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# The Carrion Bird
## Chapter Summary
In this chapter, the PCs arrive in the city of Sigil, where
they have been tasked with finding Rennick. This turns out
to be difficult: Rennick is in hiding, because he is
terrified of a man named Crow, who is hunting him.
Crow is an incantifer: a member of a small sect of
wizards who have mastered a vile technology. Incantifers
capture a powerful individual, rip the soul out of their
body, and use that soul to build an orb: a construct that
allows the incantifer to wield the powers of the person
from whom the orb was made.
But the real innovation is in how incantifers control these
orbs: you see, the soul is connected to the body by
something called the silver cord. It turns out the silver
cord is a braided thing, made up of seven strands, with each
strand connected to one of the body's seven chakras.
Incantifers disconnect one of the seven strands from one of
the chakras, and then reconnect that strand to the orb. This
allows the incantifer to control the orb as if it were part
of their body - using an orb is as fluid as thought.
Incantifers are blazingly fast: an incantifer can cast one
spell per turn per orb, in addition to whatever spell they
cast with their human body. In an action-economy combat
system, an incantifer is a rain of death. Crow has four
orbs, and for all practical purposes, fighting Crow is like
fighting five powerful mages at the same time.
However, incantifers pay a terrible price for this: the more
strands of the cord are disconnected from the human body,
the more paralyzed the human body becomes. The more
powerful an incantifer becomes, the more their physical body
becomes a handicap. Incantifers dream of the day when they
can fully disconnect and discard the physical body, becoming
a creature of pure magic. However, every incantifer who
has attempted this has died. At least for now, incantifers
are stuck with their physical body.
Crow has verified that Rennick has the ability to predict
random events. Crow has concluded that Rennick is actually
a powerful oracle, who has not yet fully realized the extent
of his powers. Crow intends to take those powers for himself.
The PCs met Rennick near Castle Green. Shortly after
Rennick parted ways with the PCs, he was captured by Crow.
Fortunately, Rennick has a cautious personality, he values
his safety, and he plans for contingencies. A long time
ago, Rennick purchased a teleportation tattoo from Fell (see
"Uncaged: Faces of Sigil" for more information about Fell
and Fell's Tattoos). The tattoo was expensive, and for
years, Rennick had no occasion to need it. But when Crow
captured him, the tattoo saved his life.
When Crow put Rennick into a cell, he of course took away
all of Rennick's magic items, but he didn't realize the
tattoo was also a magic item. Rennick allowed Crow to
brag about himself and his plans, and Rennick learned what
Crow planned to do with him. Then, he used up the tattoo to
teleport away. Of course, Crow was furious and immediately
set out to recapture Rennick. Rennick knew he wasn't safe:
he immediately went into hiding.
Up until this moment, there have been very few NPCs in this
campaign who are unadulterated evil. Green is greedy, but
not a monster, and he can be reasoned with. Orethys was pure
evil, but he is a historical figure. Beshaba is evil, but
she won't play a central role until later. Crow is the
first genuinely horrible person that the PCs will face.
Do not tell any of this to your players. All of this will
unfold gradually, as the PCs search for Rennick, and explore
the city of Sigil.
Finding Rennick in the City of Sigil is a very nonlinear
part of the campaign. The PCs can go in any one of several
directions, and can pursue any one of several leads. The
DM will have to tie all of this together into a story that
flows together coherently.
## Character Leveling
The PCs should be raised to Level 5 before starting this
chapter.
## First Sights of the City
When the PCs take the portal from Sylvania, they step
out into the Bazaar of Sigil. It is a one-way portal.
Behind the PCs is just more bazaar. The first sights they
see are wild and disorienting. The PCs just stand and stare
for several minutes, unless they consciously try to fit in.
These are the most notable things they see:
- The extreme variety of races. In addition to the more
common races, the PCs see a ton of people they may or may
not recognize: bariaur, tabaxi, modrons, goblins, gith,
tanaari, everything. When describing it, be sure to throw
in some really unexpected ones: a giant, a mind flayer, a
group of pixies, you name it.
- The enormous arch. Overhead, there appears to be a huge
arch that spans the entire width of the city. This is
actually the city itself, forming a ring. But this isn't
immediately obvious to newcomers. It may take them a little
time to realize it's not a giant structure, it's the city's
topology.
- The gritty atmosphere. The foundry is not far, and the
yellow soot hangs over the bazaar. Many of the buildings
are made of steel, rusted and corroded, and blades stick out
from the corners of the buildings and the door and window
frames. The city somehow looks both extremely poor and
extremely wealthy at the same time.
- The chaos of the bazaar. People are rushing in every
direction, trying to get business done. They shove around
the clueless newbies standing in the road, paying them
little attention.
There is a lot of great material about the city of Sigil
published by Wizards of the Coast. I highly recommend you
familiarize yourself with the city before trying to run this
section of the campaign. This adventure, as written, is set
in a version of Sigil in which the faction war never
happened. If you want to adapt this to whatever version of
Sigil you prefer, that would not be difficult.
The PCs came to the city with a quest: Find Rennick!
After wandering around for a few minutes, they may start
to think about their objective.
## Sending to Rennick
The PCs are now at a level where they can potentially cast
the spell "Sending." This is a very useful tool for finding
Rennick. According to the spell, one must be "familiar"
with the recipient. The PCs met Rennick at Castle Green.
Whether that's enough to constitute "familiarity" depends on
how the PCs interacted with Rennick. If they barely said
two words to him, then no, it's not enough. But if they had
a good solid conversation with him, then that's enough: he's
"familiar." Your judgement call.
Do not feel obligated: if the PCs can't cast sending, they
can still complete this chapter just fine.
If the PCs cast sending, then Rennick can respond with a
25-word response. Pretty much no matter what the PCs say,
Rennick says:
> Incantifer, Crow, plans to kill me! I'm hiding from him.
> He may be spying right now! Say nothing! He's listening.
> Cast sending again.
At this point, the PCs are likely to have tons of questions.
If the PCs try asking questions, Rennick says:
> Cannot explain: Crow listening. Cannot come out of hiding.
> If you save me from Crow, I will cooperate with you.
> Will you help?
If the PCs agree to help, Crow says:
> DO NOT FIGHT CROW! Too deadly. Research strengths,
> weaknesses. Choose spells. Raid my stash, buy right equipment.
