Active Characters - Shoonchee, Brianna, Peck Godfrey, Galdroon, Sa'ar, Alvar (Chisai)
Inactive Characters Present - Rorrick, Brock (Umberto), Voxen
Inactive Cohorts Present - Elayne
Inactive Characters Not Present - Ulrich, Warrick
NPCs Present - Elayne (Alusair just departed to Cormyr)
The party was still under a section of Ulcaster's School of Magic. Active characters decided to rest in a Dry room (3) and they have set up a watch. Sa'ar was on duty when suddenly a Ghost appeared sitting at one of the tables. The Ghost was a female, her arms were trying frustratingly to read a book that rested on the table before her. The apparition’s arms simply passed through the book as if they didn't exist. Sa'ar waked Brianna and they began to check if the Ghost wanted anything. The Ghost simply said with its finger to her Ghostly lips, "Shhh." After another attempt to assist the ghost, Brianna was suddenly attacked. The party was awoken and the Ghost let out a Fearsome howl, terrifying some party members. Alvar was able to keep the Ghost very busy and the party eventually defeated it.
The Galdroon and Peck then went down to area 4 and found a small box with White Powder inside of it. Galdroon dabbed a bit of the powder to his tongue. Then Peck rubbed the outside of the box and it said "SP gathered from Dragon Droppings." He could not decide what it was so he brought it to Briana who identified it as Salt Peter.
The party continued to Area 6 where they opened the door to find a Ghostly Cleric and 3 of his Wood Golem Orderlies. Pack was invited inside to sit on a cot and the Ghostly Cleric kept checking on Skeletons in the other beds. When he came around to one bed, that Shoochee and Ru-ee were hiding under, he detected her, and had her get on a bed. Peck tried to get up but was held down by the orderly.
Out of nowhere, Alvar charges the Ghost in the room, despite the other party member's attempts to stop him. Soon after everything went to chaos. Galdroon was shooting fireballs into the room, some party members were fleeing in fear, Alvar was nearly killed from attacks from the three Golems (not to mention Galdroons fireball).
Sa'ar came to the rescue by dealing sustantial damage to the Golems as they marched forward, all the while Brianna healing and doing what she can to help the party. As the final Golem was about to attack, it was brought down be Sa'ar's murderous arrows.
As the party regrouped, Peck went ahead and up a winding flight of stairs into a Alchemical laboratory with a massive door blocking the exit. A mystery ensued, and the party was able to determine what had happened and and complete the mystery (don't want to give too much away).
The party was finally outdoors in the late afternoon, looking at the Ulcaster's School's Ruins.
The party split up, some characters remaining behind to clean the area and repair it for use as a stronghold.
Friday, February 23, 2018
Wednesday, February 14, 2018
Synopsis 7 - The Sword Coast - Ulcaster's School of Magic - Dungeon Crawl
To Dagger Falls
Active Characters - Shoonchee, Rorrick, Voxen
Inactive Characters Present - Peck Godfrey, Galdroon, Sa'ar, Alvar (Chisai)
Inactive Characters Not Present - Ulrich, Warrick, Brock (Umberto), Brianna
NPCs Present - Elayne (Alusair just departed to Cormyr)
The party begins underneath the Barracks at The Last Outpost... where Sa'ar and Shoonchee convince Voxen that the Zhentarim, despite their evil ways, are also responsible for the livelyhood of many non-evil people. If The Last Outpost did not exist, then the Bedines of the Anauroch Desert (which was once a lush jungle but has been receding over centuries) might not have food to feed their children. Rorrick explained the fight would be brought to the immediate issue, Xanthad the Beholder and his planar slave trade. Voxen then agreed and Shoonchee teleported the party away.
A gentle grove nearby (3 miles) Dagger Falls was the target of the teleport. The party traveled east on the River Tesh then northward around the Walled City of Dagger Falls to The Red Rock Tavern.
Kessla, HElf CG Brd 6, was inside making a stew for her patrons when she saw familiar faces, and others not so familiar enter the Tavern. She greeted the party warmly and introduced herself to the new members. The rest of the tavern was joyous to see the Heroes of Dagger Falls, the party that not only defeated Colderan the Mage whose dream-fever was killing townsfolk, they also saved dozens from the Red Dragon who attacked during a flight of Dragons (1356 DR), and finally freed the town from the control of the Zhentarim and returned it to it's rightful owner, Randal Morn. In the corner, practicers of the 'Ways of Umberto Eskobar' ceremoniously read the 'Escobar's Rules of Law'. Voxen, disturbed with the happenings of late, went to the bar and began to drink.
Shoonchee went off to see about Brock, but reported back that Brock had not been in his house for some time.
After some conversation, Shoonchee had Roo-ee head to the Dagger Falls Keep (formerly Constable Tren's tower) to get Brianna, who had been in town studying about the Planes. Initially, Roo-ee went to sneak past the Watchful Guard at the keep but was seen entering. Then the chase was on! Guards rushed and raced after the swift Fox as she jumped over the lazy guard dog, who never moved, and ran up towards Tren's old office that had the towns library in it. Roo-ee jumped through the door and Brianna was startled as Roo-ee wrapped his tail around her head and stared at the door. The guards rushed in, and Brianna explained that everything was fine. Sabine, Brianna's familiar, was jealous of the cuddling but was relieved when Roo-ee jumped off and lead Brianna away.
As the party was heading to a back room to discuss the plan, Brock came in from outside and joined the group.
After they assembled in the meeting room, Voxen inebriated, Peck went to to gather thoughts on the situation. Xanthad the beholder was ferrying slaves to the 6th Layer of the Abyss. Xanthad was the name of the person who Bart L. James saw written in Garrick Godfrey's books. The name, when he asked about it to Peck's father, he was immediately fired. Then where does Master Morbius (Its Morbius, time had morphed it to Morpheus but henceforth it is Morbius) fit in? Why was he ferrying the party members west along the Anauroch desert? Is Garric Godfrey complicit? What about Peck's Guild he belonged to before he was captured... would they know anything? Would they think he a deserter?
As they discussed the situation, it was clear what needed to happen. They needed to go to Baldur's Gate and search out Xanthad, and stop him from his vile plans, whatever they were. Peck warned that Baldur's Gate is unlike any place the party has ever been, Rorrick confirming this. He warned the party may see things that would infuriate them, and warned that Shoon-chee could be captured and sold as a 'novelty'. This infuriated and confused a drunken Voxen... Peck explained that strange creatures and animals were sold in Baldur's Gate in the black market. A very dangerous place to cause trouble or be a knight in shining armor.
