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# The Ten Artifacts
All artifacts are six-foot-tall staves, each topped with a different symbol. Each has a powerful defensive spell.
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
@@ -26,8 +27,8 @@ up to 20 feet.
As a reaction, you may block a spell. If the spell
is 3rd level or lower, it is blocked. If it is 4th
level or higher, you must roll 10 + level on an INT
check.
level or higher, you must roll 10 + spell level to
block it.
## Invisibility
@@ -43,8 +44,8 @@ with one weapon).
## Healing
Every round, at the start of your turn, you gain 6 hit
points.
Every round, at the start of your turn, you gain 8 hit
points, and your teammates all gain 4.
## All-Seeing

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Mr. Thorne (Darius Thorne), owner of Skyledge.
Jakarta, costume and set designer.
Casino: “The Golden Sword at Skyledge”

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# Chen Lifen and Kekele
When the PCs start researching Crow, tout Rico Sparks will
(on his own initiative) show up and say, "I found somebody
who fought Crow and survived." That person is Kekele.
But first, a little back-story. About eight years ago, Crow
acquired his fourth orb. Here's how it happened:
At the time, there was a powerful Eladrin wizard named Chen
Lifen, who specialized in movement spells. She was
exceptional, she could cast spells like spider climb, leap,
and the like with very little effort. She had her race's
natural ability to misty step, and she knew a variety of
other teleportation spells as well. She had a variety of
feats that allowed her extra spell slots for these movement
spells. She was just an extraordinary movement mage.
Crow captured Chen Lifen, extracted her life force, and
discarded her corpse. He then spent the next five years
working to transmute that life force into an orb. His new
orb is now capable of casting a wide variety of movement
spells.
Kekele is a survivor of the battle in which Crow captured
Chen Lifen. Kekele hates Crow with a passion. Chen Lifen
was a close friend, and now she's gone. Kekele wants
Crow dead, and is more than happy to help anyone who plans
to fight Crow. However, Kekele is also terrified of Crow,
so he'll give all the information you want, but he isn't
going to show up at the fight.
Kekele is living an a boarding house in the lower ward.
Feel free to give him additional background if needed.
Kekele starts with the following story.
He explains that he, Chen Lifen, and a rogue named Amadou
were an adventuring party. Eight years ago, they were
between jobs. To make some money on the side, Amadou and
Chen Lifen were working for a circus doing a unique
acrobatic routine that they had devised themselves. Kekele
watched the show.
After the performance, the three of them were leaving
together when Crow descended from the sky and landed in
front of the three of them.
Crow was wearing a black leather trench coat. Near him were
three twisting knots of magical energy. They glowed
faintly, you could see ribbons of energy spooling out of
them and being pulled back inside. They each hovered about
fifteen feet away from Crow.
Kekele says that Crow stiffly hobbled forward. Crow was
clearly having difficulty walking. He stood in front of
Chen Lifen, and spoke. When he spoke, his words were
slurred, as if he was having trouble speaking.
Crow looked straight at Chen Lifen, ignoring the other two.
He said, "I watched your performance today. You are
exceptional, you have the skills I need. You will be
coming with me."
Then, a beam of magic emerged from one of the orbs, hitting
Chen, and she was stunned. Crow then cast a spell,
levitating Chen, and Crow himself began rising into
the air, taking his orbs and Chen with him.
Kekele and Amadou immediately attacked. Amadou's
attack hit and drew blood, Kekele missed. Crow's orbs
reacted almost immediately, firing on Kekele and Amadou.
Crow said "that was unwise." He dropped Chen, who immediate
got to her feet. Crow landed on the ground. Then, one of
the orbs cast a protection spell on Crow: a transparent
spherical barrier.
Kekele didn't know what the barrier spell was, but he
says he did some research after the fact, and eventually
concluded that the barrier spell was "Otiluke's Resilient
Sphere."
After that, chaos broke out. The three orbs did battle
against Kekele, Amadou, and Chen. Crow stood passively
inside the sphere, just waiting.
At that time, there was an adventuring party consisting
of three members:
* Kekele - Aaracokra, Battle Master Fighter.