> Hire mercenary from Ysgard. When prepared, contact me.
With that, the PCs now understand the broad outlines of
this chapter and what they have to do. However, that
still leaves tons of questions unanswered:
* What is an "Incantifer?" What are Crow's powers?
* Why does Crow want to kill Rennick?
* How can the PCs find Crow?
* For that matter, how can the PCs *avoid* Crow until they're ready?
* "Hire mercenary from Ysgard." What mercenary from Ysgard? What are you talking about?
* "Raid my stash." What stash? Where is this stash?
* "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.
So Rennick refuses to answer any more questions. The PCs
will have to investigate and learn more.
## 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.
## Rico Sparks, the Tout
As the PCs gape at the bazaar, a Tout named Rico Sparks
notices that the PCs are obviously not from Sigil. He sees
a business opportunity. Touts are information brokers.
A large percentage of their income is selling basic information
about the city to clueless visitors.
Rico is always over-the-top brash and cheerful. He uses
a *lot* of Sigil slang, and he also like to say "hey, baby!"
His favorite gesture: finger guns.
He approaches the PCs and says, "Hey, cutters! I'm your
friendly neighborhood drug dealer, and the drug I sell is
easy access to information! Be careful, it's addictive!"
Rico Sparks is a dwarf-human hybrid - technically, a "Mul."
He is as tall as a human, but bulky, like a dwarf. Muls
are entirely hairless. Rico is also plane-touched: his
fingers crackle with little sparks.
Rico stands there grinning: "What do you think of the Cage?
You looking for a Kip? Or you want to get some bub first?"
Rico is deliberately using slang that the PCs don't know
in order to make the PCs feel disoriented. This is a
business strategy that works for him, the more clueless
people feel, the more they want an information broker.
If the PCs ask Rico what his race is, or why he gives off
sparks, Rico grins and says, "that information costs more
than you can afford, baby!"
If you ask Rico why he calls himself a drug dealer, he says,
"Touts provide easy access to information, and easy access
to information makes you lazy, it makes you stop trying to
solve problems for yourself. Soon you'll find yourself
calling me because you need me to tell you how to tie your
shoes. That's my bread and butter, baby! Addicts who cant
stop calling me to tell them what to do every minute of the
day.”
Ricos price structure is simple: "it costs 5GP to have a
conversation with me. First conversations free, baby, like
any good drug dealer!"
During a conversation, Rico will gladly answer all the
questions you have, as long as he knows the answer off the
top of his head. "It doesn't cost any extra to ask a lot of
questions, so ask everything you can think of!" Rico knows
a lot about whats going on around the city, and he has good
general knowledge about many subjects, but hes not a
database of all information in the universe. If you ask
something that requires research, hes willing to do
research, but he charges 10GP per hour, sometimes more,
depending on the challenge level. If you ask Rico for
information that might put Rico in danger, then thats a
hard no.
"If you want, you can retain my services. If you do that,
I'll show up every couple of days and see if you have
any questions. However, if I'm going to the trouble
of making myself available, there's something I want in
return: customer loyalty. You don't do business with
any other tout."
"If you want to ask me a question and I'm not around, you
can summon me. To do that, tell any tout that you want to
talk to Rico Sparks. They'll get a message to me.
Summoning me costs 10gp, because it means I have to drop
everything and travel halfway across the city. If you do
that, it'll take me a few hours to get there."
"You can also summon me fast. If you do that, I'll use
shortcuts to get to you - portals. But that costs me a lot
of money - I have to pay the owners of the portals. So
summoning me fast costs 30gp, but I can usually get there
in an hour."
Rico is very good at extracting money from his customers.
However, he does develop a fondness for interesting
customers: he is meant to become a friend to the PCs.
He will always charge quite a bit for his services, but
his information is reliable and he tries to make himself
useful.
The PCs probably have lots of questions about Sigil for
Rico. But there is one essential piece of information
that you must work into the conversation: you must
teach the PCs about portals and portal keys.
One way to work this into the conversation is to have Rico
ask about the metal wire on the PCs' arms: he says: "You
don't need those metal wires any more. That was just a
portal key. You guys know about portals and portal keys?"
Rico then explains: "Supposedly, every door and window in
Sigil is a portal to somewhere. Yes, interior doors too.
The thing is, most of those portals will never activate,
because nobody knows the right key. Key could be anything:
it could be a physical object like that loop of wire, but it
could also be a song, or a color, or even a mindset - you
name it."
Rico is a tool for you, the DM. You can use him to feed
the PCs little bits of information whenever you would
like to do so. He can help keep the story moving.
The PCs should ask Rico about finding Rennick. If they
don't ask their information broker for help, they're very
likely not going to get anywhere with anything. So you
really should encourage them to use Rico. Here is what
Rico recommends:
1. Rico doesn't know who Rennick is. Hasn't heard the name.
2. Rico knows that any member of the Fraternity of Order, who
works in the department of casino regulation, is going to
have an office in the Courthouse. So the courthouse is a
good place to start looking.
3. If the PCs ask about incantifers, Rico knows some basics:
they're a sect of reclusive wizards. He knows they make
these magic items called "orbs," and that the orbs allow
them to rain down spells at a terrifying speed. He also
knows that they have a reputation as extremely evil, but he
doesn't know exactly why. He volunteers to do further
research.
4. Rico suggests that maybe Rennick has coworkers who might
know something. Again, the courthouse.
5. Rennick must have a house or an apartment, Rico reasons.
He says, "I'm pretty sure I can find out where he lives."
## Taking Care of Pig
If the PCs brought Pig to Sigil, then Pig follows them for a
while, and then gets tired. He settles into an empty spot
at the bazaar and starts playing his mandolin, and attracts
a small crowd.
Eventually, this draws the attention of the landlord. The
bazaar is spread across several dozen plots of land owned by
several different landlords. Pig can play music for a few
days without being noticed, but eventually a landlord will
show up and ask the PCs, "does this ogre belong to you?"
The PCs will have to negotiate to rent a plot of land where
Pig can play his music.
Pig's artistry is good, he brings in enough money to pay for
food, rent, and maybe a little more on the side. Pig is not
picky about shelter, he doesn't mind sleeping outside.