The party slept and the next morning made their way to the keep tower, where they met with Randal Morn who could only provide some Precious Gems for trade. Schoon-chee and Brianna discussed any Magic Circles that existed near Baldur's Gate, and Brianna recalled one she read about in a place called, Ulcaster's School of Magic.
Shoon-chee once again teleported the party, this time to a small dark room with dim light shining through cracks in the ceiling. The Magic Circle beneath their feet, the party saw the room in great disrepair, the doors falling off the hinges. The casters began immediately casting Mend repeatedly and repairing things in the room. Just before the door was repaired, one of the party members saw something through the crack in the door. A small group of party members consisting of Brock, Brianna and Voxen went out to scout the area and check for danger. The other party members stayed back and began cleaning the room, preparing it as a safe-haven.
Across the hall, the party was attacked by a Mimic, and during the fight it was ambushed by a Ghost. Upon search the party found a hidden room and upon entering it, discovered a study. They entered the room and went down a flight of stairs.The party was then ambushed by Cloakers hiding on the ceiling. After the defeat of the Cloakers, the party discovered 3 spellbooks, 7 potions, and 3 scrolls.
Spellbook 1
5th Icy Prison, Mind Fog, Nightmare, Symbol of Pain, Telekinesis, Transmute Rock to Mud
4th Animate Dead, Fire Trap, Firefall, Hallucinatory Terrain, Phantom Chariot, Rainbow Pattern, Shadow Conjuration, Symbol of Laughter, Terrible Remorse, Wandering Star Motes
3rd Anchored Step, Disable Construct, Keen Edge, Magic Circle Against Evil, Sands of Time, Summon Monster III
2nd Accelerate Poison, Delay Pain, Silent Table, Web
1st Delusional Pride, Reduce Person, Shield, Stone Fist
Spellbook 2
5th Cloudkill, Permanency, Wall of Stone
4th Charm Monster, Phantom Chariot, Phantom Steed (Communal), Share Senses, Wandering Star Motes
3rd Pellet Blast, Share Language (Communal), Silver Darts, Stinking Cloud
2nd Blur, Buoyancy, Dust of Twilight, Entangle, Fiery Shuriken, Knock, Mount (Communal), Reloading Hands
1st Adhesive Spittle, Alarm, Corrosive Touch, Discern Next of Kin, Grease, Ki Arrow, Mount, Stumble Gap, Summon Minor Monster
0th Telekinetic Projectile, Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue, Spark, Haunted Fey Aspect
Spellbook 3
5th Hungry Pit, Teleport, Wall of Sound, Whip of Centipedes
4th Dimension Door, Enervation, Phantom Steed (Communal), Rainbow Pattern, Ride the Waves, Secure Shelter, Solid Fog, Summon Monster IV
3rd Loathsome Veil, Phantom Driver, Seek Thoughts, Sleet Storm
2nd Create Pit, Cushioning Bands
1st Corrosive Touch, Floating Disk, Grease, Mirror Strike, Protection from Evil, Stone Fist, Summon Minor Monster
0th Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue, Spark, Haunted Fey Aspect
Oil of Flame Arrow (cr, 750 gp)
A cloudy serum, contained in a crystal flask.
Oil of Light (cr, 25 gp)
This smoky liquid causes motes of white light to appear when used.
Potion of Displacement (cr, 750 gp)
This smoky yellow elixir causes shadows to appear darker when used.
Elixir of Swimming (250 gp)
A smoky scarlet serum, contained in a glass bottle sealed with wax.
Elixir of Swimming (250 gp)
This watery black oil causes flames to flicker wildly when used.
Oil of Arcane Mark (cr, 25 gp)
This smoky draught smells musty.
Oil of Magic Weapon (cr, 50 gp)
This swirling red admixture causes the air to become still and cold when used.
Scroll of Cure Serious Wounds (cr, 375 gp)
Scroll of Divine Power (cr, 700 gp)
Scroll of Flame Strike (cr, 700 gp)
Using the law of Symmetry - Brock immediately walked across the hall and bashed down the other secret door. Inside the room descended down as the other room, but this room had a seriously cracked ceiling and it had become full of water. Voxen, immediately worried, casted Ball Lightning into the water.
Side note: What happened next was awesome, but not according to the rules. I initially believed the Ochre Jellies inside were immune to electricity damage and duplicated every time they were hit, and that was it. The whole rule, "Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original creature’s current hit point total, rounded down. A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 hit points." In my case the 2 Gelatinous Cubes were destroyed utterly, while the 5 Ochre Jellies split into two for seven rounds.
So, per my version:
First round 10 Jellies.
Second Round 20 Jellies
Third Round 40 Jellies.
Fouth Round 80 Jellies.
Fifth Round 160 Jellies.
Sixth Round 320 Jellies.
Final Round 640 Jellies.
Well that escalated quick. Realizing the party had doomed itself (again, not in keeping with the traditional rules) I came up with a few quick ends. Seal the door, Escape, or my last thought, destroy the already crumbling ceiling. I had Galdroon come up with the idea, because he is smart. He came to the groups aid, sending the massive crushing damage down onto the 640 Jellies, destroying all but 6! These were probably special Jellies that the Mages experimented on over the years, and will not be seen again.
And that is where the party left off.
Active Characters - Shoonchee, Rorrick, Voxen
Inactive Characters Present - Peck Godfrey, Galdroon, Sa'ar, Alvar (Chisai)
Inactive Characters Not Present - Ulrich, Warrick, Brock (Umberto), Brianna
NPCs Present - Elayne (Alusair just departed to Cormyr)
The party begins underneath the Barracks at The Last Outpost... where Sa'ar and Shoonchee convince Voxen that the Zhentarim, despite their evil ways, are also responsible for the livelyhood of many non-evil people. If The Last Outpost did not exist, then the Bedines of the Anauroch Desert (which was once a lush jungle but has been receding over centuries) might not have food to feed their children. Rorrick explained the fight would be brought to the immediate issue, Xanthad the Beholder and his planar slave trade. Voxen then agreed and Shoonchee teleported the party away.
A gentle grove nearby (3 miles) Dagger Falls was the target of the teleport. The party traveled east on the River Tesh then northward around the Walled City of Dagger Falls to The Red Rock Tavern.
Kessla, HElf CG Brd 6, was inside making a stew for her patrons when she saw familiar faces, and others not so familiar enter the Tavern. She greeted the party warmly and introduced herself to the new members. The rest of the tavern was joyous to see the Heroes of Dagger Falls, the party that not only defeated Colderan the Mage whose dream-fever was killing townsfolk, they also saved dozens from the Red Dragon who attacked during a flight of Dragons (1356 DR), and finally freed the town from the control of the Zhentarim and returned it to it's rightful owner, Randal Morn. In the corner, practicers of the 'Ways of Umberto Eskobar' ceremoniously read the 'Escobar's Rules of Law'. Voxen, disturbed with the happenings of late, went to the bar and began to drink.
