870 lines
36 KiB
Markdown
870 lines
36 KiB
Markdown
# The Carrion Bird
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## Chapter Summary
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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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The PCs met Rennick near Castle Green. Shortly after
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Rennick parted ways with the PCs, he was captured by Crow.
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Fortunately, Rennick has a cautious personality, he values
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his safety, and he plans for contingencies. A long time
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ago, Rennick purchased a teleportation tattoo from Fell (see
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"Uncaged: Faces of Sigil" for more information about Fell
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and Fell's Tattoos). The tattoo was expensive, and for
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years, Rennick had no occasion to need it. But when Crow
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captured him, the tattoo saved his life.
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When Crow put Rennick into a cell, he of course took away
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all of Rennick's magic items, but he didn't realize the
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tattoo was also a magic item. Rennick allowed Crow to
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brag about himself and his plans, and Rennick learned what
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Crow planned to do with him. Then, he used up the tattoo to
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teleport away. Of course, Crow was furious and immediately
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set out to recapture Rennick. Rennick knew he wasn't safe:
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he immediately went into hiding.
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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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not a monster, and he can be reasoned with. Orethys was pure
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evil, but he is a historical figure. Beshaba is evil, but
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she won't play a central role until later. Crow is the
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first genuinely horrible person that the 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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## Character Leveling
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The PCs should be raised to Level 5 before starting this
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chapter.
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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 probably have lots of questions about Sigil for
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Rico. But there is one essential piece of information
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that you must work into the conversation: you must
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teach the PCs about portals and portal keys.
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One way to work this into the conversation is to have Rico
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ask about the metal wire on the PCs' arms: he says: "You
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don't need those metal wires any more. That was just a
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portal key. You guys know about portals and portal keys?"
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Rico then explains: "Supposedly, every door and window in
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Sigil is a portal to somewhere. Yes, interior doors too.
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The thing is, most of those portals will never activate,
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because nobody knows the right key. Key could be anything:
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it could be a physical object like that loop of wire, but it
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could also be a song, or a color, or even a mindset - you
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name it."
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Rico is a tool for you, the DM. You can use him to feed
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the PCs little bits of information whenever you would
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like to do so. He can help keep the story moving.
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The PCs should probably ask Rico where to find Rennick.
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Rico will answer that he doesn't know who Rennick is, but
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he knows that any member of the Fraternity of Order, who
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works in the department of casino regulation, is going
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to have an office in the Courthouse. So the courthouse
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is a good place to start looking.
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## Taking Care of Pig
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If the PCs brought Pig to Sigil, 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 for
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food, rent, and maybe a little more on the side. Pig is not
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picky about shelter, he doesn't mind 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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The PCs may decide that playing music is actually a
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reasonable way to make a few coins. If so, Pig is willing
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to join the troupe. Feel free to improvise here.
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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. If
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the PCs ask Sergei what he's up to, he explains, "killing
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Rennick is only illegal if I get caught." Fortunately for
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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." No other Xaositect thinks that Sergei
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is any of these things.
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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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servant." When he does, Jinn gets an irritated look on her
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face, and sometimes she replies: "I'm not your piking
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servant." Sergei knows how to push Jinn's buttons: "How do
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you know you're not?" 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 of them
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both enjoy drinking. Sometimes, when the PCs show up,
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Sergei may already be passed out on the floor, with Jinn
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just napping or sipping liquor until he wakes up.
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## Sending to Rennick
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The PCs are now at a level where they can potentially cast
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the spell "Sending." This is a very useful tool for finding
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Rennick. According to the spell, one must be "familiar"
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with the recipient. The PCs met Rennick at Castle Green.
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Whether that's enough to constitute "familiarity" depends on
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how the PCs interacted with Rennick. If they barely said
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two words to him, then no, it's not enough. But if they had
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a good solid conversation with him, then that's enough: he's
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"familiar." Your judgement call.
