505 lines
21 KiB
Markdown
505 lines
21 KiB
Markdown
# The Carrion Bird
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In this chapter, the PCs arrive in the city of Sigil, where
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they have been tasked with finding Rennick. This turns out
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to be difficult: Rennick is in hiding, because he is
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terrified of a man named Crow, who is hunting him.
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Crow is an incantifer: a member of a small sect of
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wizards who have mastered a vile technology. Incantifers
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capture a powerful individual, rip the soul out of their
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body, and use that soul to build an orb: a construct that
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allows the incantifer to wield the powers of the person
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from whom the orb was made.
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But the real innovation is in how incantifers control these
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orbs: you see, the soul is connected to the body by
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something called the silver cord. It turns out the silver
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cord is a braided thing, made up of seven strands, with each
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strand connected to one of the body's seven chakras.
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Incantifers disconnect one of the seven strands from one of
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the chakras, and then reconnect that strand to the orb. This
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allows the incantifer to control the orb as if it were part
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of their body - using an orb is as fluid as thought.
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Incantifers are blazingly fast: an incantifer can cast one
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spell per turn per orb, in addition to whatever spell they
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cast with their human body. In an action-economy combat
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system, an incantifer is a rain of death. Crow has four
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orbs, and for all practical purposes, fighting Crow is like
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fighting five powerful mages at the same time.
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However, incantifers pay a terrible price for this: the more
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strands of the cord are disconnected from the human body,
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the more paralyzed the human body becomes. The more
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powerful an incantifer becomes, the more their physical body
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becomes a handicap. Incantifers dream of the day when they
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can fully disconnect and discard the physical body, becoming
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a creature of pure magic. However, every incantifer who
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has attempted this has died. At least for now, incantifers
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are stuck with their physical body.
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Crow has verified that Rennick has the ability to predict
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random events. Crow has concluded that Rennick is actually
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a powerful oracle, who has not yet fully realized the extent
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of his powers. Crow intends to take those powers for himself.
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Up until this moment, there have been very few NPCs in this
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campaign who are unadulterated evil. Green is greedy, but
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he has redeeming qualities, and he can be reasoned with.
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Orethys was pure evil, but he is a historical figure.
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Beshaba is evil, but she won't play a central role until
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later. Crow is the first genuinely horrible person that the
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PCs will face.
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Do not tell any of this to your players. All of this will
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unfold gradually, as the PCs search for Rennick, and explore
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the city of Sigil.
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Finding Rennick in the City of Sigil is a very nonlinear
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part of the campaign. The PCs can go in any one of several
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directions, and can pursue any one of several leads. The
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DM will have to tie all of this together into a story that
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flows together coherently.
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## First Sights of the City
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When the PCs emerge from the scrap dealer's tent, they step
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out into the Bazaar of Sigil. It is a one-way portal.
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Behind the PCs is just more bazaar. The first sights they
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see are wild and disorienting. The PCs just stand and stare
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for several minutes, unless they consciously try to fit in.
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These are the most notable things they see:
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- The extreme variety of races. In addition to the more
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common races, the PCs see a ton of people they may or may
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not recognize: bariaur, tabaxi, modrons, goblins, gith,
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tanaari, everything. When describing it, be sure to throw
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in some really unexpected ones: a giant, a mind flayer, a
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group of pixies, you name it.
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- The enormous arch. Overhead, there appears to be a huge
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arch that spans the entire width of the city. This is
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actually the city itself, forming a ring. But this isn't
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immediately obvious to newcomers. It may take them a little
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time to realize it's not a giant structure, it's the city's
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topology.
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- The gritty atmosphere. The foundry is not far, and the
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yellow soot hangs over the bazaar. Many of the buildings
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are made of steel, rusted and corroded, and blades stick out
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from the corners of the buildings and the door and window
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frames. The city somehow looks both extremely poor and
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extremely wealthy at the same time.
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- The chaos of the bazaar. People are rushing in every
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direction, trying to get business done. They shove around
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the clueless newbies standing in the road, paying them
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little attention.
