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## Steel Defender (Carl)
Armor Class 15 (natural armor)
Hit Points 2 + your Intelligence modifier (3) + five times your artificer level (6) = 35
Speed 40 ft.
STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 8 (-1) WIS 10 (+0) CHA 6 (-2)
Saves: STR +2 DEX +1 CON +2 INT -1 WIS +0 CHA -2
Skills Athletics (PB 3) + 2= 5
Skills Perception (PB 3) x 2 = 6
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception (PB 3) + 10 = 13
Languages understands the languages you speak
Vigilant. The defender can't be surprised.
Actions
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reactions
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
<div style="page-break-after: always;"></div>
## Cookie Spells: Cantrips
### Poison Spray
- **Casting Time:** 1 action
- **Range:** 10 feet
- **Components:** V, S
- **Duration:** Instantaneous
- **Source:** Player's Handbook
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
*At Higher Levels.* This spells damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
### Mage Hand
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S
- **Duration:** 1 minute
- **Source:** Player's Handbook
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand cant attack, activate magical items, or carry more than 10 pounds.
### Selune's Light
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, M (a firefly or phosphorescent moss)
- **Duration:** 8 hours
- **Source:** Player's Handbook
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
<div style="page-break-after: always;"></div>
## Cookie Spells: Level 1
### Identify
- **Casting Time:** 1 minute
- **Range:** Touch
- **Components:** V, S, M (a pearl worth at least 100 gp and an owl feather)
- **Duration:** Instantaneous
- **Source:** Player's Handbook
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
### Cure Wounds
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S
- **Duration:** Instantaneous
- **Source:** Player's Handbook
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
### Tasha's Caustic Brew
- **Casting Time:** 1 action
- **Range:** Self (30-foot line)
- **Components:** V, S, M (a bit of rotten food)
- **Duration:** Concentration, up to 1 minute
- **Source:** Tasha's Cauldron of Everything
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spells duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at the start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
<div style="page-break-after: always;"></div>
## Cookie Spells: Level 1
### Magic Missile
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
- **Source:** Player's Handbook
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
### Thunderwave
- **Casting Time:** 1 action
- **Range:** Self (15-foot cube)
- **Components:** V, S
- **Duration:** Instantaneous
- **Source:** Player's Handbook
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isnt pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spells effect, and the spell emits a thunderous boom audible out to 300 feet.
*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
<div style="page-break-after: always;"></div>
## Cookie Spells: Level 2
### Vortex Warp
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S
- **Duration:** Instantaneous
- **Source:** Strixhaven: A Curriculum of Chaos
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
*At Higher Levels.* When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
### Kinetic Jaunt
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** S
- **Duration:** Concentration, up to 1 minute
- **Source:** Strixhaven: A Curriculum of Chaos
You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:
- Your walking speed increases by 10 feet.
- You don't provoke opportunity attacks.
- You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
### Branding Smite
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Concentration, up to 1 minute
- **Source:** Player's Handbook
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and cant become invisible until the spell ends.
*At Higher Levels.* When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
<div style="page-break-after: always;"></div>
## Cookie Spells: Level 2
### Web
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a bit of spiderweb)
- **Duration:** Concentration, up to 1 hour
- **Source:** Player's Handbook
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs arent anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
### Warding Bond
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)
- **Duration:** 1 hour
- **Source:** Player's Handbook
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

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# Modron Stat Blocks
## Modron Quadrone
## Knight-Corrupted Quadrone
*Medium Construct, Lawful Neutral*
**Source:** MM'25, p. 218
This quadrone drew the knight card. It became more powerful, and gained a magical weapon: a crossbow that fires magic missiles.
- **AC** 16
- **Initiative** +2 (12)
- **HP** 22 (4d8 + 4)
- **Speed** 30 ft., Fly 30 ft.