Of course, the real reason Pig is tagging along is because
the PCs promised healing. Sigil has many powerful priests,
several of whom can cast "Greater Restoration," which is
what Pig needs.
Rico Sparks can tell the PCs where to find a priest: he says
that temples are not allowed in Sigil ever since the
incident with the shattered temple. However, priests are
allowed to gather in "healing centers," which are not
allowed to hire more than one priest of a given god, in
order to avoid the perception that they are a temple.
Rico can point to several reputable healing centers in the
bazaar.
If the PCs go to one of these, they will have to pay for the
Greater Restoration spell, which is expensive, but it gets
the job done. Pig doesn't heal immediately. The priest
explains: "Pig is recovering now, but he has lost almost all
his muscle mass. He needs lots of protein. Make sure he
eats like an ogre, and over the course of the next few
months, he'll get strong again."
We are deliberately timing this so that Pig cannot provide
real combat assistance in *this* chapter, but he *will* be
able to fight in the next one. In the meantime, Pig will
play his music in the bazaar, mostly take care of himself,
and he will be *very* grateful to the PCs because he's
regaining his strength.
The PCs may decide that playing music is actually a
reasonable way to make a few coins. If so, Pig is willing
to join the troupe. Feel free to improvise here.
If the PCs ask Pig to fight in *this* chapter, Pig refuses:
he's humiliated by his weakness and doesn't want anyone
to see him fight in this condition. But that will change
in a month or so.
## Sergio and Jinn, the Xaositects
After the PCs have had a chance to wander around the bazaar
a bit, have them make a perception check. They hear somebody
say the name "Rennick." It turns out that two Xaositects,
Sergei and Jinn, are searching for Rennick. Their strategy?
Just asking people at random on the street: "We're looking
for a guy named Rennick. Have you seen him?"
Sergei is a Xaositect who has learned through the grapevine
that Rennick has gained the ability to predict random
events. Sergei, like most Xaositects, thinks this is an
abomination. He is on a mission to find an kill Rennick. If
the PCs ask Sergei what he's up to, he explains, "killing
Rennick is only illegal if I get caught." Fortunately for
Rennick, Sergei is not very efficient.
Sergei insists that he is the president of the Xaositects.
He occasionally changes his mind and decides he's the
"chairman" of the Xaositects, or the "emperor", or sometimes
even the "factol." No other Xaositect thinks that Sergei
is any of these things.
The other Xaositect, Jinn, is enigmatic. She refuses to
make any assertions about anything. She explains: " Suppose
your friend tells you that there's an excellent cheese shop
about two blocks north. But think about it: they could be
lying. They could be telling the truth, but they may have a
bad sense of direction. They may be misremembering. You
may have misheard them. They might just have terrible taste
in cheese. There are just so many different ways that our
knowledge can be broken. We act as if our knowledge is
good, but over and over it just turns out our memories, our
perception, or our communication is flawed - sometimes, all
three. It's safer to just assume you know nothing."
Jinn has no hostility toward Rennick, because she doesn't
know anything about who Rennick is, or what he did, or...
well, she doesn't know anything about anything, really.
However, Jinn has a supernatural ability to just be where
she needs to be, when she needs to be there. She does what
she needs to do, without knowing why she's doing it. Right
now, the universe has a purpose for her, and it involves
Rennick. So, she's searching for Rennick. She has no idea
why.
Sergei calls Jinn "my secretary," or "my assistant," or "my
servant." When he does, Jinn gets an irritated look on her
face, and sometimes she replies: "I'm not your piking
servant." Sergei knows how to push Jinn's buttons: "How do
you know you're not?" Jinn has no answer for this.
Sergei is a male bariaur, a LV4 fighter. Jinn is a female
water genasi. Her class and level are unknown - she has
different skills on different days. Jinn carries around a
"loot bag," which contains random items that she has no idea
where she got them, but the loot bag often contains
something relevant to what she needs.
The two Xaositects both come across as morons. For Sergei,
that perception is entirely deserved. Jinn is
knowledge-free, but also, extremely intelligent, which is a
strange combination.
Each time the PCs go to another location, there's a
substantial chance that Sergei and Jinn will already be
there. This will happen over and over. The PCs show up,
and there are Sergei and Jinn asking passers-by about
Rennick.
The reason for this is Jinn's special ability to
just be in the right place. But it's not the right time
for her to do what she needs to do, so she's just hanging
around waiting, and looking for Rennick.
In addition to asking around about Rennick, the two of them
both enjoy drinking. Sometimes, when the PCs show up,
Sergei may already be passed out on the floor, with Jinn
just napping or sipping liquor until he wakes up.
## 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.
Working with Timon is an imp named Stiz whose job is to
deliver paperwork, fetch coffee, and take care of other
menial tasks. The imp stays in the background unless he's
needed.
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
the guvners, and it is meant to highlight how over-the-top
their love of bureaucracy is. The form is full of
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 youll 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 charming the bureaucrats. 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 the imp, Stiz, 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.
>
> On the same day as his breaktrhough, 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. He was sure the box
> had something to do with his breakthrough, so he
> investigated it. Through divination, he figured out the
> box contained the avatar of a god of randomness. 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.
## Kekele, the Survivor
Rico arrives with news: he has located a survivor who fought
Crow and survived. The survivor, an aaracokra named Kekela,
is willing to meet with the PCs.
Make sure the meeting with Kekele happens before the PCs
visit Rennick's house. This meeting is important because it
is designed to instill sufficient fear to keep the PCs from
attacking Crow before they're ready, which would result in a
TPK.
Kekele lives in a boarding house near the foundry. When the
PCs knock on the boarding house door, the landlord answers,
and when the PCs ask for Kekele, she shouts "KEKELE! YOU
HAVE VISITORS!" Kekele emerges from his room, and invites
the PCs up. He tells this tale:
> About five years ago, I was a member of an adventuring
> party, along with a wizard named Chen Lifen and a rogue
> named Amadou.
>
> Chen Lifen was amazing. She was an eladrin who could cast
> movement spells like crazy. She knew all of them - spider
> climb, leap, that kind of thing - and she could cast them
> very quickly and easily. She also had her race's natural
> ability to misty step. She was just exceptional.
>
> We were all taking some time off from adventures. Chen and
> Amadou were making some extra money on the side working for
> a circus - they had a wild acrobatic routine.