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There is a lot of great material about the city of Sigil
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published by Wizards of the Coast. I highly recommend you
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familiarize yourself with the city before trying to run this
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section of the campaign. This adventure, as written, is set
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in a version of Sigil in which the faction war never
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happened. If you want to adapt this to whatever version of
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Sigil you prefer, that would not be difficult.
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The PCs came to the city with a quest: Find Rennick!
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After wandering around for a few minutes, they may start
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to think about their objective. Before they have a chance
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to get started, introduce them to Rico Sparks.
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## Rico Sparks, the Tout
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As the PCs gape at the bazaar, a Tout named Rico Sparks
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notices that the PCs are obviously not from Sigil. He sees
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a business opportunity. Touts are information brokers,
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their bread and butter is selling basic information
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about the city to clueless visitors.
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Rico is always over-the-top brash and cheerful. He uses
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a *lot* of Sigil slang, and he also like to say "hey, baby!"
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His favorite gesture: finger guns.
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He approaches the PCs and says, "Hey, cutters! I'm your
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friendly neighborhood drug dealer, and the drug I sell is
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easy access to information! Be careful, it's addictive!"
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Rico Sparks is a dwarf-human hybrid - technically, a "Mul."
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He is as tall as a human, but bulky, like a dwarf. Muls
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are entirely hairless. Rico is also plane-touched: his
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fingers crackle with little sparks.
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Rico stands there grinning: "What do you think of the Cage?
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You looking for a Kip? Or you want to get some bub first?"
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Rico is deliberately using slang that the PCs don't know
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in order to make the PCs feel disoriented. This is a
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business strategy that works for him, the more clueless
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people feel, the more they want an information broker.
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If the PCs ask Rico what his race is, or why he gives off
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sparks, Rico grins and says, "that information costs more
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than you can afford, baby!"
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If you ask Rico why he calls himself a drug dealer, he says,
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"Touts provide easy access to information, and easy access
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to information makes you lazy, it makes you stop trying to
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solve problems for yourself. Soon you'll find yourself
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calling me because you need me to tell you how to tie your
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shoes. That's my income stream, baby! Addicts who can’t stop
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calling me to tell them what to do every minute of the day.”
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Rico’s price structure is simple: "it costs 5GP to have a
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conversation with me. First conversation’s free, baby, like
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any good drug dealer!"
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During a conversation, Rico will gladly answer all the
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questions you have, as long as he knows the answer off the
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top of his head. "It doesn't cost any extra to ask a lot of
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questions, so ask everything you can think of!" Rico knows
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a lot about what’s going on around the city, and he has good
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general knowledge about many subjects, but he’s not a
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database of all information in the universe. If you ask
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something that requires research, he’s willing to do
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research, but he charges 10GP per hour, sometimes more,
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depending on the challenge level. If you ask Rico for
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information that might put Rico in danger, then that’s a
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hard no.
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"If you want, you can retain my services. If you do that,
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I'll show up every couple of days and see if you have
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any questions. However, if I'm going to the trouble
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of making myself available, there's something I want in
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return: customer loyalty. You don't do business with
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any other tout."
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"If you want to ask me a question and I'm not around, you
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can summon me. To do that, tell any tout that you want to
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talk to Rico Sparks. They'll get a message to me.
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Summoning me costs 10gp, because it means I have to drop
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everything and travel halfway across the city. If you do
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that, it'll take me a few hours to get there."
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"You can also summon me fast. If you do that, I'll use
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shortcuts to get to you - portals. But that costs me a lot
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of money - I have to pay the owners of the portals. So
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summoning me fast costs 30gp, but I can usually get there
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in an hour."
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Rico is very good at extracting money from his customers.
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However, he does develop a fondness for interesting
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customers: he is meant to become a friend to the PCs.
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He will always charge quite a bit for his services, but
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his information is reliable and he tries to make himself
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useful.
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The PCs should probably ask Rico where to find Rennick.
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Rico will ask the PCs, "what do you know about this Rennick?"