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Do not feel obligated: if the PCs can't cast sending, they
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can still complete this chapter just fine.
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If the PCs cast sending, then Rennick can respond with a
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25-word response. Pretty much no matter what the PCs say,
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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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With that, the PCs now understand the broad outlines of
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this chapter and what they have to do. However, that
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still leaves tons of questions unanswered:
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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?"
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* Where is Rennick hiding?
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The PCs will have to figure out the answers to these questions
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by themselves. Any further attempt to send messages to Rennick
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will result in Rennick saying:
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> Stop casting sending, too dangerous. May be possible to
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> trace you. I know you are smart. Info you need is out there.
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So Rennick refuses to answer any more questions. Fortunately,
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Rico Sparks is a big help. Rico is a tout, an information broker,
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so he knows how things work and where to find useful information.
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He can do all of the following:
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* Rico has heard of the incantifers. He volunteers to research them.
|
||
|
||
* Rico observes that Rennick's coworkers might know
|
||
something.
|
||
|
||
* Rico is confident that he can find out where Rennick
|
||
lives, when he's not in hiding.
|
||
|
||
* Rico doesn't know who the mercenary from Ysgard is, but he
|
||
says, "based on the wording, it's clear that Rennick has
|
||
somebody specific in mind."
|
||
|
||
## Sending to Green
|
||
|
||
Green is in Beshaba's realm, in the Abyss. Beshaba is
|
||
allowing him to stay there, even providing protection. This
|
||
is because she sees the Deck as bait that might lure Tymora
|
||
to her realm.
|
||
|
||
If the PCs cast sending to talk to Green, Green will happily
|
||
answer their questions. He doesn't have any up-to-date
|
||
information about Rennick, but he knows general facts.
|
||
|
||
If the PCs ask Green about exactly what he's *doing* there
|
||
in Beshaba's realm, or if the PCs just start asking Green
|
||
more questions than you want, cut them off. Here's how: A
|
||
goddess is almost omnipotent in her own realm. Beshaba can
|
||
easily intervene in any sending spell cast into her realm.
|
||
The PCs cast sending and ask the wrong question. They get a
|
||
reply that's not from Green, it's from Beshaba:
|
||
|
||
> So, Tymora's little pawns are getting information from my
|
||
> little pawns. I think it's time for me to put a stop to that.
|
||
|
||
The caster recognizes the voice of Beshaba. The caster ends
|
||
up with a splitting headache, and two levels of exhaustion.
|
||
If they're stupid enough to try again, make it even worse
|
||
for them.
|
||
|
||
## An Appointment with Casino Regulation
|
||
|
||
The courthouse is the base of operations for the
|
||
Fraternity of Order, of which Rennick is a part. The
|
||
main door of the courthouse leads to a large antechamber,
|
||
with a big receptionist desk. Working the desk is a
|
||
tired-looking man named Timon Pherenikos.
|
||
|
||
Timon appears human, however, he is actually the son of a
|
||
Human and an Oread. Timon's Oread heritage has left him
|
||
with two unusual traits: he's extraordinarily patient (which
|
||
is why he's the receptionist), and he smells slightly of
|
||
earth.
|
||
|
||
When the PCs ask for Rennick, Timon says "to get an appointment
|
||
with the Department of Casino Regulation, you need to be a
|
||
casino representative, and you need to be requesting regulation
|
||
for your casino. Here's the form." He hands over a blank
|
||
CM1-228, "REQUEST BY CASINO FOR INITIAL CONSULTATION FOR
|
||
ACQUISITION OF CERTIFICATE OF FAIR PLAY."
|
||
|
||
This is where the PCs next "adventure" begins: a ludicrous
|
||
mini-quest in which the PCs have to actually fill out a
|
||
Fraternity form. This will be the PCs' first encounter with
|
||
a faction, and it is meant to highlight the absurdity of
|
||
faction ideology. The form is full of over-the-top
|
||
bureaucratic jargon and impossible questions. The form can
|
||
be found in appendix XYZ. Filling it out will be a
|
||
challenge.