Shoonchee went off to see about Brock, but reported back that Brock had not been in his house for some time.
After some conversation, Shoonchee had Roo-ee head to the Dagger Falls Keep (formerly Constable Tren's tower) to get Brianna, who had been in town studying about the Planes. Initially, Roo-ee went to sneak past the Watchful Guard at the keep but was seen entering. Then the chase was on! Guards rushed and raced after the swift Fox as she jumped over the lazy guard dog, who never moved, and ran up towards Tren's old office that had the towns library in it. Roo-ee jumped through the door and Brianna was startled as Roo-ee wrapped his tail around her head and stared at the door. The guards rushed in, and Brianna explained that everything was fine. Sabine, Brianna's familiar, was jealous of the cuddling but was relieved when Roo-ee jumped off and lead Brianna away.
As the party was heading to a back room to discuss the plan, Brock came in from outside and joined the group.
After they assembled in the meeting room, Voxen inebriated, Peck went to to gather thoughts on the situation. Xanthad the beholder was ferrying slaves to the 6th Layer of the Abyss. Xanthad was the name of the person who Bart L. James saw written in Garrick Godfrey's books. The name, when he asked about it to Peck's father, he was immediately fired. Then where does Master Morbius (Its Morbius, time had morphed it to Morpheus but henceforth it is Morbius) fit in? Why was he ferrying the party members west along the Anauroch desert? Is Garric Godfrey complicit? What about Peck's Guild he belonged to before he was captured... would they know anything? Would they think he a deserter?
As they discussed the situation, it was clear what needed to happen. They needed to go to Baldur's Gate and search out Xanthad, and stop him from his vile plans, whatever they were. Peck warned that Baldur's Gate is unlike any place the party has ever been, Rorrick confirming this. He warned the party may see things that would infuriate them, and warned that Shoon-chee could be captured and sold as a 'novelty'. This infuriated and confused a drunken Voxen... Peck explained that strange creatures and animals were sold in Baldur's Gate in the black market. A very dangerous place to cause trouble or be a knight in shining armor.
The party slept and the next morning made their way to the keep tower, where they met with Randal Morn who could only provide some Precious Gems for trade. Schoon-chee and Brianna discussed any Magic Circles that existed near Baldur's Gate, and Brianna recalled one she read about in a place called, Ulcaster's School of Magic.
Shoon-chee once again teleported the party, this time to a small dark room with dim light shining through cracks in the ceiling. The Magic Circle beneath their feet, the party saw the room in great disrepair, the doors falling off the hinges. The casters began immediately casting Mend repeatedly and repairing things in the room. Just before the door was repaired, one of the party members saw something through the crack in the door. A small group of party members consisting of Brock, Brianna and Voxen went out to scout the area and check for danger. The other party members stayed back and began cleaning the room, preparing it as a safe-haven.
Across the hall, the party was attacked by a Mimic, and during the fight it was ambushed by a Ghost. Upon search the party found a hidden room and upon entering it, discovered a study. They entered the room and went down a flight of stairs.The party was then ambushed by Cloakers hiding on the ceiling. After the defeat of the Cloakers, the party discovered 3 spellbooks, 7 potions, and 3 scrolls.
===================================
5th Icy Prison, Mind Fog, Nightmare, Symbol of Pain, Telekinesis, Transmute Rock to Mud
4th Animate Dead, Fire Trap, Firefall, Hallucinatory Terrain, Phantom Chariot, Rainbow Pattern, Shadow Conjuration, Symbol of Laughter, Terrible Remorse, Wandering Star Motes
3rd Anchored Step, Disable Construct, Keen Edge, Magic Circle Against Evil, Sands of Time, Summon Monster III
2nd Accelerate Poison, Delay Pain, Silent Table, Web
1st Delusional Pride, Reduce Person, Shield, Stone Fist
Spellbook 2
5th Cloudkill, Permanency, Wall of Stone
4th Charm Monster, Phantom Chariot, Phantom Steed (Communal), Share Senses, Wandering Star Motes
3rd Pellet Blast, Share Language (Communal), Silver Darts, Stinking Cloud
2nd Blur, Buoyancy, Dust of Twilight, Entangle, Fiery Shuriken, Knock, Mount (Communal), Reloading Hands
1st Adhesive Spittle, Alarm, Corrosive Touch, Discern Next of Kin, Grease, Ki Arrow, Mount, Stumble Gap, Summon Minor Monster
0th Telekinetic Projectile, Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue, Spark, Haunted Fey Aspect
Spellbook 3
5th Hungry Pit, Teleport, Wall of Sound, Whip of Centipedes
4th Dimension Door, Enervation, Phantom Steed (Communal), Rainbow Pattern, Ride the Waves, Secure Shelter, Solid Fog, Summon Monster IV
3rd Loathsome Veil, Phantom Driver, Seek Thoughts, Sleet Storm
2nd Create Pit, Cushioning Bands
1st Corrosive Touch, Floating Disk, Grease, Mirror Strike, Protection from Evil, Stone Fist, Summon Minor Monster
0th Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue, Spark, Haunted Fey Aspect
Oil of Flame Arrow (cr, 750 gp)
A cloudy serum, contained in a crystal flask.
Oil of Light (cr, 25 gp)
This smoky liquid causes motes of white light to appear when used.
Potion of Displacement (cr, 750 gp)
This smoky yellow elixir causes shadows to appear darker when used.
Elixir of Swimming (250 gp)
A smoky scarlet serum, contained in a glass bottle sealed with wax.
Elixir of Swimming (250 gp)
This watery black oil causes flames to flicker wildly when used.
Oil of Arcane Mark (cr, 25 gp)
This smoky draught smells musty.
Oil of Magic Weapon (cr, 50 gp)
This swirling red admixture causes the air to become still and cold when used.
Scroll of Cure Serious Wounds (cr, 375 gp)
Scroll of Divine Power (cr, 700 gp)
Scroll of Flame Strike (cr, 700 gp)
===================================
Side note: What happened next was awesome, but not according to the rules. I initially believed the Ochre Jellies inside were immune to electricity damage and duplicated every time they were hit, and that was it. The whole rule, "Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original creature’s current hit point total, rounded down. A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 hit points." In my case the 2 Gelatinous Cubes were destroyed utterly, while the 5 Ochre Jellies split into two for seven rounds.
So, per my version:
First round 10 Jellies.