>
> After the performance, the three of us were walking away
> together when Crow descended from the sky and landed in
> front of the three of us.
>
> Crow was wearing a black leather trench coat. Near him were
> three twisting knots of magical energy. They glowed
> faintly, you could see ribbons of energy spooling out of
> them and being pulled back inside. They each hovered about
> fifteen feet away from Crow.
>
> Crow walked up to Chen Lifen, and spoke. "I watched your
> performance today. You are exceptional, you have the skills
> I need. You will be coming with me."
>
> Then, one of the orbs fired a beam of something at Chen, and
> stunned her. Crow then levitated her, and Crow himself
> began rising into the air, taking his orbs and Chen with
> him.
>
> Amadou and I pounced. Amadou's attack hit and drew blood,
> mine missed. One of the orbs hit us with a thunderwave,
> knocking us back. Crow landed, dropping Chen, and he said
> "that was unwise."
>
> Then, one of the orbs cast a protection spell on Crow: a
> transparent spherical barrier. At the time, I didn't know
> what it was, but I did some research after the fact, and
> came to the conclusion that it was "Otiluke's Resilient
> Sphere."
>
> After that, chaos broke out. The three orbs started raining
> down death. One of them was throwing fire bolts, one was
> throwing magic missiles and pulse waves, and the third was
> hitting us with psychic attacks.
>
> It was just overwhelming, we just didn't have time to react,
> they were casting so fast. I was unconscious within seconds.
>
> Later when I regained consciousness, a bystander told me
> what happened: Amadou and I went down, Chen was stunned,
> and then Crow took Chen away. Amadou was already dead,
> but I had enough life left in me that a somebody was able
> to heal me.
>
> Chen is gone, I assume she's dead. I've heard reports that
> Crow has four orbs now.
Crow captured Chen Lifen, extracted her life force, and
discarded her corpse. He then spent the next three years
working to transmute that life force into an orb. His new
orb is now capable of casting a wide variety of movement
spells.
Kekele hates Crow with a passion. Chen Lifen and Amadou
were his best friends, and they're both gone. Kekele wants
Crow dead, and is more than happy to help anyone who plans
to fight Crow.
However, Kekele is also suffering from PTSD. He is
terrified of Crow, and isn't willing to go anywhere near
him. He'll gladly give information, but he won't fight.
Kekele says, "I lost both of my best friends in a single
day. That's the sort of thing that happens to adventurers.
I can't take that again. I'm done with the adventuring
life."
## Rennick's House
At some point, Rico says, "I've located Rennick's house."
Don't forget that Rico always charges for conversations
and for research.
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.
Rennick has an apartment is in the clerk's ward. Appendix
XYZ contains a map of the building. It is a two-story
building, with one apartment on the lower floor, and
Rennick's apartment on the upper floor. There is an
exterior staircase that leads to the entrance of Rennick's
apartment.
The front door opens into the living room. There's a sofa,
a few comfortable chairs, a desk, and a fireplace. The desk
contains a viking helmet, which is a portal key to a
portal the PCs will encounter later. The fireplace has a
place to hang a pot or a roast, so it's also a bit of
kitchen. Next to the fireplace is a table for food prep.
There's no full-fledged kitchen.
The living room connects to a short hallway, with three
doors: a bedroom, a latrine, and a closet.
The latrine is basically an indoor outhouse with a big
round pipe that drops down into the sewers. There's not
much to it. Rennick is not wealthy enough to afford
running water, so like most people in Sigil, he
fetches water from public wells in large jugs. There are
a few jugs in the latrine.
The closet is one of the most jam-packed and disorganized
closets ever. It serves as storage, pantry, and place
for Rennick to stick things and then forget that he has
them. It's not the closet you would expect from a member
of the Fraternity of Order.
The bedroom is small. It contains a bed, a dresser and a
wardrobe. There's nothing of any real interest in the
wardrobe. The dresser, however, contains two odd items:
a tin whistle, and a pair of heavy earmuffs. The tin
whistle makes an unpleasant screech. The heavy earmuffs
are extremely good sound deadening - while wearing them,
you can't hear much of anything.
The whistle is a portal key. If you blow it while standing
in front of the chaotic closet, the closet door becomes a
portal to a small cavern in Pandemonium. As soon as the
portal opens, the sound of Pandemonium's horrible howling
wind screams out into the hallway. If you're in the hallway
and not wearing the earmuffs, you take 2D6 + 4 psychic
damage.
The cavern in Pandemonium is quite small - roughly, a
sphere about 15 feet in diameter. There are no tunnels
going anywhere. The PCs may be surprised to find a howling
wind in a fully enclosed cavern - the wind just spins
in a circle around the room, tornado-like.
The cavern looks nondescript. Just a hole in the endless
rock of Pandemonium. In the corner of the cavern is a pile
of collapsed rock. Digging through the pile reveals
a small chest: Rennick's Stash. The chest is not locked.
It contains 9000gp! That's most of Rennick's life savings.
The influence of Pandemonium is why Rennick can't keep his
closet organized.
Crow is still searching for Rennick. So, he bugged the
front door of the apartment. Attached to the front door is
an invisible magic eye, looking out over the living room.
Crow can peer into a scrying device and see what's going on
in here. The eye can easily be detected using "detect
magic". If you cast the detect magic while still outside on
the stairway landing, you can detect the eye before it
detects you. The eye is vision only - no sound, no smell.
If a PC is invisible, the eye can't see them.
When Crow sees somebody in the living room, he immediately
sets out for Rennick's house. However, Crow is not in
Sigil. To get to Rennick's house, Crow will have to cross
quite some distance, take a portal to Sigil, and then cross
the city. It will take him a while.
It is possible to enter the building without using the front
door. Rennick's bedroom has a window, which opens out onto
the back of the building. The eye cannot see anyone
entering this way. There is also a window in the living
room, but of course, if you enter though that window, the
eye can see you.
If the PCs get spotted by the eye, then let the PCs do
everything they need to do inside the building, and then let
them leave. When they leave, they spot five small figures
in the sky, flying toward them. This is Crow, and his four
orbs.
If the PCs are smart, they will run. Crow does not follow:
he does not see the PCs leaving the building.
WHAT TO DO IF THE PCS CONFRONT CROW?