|
||
|
||
Of course, the PCs will beg Timon to just let them go talk
|
||
to the Department, skipping the formality. That ain't
|
||
happening: this is the Fraternity of Order. Timon says:
|
||
"Rules are rules. If you want an appointment, you fill out
|
||
the form."
|
||
|
||
Timon is strict, but he's actually quite kind, and patient.
|
||
If the PCs want, they can try to befriend him, which works.
|
||
He still won't bend the rules, but he will be as helpful
|
||
as he can be within the rules.
|
||
|
||
The PCs may try charm magic. Timon is zero-level, so 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.
|
||
|
||
If the PCs used charm magic, but were nonviolent, the patrol
|
||
takes the PCs outside, and gives them a stern talking to.
|
||
"I'm not going to throw you in jail, every damn clueless who
|
||
comes to the city tries that. If I threw all of you in
|
||
jail, there would be no room in the jail for anyone else.
|
||
But don't even think about trying that again." If the PCs
|
||
complain about the bureaucracy, the leader of the patrol
|
||
sympathizes: "Yeah, I know, their forms are completely
|
||
unreasonable. But the law's the law, and it's my job to
|
||
enforce it." In the end, the PCs's best course of action is
|
||
to actually just figure out a way to fill out the form.
|
||
|
||
The PCs may attempt to fill out the form with bullshit. If
|
||
they do so, Timon will look at the filled out form and say,
|
||
sympathetically, "If I send this upstairs, they'll just put
|
||
it in the circular file. You need to fill in real
|
||
information. You need to put down information from an
|
||
actual, real casino. You might want to go to the hall
|
||
of records and get an actual example of an actual form
|
||
CM1-228 filled out by a real casino, that might help.
|
||
The hall of records is the next building over."
|
||
|
||
It may occur to the PCs to go find Green's Casino, and to
|
||
look there for clues about how to fill out the form. It takes
|
||
Rico only an hour to locate the casino (finding
|
||
entertainment venues for tourists is the bread and butter
|
||
of touts everywhere.) The casino's real name is "The Golden
|
||
Hoard," and it's in the market ward, not far. Rico says
|
||
it's boarded up.
|
||
|
||
Another possibility is that the PCs may think
|
||
themselves: Edric, the steward, has probably filled out
|
||
this very form, and he's in town somewhere. Rico can find
|
||
Edric too, though it's not as fast.
|
||
|
||
Edric Says: "Green's Casino is called The Golden Hoard. It
|
||
gets reinspected every so often. I had to fill that form
|
||
out last time. Nothing has changed, you can just get the old
|
||
form from the hall of records and copy everything over. To
|
||
get that, you'll need the tax ID number for the casino. I'm
|
||
afraid I don't remember the tax ID number, it's been a
|
||
while. There's still some old paperwork at the casino
|
||
building, I imagine one of those old forms has the tax ID
|
||
number somewhere."
|
||
|
||
If the PCs go to the hall of records, they end up in
|
||
a room that looks like a library reading room, with a
|
||
giant desk. Behind the desk are many "librarians",
|
||
and a football-field sized room full of shelving units
|
||
packed with filing boxes. The PCs get in line, and
|
||
eventually get served.
|
||
|
||
The hall of records keeps the forms organized by:
|
||
|
||
* Date,
|
||
* Tax ID number,
|
||
* Form number.
|
||
|
||
Those are your choices. You can specify more than one
|
||
of these. If you ask for anything else - literally,
|
||
anything else, the librarians will just get annoyed and
|
||
will explain to you that you have to give them a tax
|
||
ID number, a date range, and/or a form number.
|
||
|
||
The librarians also say: "every form retrieved costs 10gp."