Second Round 20 Jellies
Third Round 40 Jellies.
Fouth Round 80 Jellies.
Fifth Round 160 Jellies.
Sixth Round 320 Jellies.
Final Round 640 Jellies.
Well that escalated quick. Realizing the party had doomed itself (again, not in keeping with the traditional rules) I came up with a few quick ends. Seal the door, Escape, or my last thought, destroy the already crumbling ceiling. I had Galdroon come up with the idea, because he is smart. He came to the groups aid, sending the massive crushing damage down onto the 640 Jellies, destroying all but 6! These were probably special Jellies that the Mages experimented on over the years, and will not be seen again.
And that is where the party left off.
Thursday, February 8, 2018
Campaign Experience Points and New Characters
Experience Points
Experience points in our campaign use the MEDIUM tree:
______________________________________________
LEVEL EXP FEATS ABILITY SCORE
1st --- 1st
2nd 2,000
3rd 5,000 2nd
4th 9,000 1st
5th 15,000 3rd
6th 23,000
7th 35,000 4th
8th 51,000 2nd
9th 75,000 5th
10th 105,000
11th 155,000 6th
12th 220,000 3rd
13th 315,000 7th
14th 445,000
15th 635,000 8th
16th 890,000 4th
17th 1,300,000 9th
18th 1,800,000
19th 2,550,000 10th
20th 3,600,000 5th
______________________________________________
The total experience points for the session is broken down as such:
Combat XP
Total Combat XP divided by number of Characters Present during the combat.
Example:
Player 1 has 2 level 6 characters in combat
Player 2 has 1 level 6 character in the combat with a level 2 cohort
Player 3 has a single character, level 6
Player 4 has a single character, level 6
6000 xp is awarded.
There are 5 characters present (the Cohort is not included)
Cohorts - A cohort does not count as a party member when determining the party’s XP. Instead, divide the cohort’s level by your level. Multiply this result by the total XP awarded to you, then add that number of experience points to the cohort’s total. If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level.
Each of player 1's characters receive 1,200 xp, they both have to take 1,200 xp each, and cannot share this xp or aggregate it to a single character.
Player 2's character receives1,200 xp. The cohort divides his level by the characters level (2/6 = .33) and multiplies it by the xp awarded ( .33 x 1,200 = 400). The cohort gets 400 xp. The cohort can get this XP only if he is present in the combat.
Players 3 and 4's characters also receive 1,200, each.
Session XP
Session XP is divided into the number of Players Present during the session.This experience can be divided among any players, and any cohorts gain xp according to their Leader as mentioned above.
Example
10000 xp is awarded to the 4 player characters.
Each player gets 2,500 xp.
Player 1 gives all 2,500 to his main character trying to push him faster to level 7. His alt character receives only the combat xp mentioned above.
Player 2's character receives all 2,500 xp and his cohort uses the same math as above, and the receives 834 xp.
Player 3 has a cohort that did not contribute in the combat but is working on miscellaneous projects 'in the rear' (he is not idle). He still gets 834 xp.
Characters and Cohorts 'in the rear' - The character or cohort may be fixing damaged equipment, working on potions, earning money through profession, or researching some manual that is important to an effort of importance. He also may be waiting to heal party members on their return, guarding the stronghold and managing any followers.
Player 4 has a second character (actually his main, that is 'in the rear') and he decides to share the xp with that character. He chooses for his main to receive 2,000 xp, and his Alt which was in the combat, receives only 500 xp.
Bonus XP
Any bonus xp issued may go anywhere, to any of your characters. That is up to you. Even to a cohort (as long as he does not breach his limit)
Session Average Level
Any final xp awards to a lower level character are adjusted by +20% per level. (Cohorts never make this adjustment)
New Characters
When adding a new character to the campaign, that character's level starts out equal to the lowest level character you already have, with 0 xp over that level.
New Players
When adding a new player into the campaign, that player's character's level starts out equal to the level of MOST of the characters currently in the campaign.
Experience points in our campaign use the MEDIUM tree:
______________________________________________
LEVEL EXP FEATS ABILITY SCORE
1st --- 1st
2nd 2,000
3rd 5,000 2nd
4th 9,000 1st
5th 15,000 3rd
6th 23,000
7th 35,000 4th
8th 51,000 2nd
9th 75,000 5th
10th 105,000
11th 155,000 6th
12th 220,000 3rd
13th 315,000 7th
14th 445,000
15th 635,000 8th
16th 890,000 4th
17th 1,300,000 9th
18th 1,800,000
19th 2,550,000 10th
20th 3,600,000 5th
______________________________________________
The total experience points for the session is broken down as such:
Combat XP
Total Combat XP divided by number of Characters Present during the combat.
Example:
Player 1 has 2 level 6 characters in combat
Player 2 has 1 level 6 character in the combat with a level 2 cohort
Player 3 has a single character, level 6
Player 4 has a single character, level 6
6000 xp is awarded.
There are 5 characters present (the Cohort is not included)
Cohorts - A cohort does not count as a party member when determining the party’s XP. Instead, divide the cohort’s level by your level. Multiply this result by the total XP awarded to you, then add that number of experience points to the cohort’s total. If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level.
Each of player 1's characters receive 1,200 xp, they both have to take 1,200 xp each, and cannot share this xp or aggregate it to a single character.
Player 2's character receives1,200 xp. The cohort divides his level by the characters level (2/6 = .33) and multiplies it by the xp awarded ( .33 x 1,200 = 400). The cohort gets 400 xp. The cohort can get this XP only if he is present in the combat.
Players 3 and 4's characters also receive 1,200, each.
Session XP
Session XP is divided into the number of Players Present during the session.This experience can be divided among any players, and any cohorts gain xp according to their Leader as mentioned above.
Example
10000 xp is awarded to the 4 player characters.
Each player gets 2,500 xp.
Player 1 gives all 2,500 to his main character trying to push him faster to level 7. His alt character receives only the combat xp mentioned above.
Player 2's character receives all 2,500 xp and his cohort uses the same math as above, and the receives 834 xp.
Player 3 has a cohort that did not contribute in the combat but is working on miscellaneous projects 'in the rear' (he is not idle). He still gets 834 xp.
Characters and Cohorts 'in the rear' - The character or cohort may be fixing damaged equipment, working on potions, earning money through profession, or researching some manual that is important to an effort of importance. He also may be waiting to heal party members on their return, guarding the stronghold and managing any followers.
Player 4 has a second character (actually his main, that is 'in the rear') and he decides to share the xp with that character. He chooses for his main to receive 2,000 xp, and his Alt which was in the combat, receives only 500 xp.