## The Golden Hoard Casino
Rico tells the PCs that he located Green's Casino, the
Golden Hoard, in the market ward. He says it is barricaded,
but he thinks the PCs can probably get inside if they're
determined. There is a map of the casino in appendix XYZ.
When the PCs show up, this is what they find: it's a two
story building. The lower floor is considerably larger
than the upper story: the upper story is a relatively
small "building" on top of the main floor.
It's obvious from looking at the building that security was
a priority. The building is made of cut stone. The stone is
durable: it is extremely unlikely that anyone can break
through the stone itself.
The casino only has one door, the main door. When the
casino is open, patrons see a large pair of wooden double
doors. When the casino is closed (as it is now), a big
blast door is lowered in front of the wooden door. The
blast door is a steel slab that fits into grooves in the
stone walls, and which can be raised up by means of a huge
crank with a substantial gear ratio. When the PCs arrive,
the blast door is almost completely closed, but there's a
gap of about two inches at the bottom: the mechanism is a
little sticky, and it's stubbornly refusing to go all the
way down. Looking through the gap, you can see the wooden
doors, which are closed too.
Both floors have windows. The windows have a layer of glass
on the inside, and steel bars on the outside. The glass is
a half-inch thick, and the steel bars are about six inches
apart. The glass is tough, but it can be broken with
sufficient force (make it genuinely difficult). The steel
bars can also be damaged with great effort (make it
extremely difficult), but it's probably easier for a PC to
make himself small and squeeze between them.
The bottom floor windows are painted with translucent paint
to make them look like stained glass. Without the paint, the
windows would look like prison windows. The paint also
serves to make it difficult for the PCs to see what's going
on inside.
There is one last way to break into the casino: it is
hypothetically possible to climb from the sewers up into the
casino latrine. It would only be possible for a very small
character with a very strong stomach.
On the second floor, there are windows looking in all four
directions. In each of these windows is a fixed ballista
which can rotate left and right, and pivot up and down. The
mechanisms of the ballistae are designed so that the
ballista is always aiming between the bars. The ballistae
are a deterrent that was installed when the casino
discovered they had a problem with people climbing up on the
roof and trying to break into the casino from the second
floor. They aren't designed to hit anyone on the ground
floor, they cannot.
The rooms on the main floor are: the entrance hall, the main
gambling floor, the vip room, the office of the teller, the
bar, the latrine, and the stairwell. The main gambling
floor is quite large, and fills the majority of the space.
On the second floor is the stairwell, a hallway, and a number
of administrative offices.
When Green left the casino behind in order to start his
deck-of-many-things adventure, he first locked up the casino
and removed all the valuables. The large pieces of
furniture were left behind, as were pieces of art that were
too bulky to easily remove. There is no alcohol in the bar.
Sadly, there is no treasure in the casino. But there are
two things that the PCs might need: the casino tax ID
number, which can help them to fill out form CM1-228, and a
portal to "The Greatest Show in Ysgard."
The tax ID number is relatively easy to find: just rifle
through all the desks on the second floor. Eventually
you'll find some old paperwork.
The VIP room contains lushly padded chairs, cocktail
tables, and its own small bar. That's all that's in there.
Over the VIP room is a sign that says: "VIP Room / Greatest
Show in Ysgard". Next to the words "Greatest Show in
Ysgard" is a picture of a stereotypical viking helmet, with
the two horns. (Yes, I know viking helmets didn't have
horns in the real world, but they do here.) If you wear a
viking helmet and walk through the doorway into the VIP
room, you will find yourself in Ysgard.
There are no viking helmets in the casino: the PCs will have
to obtain one elsewhere. They can ask an armorer to make
some, but it's probably cheaper to find somebody in the
bazaar who makes and sells costumes.
Do not tell your players that this is a portal. This is a
puzzle they should figure out themselves. One clue is that
the VIP room is quite small, and there is no stage. There's
no room in there to put on even a small show, much less the
"greatest show."
Another clue is that one of the Fraternity forms said
that Rennick came to the *closed* casino to talk to the
show producer. This sign, "Greatest Show in Ysgard,"
is the only mention of a show in the casino. There *has*
to be something more hidden here.
The third clue is the mention of Ysgard, combined with
Rennick's instruction: "hire the mercenary from Ysgard."
They should be thinking that there's a way to get to Ysgard.
If in the end, they don't figure it out, Rico can help,
but it's better if they puzzle it out themselves.
Inside the casino are eight goblin squatters. They figured
out some time ago that the casino was vacant, and they
somehow figured out how to break in - surprisingly, they
didn't break any of the windows. See appendix XYZ for the
stat blocks of the eight goblins.
The Goblins' attitude depends on how they are treated. They
are squatters, and they know there's a risk of getting
kicked out, so they're wary of that - they don't trust
anyone until they're sure it's not "the law" come to kick
them out of their home. They are broadly cynical,
distrustful, and wary of anyone who isn't a goblin. They
also can be just plain dickish, they often mock and taunt
people who are richer than them, or who they perceive as
having unfair advantages - which is most people. They are
definitely a pain in the ass, but they can be dealt with.
They respond well to money.
They have a leader, Grylla, whom they completely trust. They
follower her commands without question and when they fight,
they fight as a cohesive team. Most of the goblins are of
average intelligence, except Grylla, who is very smart.
If the PCs try knocking on the front door (reaching through
the small gap under the blast door), the goblins ignore
them. The goblins don't want any attention, due to their
illegal possession of the casino. So they just hope that
visitors go away.
The PCs are likely to try smashing their way inside. If
they do, they trigger a fight - the goblins just assume
they're under attack (they're a little hotheaded). After
the smashing begins, and the fighting is triggered, it's
hard to cool things back down. If the PCs try talking, the
goblins will keep fighting for a round or two before they
accept a truce.
Initially, the goblins are scattered about the casino.
Wherever the PCs try to enter, there are two or three
goblins in the immediate vicinity. The other goblins will
rush to their aid.
The goblins will use intelligent tactics. They will use
doorways for cover. They will leverage the ballistae if
they can do so effectively. They duck around corners if
doing so is helpful.
The goblins will try very hard to keep their "family
members" from dying. If things look sufficiently dire for
the goblins, they will surrender and plead for mercy before
they allow one of their members to die.