|
||
|
||
If the PCs say something like, "can we just see an example
|
||
of a form CM1-228," the librarian says, "I can bring you
|
||
all of the form CM1-228s. There are probably thousands of
|
||
them, remember, they cost 10gp each."
|
||
|
||
If the PCs say, "no we just want to see one," the librarian
|
||
looks increasingly annoyed and says, "No Fraternity member
|
||
is going to bring you a *random* form CM1-228. Randomness
|
||
is not how things get done, we don't do that here. You
|
||
can pick a form by form number, tax ID number, or date
|
||
range."
|
||
|
||
It *is* possible to get an example of a form CM1-228 while
|
||
only paying 10gp. The trick is to use a narrow date range.
|
||
"Bring me any form CM1-228 filed in the last 24 hours." The
|
||
librarian will look annoyed, go into the stacks, and return
|
||
saying, "none have been filed in the last 24 hours." Then,
|
||
the PC can say, "OK, bring me any form CM1-228 filed in the
|
||
last 48 hours." The librarian will object, saying, "this is
|
||
wasting my time," to which the PC can say, "I asked for one
|
||
form, and you refused to do that. Fine. I'm using your
|
||
rules: I'm giving you date ranges. You made the rules, now
|
||
you follow them." They can't object: they're the Fraternity.
|
||
If the PCs keep this up, they'll eventually end up with the
|
||
most recently-filed CM1-228.
|
||
|
||
If the PCs don't pull off this trick with the date ranges,
|
||
the other real option is to go to the Golden Hoard, find the
|
||
tax ID number, and come back to the hall of records. In that
|
||
way, the PCs can obtain a CM1-228 from the Golden Hoard, and
|
||
use it in the same way.
|
||
|
||
After the PCs obtain a CM1-228, they can copy the
|
||
information over from that form to their own form,
|
||
substituting their own name and signature. Then, they give
|
||
it to Timon. Timon says, "well, you signed this form
|
||
claiming to be the casino's authorized representative. I
|
||
know you don't actually work for this casino, so that's
|
||
misrepresentation."
|
||
|
||
But, if the PCs got the CM1-228 from the Golden Hoard, and
|
||
if Edric gave them the go-ahead, they can legitimately claim
|
||
to actually be authorized. Timon is impressed.
|
||
|
||
If not, Timon says, "It's misrepresentation, but that's a
|
||
civil lawsuit, and I don't have standing, so I can't call
|
||
you out on it. But, if you send this upstairs, it may come
|
||
back to bite you, in the form of a lawsuit. Your call.
|
||
Send it up or not?"
|
||
|
||
In reality, there's no risk of a lawsuit. Nobody is going
|
||
to check up on this.
|
||
|
||
Timon gives the form to an imp, who flies it upstairs.
|
||
The imp returns a few minutes later with a note. Timon
|
||
says: "your appointment is in 10 minutes. Take those
|
||
stairs, three stories up, go left, all the way down the
|
||
hall."
|
||
|
||
## Hazel Senjen, Rennick's Boss
|
||
|
||
When the PCs enter the Department of Casino Regulation,
|
||
they are met by Rennick's boss: Hazel Senjen. She is a
|
||
smallish human. Unlike Rennick, she's not a researcher
|
||
or a statistician: she's an administrator, she coordinates
|
||
the department.
|
||
|
||
She says, "You're the ones who filled out this form?"
|
||
She tosses it in the circular file. "I know this casino
|
||
doesn't need a certificate, so what's this about?"
|
||
|
||
At this point, the PCs can explain their mission, that
|
||
they're looking for Rennick. As soon as they say this,
|
||
Hazel looks at Lada, and says, "Wait - Halfling, priestess
|
||
of Tymora? Are you Lada?" Lada looks surprised and agrees.
|
||
Hazel says: "Good, Rennick told me that you and your friends
|
||
would probably show up, he was counting on it." Now that
|
||
Hazel knows who the PCs are, she trusts them and is willing
|
||
to share information.