**HP** 35
**AC** 18, **Initiative** +2, **Speed** 30 ft., Fly 30 ft.
**STR** 12 (+1) **DEX** 14 (+2) **CON** 12 (+1) **INT** 10 (+0) **WIS** 10 (+0) **CHA** 11 (+0)
**STR** 12 (+1) **DEX** 14 (+2) **CON** 12 (+1) **INT** 10 (+0) **WIS** 10 (+0) **CHA** 11 (+0)
**Saves:** STR +1, DEX +2, CON +1, INT +0, WIS +0, CHA +0
- **Skills** Perception +2
- **Immunities** Charmed
- **Senses** Truesight 120 ft., Passive Perception 12
- **Languages** Modron
- **CR** 1 (XP 200; PB +2)
**Immunities** Charmed
**Senses** Truesight 120 ft., Passive Perception 12
### Traits
**Magic Missile.** The modron fires four magic missiles from his crossbow. Each does 1D4+1 damage. As usual, magic missiles always hit. The quadrone targets the missiles randomly, a side effect of being corrupted by chaos.
**Disintegration.** If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
## Bricklayer-Corrupted Decaton
### Actions
This Decaton feels an absurdly territorial urge to protect the train station from invaders. Everyone is an invader. The decaton gets no combat bonuses from his card, so he just fights like a regular decaton. Large construct.
**Multiattack.** The modron makes four Slam attacks or four Gears Launcher attacks.
**HP** 144
**AC** 16 (natural armor), **Initiative** +1, **Speed** 30 ft., Fly 30 ft
**Slam.** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Force damage.
**Gears Launcher.** *Ranged Attack Roll:* +4, range 320 ft. *Hit:* 4 (1d4 + 2) Force damage.
**Habitat:** Planar (Mechanus)
---
## Modron Pentadrone
*Large Construct, Lawful Neutral*
**Source:** MM'25, p. 218
- **AC** 16
- **Initiative** +2 (12)
- **HP** 32 (5d10 + 5)
- **Speed** 40 ft.
**STR** 15 (+2) **DEX** 14 (+2) **CON** 12 (+1) **INT** 10 (+0) **WIS** 10 (+0) **CHA** 13 (+1)
**Saves:** STR +2, DEX +2, CON +1, INT +0, WIS +0, CHA +1
- **Skills** Perception +4
- **Immunities** Charmed
- **Senses** Truesight 120 ft., Passive Perception 14
- **Languages** Modron
- **CR** 2 (XP 450; PB +2)
### Traits
**Disintegration.** If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
### Actions
**Multiattack.** The modron makes five Slam attacks or five Electrical Discharge attacks.
**Slam.** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Force damage.
**Electrical Discharge.** *Ranged Attack Roll:* +4, range 120 ft. *Hit:* 5 (1d6 + 2) Lightning damage.
**Paralysis Gas (Recharge 56).** *Constitution Saving Throws:* DC 11, each creature in a 30-foot Cone. *Failure:* The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
**Habitat:** Planar (Mechanus)
---
## Decaton Modron
*Large Construct, typically Lawful Neutral*
**Source:** MPP, p. 36
- **AC** 16 (natural armor)
- **Initiative** +1 (16)
- **HP** 144 (17d10 + 51)
- **Speed** 30 ft., Fly 30 ft. (hover)
**STR** 18 (+4) **DEX** 12 (+1) **CON** 16 (+3) **INT** 15 (+2) **WIS** 15 (+2) **CHA** 11 (+0)
**STR** 18 (+4) **DEX** 12 (+1) **CON** 16 (+3) **INT** 15 (+2) **WIS** 15 (+2) **CHA** 11 (+0)
**Saves:** STR +4, DEX +1, CON +3, INT +5, WIS +5, CHA +0
- **Skills** Perception +8
- **Immunities** Charmed, Frightened
- **Senses** Truesight 120 ft., Passive Perception 18
- **Languages** Modron, telepathy 120 ft.
