# The Carrion Bird In this chapter, the PCs arrive in the city of Sigil, where they have been tasked with finding Rennick. This turns out to be difficult: Rennick is in hiding, because he is terrified of a man named Crow, who is hunting him. Crow is an incantifer: a member of a small sect of wizards who have mastered a vile technology. Incantifers capture a powerful individual, rip the soul out of their body, and use that soul to build an orb: a construct that allows the incantifer to wield the powers of the person from whom the orb was made. But the real innovation is in how incantifers control these orbs: you see, the soul is connected to the body by something called the silver cord. It turns out the silver cord is a braided thing, made up of seven strands, with each strand connected to one of the body's seven chakras. Incantifers disconnect one of the seven strands from one of the chakras, and then reconnect that strand to the orb. This allows the incantifer to control the orb as if it were part of their body - using an orb is as fluid as thought. Incantifers are blazingly fast: an incantifer can cast one spell per turn per orb, in addition to whatever spell they cast with their human body. In an action-economy combat system, an incantifer is a rain of death. Crow has four orbs, and for all practical purposes, fighting Crow is like fighting five powerful mages at the same time. However, incantifers pay a terrible price for this: the more strands of the cord are disconnected from the human body, the more paralyzed the human body becomes. The more powerful an incantifer becomes, the more their physical body becomes a handicap. Incantifers dream of the day when they can fully disconnect and discard the physical body, becoming a creature of pure magic. However, every incantifer who has attempted this has died. At least for now, incantifers are stuck with their physical body. Crow has verified that Rennick has the ability to predict random events. Crow has concluded that Rennick is actually a powerful oracle, who has not yet fully realized the extent of his powers. Crow intends to take those powers for himself. Up until this moment, there have been very few NPCs in this campaign who are unadulterated evil. Green is greedy, but he has redeeming qualities, and he can be reasoned with. Orethys was pure evil, but he is a historical figure. Beshaba is evil, but she won't play a central role until later. Crow is the first genuinely horrible person that the PCs will face. Do not tell any of this to your players. All of this will unfold gradually, as the PCs search for Rennick, and explore the city of Sigil. ## First Sights of the City When the PCs emerge from the scrap dealer's tent, they step out into the Bazaar of Sigil. It is a one-way portal. Behind the PCs is just more bazaar. The first sights they see are wild and disorienting. The PCs just stand and stare for several minutes, unless they consciously try to fit in. These are the most notable things they see: - The extreme variety of races. In addition to the more common races, the PCs see a ton of people they may or may not recognize: bariaur, tabaxi, modrons, goblins, gith, tanaari, everything. When describing it, be sure to throw in some really unexpected ones: a giant, a mind flayer, a group of pixies, you name it. - The enormous arch. Overhead, there appears to be a huge arch that spans the entire width of the city. This is actually the city itself, forming a ring. But this isn't immediately obvious to newcomers. It may take them a little time to realize it's not a giant structure, it's the city's topology. - The gritty atmosphere. The foundry is not far, and the yellow soot hangs over the bazaar. Many of the buildings are made of steel, rusted and corroded, and blades stick out from the corners of the buildings and the door and window frames. The city somehow looks both extremely poor and extremely wealthy at the same time. - The chaos of the bazaar. People are rushing in every direction, trying to get business done. They shove around the clueless newbies standing in the road, paying them little attention. There is a lot of great material about the city of Sigil published by Wizards of the Coast. I highly recommend you familiarize yourself with the city before trying to run this section of the campaign. This adventure, as written, is set in a version of Sigil in which the faction war never happened. If you want to adapt this to whatever version of Sigil you prefer, that would not be difficult. The PCs came to the city with a quest: Find Rennick! After wandering around for a few minutes, they may start to think about their objective. Before they have a chance to get started, introduce them to Rico Sparks. ## Rico Sparks, the Tout - Finding a Kip - Searching for Rennick ## Healing Pig ## Rennick's Office at the Courthouse ## The Hall of Records ## The Goblins in the Casino ## Sending to Rennick ## Rennick's House ## Sergio and Jinn, the Xaositects ## The Mercenary from Ysgard ## The Greatest Show in Ysgard