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If the PCs point out that Rennick is a member of the
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Fraternity of Order, then Rennick will point out that
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the courthouse is the Fraternity base of operations. If
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the PCs tell Rico that Rennick is involved in casino
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regulation, then Rico will tell the PCs that all regulatory
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agencies are located in the courthouse. It looks like
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the courthouse is a good place to start looking.
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## Taking Care of Pig
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If the PCs brought Pig along, then Pig follows them for a
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while, and then gets tired. He settles into an empty spot
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at the bazaar and starts playing his mandolin, and attracts
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a small crowd.
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Eventually, this draws the attention of the landlord. The
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bazaar is spread across several dozen plots of land owned by
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several different landlords. Pig can play music for a few
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days without being noticed, but eventually a landlord will
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show up and ask the PCs, "does this ogre belong to you?"
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The PCs will have to negotiate to rent a plot of land where
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Pig can play his music.
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Pig's artistry is good, he brings in enough money to pay
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for food, shelter, the landlord, and maybe a little more on
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the side. Pig is not picky about shelter, he doesn't mind
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sleeping outside.
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Of course, the real reason Pig is tagging along is because
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the PCs promised healing. Sigil has many powerful priests,
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several of whom can cast "Greater Restoration," which is
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what Pig needs.
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Rico Sparks can tell the PCs where to find a priest: he says
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that temples are not allowed in Sigil ever since the
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incident with the shattered temple. However, priests are
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allowed to gather in "healing centers," which are not
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allowed to hire more than one priest of a given god, in
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order to avoid the perception that they are a temple.
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Rico can point to several reputable healing centers in the
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bazaar.
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If the PCs go to one of these, they will have to pay for the
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Greater Restoration spell, which is expensive, but it gets
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the job done. Pig doesn't heal immediately. The priest
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explains: "Pig is recovering now, but he has lost almost all
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his muscle mass. He needs lots of protein. Make sure he
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eats like an ogre, and over the course of the next few
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months, he'll get strong again."
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We are deliberately timing this so that Pig cannot provide
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real combat assistance in *this* chapter, but he *will* be
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able to fight in the next one. In the meantime, Pig will
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play his music in the bazaar, mostly take care of himself,
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and he will be *very* grateful to the PCs because he's
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regaining his strength.
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If the PCs ask Pig to fight in *this* chapter, Pig refuses:
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he's humiliated by his weakness and doesn't want anyone
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to see him fight in this condition. But that will change
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in a month or so.
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## Sergio and Jinn, the Xaositects
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After the PCs have had a chance to wander around the bazaar
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a bit, have them make a perception check. They hear somebody
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say the name "Rennick." It turns out that two Xaositects,
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Sergei and Jinn, are searching for Rennick. Their strategy?
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Just asking people at random on the street: "We're looking
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for a guy named Rennick. Have you seen him?"
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Sergei is a Xaositect who has learned through the grapevine
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that Rennick has gained the ability to predict random
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events. Sergei, like most Xaositects, thinks this is an
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abomination. He is on a mission to find an kill Rennick.
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Fortunately for Rennick, Sergei is not very efficient.
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Sergei insists that he is the president of the Xaositects.
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He occasionally changes his mind and decides he's the
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"chairman" of the Xaositects, or the "emperor", or sometimes
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even the "factol."
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The other Xaositect, Jinn, is enigmatic. She refuses to
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make any assertions about anything. She explains: " Suppose
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your friend tells you that there's an excellent cheese shop
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about two blocks north. But think about it: they could be
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lying. They could be telling the truth, but they may have a
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bad sense of direction. They may be misremembering. You
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may have misheard them. They might just have terrible taste
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in cheese. There are just so many different ways that our
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knowledge can be broken. We act as if our knowledge is
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good, but over and over it just turns out our memories, our
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perception, or our communication is flawed - sometimes, all
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three. It's safer to just assume you know nothing."
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Jinn has no hostility toward Rennick, because she doesn't
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know anything about who Rennick is, or what he did, or...
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well, she doesn't know anything about anything, really.
