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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