- **CR** 8 (XP 3,900; PB +3)
**Immunities** Charmed, Frightened
**Senses** Truesight 120 ft., Passive Perception 18
**Combat Ready.** The decaton has advantage on initiative rolls.
**Tentacle Multiattack.** Three attacks. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the decaton can't use this tentacle against other targets. The decaton has ten tentacles, each of which can grapple one target.
**Lightning Rays (Recharge 6).** The decaton unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a DC 13 Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful save.
<div style="page-break-after: always;"></div>
## Grizzly Quad
A quadrone caught 80% of the way through a transformation into a grizzly bear. The body is mostly bear — fur, claws, four limbs — but it has no head. Instead, a quadrone's geometric face is mounted in the center of its chest, and two quadrone wings sprout from its shoulders.
**HP** 142
**AC** 15 (natural armor), **Initiative** +1 (11), **Speed** 40 ft., Fly 60 ft.
**STR** 20 (+5) **DEX** 12 (+1) **CON** 18 (+4) **INT** 8 (1) **WIS** 12 (+1) **CHA** 8 (1)
**Saves:** STR +8, DEX +1, CON +7, INT 1, WIS +1, CHA 1
**Immunities** Charmed
**Senses** Truesight 60 ft., Passive Perception 14
### Traits
**Axiomatic Mind.** The decaton can't be compelled to act in a manner contrary to its nature or its instructions.
**Combat Ready.** The decaton has advantage on initiative rolls.
**Disintegration.** If the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying.
**Axiomatic Vestige.** The Grizzly Quad has advantage on saving throws against being confused, frightened, or compelled to act randomly.
### Actions
**Multiattack.** The decaton makes three Tentacle attacks.
**Multiattack.** The Grizzly Quad makes two Claw attacks and one Gears Launcher attack, *or* three Gears Launcher attacks.
**Spellcasting.** The decaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
**Claw.** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* (2d8 + 5) slashing damage.
- At will: *detect magic*, *dispel magic*, *mending* (as an action)
- 1/day each: *plane shift* (self only), *protection from evil and good*
**Gears Launcher.** *Ranged Attack Roll:* +7, range 320 ft. *Hit:* (2d6 + 4) force damage. The Grizzly Quad's chest-face spits a stream of spinning gears with mechanical precision.
**Tentacle.** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the decaton can't use this tentacle against other targets. The decaton has ten tentacles, each of which can grapple one target.
**Lightning Rays (Recharge 6).** The decaton unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a DC 13 Dexterity saving throw, taking 38 (7d10) lightning damage on a failed save, or half as much damage on a successful save.
**Wing Buffet (Recharge 56).** The Grizzly Quad beats its wings violently. Each creature within 10 ft. must make a DC 16 Strength saving throw. *Failure:* 18 (4d8) bludgeoning damage and the target is pushed 15 ft. away and knocked Prone. *Success:* half damage and not pushed or knocked prone.

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@@ -88,7 +88,7 @@ chapter.
## First Sights of the City
When the PCs emerge from the scrap dealer's tent, they step
When the PCs take the portal from Sylvania, they step
out into the Bazaar of Sigil. It is a one-way portal.
Behind the PCs is just more bazaar. The first sights they
see are wild and disorienting. The PCs just stand and stare
@@ -131,16 +131,108 @@ Sigil you prefer, that would not be difficult.
The PCs came to the city with a quest: Find Rennick!
After wandering around for a few minutes, they may start
to think about their objective. Before they have a chance
to get started, introduce them to Rico Sparks.
to think about their objective.
## Sending to Rennick
The PCs are now at a level where they can potentially cast
the spell "Sending." This is a very useful tool for finding
Rennick. According to the spell, one must be "familiar"
with the recipient. The PCs met Rennick at Castle Green.
Whether that's enough to constitute "familiarity" depends on
how the PCs interacted with Rennick. If they barely said
two words to him, then no, it's not enough. But if they had
a good solid conversation with him, then that's enough: he's
"familiar." Your judgement call.
Do not feel obligated: if the PCs can't cast sending, they
can still complete this chapter just fine.