* Amadou - Air Genasi, Acrobat Circus Rogue.
* Chen - Eladrin, Wizard specialized in Movement Spells.
Chen was the star of the team. She was just exceptional
and led the team to many successes.
Crow captured Chen, ripped her soul out of her body,
and used her life energy to create a new orb. The
new orb is able to cast a variety of powerful movement
spells.
However, Chen and Amadou are gone. The PCs will be
having a conversation with the one remaining team member,
Kekele.
Kekele - Aaracokra Battle Master Fighter (Level 5)
**Race/Class:** Aaracokra Fighter (Battle Master) 5
**Size/Speed:** Medium | 25 ft., fly 50 ft.
**Ability Scores:** STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 8 (-1)
**Armor Class:** 16 (mithral chain shirt + Defense fighting style)
**Hit Points:** 42 (5d10 + 10)
**Initiative:** +2
**Proficiency Bonus:** +3
**Saving Throws:** STR +6, DEX +2, CON +5, INT +0, WIS +1, CHA -1
**Proficient Skills:** Acrobatics +5, Athletics +6, Perception +4
## Attacks (2 per turn)
**Longsword (Melee):** +6 to hit, reach 5 ft., one target
*Hit:* 1d8+3 slashing damage (1d10+3 if used two-handed)
**Talons (Unarmed Strike - Racial):** +6 to hit, reach 5 ft., one target
*Hit:* 1d4+3 slashing damage
**Longbow (Ranged):** +5 to hit, range 150/600 ft., one target
*Hit:* 1d8+2 piercing damage
## Special Abilities
**Action Surge:** Once per short rest, take an additional action on his turn (4 attacks in one round).
**Second Wind:** Once per short rest, use bonus action to regain 1d10+5 hit points.
## Battle Master:
4 times per short rest, may make one of these maneuvers:
1. **Precision Attack** - Use if you miss an attack. Add d8 to attack roll (can turn miss into hit)
2. **Riposte** - When an enemy misses you with melee attack, use reaction to make melee attack and add d8 to damage
3. **Trip Attack** - Add d8 to damage, target makes Str save DC14 or is knocked prone
4. **Menacing Attack** - Add d8 to damage, target makes Wis save DC14 or is frightened until end of your next turn
## Equipment
- Mithral chain shirt (allows flight, AC 16 with Defense fighting style)
- Longsword
- Longbow and quiver of arrows

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## Courthouse Receptionist Timon “Tom” Pherenikos - Son of Oread+Human
Tom appears mostly human. However, his Oread heritage has left him with
a few unusual traits:
- Calm and patient, slow to anger. This is what got him the job as a
> receptionist.
- Smells slightly of earth.
- Heavier than usual for a person of medium size.
- Faintly earth-elemental-aligned for those who can detect it.
Tom doesnt mess around with his responsibilities. He doesnt allow
people to bypass the system. However, he is surprisingly patient with
people who try. For example, if you argue with him and try to pressure
him to let you through, he wont, but hell be really patient, and hell
explain why he cant.
If you use magic on Tom, he cant resist: hes zero-level. For example,
a simple “Charm Person” would succeed in bending him to your will.
However, the Fraternity has silent alarm systems in place to detect the
use of magic in the courthouse, and moments later youll be facing a
Harmonium patrol.
The Harmonium is used to outsiders trying simple spells like “Charm
Person” in the courthouse - it happens all the time. As long as you were
nonviolent, theyll just take you outside, give you a stern talking to,
and let you off with a warning the first time you try it. The leader of
the patrol is actually a little sympathetic: he too finds the
bureaucracy to be exasperating, but the rules are the rules.
Tom doesnt have that many friends: hes a little socially awkward. If
you are nice to him, hell start to like you and open up. At that point,
he might actually start helping you. He wont help you to break the
rules, but he will help you to properly comply with the rules. He might
provide some assistance in filling out forms properly. Of course, he
wont do this if hes busy.

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## Tout Rico Sparks - Planetouched Human Rogue LV4.
