Skyledge is built on the side of a cliff at the edge of a
continent. Most of the resort is technically caverns,
although it doesn't *look* like caverns, given that it's
carved in clean, rectilinear lines, lavishly furnished, and
brightly lit. Many of the caverns have huge open-air
balconies that allow the patrons to look out at the sky of
Ysgard. Since the resort is on the side of a cliff, looking
out over the railing of the balconies is vertigo-inducing:
all you see below you is cliff, and below that, big sky.
Hence the name of the resort, Skyledge.
The owner of Skyledge is a man named Darius Thorne. He's a
tall, thin elf dressed in a pristine white suit. Actually,
all the employees at Skyledge wear white suits. Thorne is
wealthy beyond measure. He has an aloof mannerism. He's
diligently polite.
Skyledge hosts a show which they call "The Greatest Show in
Ysgard." Three teams of contestants enter an arena in which
10 "artifacts" are hidden. Contestants search for the
artifacts, then deposit them in "vaults." First team to
deposit four artifacts is the winner. When a team finds an
artifact, there's usually a puzzle to solve to get the
artifact. When teams encounter each other, they can fight
for possession of the artifacts.
The Greatest Show in Ysgard is produced by a human man named
Jakarta. He is flamboyant, and wears brilliantly colored
outfits. He does everything for the show - set design, game
design, costume design - you name it. His only concern is
that the show be dramatic, entertaining, a visual spectacle,
and surprising.
Somewhere inside of Skyledge is the Mercenary from Ysgard: a
beholder-kin named Sasuko-y-Saso. He is a regular in the
show. Rennick wanted to hire him because there's nothing
better to take out a mage like Crow, than a beholder's
anti-magic cone. Rennick failed to hire him. This is the
reason the PCs need to be here - to get Sasuko.
The portal from Sigil to Skyledge connects the VIP room of
the "Golden Hoard" casino, to the "Golden Sword" casino
which is a part of Skyledge. It's a typical resort casino:
a small room, with just a few tables. But it's very lavish.
Everything at Skyledge is lavish.
In summary:
* Skyledge is built on a cliff-face in Ysgard.
* The owner is Darius Thorne, a man of extreme wealth.
* The Greatest Show in Ysgard is an arena puzzle/combat show.
* The show's producer is a flamboyant man named Jakarta.
* The show employs the Mercenary from Ysgard,
a beholder-kin named Sasuko-y-Saso.
* The portal from Sigil connects the "Golden Hoard Casino"
to the "Golden Sword Casino."
## First Impressions of Skyledge
When the PCs pop into the Golden Sword casino, there
are a few obviously-rich patrons, and a handful
of attendants in white. One of the attendants
approaches the PCs and says, "It's been ages since anyone
came through the portal! Is the Golden Hoard open again?"
No matter how the PCs respond, the attendant says "well, Mr.
Thorne, our owner, will be interested in talking to you.
Let me bring you to him."
The attendant brings the PCs down a long corridor, one side
of which has a balcony railing. The PCs can look down and
see the cliff and the sky. The attendant is not in a hurry.
The attendant is happy to answer general questions about
Skyledge, the Show, Jakarta, and Mr. Thorne. If the PCs want
to pause to look at something, the attendant is fine with
that.
At one point along the corridor the balcony widens out into
a full-blown open-air ampitheater. In the middle of the
ampitheater, where normally there would be an arena, is
instead an open-air window. About 200 feet below the window
in an arena that is much larger than the ampitheater itself.
The guests in the ampitheater can see the people in the
arena, but it's pretty far down. In front of the
ampitheater is a huge mirror, which is a scrying device that
give the guests a close-up of what is happening in the
arena. The attendant is happy to explain the purpose of
all this: the Greatest Show in Ysgard.
If asked to explain the details of the game, the attendant
says, "you should talk to Jakarta, he's the show's
producer."
The attendant brings the PCs to a small sitting room, where
they have to wait. Eventually they are joined by Skyledge's
owner, Mr. Darius Thorne. Mr. Thorne is a tall, thin elf in
a perfectly-tailored white suit. He exudes the confident
demeanor of somebody who is clearly in charge.
Mr. Thorne notices that the PCs look like a bunch of
weirdo freaks (PCs always look like weirdo freaks), and Mr.
Thorne knows that Jarkarta *loves* to put weirdo freaks in
the show. Thorne explains this to the PCs, as politely as
he can: "You all appear to be people of unusual backgrounds
and exceptional abilities. I believe Jakarta would like to
meet you." He then sends an attendant to fetch Jakarta.