If the PCs cast sending, then Rennick can respond with a
25-word response. Pretty much no matter what the PCs say,
Rennick says:
> Incantifer, Crow, plans to kill me! I'm hiding from him.
> He may be spying right now! Say nothing! He's listening.
> Cast sending again.
At this point, the PCs are likely to have tons of questions.
If the PCs try asking questions, Rennick says:
> Cannot explain: Crow listening. Cannot come out of hiding.
> If you save me from Crow, I will cooperate with you.
> Will you help?
If the PCs agree to help, Crow says:
> DO NOT FIGHT CROW! Too deadly. Research strengths,
> weaknesses. Choose spells. Raid my stash, buy right equipment.
> Hire mercenary from Ysgard. When prepared, contact me.
With that, the PCs now understand the broad outlines of
this chapter and what they have to do. However, that
still leaves tons of questions unanswered:
* What is an "Incantifer?" What are Crow's powers?
* Why does Crow want to kill Rennick?
* How can the PCs find Crow?
* For that matter, how can the PCs *avoid* Crow until they're ready?
* "Hire mercenary from Ysgard." What mercenary from Ysgard? What are you talking about?
* "Raid my stash." What stash? Where is this stash?
* "Buy right equipment." What is the "right equipment?"
* Where is Rennick hiding?
The PCs will have to figure out the answers to these questions
by themselves. Any further attempt to send messages to Rennick
will result in Rennick saying:
> Stop casting sending, too dangerous. May be possible to
> trace you. I know you are smart. Info you need is out there.
So Rennick refuses to answer any more questions. The PCs
will have to investigate and learn more.
## Sending to Green
Green is in Beshaba's realm, in the Abyss. Beshaba is
allowing him to stay there, even providing protection. This
is because she sees the Deck as bait that might lure Tymora
to her realm.
If the PCs cast sending to talk to Green, Green will happily
answer their questions. He doesn't have any up-to-date
information about Rennick, but he knows general facts.
If the PCs ask Green about exactly what he's *doing* there
in Beshaba's realm, or if the PCs just start asking Green
more questions than you want, cut them off. Here's how: A
goddess is almost omnipotent in her own realm. Beshaba can
easily intervene in any sending spell cast into her realm.
The PCs cast sending and ask the wrong question. They get a
reply that's not from Green, it's from Beshaba:
> So, Tymora's little pawns are getting information from my
> little pawns. I think it's time for me to put a stop to that.
The caster recognizes the voice of Beshaba. The caster ends
up with a splitting headache, and two levels of exhaustion.
If they're stupid enough to try again, make it even worse
for them.
## Rico Sparks, the Tout
As the PCs gape at the bazaar, a Tout named Rico Sparks
notices that the PCs are obviously not from Sigil. He sees
a business opportunity. Touts are information brokers,
their bread and butter is selling basic information
a business opportunity. Touts are information brokers.
A large percentage of their income is selling basic information
about the city to clueless visitors.
Rico is always over-the-top brash and cheerful. He uses
@@ -171,10 +263,11 @@ than you can afford, baby!"
If you ask Rico why he calls himself a drug dealer, he says,
"Touts provide easy access to information, and easy access
to information makes you lazy, it makes you stop trying to
solve problems for yourself. Soon you'll find yourself
solve problems for yourself. Soon you'll find yourself
calling me because you need me to tell you how to tie your
shoes. That's my income stream, baby! Addicts who cant stop
calling me to tell them what to do every minute of the day.”
shoes. That's my bread and butter, baby! Addicts who cant
stop calling me to tell them what to do every minute of the
day.”
Ricos price structure is simple: "it costs 5GP to have a
conversation with me. First conversations free, baby, like
@@ -242,12 +335,29 @@ Rico is a tool for you, the DM. You can use him to feed
the PCs little bits of information whenever you would
like to do so. He can help keep the story moving.
The PCs should probably ask Rico where to find Rennick.