It is likely, given the steel bars, that much of the party
will be stuck outside while only the smallest character can
get inside. If just one PC gets inside, the goblins will
take advantage of that. They may try to overwhelm the one
character and take them hostage. If the goblins succeed
in taking a PC hostage, their main objective is to
obtain safety, money, and to mock the PCs.
The goblins are willing to let randos explore their home,
but only for a sizeable chunk of money.
Given that there are potentially dozens of ways that this
encounter could go, you will have to improvise.
## Overview of Skyledge
Inside the Golden Hoard, Green's Casino, is a VIP room. If
you walk into the VIP room while wearing a viking helmet,
the portal activates, and you find yourself in the Skyledge
resort. Skyledge is a club for absurdly wealthy elites.
Most of the members are elderly people who inherited
their fortunes.
The entire resort is located in Ysgard. Ysgard's geology is
odd: much of the plane consists of large hovering islands.
Some of the islands are huge, the size of small continents.
Skyledge is built on the side of a cliff at the edge of a
continent. Most of the resort is technically caverns,
although it doesn't *look* like caverns, given that it's
carved in clean, rectilinear lines, lavishly furnished, and
brightly lit. Many of the caverns have huge open-air
balconies that allow the patrons to look out at the sky of
Ysgard. Since the resort is on the side of a cliff, looking
out over the railing of the balconies is vertigo-inducing:
all you see below you is cliff, and below that, big sky.
Hence the name of the resort, Skyledge.
The owner of Skyledge is a man named Darius Thorne. He's a
tall, thin elf dressed in a pristine white suit. Actually,
all the employees at Skyledge wear white suits. Thorne is
wealthy beyond measure. He has an aloof mannerism. He's
diligently polite.
Skyledge hosts a show which they call "The Greatest Show in
Ysgard." Three teams of contestants enter an arena in which
10 "artifacts" are hidden. Contestants search for the
artifacts, then deposit them in "vaults." First team to
deposit four artifacts is the winner. When a team finds an
artifact, there's usually a puzzle to solve to get the
artifact. When teams encounter each other, they can fight
for possession of the artifacts.
The Greatest Show in Ysgard is produced by a human man named
Jakarta. He is flamboyant, and wears brilliantly colored
outfits. He does everything for the show - set design, game
design, costume design - you name it. His only concern is
that the show be dramatic, entertaining, a visual spectacle,
and surprising.
Somewhere inside of Skyledge is the Mercenary from Ysgard: a
beholder-kin named Sasuko-y-Saso. He is a regular in the
show. Rennick wanted to hire him because there's nothing
better to take out a mage like Crow, than a beholder's
anti-magic cone. Rennick failed to hire him. This is the
reason the PCs need to be here - to get Sasuko.
The portal from Sigil to Skyledge connects the VIP room of
the "Golden Hoard" casino, to the "Golden Sword" casino
which is a part of Skyledge. It's a typical resort casino:
a small room, with just a few tables. But it's very lavish.
Everything at Skyledge is lavish.
In summary:
* Skyledge is built on a cliff-face in Ysgard.
* The owner is Darius Thorne, a man of extreme wealth.
* The Greatest Show in Ysgard is an arena puzzle/combat show.
* The show's producer is a flamboyant man named Jakarta.
* The show employs the Mercenary from Ysgard,
a beholder-kin named Sasuko-y-Saso.
* The portal from Sigil connects the "Golden Hoard Casino"
to the "Golden Sword Casino."
## First Impressions of Skyledge
When the PCs pop into the Golden Sword casino, there
are a few obviously-rich patrons, and a handful
of attendants in white. One of the attendants
approaches the PCs and says, "It's been ages since anyone
came through the portal! Is the Golden Hoard open again?"
No matter how the PCs respond, the attendant says "well, Mr.
Thorne, our owner, will be interested in talking to you.
Let me bring you to him."
The attendant brings the PCs down a long corridor, one side
of which has a balcony railing. The PCs can look down and
see the cliff and the sky. The attendant is not in a hurry.
The attendant is happy to answer general questions about
Skyledge, the Show, Jakarta, and Mr. Thorne. If the PCs want
to pause to look at something, the attendant is fine with
that.
At one point along the corridor the balcony widens out into
a full-blown open-air ampitheater. In the middle of the
ampitheater, where normally there would be an arena, is
instead an open-air window. About 200 feet below the window
in an arena that is much larger than the ampitheater itself.
The guests in the ampitheater can see the people in the
arena, but it's pretty far down. In front of the
ampitheater is a huge mirror, which is a scrying device that
give the guests a close-up of what is happening in the
arena. The attendant is happy to explain the purpose of
all this: the Greatest Show in Ysgard.
If asked to explain the details of the game, the attendant
says, "you should talk to Jakarta, he's the show's
producer."
The attendant brings the PCs to a small sitting room, where
they have to wait. Eventually they are joined by Skyledge's
owner, Mr. Darius Thorne. Mr. Thorne is a tall, thin elf in
a perfectly-tailored white suit. He exudes the confident
demeanor of somebody who is clearly in charge.
Mr. Thorne notices that the PCs look like a bunch of
weirdo freaks (PCs always look like weirdo freaks), and Mr.
Thorne knows that Jarkarta *loves* to put weirdo freaks in
the show. Thorne explains this to the PCs, as politely as
he can: "You all appear to be people of unusual backgrounds
and exceptional abilities. I believe Jakarta would like to
meet you." He then sends an attendant to fetch Jakarta.
## Negotiating with Thorne and Jakarta
The PCs can ask Thorne anything they want, Thorne willingly
answers any questions. In particular, the PCs should be
asking about Rennick, for the following reasons:
* The viking helmet in Rennick's desk makes it obvious
Rennick has been to skyledge.
* The form COI-441 indicates that Rennick wanted to talk
to the "Show's Producer," and now the PCs are aware
that there's a show here, with a producer, Jakarta.
* The fact that this is all taking place in Ysgard
suggests that they should be asking about the "Mercenary
from Ysgard."
Asking about any of this stuff will lead the PCs to learn
the following: Rennick visited just a short time ago.
Rennick tried to hire Sasuko, the beholder-kin. However,
Sasuko is needed for the show, and Rennick didn't have
nearly enough money to make it worthwhile. Thorne turned
down Rennick's offer.
If the PCs have Rennick's stash, they know how much money
Rennick had: 9000gp. If that wasn't enough to hire Sasuko,
then Sasuko must be *very* expensive indeed.