Rico is brash, loud, smiles a lot, and gesticulates a lot. His favorite
gesture is finger guns. He uses planescape slang *heavily*, and he also
uses “baby” a lot.
Rico looks like a completely bald (alopecia) human male, with literal
static electricity sparks jumping from him more or less constantly.
Touching him produces an uncomfortable zap. If asked about where this
comes from, he says, “that information costs more than you can pay,
baby!”
Rico calls himself a "drug dealer," and he says, "Touts provide easy
access to information, and easy access to information is a drug. It
makes you lazy, it makes you stop trying to 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.”
Ricos price structure is simple: it costs 5GP to have a conversation
with Rico. First conversations free, baby, like any good drug dealer!
During a conversation, he will gladly answer all the questions you have,
as long as he knows the answer off the top of his head. Rico knows a lot
about whats going on around the city, and he has good general knowledge
about many subjects, but hes not a database of all information in the
universe. If you ask something that requires research, hes willing to
do research, but he charges 10GP per hour, sometimes more, depending on
the challenge level. If you ask Rico for information that might put Rico
in danger, then thats a hard no.
Rico will usually drop by every couple of days to see if you have any
questions. If Rico isnt around and you have a question, you can call
for him. Calling for him costs 10GP extra, and it usually takes 2 or so
hours for him to arrive. If you want emergency service, 30GP and hell
arrive quickly. To call, just talk to any tout that you see and let them
know you need to talk to Rico Sparks.
Rico expects loyalty from his customers, meaning you do business with
Rico, not with some other tout. However, he makes allowances if you just
have a 30-second question like “wheres a good cheese shop” and Ricos
not around - in that case, its okay to ask another tout. Of course,
expect the other tout to charge you 1GP or so for the service.

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## Xaositect Jinn - Female Tiefling Unknown Class LV4.
Jinn believes that nobody really knows anything. Believes that our
memories are too fallible to know whether any given thing that weve
learned is accurate. She also believes that the universe is
fundamentally unknowable. Asking Jinn questions is a giant waste of
time, it either elicits a shrug or a speech about how nobody knows
anything.
Jinn is a decent woman, willing to help in general. If somebody clearly
needs help, Jinn will step up without being asked.
Jinn doesnt know what she knows how to do until she tries. On different
days, she knows different skills. She can also cast spells. On different
days, she knows different spells. See her stat block.
Jinn usually goes along quietly with whatever dumb thing Sergei wants to
do. She will keep quiet until Sergeis pointless random approach to
problem solving drives her crazy, at which point she will finally lose
patience and start yelling. When yelling, she knows things. When she
stops yelling, she goes back to not knowing anything. Sometimes she will
intervene by solving a problem she had no idea she knew how to solve.
Jinn has no opinion about Rennick. She does not believe that she knows
enough about Rennick, or Rennicks invention, to have a strong opinion.
However, she is basically a decent person, and if she sees Rennick
acting reasonable, then she will have no hostility toward him.
> Jinn, Water Genasi, Unknown Class LV 4.
>
> AC 13. HP 38 (7d8+7). Speed 30 ft., swim 30 ft.\
> STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA
> 14 (+2).\
> Saving Throws Str +0, Dex +4, Con +1, Int +1, Wis +1, Cha +4.
>
> Skills: Varies (see below)
>
> Amphibious: can breathe air and water.
>
> Spellcasting:
>
> 4th-level spellcaster. Spellcasting ability Charisma. Spell save DC
> 12, spell attack +4.
>
> Spell slots: 1st (3), 2nd (2).
>
> Each day, each 1st- or 2nd-level spell has a 33% chance to be known.
>
> Spells of all classes, divine and arcane, are possible.
>
> Skills: Each day, each skill has a 33% chance to be proficient.
> Proficient skills +6; otherwise +1.
>
> Dagger +4 to hit, melee or ranged (20/60 ft), 1d4+2 piercing.\
> Equipment: Dagger, mismatched clothing, xaositect trinkets.

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## Xaositect Sergei Pavel - Male Bariaur Fighter LV4.