Rico will answer that he doesn't know who Rennick is, but
he knows that any member of the Fraternity of Order, who
works in the department of casino regulation, is going
to have an office in the Courthouse. So the courthouse
is a good place to start looking.
The PCs should ask Rico about finding Rennick. If they
don't ask their information broker for help, they're very
likely not going to get anywhere with anything. So you
really should encourage them to use Rico. Here is what
Rico recommends:
1. Rico doesn't know who Rennick is. Hasn't heard the name.
2. Rico knows that any member of the Fraternity of Order, who
works in the department of casino regulation, is going to
have an office in the Courthouse. So the courthouse is a
good place to start looking.
3. If the PCs ask about incantifers, Rico doesn't know much
about them, but he knows they're a sect of reclusive
wizards. He volunteers to do further research.
4. Rico suggests that maybe Rennick has coworkers who might
know something. Again, the courthouse.
5. Rennick must have a house or an apartment, Rico reasons.
He says, "I'm pretty sure I can find out where he lives."
## Taking Care of Pig
@@ -387,113 +497,6 @@ both enjoy drinking. Sometimes, when the PCs show up,
Sergei may already be passed out on the floor, with Jinn
just napping or sipping liquor until he wakes up.
## Sending to Rennick
The PCs are now at a level where they can potentially cast
the spell "Sending." This is a very useful tool for finding
Rennick. According to the spell, one must be "familiar"
with the recipient. The PCs met Rennick at Castle Green.
Whether that's enough to constitute "familiarity" depends on
how the PCs interacted with Rennick. If they barely said
two words to him, then no, it's not enough. But if they had
a good solid conversation with him, then that's enough: he's
"familiar." Your judgement call.
Do not feel obligated: if the PCs can't cast sending, they
can still complete this chapter just fine.
If the PCs cast sending, then Rennick can respond with a
25-word response. Pretty much no matter what the PCs say,
Rennick says:
> Incantifer, Crow, plans to kill me! I'm hiding from him.
> He may be spying right now! Say nothing! He's listening.
> Cast sending again.
At this point, the PCs are likely to have tons of questions.
If the PCs try asking questions, Rennick says:
> Cannot explain: Crow listening. Cannot come out of hiding.
> If you save me from Crow, I will cooperate with you.
> Will you help?
If the PCs agree to help, Crow says:
> DO NOT FIGHT CROW! Too deadly. Research strengths,
> weaknesses. Choose spells. Raid my stash, buy right equipment.
> Hire mercenary from Ysgard. When prepared, contact me.
With that, the PCs now understand the broad outlines of
this chapter and what they have to do. However, that
still leaves tons of questions unanswered:
* What is an "Incantifer?" What are Crow's powers?
* Why does Crow want to kill Rennick?
* How can the PCs find Crow?
* For that matter, how can the PCs *avoid* Crow until they're ready?
* "Hire mercenary from Ysgard." What mercenary from Ysgard? What are you talking about?
* "Raid my stash." What stash? Where is this stash?
* "Buy right equipment." What is the "right equipment?"
* Where is Rennick hiding?
The PCs will have to figure out the answers to these questions
by themselves. Any further attempt to send messages to Rennick
will result in Rennick saying:
> Stop casting sending, too dangerous. May be possible to
> trace you. I know you are smart. Info you need is out there.
So Rennick refuses to answer any more questions. Fortunately,
Rico Sparks is a big help. Rico is a tout, an information broker,
so he knows how things work and where to find useful information.
He can do all of the following:
* Rico has heard of the incantifers. He volunteers to research them.
* Rico observes that Rennick's coworkers might know
something.
* Rico is confident that he can find out where Rennick
lives, when he's not in hiding.
* Rico doesn't know who the mercenary from Ysgard is, but he
says, "based on the wording, it's clear that Rennick has
somebody specific in mind."
## Sending to Green
Green is in Beshaba's realm, in the Abyss. Beshaba is
allowing him to stay there, even providing protection. This
is because she sees the Deck as bait that might lure Tymora
to her realm.