## Negotiating with Thorne and Jakarta
The PCs can ask Thorne anything they want, Thorne willingly
answers any questions. In particular, the PCs should be
asking about Rennick, for the following reasons:
* The viking helmet in Rennick's desk makes it obvious
Rennick has been to skyledge.
* The form COI-441 indicates that Rennick wanted to talk
to the "Show's Producer," and now the PCs are aware
that there's a show here, with a producer, Jakarta.
* The fact that this is all taking place in Ysgard
suggests that they should be asking about the "Mercenary
from Ysgard."
Asking about any of this stuff will lead the PCs to learn
the following: Rennick visited just a short time ago.
Rennick tried to hire Sasuko, the beholder-kin. However,
Sasuko is needed for the show, and Rennick didn't have
nearly enough money to make it worthwhile. Thorne turned
down Rennick's offer.
If the PCs have Rennick's stash, they know how much money
Rennick had: 9000gp. If that wasn't enough to hire Sasuko,
then Sasuko must be *very* expensive indeed.
The PCs should press Mr. Thorne until they know exactly who
Sasuko-y-Saso is, what he can do, and how valuable he would
be for the Crow fight.
No matter what the PCs offer Thorne, Thorne will not
turn over Sasuko. He explains: "Jakarta would kill
me if I let Sasuko go. We need Sasuko for the show."
When the PCs are done questioning Thorne, Jakarta shows up,
and says, "oh my god they're perfect." Then, he proceeds to
examine each PC one by one, trying to figure out how to
bedazzle them for the show. For each one, he tries to
figure out how to make the outfit more extreme and more
colorful. He tries to fit each character into a theme
or archetype. You will have to improvise.
Whomever in the party looks most normal, Jakarta looks at
with distate, and says of their outfit: "this isn't working,
we'll have to come up with a more interesting theme."
Jakarta begs the PCs: "Please, *please* be in my show!
You're perfect, you look like complete nut jobs!" (Jakarta,
unlike Thorne, is not polite.) Jakarta says to Mr. Thorne: "I
*have* to have them. Please hire them!" Mr. Thorne says to
the PCs: "are you willing to participate in Jakarta's show?"
The PCs now have leverage to get the Mercenary from Ysgard:
"we'll be in your show, but in exchange, we get Sasuko for
one day." This is a trade Jakarta, and therefore Mr Thorne,
are willing to make.
If the PCs want to do so, they can meet Sasuko before they
agree to anything. Once the deal is struck, Thorne offers
the PCs a room in the resort until the show. Jakarta gives
them a copy of the rules, which are in an upcoming section.
## Meeting Sasuko-y-Saso
The attendants bring the PCs down a long series of hallways,
deep into the basement of the resort. Eventually, they come
to the lair of Sasuko - a network of natural caves.
Sasuko-y-Saso is a beholder-kin: a mutated form of beholder.
Sasuko is considerably weaker than a true beholder, but he
does have quite a few of the same abilities.
All beholders have a deep-seated need to believe that they
are the best, most perfect beholder, and Sasuko is no exception.
However, is is very aware that he is weaker than your average
beholder, and it is hard for him to explain how he is
"most perfect" if he is weaker.
His rationalization is this: he was created weaker as a
challenge, a test from the gods. His fate is to win
*despite* the reduced magical power. He must prove his
ability to win battles with only the magic he has.
Of course, this philosophy has led him to a life where he
constantly seeks to test himself in battle against
miscellaneous opponents. Thorne and Jakarta have provided
him with the perfect opportunity: a battle arena with an
endless supply of contestants.
When the PCs enter Sasuko's lair, Sasuko emerges and says
"what do you want." He is a beholder of few words. He
gives short answers, and quickly agrees to fight Crow, if
Thorne will allow it. He does not willing answer many
questions, except about his abilities.
**Sasuko-y-Saso**
> AC18 (natural armor)
> HP: 90
> Speed: Fly 20ft
> Stats: Str 10 (+0), Dex 14 (+2), Con 18 (+4), Int 18 (+4), Wis 14 (+2), Cha 16 (+3)
> Saves: Str +2, Dex +5, Con +4, Int +9, Wis +7, Cha +8
>
> Sasuko gets two actions per turn, and can also aim his antimagic cone (no action cost for aiming cone).
>
> Antimagic Cone: Central eye creates a 60-foot cone of antimagic, with a 45-degree arc. At the end of each of his turns, the beholder-kin decides which way the cone faces and whether the cone is active. The antimagic cone will also neutralize sasukos's own eye rays.
