within 30 feet of it. If the beast can hear the horn-
  caller, the beast uses its reaction to make one melee attack 
  against a target that the horncaller can see.
  Kraul Warrior
  Medium humanoid (kraul), neutral evil
  Armor Class 18 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
  11 (+1) 
  8 (−1)
  Senses darkvision 60 ft., passive Perception 11
  Languages Kraul, understands Common but can’t speak it
  Challenge 1/2 (100 XP)
  Hive Mind. The kraul is immune to the charmed and 
  frightened conditions while within 30 feet of at least one 
  other kraul.
  Pack Tactics. The kraul has advantage on an attack roll 
  against a creature if at least one of the kraul’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Spider Climb. The kraul can climb difficult surfaces, includ-
  ing upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing dam-
  age, or 6 (1d8 + 2) piercing damage if used with two hands 
  to make a melee attack.
  Kraul Warrior
  MATHIAS KOLLIROS
  
  16 | a ziB for your thoughts | ©2019 WIZARDS | DO NOT DISTRIBUTE
  Rubblebelt Stalker
  Medium humanoid (any race), chaotic neutral
  Armor Class 14 (piecemeal armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  8 (−1)
  Skills Athletics +2, Perception +4, Stealth +4
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Ambusher. In the first round of a combat, the stalker has ad-
  vantage on attack rolls against any creature that hasn’t taken 
  a turn yet.
  Nimble Escape. The stalker can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Ruin Dweller. The stalker has advantage on Dexterity 
  (Stealth) checks made to hide in ruins, and its speed is not 
  reduced in difficult terrain composed of rubble.
  Siege Monster. The stalker deals double damage to objects 
  and structures.
  Actions
  Multiattack. The stalker makes three attacks with its 
  shortsword.
  Shortsword. Melee Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Thought Spy
  Medium humanoid (any race), neutral evil
  Armor Class 13 (leather armor)
  Hit Points 27 (6d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  13 (+1) 
  14 (+2)
  Skills Deception +6, Insight +3, Investigation +5, Perception 
  +3, Sleight of Hand +4, Stealth +4
  Senses darkvision 30 ft., passive Perception 13
  Languages Common plus any one language
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the thought spy 
  can use a bonus action to take the Dash, Disengage, or 
  Hide action.
  Innate Spellcasting (Psionics). The thought spy’s innate 
  spellcasting ability is Intelligence (spell save DC 13). The 
  thought spy can innately cast the following spells, requiring 
  no components:
  At will: charm person, disguise self, encode thoughts (see 
  chapter 2)
  1/day each: blur, detect thoughts, gaseous form
  Actions
  Multiattack. The thought spy makes two melee attacks, or it 
  makes three ranged attacks with its daggers.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) pierc-
  ing damage.
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
  get. Hit: 6 (1d8 + 2) piercing damage.
  JEDD CHEVRIER
  
  17 | a ziB for your thoughts | ©2019 WIZARDS | DO NOT DISTRIBUTE
  Credits
  Adventure Writer: Chris Tulach
  Editor: Bill Benham
  Art Direction: Emi Tanji
  Graphic Designer: Trish Yochum
  Additional Art Direction: Jeremy Jarvis, Dawn Murin, Shauna 
  Narciso, Cynthia Sheppard
  Cartography: Dyson Logos
  Interior Illustrators: Clint Cearley, Milivoj Ćeran, Jedd Chevrier, 
  Chippy, Bastien L. Deharme, Mathias Kollros, Adam Paquette, 
  Grzegorz Rutkowski, Bram Sels, Dan Scott, Magali Villeneuve
  DUNGEONS & DRAGONS, D&D, Magic: The Gathering, Magic, Wizards of the Coast, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, Guildmasters’ Guide to 
  Ravnica, guild names and symbols, the planeswalker symbol, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other coun-
  tries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unautho-
  rized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
  Ravnica World Design: Doug Beyer, Sam Burley, Jeremy Cranford, 
  Kelly Digges, Brady Dommermuth, Jenna Helland, Cory H. 
  Herndon, Jeremy Jarvis, Kimberly Kreines, Chris L’etoile, Adam 
  Lee, Ari Levitch, Alison Lührs, Shawn Main, Dawn Murin, Richard 
  Whitters, Mark Winters, James Wyatt
  Producer: Bill Benham, Dan Tovar
  Imaging Technician: Kevin Yee
  Other D&D Team Members: Bart Carroll, Jeremy Crawford, David 
  Gershman, Pelham Greene, Kate Irwin, Adam Lee, Ari Levitch, 
  Christopher Lindsay, Mike Mearls, Shelly Mazzanoble, Shauna 
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