If the PCs cast sending to talk to Green, Green will happily
answer their questions. He doesn't have any up-to-date
information about Rennick, but he knows general facts.
If the PCs ask Green about exactly what he's *doing* there
in Beshaba's realm, or if the PCs just start asking Green
more questions than you want, cut them off. Here's how: A
goddess is almost omnipotent in her own realm. Beshaba can
easily intervene in any sending spell cast into her realm.
The PCs cast sending and ask the wrong question. They get a
reply that's not from Green, it's from Beshaba:
> So, Tymora's little pawns are getting information from my
> little pawns. I think it's time for me to put a stop to that.
The caster recognizes the voice of Beshaba. The caster ends
up with a splitting headache, and two levels of exhaustion.
If they're stupid enough to try again, make it even worse
for them.
## An Appointment with Casino Regulation
The courthouse is the base of operations for the
@@ -508,6 +511,11 @@ with two unusual traits: he's extraordinarily patient (which
is why he's the receptionist), and he smells slightly of
earth.
Working with Timon is an imp named Stiz whose job is to
deliver paperwork, fetch coffee, and take care of other
menial tasks. The imp stays in the background unless he's
needed.
When the PCs ask for Rennick, Timon says "to get an appointment
with the Department of Casino Regulation, you need to be a
casino representative, and you need to be requesting regulation
@@ -518,8 +526,8 @@ ACQUISITION OF CERTIFICATE OF FAIR PLAY."
This is where the PCs next "adventure" begins: a ludicrous
mini-quest in which the PCs have to actually fill out a
Fraternity form. This will be the PCs' first encounter with
a faction, and it is meant to highlight the absurdity of
faction ideology. The form is full of over-the-top
the guvners, and it is meant to highlight how over-the-top
their love of bureaucracy is. The form is full of
bureaucratic jargon and impossible questions. The form can
be found in appendix XYZ. Filling it out will be a
challenge.
@@ -544,14 +552,15 @@ moments later youll be facing a Harmonium patrol.
If the PCs used charm magic, but were nonviolent, the patrol
takes the PCs outside, and gives them a stern talking to.
"I'm not going to throw you in jail, every damn clueless who
comes to the city tries that. If I threw all of you in
jail, there would be no room in the jail for anyone else.
But don't even think about trying that again." If the PCs
complain about the bureaucracy, the leader of the patrol
sympathizes: "Yeah, I know, their forms are completely
unreasonable. But the law's the law, and it's my job to
enforce it." In the end, the PCs's best course of action is
to actually just figure out a way to fill out the form.
comes to the city tries charming the bureaucrats. If I
threw all of you in jail, there would be no room in the jail
for anyone else. But don't even think about trying that
again." If the PCs complain about the bureaucracy, the
leader of the patrol sympathizes: "Yeah, I know, their forms
are completely unreasonable. But the law's the law, and
it's my job to enforce it." In the end, the PCs's best
course of action is to actually just figure out a way to
fill out the form.
The PCs may attempt to fill out the form with bullshit. If
they do so, Timon will look at the filled out form and say,
@@ -660,9 +669,9 @@ Send it up or not?"
In reality, there's no risk of a lawsuit. Nobody is going
to check up on this.
Timon gives the form to an imp, who flies it upstairs.
The imp returns a few minutes later with a note. Timon
says: "your appointment is in 10 minutes. Take those
Timon gives the form to the imp, Stiz, who flies it
upstairs. The imp returns a few minutes later with a note.
Timon says: "your appointment is in 10 minutes. Take those
stairs, three stories up, go left, all the way down the
hall."
@@ -698,9 +707,10 @@ out, and just give it to them.
> Fraternity of Order. I don't understand the technology, I'm
> not a mathematician, but Rennick was very excited.
>
> He also told me that he found a small box by his bedside,
> with dice on the cover. He was very suspicious of the box,
> but he tried to open it anyway. It wouldn't open.