Bonus XP
Any bonus xp issued may go anywhere, to any of your characters. That is up to you. Even to a cohort (as long as he does not breach his limit)
Session Average Level
Any final xp awards to a lower level character are adjusted by +20% per level. (Cohorts never make this adjustment)
New Characters
When adding a new character to the campaign, that character's level starts out equal to the lowest level character you already have, with 0 xp over that level.
New Players
When adding a new player into the campaign, that player's character's level starts out equal to the level of MOST of the characters currently in the campaign.
Tuesday, February 6, 2018
Planescape - A Guide to Sigil, City of Doors
Planescape - A Guide to Sigil, City of Doors
gathered from various resources on the web (you know who you are, and thanks)
Description
Sigil is built on the inside of a hollowed-out donut. Gravity works there in such a way that you can walk all the way up the side to the ceiling. So if you are on a Sigil street and look up, there's city above you.
There is a hovering luminescence above the buildings that creates day and night, though much of it is the gloom of twilight (Noon is known as "Peak", and midnight is known as "Anti-Peak"). There's no moon or stars, obviously, but the twinkling lights of the city above create a similar effect. Brownish rain is frequent and fog in the streets is common.
Important Things to Know
Sigil is Run by The Lady of Pain
She is around 15 feet tall with blades growing out of her face. It is rumored that she was once a demon lord. She doesn't speak, she just drifts down streets and those who engage her suffer her gaze, which causes cuts to begin to open on their body. She also has the power to send enemies to The Mazes.
The Mazes
A wasting maze that is a demi-plane, a copy of Sigil and in the Ethereal plane. Things can get in to a maze, but they can't get out. Food and water appear. The prisoner knows there's a portal out but can't find it or activate it.
"Powers" Not Welcome
Gods/demon lords/primordials are physically unable to step foot in Sigil. Their priests and proxies come to Sigil to try to figure out a way to remedy this.
Factions
Sigil is full of factions devoted to all sorts of things. I find it hard to keep them all straight.
The City of Sigil is full of portals in all sorts of weird places. Each portal has a gate key, which can be things like a rose from a specific mortal world, or a sword - often the gate key is connected to the plane the portal leads to. Portals are the only way in and out of Sigil. Often, a person will accidentally activate a portal and stumble into some other plane or world.
Nobody knows how to make a portal, except maybe the Lady of Pain. Even wish spells can't make portals.
There's three types of portals:
- Permanent Portals: These don't change, they always go to and from the same place.
- Temporary Portals: Disappear after being used once or twice.
- Shifting Portals: These portals move on a schedule throughout the city. It might be in an arch in one section for a few days, and then in a merchant's house for a week. It will take a PC to one plane like the Shadowfell for a few days, and then to the Elemental Plane of fire for a week.
The Lady of Pain doesn't care about murders or theft. She only cares about things like:
- Someone killing a dabus.
- Someone trying to help a god or demon lord enter Sigil.
- Rebellion against her rule.
The Harmonium
|
- The Harmonium- They paladins and fighters who wear red armor. They believe that to create universal harmony, everyone has to think and act like they do. They use shifter's manacles on their captives - shackles with a magic effect that prevents teleporting and causes those who try to teleport to take d10 damage. They wield planar man-catchers with the same spell effect.
- The Fraternity of Order- They search for order in all things, and they are obsessed with learning the laws and loopholes of the universe.
- The Mercykillers- These people think "mercy" is an excuse created by the weak and criminals. Every crime must be punished according to the law - there is no such thing as "extenuating circumstances". They can cast detect lie once per day. They run the prison of Sigil.
If a PC has to go to court, they can hire an advocate for 100 to 1,000 gp (usually a tiefling or devil). Often the advocate can bribe an official or work out a blackmail scheme to the PCs' benefit.
- Punishment for lesser crimes are usually fines.
- Thieves are whipped.
- Blasphemers (those who dare openly worship the Lady of Pain, for example) have their tongues pierced with a red-hot poker.
- Those who tamper with portals suffer Strappado (ugh).
- Deserters, embezzlers and murderers are hanged.
Death by wyrm |
- By the Noose: The victim pays the executioner to set the knot to the side of the neck for a quick death.
- By the Sword: This form of execution is for people of status who did something like not paying taxes or libeling the Lady of Pain. The executioners use two sword/cleavers, known as "Scythe" and "Raven" to behead the victims. Fun fact: If the victim isn't dead after three slices, he or she is pardoned and set free.
- By the Wyrm: This one is rare and considered a public holiday. The victim is usually a traitor to the city or a dabus-killer. The victim is tied to a post and fed to the Mercykiller Wyrm.
Most of those who are executed are put on pikes and displayed. The worst of the executed criminals have their bodies placed in iron cages where the city's ravens pick at their remains.
Other Things That Make Sigil Different
Money Merchants accept any coins, as long as they are made of gold or silver. So your PCs will likely end up with money from Krynn, Toril, and who knows where else in their pouch. "Sure it may be minted in the likeness of hideous Juiblex, but gold is gold."
Razorvine from the 5e DMG, page 110 |
A Dabus |
Most people get around on foot (there's not many horses) or by sedan chair. It is literally a chair that fits two people, carried on the backs of four burly humanoids.
Cranium Rats- Sigil has a lot of vermin. Rats, wererats and cranium rats. Cranium Rats share a group mind. The more there are in a swarm, the smarter they are. 100 cranium rats in a swarm have a 20 intelligence. Swarms have spells, can use the mind flayer mindblast power, and even gain magic resistance when the swarm nears 100 rats. It is believed that they refer to themselves as "The Us" and that they wage war with Ilsensine, god of the mindflayers.
Two Special Spells for Sigil
- Warp Sense: This is a level 2 wizard spell that lasts 1 round per level. Range: touch. The recipient can concentrate and see portals. He or she can then roll (Arcana?) to see if they can sense where the portal leads and what the key is.
- Surelock: This is a level 4 priest spell. Casting time: 1 hour. Duration: 1 day/level. This spell protects an area against planar portals.
The city is divided into wards. I am going to describe each ward and list a few interesting locations.
The Lady's Ward
The richest and safest section of Sigil. Home to the Barracks, the Court, the Prison and the Armory. There's a statue of Bigby here as well.
The Prison: Home to the Mercykillers.
The City Court: Judges hear cases here. There's a vast library of laws.
The City Barracks: Home to the Harmonium.
Fortune's Wheel (inn/tavern): A major social hotspot, owned by Shemeshka the Marauder. It is divided into a few sections:
- The Dragon Bar: A vast common room/tavern. There's this huge carved dragon head that can breathe a black cloud on unruly patrons.