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However, Jinn has a supernatural ability to just be where
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she needs to be, when she needs to be there. She does what
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she needs to do, without knowing why she's doing it. Right
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now, the universe has a purpose for her, and it involves
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Rennick. So, she's searching for Rennick. She has no idea
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why.
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Sergei calls Jinn "my secretary," or "my assistant," or "my
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manservant." When he does, Jinn gets an irritated look on
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her face, and sometimes she replies: "I'm not your servant."
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Sergei knows how to push Jinn's buttons: "How do you know
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you're not my servant?" Jinn has no answer for this.
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Sergei is a male bariaur, a LV4 fighter. Jinn is a female
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water genasi. Her class and level are unknown - she has
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different skills on different days. Jinn carries around a
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"loot bag," which contains random items that she has no idea
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where she got them, but the loot bag often contains
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something relevant to what she needs.
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The two Xaositects both come across as morons. For Sergei,
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that perception is entirely deserved. Jinn is
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knowledge-free, but also, extremely intelligent, which is a
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strange combination.
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Each time the PCs go to another location, there's a
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substantial chance that Sergei and Jinn will already be
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there. This will happen over and over. The PCs show up,
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and there are Sergei and Jinn asking passers-by about
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Rennick.
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The reason for this is Jinn's special ability to
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just be in the right place. But it's not the right time
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for her to do what she needs to do, so she's just hanging
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around waiting, and looking for Rennick.
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In addition to asking around about Rennick, the two
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of them both enjoy drinking. Sometimes, when the PCs
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show up, Sergei may already be passed out on the floor,
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with Jinn just sipping liquor until he wakes up.
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## An Appointment with Rennick
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The courthouse is the base of operations for the
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Fraternity of Order, of which Rennick is a part. The
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main door of the courthouse leads to a large antechamber,
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with a big receptionist desk. Working the desk is a
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harried-looking man named Timon Pherenikos.
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Timon appears human, however, he is actually the son of a
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Human and an Oread. Timon's Oread heritage has left him
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with two unusual traits: he's extraordinarily patient (which
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is why he's the receptionist), and he smells slightly of
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earth.
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Timon points out that Rennick works for the department
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of casino regulation. He explains: "the purpose of the
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department of casino regulation is to inspect casinos
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and certify that their games aren't rigged." He says,
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"if you want to go see Rennick, you'll need an appointment.
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And to get an appointment, you have to be a casino that's
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applying for certification. Those are the rules."
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Of course, the PCs will try to short-circuit the rules.
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Timon won't allow that: He's a member of the Fraternity of
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Order, and rules are rules. However, Timon is surprisingly
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patient with people who try. For example, if try to pressure
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him to let you through, he won’t, but he’ll explain why he
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can’t, and he won't hold a grudge.
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The PCs may try charm magic. Timon is zero-level, so a
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simple “Charm Person” would succeed in bending him to your
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will. However, the Fraternity has silent alarm systems in
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place to detect the use of magic in the courthouse, and
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moments later you’ll be facing a Harmonium patrol.
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The Harmonium is used to outsiders trying spells like “Charm
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Person” in the courthouse - it happens all the time. As long
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as you were nonviolent, they’ll just take you outside, give
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you a stern talking to, and let you off with a warning the
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first time you try it. The leader of the patrol is actually
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a little sympathetic: he too finds the bureaucracy to be
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exasperating, but the rules are the rules.
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In the end, the PCs's best course of action is to actually
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play by the rules. If the PCs decide to go this route,
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Timon is quite helpful: he is happy to assist people in
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navigating the bureaucracy.
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Timon hands the PCs a blank copy of form CM1-228: REQUEST BY
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CASINO FOR INITIAL CONSULTATION FOR ACQUISITION OF
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CERTIFICATE OF FAIR PLAY. This is the form the PCs will
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need to fill out to get an appointment. The form is in an
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appendix. It contains many questions that the PCs couldn't
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possibly know the answer to. The PCs have no hope of just
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filling it out.