> On the same day as his breaktrhough, he found a small box
> by his bedside, with dice on the cover. He was very
> suspicious of the box, but he tried to open it anyway. It
> wouldn't open.
>
> a few weeks later, he came to me looking worried. He said,
> "I think I've made a huge mistake. This technology is too
@@ -714,13 +724,12 @@ out, and just give it to them.
> This technology is getting out whether I like it or not.
> If it does, the universe is piked. I have to do something."
>
> He kept me posted on his progress. Through divination, he
> figured out the box contained the avatar of a god of
> randomness. He assumed this god had some interest in his
> technology, since the box appeared on the day he made his
> breakthrough. He decided he really wanted to talk to this
> god: he was sure a god of randomness could help him
> fix the situation.
> He kept me posted on his progress. He was sure the box
> had something to do with his breakthrough, so he
> investigated it. Through divination, he figured out the
> box contained the avatar of a god of randomness. He
> decided he really wanted to talk to this god: he was sure
> a god of randomness could help him fix the situation.
>
> He also figured out why he couldn't open the box.
> The Lady of Pain doesn't allow other gods in the city.
@@ -813,13 +822,13 @@ learned a little information about the incantifers.
20gp for research plus 5gp for the conversation."
Here are the points of information that Rico can
contribute at this point:
contribute so far:
* Who the incantifers are: a small sect of wizards who
capture individuals, rip the souls out of their bodies, and
use that soul to build orbs, which he says is some kind of
very powerful magical item that can rapidly cast spells. He
knows that Crow has four orbs. He doesn't know what they
knows that Crow has four orbs. Rico doesn't know what they
can do.
* He tells the PCs that there are three known incantifers
@@ -828,15 +837,166 @@ Albatross. He has no idea how to contact any of them.
* He says that all three of the known incantifers are wanted
by the mercykillers. Apparently, the mercykillers attempted
a raid on the tower sorcerous a few years ago, but couldn't
get inside.
a raid on the tower sorcerous a few years ago, but when they
finally got inside, the incantifers weren't there, it
appeared to be mostly just a ceremonial meeting place.
Finally, Rico promises to keep looking for information on
Crow. He says he's sure he can find more.
## The Goblins in the Casino
Rico tells the PCs that he located Green's Casino, the
Golden Hoard, in the market ward. He says it is barricaded,
but he thinks the PCs can probably get inside if they're
determined. There is a map of the casino in appendix XYZ.
When the PCs show up, this is what they find: it's a two
story building. The lower floor is considerably larger
than the upper story: the upper story is a relatively
small "building" on top of the main floor.
It's obvious from looking at the building that security was
a priority. The building is made of cut stone. The stone is
durable: it is extremely unlikely that anyone can break
through the stone itself.
The casino only has one door, the main door. When the
casino is open, patrons see a large pair of wooden double
doors. When the casino is closed (as it is now), a big
blast door is lowered in front of the wooden door. The
blast door is a steel slab that fits into grooves in the
stone walls, and which can be raised up by means of a huge
crank with a substantial gear ratio. When the PCs arrive,
the blast door is almost completely closed, but there's a
gap of about two inches at the bottom: the mechanism is a
little sticky, and it's stubbornly refusing to go all the
way down. Looking through the gap, you can see the wooden
doors, which are closed too.
Both floors have windows. The windows have a layer of glass
on the inside, and steel bars on the outside. The glass is
a half-inch thick, and the steel bars are about six inches
apart. They are tough, but the glass can be
broken with sufficient force (make it genuinely difficult).
The steel bars can also be damaged with great effort (make
it extremely difficult), but it's probably easier for a PC to
make himself small and squeeze between them.
The bottom floor windows are painted with translucent paint
to make them look like stained glass. Without the paint, the
windows would look like prison windows. The paint also
serves to make it difficult for the PCs to see what's going
on in there.
There is one last way to break into the casino: it is
hypothetically possible to climb from the sewers up into the
casino latrine. It would probably only be possible for a
very small character with a strong stomach.