- The Dicing Cup: Where wealthy people gamble large sums of money. It is watched over by an invisible mage and two gargoyles. There's an albino musician named Estrella with silver hair who often performs.
- The Bear-Baiting Room: There's a pit on the map. I have no idea.
- Fortune's Wheel: The minimum bet is 10 gp. You spin the wheel and hope it lands on a gold square. Most of the squares are black and pay out nothing. The mage's prize is a relic imbued with arcane power.
- The Azure Iris: An inn on the top of the building with magically warded rooms to prevent scrying or eavesdropping.
NPCs
Shemeshka the Marauder- There is a massive article on her in Dungeon Magazine #205. She is an arcanaloth (or raavasta) involved in everything from slave-trade to ownership of devil festhalls. She specializes in selling secrets and is an amoral liar/manipulator. She actually wears a sort of crown of razorvine on her head.
She runs The Mutual Trade Association and the Knights of the Cross-Trade and has a hand in the the Order of Master Clerks and Scribes, the Runner and Escort Guild, the Entertainer’s Guild, and the Adventurer’s Guild
Lissandra the Gate-Seeker- This woman is a mage formerly from the Forgotten Realms. She keeps a log of portals, and is known to question people who emerge from portals to describe the other side, and what the portal key is. She tracks shifting gates, trying to predict patterns. People pay her for portal information. She always has her protal lo book with her, and it is protected by multiple magic traps. She's a 9th level wizard. Here's her stats: Str 11; Dex 15; Con 12; Int 17; Wis 15; Cha 16.
The Hive Ward
This is a grim and poor place, full of thieves, pawnbrokers, secret slave markets and the insane. There's even gladiatorial pits. There are a lot of demons and devils here, quietly waging the blood war in back alleys. The entire ward is home to the Xaositects, a faction of the insane.The Mortuary-This vast complex is home to the Dustmen, who inter the city's corpses here. It is said to have portals to every plane. This is the place that Planescape: Torment begins in.
The Gatehouse Night Market- Thieves sell goods to fences, who sell the stuff to other people who ship it out of Sigil. You could come here to try to buy back something stolen from you.
Smoldering Corpse Bar (tavern): This bar has a poor wizard hovering in the air, on fire. He is cursed. This is an awesome location overloaded with cool NPCs, including Dak'kon the githzerai.
Fell's Tattoos- Fell is a dabus that everyone avoids. He makes magic tattoos which could be a really cool magic item for your PCs.
The Slaughterhouse- This place features pit fighting in a cage. People sit on tables on scaffolds that line the walls, allowing them to watch the fight as they eat and drink. There's even an "elevator" with a rope and pulley system. The place is guarded by a minotaur bouncer named Vaargh. A popular drink is viperwine: A poisonous tanar'ric concoction demons drink. It is deadly to all except for demons. (This location appeared in the adventure "Nemesis" in Dungeon magazine #60).
NPCs
Kylie |
Lower Ward
The Great Foundry- Home of the Godsmen. They make anything that can be fashioned out of iron.
The Friendly Fiend- A magic shop run by A'kin the Friendly Fiend (see below).
The Parted Veil- This is a bookshop on Forgotten Lane which is a tremendous resource. There is a secret back room that nobody is allowed to go in except the owner, and in it seems to be any book a person could want. The front door has a magic mouth that utters inspirational messages whena customer enters. The walls and floors are made of old books. The place is run by a gnome named Kesto Brighteyes, who thinks the gods are weak and undeserving of worship. He is assisted by Cleve, a bodak who somehow retained his mortal memories and disposition. Cleve was a paladin from Krynn who was slain by demons of demogorgon.
The Ditch- The only large body of water in Sigil, a foul and reeking morass that corrodes corpses within hours of being dumped. Wererats gather here to receive orders from their leader, Tattershade. Metal refuse is dumped here by the dabus.
Society of the Luminiferous Aether- A gentlemen's club for working mages. Only members are let in by the doorman - Gamnesto the Vile, a bound gehreleth. The place has a library and a list of portals and keys that work in Sigil and the planes. Membership fee: 10,000 gp!
The Face of Gith (tavern) - A githzerai establishment. They drink silently and sullenly. There's a sealed blob of primal chaos from Limbo here that some spellcasters can shape it into images and creatures to amuse the patrons.
The Ubiquitous Wayfarer (tavern)- This tavern is popular in part because people believe it holds over two dozen portals (all activated by obscure portal keys, of course). The proprieter is a middle-aged woman named Riaen Blackhome who belongs to the Fraternity of Order. There's a magical statue in the center of the taproom that "...depicts a barmy old wizard with a long beard". It speaks a new riddle each week. The Wayfarer is 2 stories high and it is known as a friendly and safe place. Meals are filling if not fancy. This location is heavily featured in the Planescape adventure "Dead Gods", by Monte Cook.
The Black Sail(tavern/inn)- Fused to the tavern is the hull of a galleon that has a gargoylish figurehead and a soot-stained sail. The establishment is ill-kept. There are tables in the middle of the room and curtained-off booths. The innkeeper is a brooding thief named Zaren. Salja Slitterknife, a tiefling waitress, sees a lot. She happy to sell information to people for 100-400 gold. Her brother, Llisian is a thief. This place appears in "The Eternal Boundary" adventure, as well as two Chris Perkins Dungeon magazine adventures - "Umbra" and "Nemesis".
NPCs
A'kin the Friendly Fiend-A raavasta who always seems a little too happy. He is connected to Shemeshka as both a friend and an enemy. She has burned down his shop 3 times in the last 100 years. Some think he is a spy for demons or devils, reporting on the Lady of Pain.
Rule-of-Three |
Rule-of-Three- He is a cambion who may be linked to the demon lord Graz'zt. He often disguises himself in the form of a githzerai. He gives three answers to every question. He also insists on being paid for information with three payments, like one gold, one silver and one copper or a joke, a proverb and an insult.
Clerk's Ward
The Hall of Records- Home to the Fated and the hub of Sigil's financial world. In the adjacent Hall of Information, there's this door with nine levers. Pulling them in the right sequence gives you access to a vault full of good stuff: piles of gold from fees and bundles of documents that implicate Sigil officials in all sorts of crimes. Pulling the wrong sequence of levers sucks you into the negative material plane.
The Hall of Speakers- Home to The Sign of One. This is where the factions debate laws and feud with one another.