Sergei is a Xaositect who has learned through the grapevine that Rennick
has gained the ability to predict random events. Sergei, like most
Xaositects, thinks this is an abomination. He is on a mission to find an
kill Rennick. Fortunately for Rennick, Sergei is not very efficient.
Sergei comes across as relatively normal for a Xaositect. He can hold a
conversation and make as much sense as anyone. He does not do overtly
random things when having a conversation with a non-Xaositect. However,
one thing that is a little odd is that he insists that he is the
president of the Xaositects. If any other leader is mentioned, hell
wave it off: “nah, Im the president, theyre just bragging.”
The most chaotic thing about Sergei is his approach to problem solving:
he places a lot of emphasis on trying things at random. This seems to
work for him, though it can take a long time to get anything done this
way. Still, he has an implausible ability to succeed this way whereas
for anyone else, it would go nowhere.
Sergei is hostile to Rennick, but hes not entirely dead-set on killing.
He could conceivably be talked into another approach.
Sergei travels with another Xaositect named Jinn, who initially appears
to be his sidekick. However, she is much more effective than Sergei at
actually getting things done.
> Sergei Pavel, Bariaur, Figher LV4.
>
> AC 17 (chain mail, shield). HP 45 (6d8+18). Speed 40 ft.\
> STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 10 (+0), WIS 12 (+1), CHA
> 10 (+0).\
> Saving Throws Str +5, Dex +1, Con +5, Int +0, Wis +1, Cha +0\
> Skills: Athletics +5, Perception +3, Survival +3.
>
> Sure-Footed: advantage on saves vs being knocked prone.\
> Charge: after moving 20 ft straight, first melee hit deals +2d6
> damage.\
> Second Wind: 1/short rest, bonus action, regain 1d10+4 HP.
>
> Multiattack: (2 melee attacks):\
> Glaive +5 to hit, reach 10 ft, 1d10+3 slashing.\
> Hooves +5 to hit, reach 5 ft, 1d6+3 bludgeoning.
>
> Equipment: Chain mail, shield, glaive, light crossbow with 20 bolts,
> travelers gear.

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@@ -4130,30 +4130,31 @@ Assuming the PCs agree, Tymora offers a boon:
> bring her in front of Green so that she could negotiate
> for the deck. You did exactly as I asked. I asked you
> to strengthen your telepathic bond to this God, so that I
> could see it. Again, you did exactly as I asked. In
> addition to your faithful service, you also seek to
> could see it. Again, you did exactly as I asked.
>
> In addition to doing as I requested, you also worked to
> preserve peace. I believe this deserves a boon. As a
> party, I would like to to make a collective request - one
> boon for all.”
One boon that the PCs might ask for is a boon of luck - after all, this
is a goddess of luck. If the PCs ask for this, they all get the “lucky”
feat, which grants advantage 3x day on almost any die roll.
One boon that the PCs might ask for is a boon of luck -
after all, this is a goddess of luck. If the PCs ask for
this, they all get the “lucky” feat, which grants advantage
3x day on almost any die roll.
Another boon they may ask for is the destruction of the Museum of
Orethys. If the PCs ask for it, Tymora says she does not have the power
to destroy the Museum itself, but she says she *can* free everyone
inside. She snaps her fingers, and then she says, “The prisoners have
been sent to my domain. My priests will help them to find new homes.”
If the PCs ask for something that isn't so squarely in
Tymora's wheelhouse, they get a boon which is less powerful.
It is wise to ask a goddess for the thing she's particularly
good at!
If the PCs ask why she cant destroy the museum itself, Tymora explains:
“The Museum represents an ideology: that ordinary people exist for the
amusement of rich and powerful men. That ideology has many followers, it
has power. So therefore, the Museum has power. It is empty now, but it
will fill again.
Another boon they may ask for is the destruction of the
Museum of Orethys. If the PCs ask for it, Tymora says that
this would be quite difficult. She says: "If you solve this
Deck problem for me, I will attempt this." For now, the
PCs will have to choose a smaller boon.