The PCs should press Mr. Thorne until they know exactly who
Sasuko-y-Saso is, what he can do, and how valuable he would
be for the Crow fight.
No matter what the PCs offer Thorne, Thorne will not
turn over Sasuko. He explains: "Jakarta would kill
me if I let Sasuko go. We need Sasuko for the show."
When the PCs are done questioning Thorne, Jakarta shows up,
and says, "oh my god they're perfect." Then, he proceeds to
examine each PC one by one, trying to figure out how to
bedazzle them for the show. For each one, he tries to
figure out how to make the outfit more extreme and more
colorful. He tries to fit each character into a theme
or archetype. You will have to improvise.
Whomever in the party looks most normal, Jakarta looks at
with distate, and says of their outfit: "this isn't working,
we'll have to come up with a more interesting theme."
Jakarta begs the PCs: "Please, *please* be in my show!
You're perfect, you look like complete nut jobs!" (Jakarta,
unlike Thorne, is not polite.) Jakarta says to Mr. Thorne: "I
*have* to have them. Please hire them!" Mr. Thorne says to
the PCs: "are you willing to participate in Jakarta's show?"
The PCs now have leverage to get the Mercenary from Ysgard:
"we'll be in your show, but in exchange, we get Sasuko for
one day." This is a trade Jakarta, and therefore Mr Thorne,
are willing to make.
If the PCs want to do so, they can meet Sasuko before they
agree to anything. Once the deal is struck, Thorne offers
the PCs a room in the resort until the show. Jakarta gives
them a copy of the rules, which are in an upcoming section.
## Meeting Sasuko-y-Saso
The attendants bring the PCs down a long series of hallways,
deep into the basement of the resort. Eventually, they come
to the lair of Sasuko - a network of natural caves.
Sasuko-y-Saso is a beholder-kin: a mutated form of beholder.
Sasuko is considerably weaker than a true beholder, but he
does have quite a few of the same abilities.
All beholders have a deep-seated need to believe that they
are the best, most perfect beholder, and Sasuko is no exception.
However, is is very aware that he is weaker than your average
beholder, and it is hard for him to explain how he is
"most perfect" if he is weaker.
His rationalization is this: he was created weaker as a
challenge, a test from the gods. His fate is to win
*despite* the reduced magical power. He must prove his
ability to win battles with only the magic he has.
Of course, this philosophy has led him to a life where he
constantly seeks to test himself in battle against
miscellaneous opponents. Thorne and Jakarta have provided
him with the perfect opportunity: a battle arena with an
endless supply of contestants.
When the PCs enter Sasuko's lair, Sasuko emerges and says
"what do you want." He is a beholder of few words. He
gives short answers, and quickly agrees to fight Crow, if
Thorne will allow it. He does not willing answer many
questions, except about his abilities.
**Sasuko-y-Saso**
> AC18 (natural armor)
> HP: 90
> Speed: Fly 20ft
> Stats: Str 10 (+0), Dex 14 (+2), Con 18 (+4), Int 18 (+4), Wis 14 (+2), Cha 16 (+3)
> Saves: Str +2, Dex +5, Con +4, Int +9, Wis +7, Cha +8
>
> Sasuko gets two actions per turn, and can also aim his antimagic cone (no action cost for aiming cone).
>
> Antimagic Cone: Central eye creates a 60-foot cone of antimagic, with a 45-degree arc. At the end of each of his turns, the beholder-kin decides which way the cone faces and whether the cone is active. The antimagic cone will also neutralize sasukos's own eye rays.
>
> Action: Bite: +5 to hit, reach 5 ft., one target. 2d6 + 2 piercing damage.
>
> Action: Eye ray: Roll randomly to decide which ray (use D6). Sasuko cannot fire same eye twice in one turn (reroll as necessary). *After* randomly choosing a ray, you can *intelligently* choose who or what to target with the ray. Range is 90ft.
>
> 1. **Telekinetic Ray.** The target must succeed on a DC 14 Strength saving throw or be moved up to 30 feet in any direction. The beholder-kin can also target an object weighing up to 300 pounds that isn't being worn or carried.
>
> 2. **Slow Ray.** The target must succeed on a DC 14 Wisdom saving throw or have its speed halved and disadvantage on Dexterity saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>
> 3. **Necrosis Ray.** The target must make a DC 14 Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much on a successful one. Until the end of the beholder-kin's next turn, the target can't regain hit points.
>
> 4. **Blinding Ray.** The target must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>
> 5. **Lightning Ray.** The target must make a DC 14 Dexterity saving throw, taking 4d10 lightning damage on a failed save, or half as much on a successful one.
>
> 6. **Marking Ray.** The target must succeed on a DC 14 Charisma saving throw or glow with dim light. Effect as "faerie fire."
>
## Game of Artifacts Rules
These are the rules of the *game of artifacts.*
There are ten artifacts in the arena. There are three
teams competing to find these artifacts. When a team
finds an artifact, they must then deposit it in a vault.
There are three vaults, one may deposit any artifact
into any vault.
The victory condition is simple: when your team deposits its
fourth artifact into a vault, your team wins.
### Artifacts Rules: Self-Restraint
Force and fighting are a part of the game, but good
sportsmanship and self-restraint are required.
If two teams come face-to-face and one of them possesses an
artifact, then the two teams may fight for possession
of the artifact. Either team may use deadly force.
If neither team possesses an artifact, then force may not be
used. No fighting. You may not cast spells on each other
unless the other gives permission.
If you are dangerously close to death, shout, "I'm down!"
Once you do, nobody may use force against you. You must stop
fighting. You must fall to your hands and knees (or
otherwise lower yourself) as soon as you are physically
able, to emphasize that you are down. The only things you
are allowed to do when down are heal yourself, receive
healing, crawl to safety, and evade or block stray attacks.
Even if healed, you may not reenter the fight.
You cannot carry an artifact while down. Shouting "I'm down"
while carrying an artifact will cause the artifact to
fall from your grip, with all that entails.
After the fight ends, anyone who is down can get back up and
rejoin their team. They are no longer down.
Using excessive violence is strongly penalized. In
particular:
* Fighting when no artifact is at stake
* Attacking somebody who is down
* Fighting when you're supposedly down
Penalties include debuffs, time-outs, teleportation, or in
the worst cases, disqualification.