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The PCs may attempt to fill out the form with bullshit. If
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they do so, Timon will look at the filled out form and say,
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sympathetically, "If I send this upstairs, they'll just put
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it in the circular file. You need to fill in real
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information. Your best bet is to find somebody who has
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actually run a casino before. Pay them for their help.
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They will know what to do."
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Now, at this point, the PCs should be thinking to
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themselves: Green used to own a Casino in the city of Sigil.
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What happened to Green's Casino? They should also be
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thinking: Green's employees returned to the city of Sigil,
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including Edric, the steward of Green's operation. If the
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PCs fail to remember this, let Lada remind them.
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## Rico Learns who the Incantifers Are
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## The Hall of Records
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## The Goblins in the Casino
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## Sending to Rennick
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The PCs should at this point be of high enough level to cast
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the spell "sending." This spell allows the PCs to send a 25
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word message to Rennick. Each time the PCs cast sending,
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Rennick can send up to 25 words back.
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Pretty much no matter what the PCs say, Rennick says:
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> Incantifer, Crow, plans to kill me! I'm hiding from him.
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> He may be spying right now! Say nothing! He's listening.
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> Cast sending again.
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At this point, the PCs are likely to have tons of questions.
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If the PCs try asking questions, Rennick says:
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> Cannot explain: Crow listening. Cannot come out of hiding.
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> If you save me from Crow, I will cooperate with you.
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> Will you help?
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If the PCs agree to help, Crow says:
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> DO NOT FIGHT CROW! Too deadly. Research strengths,
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> weaknesses. Choose spells. Raid my stash, buy right equipment.
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> Hire mercenary from Ysgard. When prepared, contact me.
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This tells the PCs the rough outlines of what's going on
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with Rennick, but it leaves a lot of unanswered questions:
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* What is an "Incantifer?" What are Crow's powers?
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* Why does Crow want to kill Rennick?
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* How can the PCs find Crow?
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* For that matter, how can the PCs *avoid* Crow until they're ready?
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* "Hire mercenary from Ysgard." What mercenary from Ysgard? What are you talking about?
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* "Raid my stash." What stash? Where is this stash?
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||
|
||
* "Buy right equipment." What is the "right equipment?"
|
||
|
||
* Where is Rennick hiding?
|
||
|
||
The PCs will have to figure out the answers to these questions
|
||
by themselves. Any further attempt to send messages to Rennick
|
||
will result in Rennick saying:
|
||
|
||
> Stop casting sending, too dangerous. May be possible to
|
||
> trace you. I know you are smart. Info you need is out there.
|
||
|
||
Now, that's a lot of open-ended questions. Fortunately,
|
||
Rico Sparks is a big help. Rico is a tout, an information broker,
|
||
so he knows how things work and where to find useful information.
|
||
He can do all of the following:
|
||
|
||
* Rico has heard of the incantifers. He volunteers to research them.
|
||
|
||
* He observes that Rennick's coworkers might know something.
|
||
|
||
* Rico volunteers to find out where Rennick's house is: he will succeed.
|
||
|
||
* Rico doesn't know who the mercenary from Ysgard is, but he says, "based on the wording, it's clear that Rennick has somebody specific in mind."
|
||
|
||
|
||
Rico also amplifies what Rennick said about "Do not fight Crow".
|
||
Rico says:
|
||
|
||
> Back in Saint Parnas, you guys were big fishes in a little
|
||
> pond. But here in the Cage, you're not in a little pond
|
||
> any more. There are people walking around on these
|
||
> streets who are archdemons in disguise. There are wizards
|
||
> who are famous all over the multiverse. There are
|
||
> servants of the gods walking these streets. If you go
|
||
> starting fights with powerful people, you're going to put
|
||
> yourselves in the dead book *very* fast. If this Rennick
|
||
> is so scared of Crow, then you would have to be real
|
||
> leatherheads to fight him unprepared.
|
||
|
||
|
||
|
||
## Rennick's House
|
||
|
||
## The Mercenary from Ysgard
|
||
|
||
## The Greatest Show in Ysgard
|
||
|