The Streetsweeper's Yard- A junkyard where dabus gather the refuse collected from the city's streets into huge, stinking piles. The dabus watch over this place, but it is known to be home to otyughs, cross-trading bandits and diseased giant rats. There's a portal here to duergar mines in Acheron that opens on its own once a week. The dabus use it to throw trash in. (This location is from The Great Modron March, page 118)
The Whole Note Inn (Inn) - Menu - Carceri Snails (7 sp), Poached Stirge Eggs (5sp), Glorium Ox (8 sp), Goat Filet in Strawberry Sauce (6 sp), Pickled Eel and Mustard Pie (6 sp), Boiled Shank of Bebelith (5 sp).
Brothel for Slaking Intellectual Lusts- A brothel with workers who converse with the patrons. There's a secret area where the workers have these sensory orbs that contain their thoughts and feelings.
Civic Festhall- It's a concert hall, opera house, museum, tavern, and faction headquarters of the Sensates. It has these public and private sensoriums, where you can touch a magic stone and experience things like: frightened exhilaration, sheer wonder, lycanthropy and supernatural lust (!).
Curiosity Shoppe- This place sells tons of cool items. It is run by a cold alu-fiend with blue skin and yellow eyes named Vrishika. The magic items in here are awesome and unique. There's a rune-covered ale stein that keeps drinks ice cold, a monster jug (with a monster trapped inside) and a chocolate quasit - a quasit magically turned to chocolate.
NPCs
Estavan the Merchant Lord- An oni merchant lord. Ostentatious, manipulative and merciless. He often wears a red silk kimono and a gold necklace.He lives in an office building with a sign that depicts a caravan passing through a series of portals (the symbol of the Planar Trade Consortium). Estavan is never seen outside of his office - many think that there's a portal in his office to a secret headquarters of the consortium.
Jeena Ealy- The most popular author in Sigil. She writes true life adventure books. She hires freelance adventurers for research. She is planning books on the river styx and the beastlands. Some works include:
- Death in the Norns: Adventures in the Outlands
- In Darkest Sigil: Chronicles the horrid conditions in the Hive.
- Other books include a history of the blood war, and a study of yugoloths.
The Guildhall and Market Wards
The Great Gymnasium- Home of the Transcendent Order. This place has baths, steam rooms, massage tables, etc. It's a place for people to relax, and also a neutral ground for hostile parties (weapons and spells are not allowed in here).
The Flame Pits- This bath house is run by a sharp-tongued githzerai named Laril Zasskos. This place has exotic baths: lava pools for elementals, scouring whirlwinds, rank ooze, and pure water.
The Great Bazaar- Home the the Free League, a great place to buy stuff and get information.
Imel's Happy Tongue- A restaurant that sometimes sells cheeses: Warrior's Cheese (2 gp), Bytopian Red (1 gp), Tiefling's Delight (2 gp), Death Cheese (made from catoblepas milk! 20 gp).
Ensin's Discount Elixirs- Ensin, a mage, brews potions with cheap components. No refunds! He makes concoctions such as:
- Potion of Small Animal Control (50 gp) - 1 to 4 rats, etc.
- Potion of Limited Invisibility (50 gp) - Only works at night or in a dark room.
- Potion of Limited Healing (30 gp) - Heals d6 damage
- Potion of Blue Hue (10 gp) - Turns you light blue.
- Potion of Drowning Resistance (75 gp) - You can breathe water for 10 minutes
Alluvius Ruskin |
- Mimir- A small skull made of metal that can give you information on the planes.
- Karach Armor: Githzerai armor made from chaos matter of Limbo. It has no speed penalty despite acting as chain, scale or platemail.
- Spellsoul Blade: A blade that allows you to store a piece of your soul in it. You can use it to deal different types of damage (fire, lightning, etc.). You can store it and recall it from an extradimensional space.
- Modron Toy: You can use this to summon a modron, or open a portal to a "pocket dimension bounded by interlocked gears". You can rest in there, though if you spend more than 8 hours in there, you're either dumped out or sucked into the lawful plane of Mechanus. Time flows differently in the pocket realm. The DM rolls a d20, and the result indicates whether time flowed faster or slower while you were in there.
First you need the pertinent Planescape books:
- In the Cage: A Guide to Sigil provides most of the venues and location descriptions that you’ll need, along with pricing tables and more. It’s detailed enough that you could probably make due without the Planescape Campaign Setting.
- Uncaged: Faces of Sigil provides the ultimate book on describing the most notorious, famous, and otherwise powerful NPCs in Sigil, and gives even greater depth to various locales associated with them.
- The Factol’s Manifesto, only available on the second hand market like eBay at the moment, gives you everything you need for running the Factions, and most importantly, describes their base of operations within Sigil. If you can’t get your hands on this book, just turn to your favorite search engine and you can easily find useful descriptions of each of the Factions.
- Faction War might be an adventure that divides the fanbase due to its “campaign exploding” conclusion, but it’s actually quite useful for its additional info on various parts of the city, as well as a template for how the Factions might deal with each other when in a crisis mode. Treat it as a What If? and you’ll find it has tons of great adventure seeds.
- Sigil Hex Map shared document (a PDF via Google Docs). It’s huge, so download it. The placement of the hexes allows fairly easy reference of the various locations and venues used in the Venues Database (see below), as well as a useful way to break up neighborhoods and Wards. This should help the DM determine when environmental factors might change.
Non-Player Characters
Planewalker’s Sigil NPC Database is an exhaustive listing of every named NPC that ever showed up in a Planescape-related product, which unfortunately means that there are characters from various sourcebooks, adventures, and even DUNGEON Magazine. It may be nearly impossible to track down every source. I know: I tried, failed, and sold off a bunch of the stuff.
The key to the NPC list, then, is to use MS Excel to sort by location and other info of import for your specific campaign needs. You can focus on a single Ward for a while, and just have the NPCs that show up there “in your pocket.” Furthermore, you can treat them all as expendable, and not rely too heavily on the published material (much of which might be unfamiliar to all but the most hardcore Planescapefiles), thereby making each NPC your own…but with the info in the database, you have plenty to work with. Best of all, when pairing together the database and whatever sources you do have handy, you’ll have a giant map of ready-made plot hooks.
What’s the best way to make use of all of this information, you ask? Well, just make a list of the NPCs that might be great contacts and patrons for the party, and you can narrow things down even further.
Contacts & Patrons
Developing the List
Once you know where the players are likely to start, sort the database so you’re only looking at one Ward’s or Faction’s worth of NPCs. Pick out the ones you have reference material for, or that sound cool, and hide the rest. In just a few clicks, you now have a list of NPCs that can provide quests, story material, and useful information at the drop of a hat.
You might even have a few instances of useful hirelings or henchmen to join the player characters on various errands. Any characters that don’t make the cut are either potential enemies, or are simply neutral, and can be ignored unless they really strike your fancy.