On the second floor, there are windows looking in all four
directions. In each of these windows is a fixed ballista
which can rotate left and right, and pivot up and down. The
mechanisms of the ballistae are designed so that the
ballista is always aiming between the bars. The ballistae
are a deterrent that was installed when the casino
discovered they had a problem with people climbing up on the
roof and trying to break into the casino from the second
floor. They aren't designed to hit anyone on the ground
floor, they cannot.
The rooms on the main floor are: the entrance hall, the main
gambling floor, the vip room, the office of the teller, the
bar, the latrine, and the stairwell. The main gambling
floor is quite large, and fills the majority of the space.
On the second floor is the stairwell, a hallway, and a number
of administrative offices.
All of the rooms were emptied out by Green and his employees:
anything valuable was removed. The large pieces of furniture
were left behind, as were pieces of art that were too bulky
to easily remove.
Sadly, there is no treasure in the casino. But there are
two things that the PCs need: the casino tax ID number,
which can help them to fill out form CM1-228, and
a portal to "The Greatest Show in Ysgard."
The tax ID number is relatively easy to find: just rifle
through all the desks on the second floor. Eventually
you'll find some old paperwork.
Over the VIP room is a sign that says: "VIP Room / Greatest
Show in Ysgard". Next to the words "Greatest Show in
Ysgard" is a picture of a stereotypical viking helmet, with
the two horns. (Yes, I know viking helmets didn't have
horns in the real world, but they do here.) If you wear a
viking helmet and walk through the doorway into the VIP
room, you will find yourself in Ysgard.
There are no viking helmets in the casino: the PCs will have
to obtain one elsewhere. They can ask an armorer to make
some, but it's probably cheaper to find somebody in the
bazaar who makes and sells costumes.
Do not tell your players that this is a portal. This is a
puzzle they should figure out themselves. One clue is that
the VIP room is quite small, and there is no stage. There's
no room in there to put on even a small show, much less the
"greatest show."
Another clue is that one of the Fraternity forms said
that Rennick came to the *closed* casino to talk to the
show producer. This sign, "Greatest Show in Ysgard,"
is the only mention of a show in the casino. There *has*
to be something more hidden here.
The third clue is the mention of Ysgard, combined with
Rennick's instruction: "hire the mercenary from Ysgard."
They should be thinking that there's a way to get to Ysgard.
If in the end, they don't figure it out, Rico can help,
but it's better if they puzzle it out themselves.
Inside the casino are eight goblin squatters. They figured
out some time ago that the casino was vacant, and they
somehow figured out how to break in - surprisingly, they
didn't break any of the windows. See appendix XYZ for the
stat blocks of the eight goblins.
The Goblins' attitude depends on how they are treated. They
are squatters, and they know there's a risk of getting
kicked out, so they're wary of that - they don't trust
anyone until they're sure it's not "the law" come to kick
them out of their home. They are broadly cynical,
distrustful, and wary of anyone who isn't a goblin. They
also can be just plain dickish, they often mock and taunt
people who are richer than them, or who they perceive as
having unfair advantages - which is most people. They are
definitely a pain in the ass, but they can be dealt with
productively. They respond well to money.
They have a leader, Grylla, whom they completely trust. They
follower her commands without question and when they fight,
they fight as a cohesive team. Most of the goblins are of
average intelligence, except Grylla, who is very smart.
If the PCs try knocking on the front door (reaching through
the small gap under the blast door), the goblins ignore
them. The goblins don't want any attention, due to their
illegal possession of the casino. So they just hope that
visitors go away.
But that means that the PCs are likely to try smashing their
way inside. If they do, the goblins will put up a fight,
trying to defend their home. After the smashing begins,
and the fighting is triggered, it's hard to cool things back
down. If the PCs try talking, the goblins will keep fighting
for a round or two before they accept a truce.
The goblins are willing to let randos explore their home,
but only for a sizeable chunk of money.
## Rennick's House