|
||
|
||
Hazel can tell the PCs the backstory of everything that led
|
||
up to this moment. Her story will fill in a *lot* of the
|
||
missing pieces. You might want to print this whole story
|
||
out, and just give it to them.
|
||
|
||
> Many months ago, Rennick told me that he had discovered a
|
||
> new technology that allowed him to predict certain random
|
||
> events. Rennick told me that this would be a boon for the
|
||
> Fraternity of Order. I don't understand the technology, I'm
|
||
> not a mathematician, but Rennick was very excited.
|
||
>
|
||
> He also told me that he found a small box by his bedside,
|
||
> with dice on the cover. He was very suspicious of the box,
|
||
> but he tried to open it anyway. It wouldn't open.
|
||
>
|
||
> a few weeks later, he came to me looking worried. He said,
|
||
> "I think I've made a huge mistake. This technology is too
|
||
> dangerous. I wish I could put the genie back in the bottle."
|
||
> He also wished he hadn't told so many people about it.
|
||
>
|
||
> I said to him, "if it's so dangerous, why don't you just
|
||
> burn your notes?" He said, "you know the priciple of the
|
||
> idea whose time has come? Even if I destroy my notes,
|
||
> other scientists are going to rediscover it, and soon.
|
||
> This technology is getting out whether I like it or not.
|
||
> If it does, the universe is piked. I have to do something."
|
||
>
|
||
> He kept me posted on his progress. Through divination, he
|
||
> figured out the box contained the avatar of a god of
|
||
> randomness. He assumed this god had some interest in his
|
||
> technology, since the box appeared on the day he made his
|
||
> breakthrough. He decided he really wanted to talk to this
|
||
> god: he was sure a god of randomness could help him
|
||
> fix the situation.
|
||
>
|
||
> He also figured out why he couldn't open the box.
|
||
> The Lady of Pain doesn't allow other gods in the city.
|
||
> It was her power keeping the box sealed tight.
|
||
>
|
||
> So, he took the box out of Sigil, and opened it. He was
|
||
> really disappointed: it was a deck of many things. He
|
||
> wanted to *talk* to the god, not play cards. So he did
|
||
> more divination, and figured out: This god is *asleep*,
|
||
> the cards are its *sleeping* form. He realized he couldn't
|
||
> get this God's help unless he woke it up first.
|
||
>
|
||
> He said "to wake somebody up, what do you do? You agitate
|
||
> the ever-living shit out of them." He says, "I can use
|
||
> this deck to create predictable outcomes, instead of
|
||
> random ones, the same way a casino makes a predictable
|
||
> income from games of chance. That would violate this
|
||
> god's core priciples, using its tool, designed to dispense
|
||
> randomness, to create a predictable result. That should
|
||
> aggravate it enough to wake it up, I hope."
|
||
>
|
||
> I said, "Are you sure you want to deal with a pissed-off
|
||
> god?" He said, "I have to, this is important. I have
|
||
> confidence, I can handle it."
|
||
>
|
||
> He brought in a guy named Green to help implement his
|
||
> plan. A few months later, he was frustrated that the God
|
||
> wasn't waking up. "Green can agitate anyone, but it's
|
||
> apparently not enough." Then, he told me he had another
|
||
> idea, to raise this God's anxiety level further, but he
|
||
> refused to let me in on that part of the plan. I think
|
||
> he's crazy, deliberately provoking a god, but it's
|
||
> Rennick. When he decides to do something, he doesn't
|
||
> listen to advice.
|
||
>
|
||
> About a week later, he went to Saint Parnas to catch up
|
||
> with Green. He comes back two or three days later,
|
||
> totally in a panic. He's rushing around, saying, "a guy
|
||
> named Crow is trying to kill me. Capture me, barely
|
||
> escaped. Wants to turn me into a magic item. Going into
|
||
> hiding." He's telling me this, and frantically filling
|
||
> out forms at the same time. He says, "there's people, good
|
||
> people, who I think are likely to show up. Lada, halfling,
|
||
> curly hair, Tymora priestess. Can't remember other names.