>
> Action: Bite: +5 to hit, reach 5 ft., one target. 2d6 + 2 piercing damage.
>
> Action: Eye ray: Roll randomly to decide which ray (use D6). Sasuko cannot fire same eye twice in one turn (reroll as necessary). *After* randomly choosing a ray, you can *intelligently* choose who or what to target with the ray. Range is 90ft.
>
> 1. **Telekinetic Ray.** The target must succeed on a DC 14 Strength saving throw or be moved up to 30 feet in any direction. The beholder-kin can also target an object weighing up to 300 pounds that isn't being worn or carried.
>
> 2. **Slow Ray.** The target must succeed on a DC 14 Wisdom saving throw or have its speed halved and disadvantage on Dexterity saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>
> 3. **Necrosis Ray.** The target must make a DC 14 Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much on a successful one. Until the end of the beholder-kin's next turn, the target can't regain hit points.
>
> 4. **Blinding Ray.** The target must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>
> 5. **Lightning Ray.** The target must make a DC 14 Dexterity saving throw, taking 4d10 lightning damage on a failed save, or half as much on a successful one.
>
> 6. **Marking Ray.** The target must succeed on a DC 14 Charisma saving throw or glow with dim light. Effect as "faerie fire."
>
## Game of Artifacts Rules
These are the rules of the *game of artifacts.*
There are ten artifacts in the arena. There are three
teams competing to find these artifacts. When a team
finds an artifact, they must then deposit it in a vault.
There are three vaults, one may deposit any artifact
into any vault.
The victory condition is simple: when your team deposits its
fourth artifact into a vault, your team wins.
### Artifacts Rules: Self-Restraint
Force and fighting are a part of the game, but good
sportsmanship and self-restraint are required.
If two teams come face-to-face and one of them possesses an
artifact, then the two teams may fight for possession
of the artifact. Either team may use deadly force.
If neither team possesses an artifact, then force may not be
used. No fighting. You may not cast spells on each other
unless the other gives permission.
If you are dangerously close to death, shout, "I'm down!"
Once you do, nobody may use force against you. You must stop
fighting. You must fall to your hands and knees (or
otherwise lower yourself) as soon as you are physically
able, to emphasize that you are down. The only things you
are allowed to do when down are heal yourself, receive
healing, crawl to safety, and evade or block stray attacks.
Even if healed, you may not reenter the fight.
You cannot carry an artifact while down. Shouting "I'm down"
while carrying an artifact will cause the artifact to
fall from your grip, with all that entails.
After the fight ends, anyone who is down can get back up and
rejoin their team. They are no longer down.
Using excessive violence is strongly penalized. In
particular:
* Fighting when no artifact is at stake
* Attacking somebody who is down
* Fighting when you're supposedly down
Penalties include debuffs, time-outs, teleportation, or in
the worst cases, disqualification.
The arena may contain monsters. You may always use violence
against monsters. Monsters can be distinguished from
opponents by the lack of clothing: players always have
clothing or armor or both. You may not strip completely
naked to make yourself look like a monster.
You may use violence against inanimate objects in the
arena. You may break down doors, smash chests, topple
buildings, and in general reshape the arena as you please.
### Artifacts Rules: Teleportation
Teleportation is when your entire team is teleported to a
random location in the arena. All team members are
teleported, even if your team is scattered prior to
teleportation. All team members arrive at the destination
together. Teams are always teleported to a reasonably safe
location.
When your team is teleported, all artifacts that your team
is carrying are left behind. Such artifacts fall to the
ground. Teleportation always results in the loss of all
artifacts carried by the team!
The following conditions will trigger teleportation:
* If any team member loses their grip on an artifact.
* If any team member loses consciousness or appears to be dying.
* If a team member carrying an artifact shouts, "I'm down!"
* If any team member shouts, "teleport us!"
In addition, illegal use of violence may be punished by
teleportation, at the referee's discretion.
### Artifacts Rules: Grip
After you pick up an artifact, you must maintain your grip.
If you ever lose your grip, your entire team will teleport,
and all artifacts will be dropped. It is not possible to
pass an artifact to a different teammate.
To deposit an artifact into a vault, lower it into a vault,
then let go. When you let go, you will teleport. But the
artifact will drop the rest of the way into the vault, and
be counted toward your score.
There is no limit on the number of artifacts you may
carry at a time. However, carrying multiple relics is
very risky, if something forces you to teleport, you
will drop *all* the artifacts.
Carriers must hold artifacts with one of the following:
- Hands.
- Feet.
- Mouth.
