diff --git a/ideas/Artifact-List.md b/ideas/Artifact-List.md index d3f4eb4..6106bec 100644 --- a/ideas/Artifact-List.md +++ b/ideas/Artifact-List.md @@ -1,6 +1,7 @@ # 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 diff --git a/ideas/Skyledge.md b/ideas/Skyledge.md deleted file mode 100644 index bab6355..0000000 --- a/ideas/Skyledge.md +++ /dev/null @@ -1,6 +0,0 @@ - -Mr. Thorne (Darius Thorne), owner of Skyledge. - -Jakarta, costume and set designer. - -Casino: “The Golden Sword at Skyledge” diff --git a/people/Chen-Lifen-and-Kekele.md b/people/Chen-Lifen-and-Kekele.md deleted file mode 100644 index 4742f6a..0000000 --- a/people/Chen-Lifen-and-Kekele.md +++ /dev/null @@ -1,158 +0,0 @@ -# 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 \ No newline at end of file diff --git a/people/Goblins-in-the-Casino.md b/people/Goblins-Stat-Blocks.md similarity index 100% rename from people/Goblins-in-the-Casino.md rename to people/Goblins-Stat-Blocks.md diff --git a/people/Receptionist-Timon-Pherenikos.md b/people/Receptionist-Timon-Pherenikos.md deleted file mode 100644 index 68a6af0..0000000 --- a/people/Receptionist-Timon-Pherenikos.md +++ /dev/null @@ -1,40 +0,0 @@ -## 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 doesn’t mess around with his responsibilities. He doesn’t 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 won’t, but he’ll be really patient, and he’ll -explain why he can’t. - -If you use magic on Tom, he can’t resist: he’s 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 you’ll 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, they’ll 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 doesn’t have that many friends: he’s a little socially awkward. If -you are nice to him, he’ll start to like you and open up. At that point, -he might actually start helping you. He won’t 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 -won’t do this if he’s busy. - diff --git a/people/Tout-Rico-Sparks.md b/people/Tout-Rico-Sparks.md deleted file mode 100644 index 6cb8941..0000000 --- a/people/Tout-Rico-Sparks.md +++ /dev/null @@ -1,43 +0,0 @@ -## 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 can’t stop -calling me to tell them what to do every minute of the day.” - -Rico’s price structure is simple: it costs 5GP to have a conversation -with Rico. First conversation’s 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 what’s going on around the city, and he has good general knowledge -about many subjects, but he’s not a database of all information in the -universe. If you ask something that requires research, he’s 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 that’s a hard no. - -Rico will usually drop by every couple of days to see if you have any -questions. If Rico isn’t 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 he’ll -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 “where’s a good cheese shop” and Rico’s -not around - in that case, it’s okay to ask another tout. Of course, -expect the other tout to charge you 1GP or so for the service. - diff --git a/people/Xaositect-Jinn.md b/people/Xaositect-Jinn.md deleted file mode 100644 index 43fb551..0000000 --- a/people/Xaositect-Jinn.md +++ /dev/null @@ -1,56 +0,0 @@ -## 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 we’ve -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 doesn’t 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 Sergei’s 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 Rennick’s 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. - diff --git a/people/Xaositect-Sergei-Pavel.md b/people/Xaositect-Sergei-Pavel.md deleted file mode 100644 index fc3051f..0000000 --- a/people/Xaositect-Sergei-Pavel.md +++ /dev/null @@ -1,47 +0,0 @@ -## 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, he’ll -wave it off: “nah, I’m the president, they’re 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 he’s 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, -> traveler’s gear. - diff --git a/sections/3-the-castle-with-the-steel-door.md b/sections/3-the-castle-with-the-steel-door.md index eccbe7f..b5a2743 100644 --- a/sections/3-the-castle-with-the-steel-door.md +++ b/sections/3-the-castle-with-the-steel-door.md @@ -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 can’t 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 “Selune’s 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 “Selune’s 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. diff --git a/sections/5-the-carrion-bird.md b/sections/5-the-carrion-bird.md index a8ba4c1..312e5c7 100644 --- a/sections/5-the-carrion-bird.md +++ b/sections/5-the-carrion-bird.md @@ -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