The arena may contain monsters. You may always use violence
against monsters. Monsters can be distinguished from
opponents by the lack of clothing: players always have
clothing or armor or both. You may not strip completely
naked to make yourself look like a monster.
You may use violence against inanimate objects in the
arena. You may break down doors, smash chests, topple
buildings, and in general reshape the arena as you please.
### Artifacts Rules: Teleportation
Teleportation is when your entire team is teleported to a
random location in the arena. All team members are
teleported, even if your team is scattered prior to
teleportation. All team members arrive at the destination
together. Teams are always teleported to a reasonably safe
location.
When your team is teleported, all artifacts that your team
is carrying are left behind. Such artifacts fall to the
ground. Teleportation always results in the loss of all
artifacts carried by the team!
The following conditions will trigger teleportation:
* If any team member loses their grip on an artifact.
* If any team member loses consciousness or appears to be dying.
* If a team member carrying an artifact shouts, "I'm down!"
* If any team member shouts, "teleport us!"
In addition, illegal use of violence may be punished by
teleportation, at the referee's discretion.
### Artifacts Rules: Grip
After you pick up an artifact, you must maintain your grip.
If you ever lose your grip, your entire team will teleport,
and all artifacts will be dropped. It is not possible to
pass an artifact to a different teammate.
To deposit an artifact into a vault, lower it into a vault,
then let go. When you let go, you will teleport. But the
artifact will drop the rest of the way into the vault, and
be counted toward your score.
There is no limit on the number of artifacts you may
carry at a time. However, carrying multiple relics is
very risky, if something forces you to teleport, you
will drop *all* the artifacts.
Carriers must hold artifacts with one of the following:
- Hands.
- Feet.
- Mouth.
- Big Nose.
- Tentacles.
- Prehensile Tail.
Special dispensation may be made for contestants who do not
have any of these.
You may move an artifact from your left hand to your right,
or otherwise shift your grip. You must maintain a grip at
all times, though.
### Artifacts Rules: Dying
If it appears that one of your team members is dying, our
referees will take it upon themselves to heal that team
member before it is too late. If they do, an artifact will
be taken from your team. To avoid this outcome, make sure
to heal your team members promptly before they reach dire
circumstances.
This arena is located underneath Valhalla. As such,
Valhallan rules apply: if you die on the field of battle,
fighting with honor, courage, and determination, you will be
resurrected at the end of the battle. However, such
resurrection comes at a cost, imposed by the Norse gods, not
by our organization. This is beyond our control. Avoid
death.
### Artifacts Rules: Communication
Communication between players is explicitly allowed. You
may taunt, persuade, negotiate, deceive, seduce, confuse, or
in general, say or communicate anything you want to your
teammates and opponents.
You may use magic or strange methods to communicate. For
example, you can use translation spells, long-distance
communication spells, psionic telepathy, or interpretive
dance.
If your communication does more than just communicate, for
example, if it charms, ensorcels, or does psychic damage,
then it is counted as "force", not communication.
Offering money or out-of-game favors in exchange for
advantage in the game is disallowed.
### Artifacts Rules: Losing Artifacts from Vaults
For the most part, once an artifact has been deposited in a
vault, that artifact is scored for your team permanently.
However, if you commit a very severe act of bad
sportsmanship or excessive violence, you may lose an
artifact from a vault. If you allow one of your team
members to reach the brink of death, so that they need to be
rescued by the referees, that too will cost you an artifact
from a vault.
Artifacts removed from vaults will be re-hidden within the
arena.
### Artifacts Rules: Brownie Points
If you do something that shows exceptional style or panache,
something that dazzles the audience, you get brownie points.
If you get enough brownie points, a brownie will be sent
into the arena to assist you. You will very likely never
see them, but you will often find that one of the following
things has occurred:
* Your wounds are healed
* You have been magically strengthened
* You hear a whispered hint about an artifact
Please do not attack the brownies.
### Artifacts Rules: Boring Behavior
If any team uses a tactic that causes the game to bog down,
we reserve the right to undermine that tactic. Remember,
this is a show for the entertainment of guests.
### Artifacts Rules: The Ten Artifacts
All artifacts are staves, which adjust to the height of the
person carrying them. Each has a powerful defensive spell.
Staves have written summaries right on them.
* **Protection from Energies** You have resistance to acid, cold, fire, lightning, and thunder.
* **Fire Shield** When somebody hits you with a melee attack, they take 3D8 fire damage.
* **Stoneskin** You have resistance to bludgeoning, piercing, and slashing.
* **Blinking** Every round, as a bonus action, you can teleport up to 20 feet.
* **Counterspell** As a reaction, you may block any spell of 2nd level or lower.
* **Invisibility** You are invisible while you carry this staff, to all nonmagical forms of sight.
* **Haste** Your speed is tripled, you gain a +4 bonus to AC, you gain +4 bonus to DEX saving throws.
* **Healing** Every round, at the start of your turn, you gain 8 hit points, and your teammates all gain 4.
* **All-Seeing** You can see everything in a 500 foot radius, even if your line of sight is blocked, even if the thing is invisible. This does not allow you to see underground.
* **Gigantism** Your size and height are tripled. You gain temporary hit points equal to your max hit points. Your damage with strength based attacks is doubled. Your movement speed is doubled. Temporary hit points return after 1 minute of no combat.
Artifacts are enchanted to be resistant to most spells.
That includes spells like "locate object."
## Starting the Game
The PCs are housed in a room in the resort. Attendants take
care of anything they need. They can get laundry services,
good food, they can visit entertainment, and the like.
It's fun to invent a guest or two to talk to the PCs. Give
them a chance to interact with the people from the resort.
Invent a few stories about previous episodes of the
Game of Artifacts. Let the PCs make some friends and
have a little fun.
Whenever you're ready, it's time to play the game. Only the
actual PCs are selected to play: NPCs like Lada and Pig must
be left to watch from the ampitheater.
The PCs are taken to a ledge about eighty feet above the
arena. From there, they can see the whole arena stretched
out before them. They can also see two other ledges,
with two other teams.
The attendants tell the PCs to smile and wave. After a
few minutes, an attendant casts feather fall on the PCs,
and then tells them to jump. A moment later, the PCs
land in the arena and the game is on.
## The Arena