- Big Nose.
- Tentacles.
- Prehensile Tail.
Special dispensation may be made for contestants who do not
have any of these.
You may move an artifact from your left hand to your right,
or otherwise shift your grip. You must maintain a grip at
all times, though.
### Artifacts Rules: Dying
If it appears that one of your team members is dying, our
referees will take it upon themselves to heal that team
member before it is too late. If they do, an artifact will
be taken from your team. To avoid this outcome, make sure
to heal your team members promptly before they reach dire
circumstances.
This arena is located underneath Valhalla. As such,
Valhallan rules apply: if you die on the field of battle,
fighting with honor, courage, and determination, you will be
resurrected at the end of the battle. However, such
resurrection comes at a cost, imposed by the Norse gods, not
by our organization. This is beyond our control. Avoid
death.
### Artifacts Rules: Communication
Communication between players is explicitly allowed. You
may taunt, persuade, negotiate, deceive, seduce, confuse, or
in general, say or communicate anything you want to your
teammates and opponents.
You may use magic or strange methods to communicate. For
example, you can use translation spells, long-distance
communication spells, psionic telepathy, or interpretive
dance.
If your communication does more than just communicate, for
example, if it charms, ensorcels, or does psychic damage,
then it is counted as "force", not communication.
Offering money or out-of-game favors in exchange for
advantage in the game is disallowed.
### Artifacts Rules: Losing Artifacts from Vaults
For the most part, once an artifact has been deposited in a
vault, that artifact is scored for your team permanently.
However, if you commit a very severe act of bad
sportsmanship or excessive violence, you may lose an
artifact from a vault. If you allow one of your team
members to reach the brink of death, so that they need to be
rescued by the referees, that too will cost you an artifact
from a vault.
Artifacts removed from vaults will be re-hidden within the
arena.
### Artifacts Rules: Brownie Points
If you do something that shows exceptional style or panache,
something that dazzles the audience, you get brownie points.
If you get enough brownie points, a brownie will be sent
into the arena to assist you. You will very likely never
see them, but you will often find that one of the following
things has occurred:
* Your wounds are healed
* You have been magically strengthened
* You hear a whispered hint about an artifact
Please do not attack the brownies.
### Artifacts Rules: Boring Behavior
If any team uses a tactic that causes the game to bog down,
we reserve the right to undermine that tactic. Remember,
this is a show for the entertainment of guests.
### Artifacts Rules: The Ten Artifacts
All artifacts are staves, which adjust to the height of the
person carrying them. Each has a powerful defensive spell.
Staves have written summaries right on them.
* **Protection from Energies** You have resistance to acid, cold, fire, lightning, and thunder.
* **Fire Shield** When somebody hits you with a melee attack, they take 3D8 fire damage.
* **Stoneskin** You have resistance to bludgeoning, piercing, and slashing.
* **Blinking** Every round, as a bonus action, you can teleport up to 20 feet.
* **Counterspell** As a reaction, you may block any spell of 2nd level or lower.
* **Invisibility** You are invisible while you carry this staff, to all nonmagical forms of sight.
* **Haste** Your speed is tripled, you gain a +4 bonus to AC, you gain +4 bonus to DEX saving throws.
* **Healing** Every round, at the start of your turn, you gain 8 hit points, and your teammates all gain 4.
* **All-Seeing** You can see everything in a 500 foot radius, even if your line of sight is blocked, even if the thing is invisible. This does not allow you to see underground.
* **Gigantism** Your size and height are tripled. You gain temporary hit points equal to your max hit points. Your damage with strength based attacks is doubled. Your movement speed is doubled. Temporary hit points return after 1 minute of no combat.
Artifacts are enchanted to be resistant to most spells.
That includes spells like "locate object."
## Starting the Game
The PCs are housed in a room in the resort. Attendants take
care of anything they need. They can get laundry services,
good food, they can visit entertainment, and the like.
It's fun to invent a guest or two to talk to the PCs. Give
them a chance to interact with the people from the resort.
Invent a few stories about previous episodes of the
Game of Artifacts. Let the PCs make some friends and
have a little fun.
Whenever you're ready, it's time to play the game. Only the
actual PCs are selected to play: NPCs like Lada and Pig must
be left to watch from the ampitheater.
The PCs are taken to a ledge about eighty feet above the
arena. From there, they can see the whole arena stretched
out before them. They can also see two other ledges,
with two other teams.
The attendants tell the PCs to smile and wave. After a
few minutes, an attendant casts feather fall on the PCs,
and then tells them to jump. A moment later, the PCs