Even More Focus
There’s still going to be a lot of NPCs, and only so many can be patrons, contacts, hirelings, villains, or roadblocks. A great way to shake that feeling of option paralysis setting in is to narrow the focus even more.
At this point, look to more than just the starting location of the PCs, but also at the stories that interest you about Sigil. Is there a reason to shut down some Wards? Is there a particular Faction that you want to highlight, or perhaps use as an enemy? Are there other organizations with natural connections to the characters and locales you want to feature in your campaign?
Answering these questions might lead to side quests or other means of narrowing the list of NPCs you’ll want to start off with some details on. Maybe the Ward in question has been shut down due to a plague (this works well in the Hive or Lower Ward), so low-level PCs couldn’t even leave if they wanted to. Or maybe the campaign really stresses the Factions that might show up only in The Lady’s Ward and the Clerk’s Ward, making for a much more political game.
If you start this process from PC character creation, the choices the players make should help you narrow the focus. If you start with preparing the campaign (thus narrowing the focus for the players before they create their characters), you’ve likely just made some choices that will help the players choose from only a single Faction, or maybe just a couple. Either way, the number of NPCs you need to develop just shrank.
Venues & Locales
Planewalker’s Sigil Venues Database is much like the NPC one, but dealing with all the venues that have cropped up. The vast majority can be found in the books mentioned above, so you’re off to a pretty comprehensive start there. Tracking down a few adventure modules on dndclassics.com or second hand shouldn’t be hard, or even necessary, to make use of a wide variety of adventure-friendly locations in each Ward of Sigil.
In much the same ways as you did with the NPC Database, you should cut down the list of locations you want to feature at the start of the campaign. Stick to those that interest you, or are closely tied to the NPCs or plots you want to feature.
Faction headquarters are always a great place to start, but Sigil’s filled with great stories and locations, so make sure you mix things up with taverns, inns, homes, miniature fortresses, and underground tombs or vaults. Consider what types of adventures the party will engage in, and whenever possible, stick to a location that’s been detailed in one of the books you have, to reduce your workload.
Always remember how Sigil is described: expanding, shrinking, ever-changing, with the Dabus rebuilding or tearing down structures, and locations and portals moving willy-nilly about the city. This gives you carte blanche to modify and move to your heart’s content.
Weather & Features
For as much as Sigil gives you room to move things around, take some care to remember how Sigil differs from other cities and adventure sites…in almost every way!
Key pieces of that are the physical terrain and features of the various Wards, and the “weather” that sometimes crops up. zen79 (Swen) at DeviantArt has created this comprehensive map of Sigil that also includes a nifty Weather Table, good for the whole of Sigil, or easily split up into sub-tables that can also add some local color. For instance, the Lower Ward is always going to feature the smell of sulphur and noxious air, on top of whatever weather is going on.
But there are many more features and terrain that make the different Wards feel different, and challenge the party in different ways. Strolling through The Lady’s Ward might net you an encounter with some nosy Hardheads, while doing the same in the Hive is just as likely to get you dragged into an Ooze Portal, never to be seen again. Either way, that’s frighteningly different, and it’s not too likely that you’ll ever encounter these features in the other location.
In this RPGnet thread about the mapping of Sigil, some of those features were talked about by location. Here’s a sample:
- Cagequake (Hive, Undersigil) – earthquake, 3d4 damage Dex save for half
- Ooze Portals (Hive, Sewers) – grasping Ooze Mephits, possible Planar trip!
- Razorvine (anywhere) – in the form of tumbleweeds, or growing uncontrolled
- Aoskian Hound (Lady’s, Clerk’s, Market, Guildhall) barks from behind some nearby wall, stunning folks
- Random portal (permanent/temporary/shifting; leads to anywhere)…and you happen to hold the key!
- Sulfur-cloud (Lower) – choking Abyssal haze, debilitating
- Smog-cloud (anywhere) – insidious haze that saps endurance (increase effective Encumbrance?), or low visibility
- Dabus – perhaps they made some sub-par repairs that fall apart?
- Wildlife: pigeons, Executioner’s Ravens, Aoskian Hounds, Astral Streaker (carrier pigeon)
- Foundry/workshop fire or explosion (Lower Ward)
- Disease/ailment (Hive, Lower)
Develop your own encounter and environmental feature tables for the Ward(s) you’ll be using most, and it’ll soon feel like the party has a huge wilderness of varying terrain to adventure through!
Campaign Type: Factions
If you enjoy the Factions of Sigil, by all means, make them the center of much of the plot of any campaign in the city. About the only thing you’re missing in 5th Edition D&D is the specific mechanical benefits and drawbacks of Faction allegiance. You could just approach each conversion on a case-by-case basis, trying to adhere as close to the original rules modificatons as possible, while still designing with an eye towards the 5th Edition rules (few +/- modifiers, Advantage/Disadvantage, Proficiency bonuses being doubled or applied to new checks, Inspiration, etc.).
Another option is to look at the RPGnet thread Why join a FR Faction? It lists a bunch of useful Faction-specific benefits used in both the 5th Edition Dungeon Master’s Guide and the various Adventurer League adventures. These are quite useful as templates for Sigil’s Faction benefits, as well as any story-related interaction with some organization (such as merchants, the Ring-Givers and other Sects, and so on).
However you handle the mechanics of Faction allegiance, choosing a set of Factions — based on plot or the choices of the players during character creation — will help you focus on what NPCs and Venues to pull from the databases mentioned above, and gives you a good starting point (or two) on the Sigil map.
Campaign Type: Megadungeon
Using Planescape: Torment maps to create a megadungeon out of Undersigil is an excellent campaign idea, and easy enough to do if you pick up the Planescape: Torment Official Strategy Guide. A few quick searches on the web will likely turn up enough ideas as well.
You can treat Sigil as a “closed system” just like any Megadungeon, with the portals leading out providing simpe, quick excursions to shake up the tone of the game on occasion, but with the focus remaining within the city. In such a campaign, it’s important to have a wide variety of possible objectives and “safe points,” so pay particular attention to the venues and various magic items and artifacts that are found there (or in the hands of relevant NPCs).
Keep in mind that Sigil has a lot of political plot threads dangling in every book and adventure module, so the “bust in the door” method of gaming doesn’t really fit the core conceits of Sigil. That said, if the party is powerful enough, you could run such a campaign, and the fact is that the adventure Faction War potentially serves as a great template for an all-out war in the city, which would be the perfect time and place to stage such a campaign. Simply stretch out the various political and military events of that adventure, and use them as either the impetus or the backdrop for the players’ own delves into various sites for treasure or experience.
Here’s a map that might be more applicable to this type of campaign than you’d otherwise suspect:
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