Selune also has a boon for the PCs: all members of the party can now
cast the “Selunes Light” cantrip. This differs from a regular light
cantrip in that it lasts 8 hours, is a little brighter, and looks like
moonlight.
Selune also has a boon for the PCs: all members of the party
can now cast the “Selunes Light” cantrip at will. This
differs from a regular light cantrip in that it lasts 8
hours, covers a little more area, and looks like moonlight.

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@@ -348,9 +348,13 @@ 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.
3. If the PCs ask about incantifers, Rico knows some basics:
they're a sect of reclusive wizards. He knows they make
these magic items called "orbs," and that the orbs allow
them to rain down spells at a terrifying speed. He also
knows that they have a reputation as extremely evil, but he
doesn't know exactly why. He volunteers to do further
research.
4. Rico suggests that maybe Rennick has coworkers who might
know something. Again, the courthouse.
@@ -358,7 +362,6 @@ 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
If the PCs brought Pig to Sigil, then Pig follows them for a
@@ -815,34 +818,105 @@ how could a show's producer protect Rennick from Crow?
If the PCs haven't visited the Golden Hoard yet, it's
definitely time for them to do so.
## Rico Learns About Crow
## Kekele, the Survivor
This is a good time for Rico Sparks to show up and say, "I've
learned a little information about the incantifers."
Don't forget to charge the PCs for Rico's information.
Rico arrives with news: he has located a survivor who fought
Crow and survived. The survivor, an aaracokra named Kekela,
is willing to meet with the PCs.
Here are the points of information that Rico can
contribute so far:
Make sure the meeting with Kekele happens before the PCs
visit Rennick's house. This meeting is important because it
is designed to instill sufficient fear to keep the PCs from
attacking Crow before they're ready, which would result in a
TPK.
* 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. Rico doesn't know what they
can do.
Kekele lives in a boarding house near the foundry. When the
PCs knock on the boarding house door, the landlord answers,
and when the PCs ask for Kekele, she shouts "KEKELE! YOU
HAVE VISITORS!" Kekele emerges from his room, and invites
the PCs up. He tells this tale:
* He tells the PCs that there are three known incantifers
who occasionally show up in Sigil: Crow, Peregrine, and
Albatross. He has no idea how to contact any of them.
> About five years ago, I was a member of an adventuring
> party, along with a wizard named Chen Lifen and a rogue
> named Amadou.
>
> Chen Lifen was amazing. She was an eladrin who could cast
> movement spells like crazy. She knew all of them - spider
> climb, leap, that kind of thing - and she could cast them
> very quickly and easily. She also had her race's natural
> ability to misty step. She was just exceptional.
>
> We were all taking some time off from adventures. Chen and
> Amadou were making some extra money on the side working for
> a circus - they had a wild acrobatic routine.
>
> After the performance, the three of us were walking away
> together when Crow descended from the sky and landed in
> front of the three of us.
>
> Crow was wearing a black leather trench coat. Near him were
> three twisting knots of magical energy. They glowed
> faintly, you could see ribbons of energy spooling out of
> them and being pulled back inside. They each hovered about
> fifteen feet away from Crow.
>
> Crow walked up to Chen Lifen, and spoke. "I watched your
> performance today. You are exceptional, you have the skills
> I need. You will be coming with me."
>
> Then, one of the orbs fired a beam of something at Chen, and
> stunned her. Crow then levitated her, and Crow himself
> began rising into the air, taking his orbs and Chen with
> him.
>
> Amadou and I pounced. Amadou's attack hit and drew blood,
> mine missed. One of the orbs hit us with a thunderwave,
> knocking us back. Crow landed, dropping Chen, and he said
> "that was unwise."
>
> Then, one of the orbs cast a protection spell on Crow: a
> transparent spherical barrier. At the time, I didn't know
> what it was, but I did some research after the fact, and
> came to the conclusion that it was "Otiluke's Resilient
> Sphere."
>
> After that, chaos broke out. The three orbs started raining
> down death. One of them was throwing fire bolts, one was
> throwing magic missiles and pulse waves, and the third was
> hitting us with psychic attacks.