|
||
> Help them. I have to run!" Then, he hands me the forms,
|
||
> makes me sign them, and then rushes out the door. Haven't
|
||
> seen him since. Been, what, a week and a half?
|
||
>
|
||
> Those forms are over here... there you go.
|
||
|
||
The story not only fills in a lot of information about the
|
||
past, it also reveals some things about Rennick.
|
||
|
||
He also thinks he can handle an angry god, which tells you
|
||
something about his inflated sense of self. He also isn't
|
||
good at listening to advice. He can't remember the PCs'
|
||
names, only Lada - he respects her, because she's a
|
||
theoretical fortunologist like Rennick. But she's the only
|
||
one he bothers to remember. Overall, it paints a picture of
|
||
a man who is self-important.
|
||
|
||
Hazel hands the PCs the two forms that Rennick filed in a
|
||
panic: XP3-907, "REQUEST FOR TEMPORARY ABSENCE DUE TO
|
||
CREDIBLE THREAT TO LIFE", and COI-441, "AUTHORIZATION TO
|
||
VISIT PLACE OF BUSINESS DESPITE REGULATORY CONFLICT OF
|
||
INTEREST."
|
||
|
||
The "Request for Temporary Absence" is mostly just
|
||
silliness. The idea that the Fraternity would have a form
|
||
to request permission to go into hiding from a psychopath is
|
||
deliberately ludicrous. But the "authorization to Visit
|
||
Place of Business" contains a critical clue: the place of
|
||
business in question is Green's Casino, the Golden Hoard.
|
||
|
||
Why would Rennick, while fleeing from Crow, want to go to
|
||
casino that's closed? What could possibly be at a closed
|
||
casino that would help him deal with Crow? It doesn't make
|
||
sense. The form itself says: "Show producer may
|
||
have information which may pertain to my safety." Why would
|
||
there be a show, and a producer, at a closed casino, and
|
||
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
|
||
|
||
This is a good time for Rico Sparks to show up and say, "I've
|
||
learned a little information about the incantifers.
|
||
20gp for research plus 5gp for the conversation."
|
||
|
||
Here are the points of information that Rico can
|
||
contribute at this point:
|
||
|
||
* Who the incantifers are: a small sect of wizards who
|
||
capture individuals, rip the souls out of their bodies, and
|
||
use that soul to build orbs, which he says is some kind of
|
||
very powerful magical item that can rapidly cast spells. He
|
||
knows that Crow has four orbs. He doesn't know what they
|
||
can do.
|
||
|
||
* 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.
|
||
|
||
* He says that all three of the known incantifers are wanted
|
||
by the mercykillers. Apparently, the mercykillers attempted
|
||
a raid on the tower sorcerous a few years ago, but couldn't
|
||
get inside.
|
||
|
||
Finally, Rico promises to keep looking for information on
|
||
Crow. He says he's sure he can find more.
|
||
|
||
## The Goblins in the Casino
|
||
|
||
|
||
|
||
## Rennick's House
|
||
|
||
At some point, Rico says, "I've located Rennick's house."
|
||
(Research cost: 20gp.)
|
||
|
||
By this time, Rico is fond of the PCs. If the PCs say
|
||
they're going to Rennick's house, Rico says:
|
||
|
||
> Okay, but really, be careful. Crow might be watching
|
||
> Rennick's house.
|
||
>
|
||
> 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. I *really* doubt
|
||
> you guys are strong enough to fight Crow. 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.
|
||
>
|
||
> So go and investigate if you have to, but please, keep
|
||
> a low profile, and get out of there fast as you can.
|
||
|
||
## The Mercenary from Ysgard
|
||
|
||
## The Greatest Show in Ysgard
|
||
|