>
> It was just overwhelming, we just didn't have time to react,
> they were casting so fast. I was unconscious within seconds.
>
> Later when I regained consciousness, a bystander told me
> what happened: Amadou and I went down, Chen was stunned,
> and then Crow took Chen away. Amadou was already dead,
> but I had enough life left in me that a somebody was able
> to heal me.
>
> Chen is gone, I assume she's dead. I've heard reports that
> Crow has four orbs now.
* 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 when they
finally got inside, the incantifers weren't there, it
appeared to be mostly just a ceremonial meeting place.
Crow captured Chen Lifen, extracted her life force, and
discarded her corpse. He then spent the next three years
working to transmute that life force into an orb. His new
orb is now capable of casting a wide variety of movement
spells.
Kekele hates Crow with a passion. Chen Lifen and Amadou
were his best friends, and they're both gone. Kekele wants
Crow dead, and is more than happy to help anyone who plans
to fight Crow.
However, Kekele is also suffering from PTSD. He is
terrified of Crow, and isn't willing to go anywhere near
him. He'll gladly give information, but he won't fight.
Kekele says, "I lost both of my best friends in a single
day. That's the sort of thing that happens to adventurers.
I can't take that again. I'm done with the adventuring
life."
Finally, Rico promises to keep looking for information on
Crow. He says he's sure he can find more.
## Rennick's House
@@ -1013,8 +1087,8 @@ on inside.
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 very strong stomach.
casino latrine. It would only be possible for a very small
character with a very strong stomach.
On the second floor, there are windows looking in all four
directions. In each of these windows is a fixed ballista
@@ -1042,9 +1116,9 @@ furniture were left behind, as were pieces of art that were
too bulky to easily remove. There is no alcohol in the bar.
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."
two things that the PCs might 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
@@ -1100,8 +1174,8 @@ 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.
definitely a pain in the ass, but they can be dealt with.
They respond well to money.
They have a leader, Grylla, whom they completely trust. They
follower her commands without question and when they fight,
@@ -1151,51 +1225,509 @@ but only for a sizeable chunk of money.
Given that there are potentially dozens of ways that this
encounter could go, you will have to improvise.
## Skyledge
## Overview of Skyledge
Inside the Golden Hoard, Green's Casino, is a VIP room.
Over the VIP room is a sign: "VIP Room / Greatest Show
in Ysgard", with a picture of a viking helmet next
to the sign.
If you walk into the VIP room while wearing a viking helmet,
the portal activates, and you find yourself in a *different*
casino: the Golden Sword at Skyledge.
Skyledge is a club/resort for wealthy patrons. Most of
those patrons are elderly people who were born into wealth.
The Golden Sword casino is one of the casinos
inside of the resort.
Inside the Golden Hoard, Green's Casino, is a VIP room. If
you walk into the VIP room while wearing a viking helmet,
the portal activates, and you find yourself in the Skyledge
resort. Skyledge is a club for absurdly wealthy elites.
Most of the members are elderly people who inherited
their fortunes.
The entire resort is located in Ysgard. Ysgard's geology is
odd: much of the plane consists of large hovering islands.
Some of the islands are huge, the size of small continents.
One of those continents is Asgard, the home of the Norse
gods. Skyledge is built on the underside of Asgard, with
the permission of the Norse gods (in exchange for certain
favors). It is carved out of the rock. 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
underside of the continent, looking out over the edge of the
balconies, you see big sky below you. Hence the name of the
resort, Skyledge.
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.
For the entertainment of their guests, Skyledge hosts a
"Reality TV" show called "The Greatest Show in Ysgard." The
show is not televised, obviously, but the format is the
same. The PCs will in all likelihood end up contestants on
the show.
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.
The Golden Sword casino is a tiny little one-room casino
with just a few gambling tables. There are just a handful
of customers inside, wealthy men and women. There are also
several young attractive attendants.
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.
One of the attendants approaches the PCs and says, "Is the
Golden Hoard open again?" Back when the
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.
## The Mercenary from Ysgard
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
land in the arena and the game is on.
## The Arena