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<blockquote data-quote="Ruined" data-source="post: 7080" data-attributes="member: 113"><p>Spar 20th – [ Day 10 ]</p><p></p><p>Mid-day, the characters return to Sigil. Quinn lapses into an immediate depression, but it only lasts him an hour or so before he finds something new and interesting to focus upon. Beauregard is escorted back to the Exchange and he has a lengthy conversation with Felinca behind closed doors. Afterwards, the characters are paid for their excursion and released for a few days time. They each want to get some rest and attend to some other studies, so they agree to meet as a group in a few days time.</p><p></p><p></p><p>Spar 21st – [ Day 11 ]</p><p></p><p>The next day, Tira makes arrangements at the Great Gymnasium (headquarters of the Transcendent Order), speaking with Randir O La, an elven swordsman. She asks about the best place for her to order her thoughts within Sigil. He suggests that she go to a nearby garden and relax. She is intrigued, as the generally inhospitable weather of Sigil makes growing any plants other than razorvine difficult. He reassures her, and says that he will make arrangements for her training. She is looking for someone with skill in thrown weapons. Randir turns on the charm as the conversation progresses, and the pair also make plans to go to dinner that night.</p><p></p><p>Killian meets with Quinn and leads him to the Armory. Quinn has expressed an interest in custom-made weaponry, and Killian knows no better place than his faction headquarters. Two men (loosely speaking) run the armaments: Spragg , a small bookish man handles all of the paperwork, while a smug cambion named Ely Cromlich tests and displays all of the weaponry. Quinn speaks to them about crafting weighted daggers large enough for the minotaur. Quinn immediately warms to Ely, their conversations quickly moving to tales of fighting and gladiatorial combat. Spragg tests the waters with Killian, judging how much he tows the faction line. Arrangements for weapons are made, and will be completed, dealt with later.</p><p></p><p>Tira goes to the garden and meets Kanishi, an old nipponese man who doesn’t speak much. He points for her to go and work the garden. The garden is actually not what she originally thought – instead of vegetation, it is a small pond and shore of colored stones arranged in a pattern. She grabs a rake and does okay, trying to arrange a grand new pattern. Kanishi advises her to start small and leaves her to work. After a few hours, Randir arrives and they go to the Silken Flower, a posh restaurant in the Lady’s Ward. </p><p></p><p>The Xaositect construction site is in full effect. There have been a few incidents from bad planning and a small series of accidents have killed fourteen and injured more. Harmonium patrols are on the watch there constantly. The other site near the Hall of Records is garnering much interest as well.</p><p></p><p>Quinn and Killian decide to try and get Quinn a combat match for the night. They go through a bit of rigmarole track Tira and send her a message. Then they head for the Lower Ward to go to Crone’s, the arena that Quinn fights at the most. Inside they meet Nester Filspar, the hag proprietriss who runs the tavern portion of the building. Quinn is well-known to her, but she has to appraise Killian before allowing him to go downstairs. He passes her inspection, but is made to wait as Quinn heads down to Tizzermahden, the arena that secretly lurks underneath the building. Quinn speaks with Agnes, the scarier sister of the two. After a little bargaining, they set up a match for the night.</p><p></p><p>Tira and Randir arrive, taking in the common-looking bar. After meeting with Nester, they are given the nod and head down to Tizzermahden. Bets are made and wages are won before the night is out. Killian talks with some young nobles and exacts a good wager from them. Quinn makes his grand entrance into the pit and begins fight with a squat hobgoblin called Gorvak. The match is bareknuckles, with neither wearing armor or brandishing weapons. The minotaur wins the fight, and the two become fast friends. Some working-class men tell Tira and Randir about another arena, the Bottle & Jug, thinking that Quinn would be good there. With a smirk on his face, Killian takes the nobles for some jink, and leaves them with a decidedly foul taste in their mouths.</p><p></p><p>Tira and Randir leave, heading back for Tira’s place. He escorts her home, and she invites him up for some of the fae wine she got from Arvandor. They drink a good amount and he stays the night. Quinn and Killian hook up and make their way to the Night Market so Quinn can look for some caps for his horns. Killian practices the cross-trade, swiping some coins from a walk-by without being caught. Quinn doesn’t find exactly what he needs, but in his distraction, he does acquire some paints with which to paint his horns. The drow and minotaur meet back up and head for the Tenth Pit for a few drinks. </p><p></p><p>The Tenth Pit is roaring as usual. They slide over to the tanar’ri side of the tavern and have a seat at a table near one with a lone marilith. Killian goes to the back where some fiends are playing ‘darts’ with a helpless man pinned up against the wall. Killian asks if he can play, apparently trying to prove his merit to these tanar’ri. The first tanar’ri tries to intimidate him into leaving, but Killian proves he is of sterner steel. He gets jostled some by the tanar’ri, but eventually they let him play. The stakes: If he wins, he gets twenty jink, if he loses, he’s the dart board. A bit shaken by the game, Killian’s aim is poor and he ends up losing the contest. </p><p></p><p>Meanwhile, Quinn is approached by the six-armed marilith, who is intrigued by his presence there. She speaks with him for a bit, revealing that her name is Selazzj. They flirt a bit, a dangerous pairing, and then she straightforward asks if he’d be interested in a simple job. She wants him to deliver a sealed message for Shemeska the Marauder. He listens for a bit and accepts, figuring what harm can it do? There conversation turns a bit more friendly, until they take interest in what is happening to Killian.</p><p></p><p>The fiends have grabbed Killian and are hauling him to the wall make him the new dart board. He breaks lose as Quinn speaks up and distracts the fiends. Killian bolts off the landing and towards the door, quickly followed by the fiends, and then by Quinn. The fiends give chase but fail to catch Killian. When they angrily turn on the minotaur, Quinn plays it off in true Xaositect fashion: </p><p></p><p>“ Why did you follow us? You knew him, didn’t you? “</p><p>“ What? I thought you guys were having a race…”</p><p></p><p>Quinn returns to the bar for another drink. Selazzj comes to him and asks if he’d be interested in any other deals for the rest of the night. They leave and pursue things best not spoken of.</p><p></p><p>[Okay, looking back, this meeting between the minotaur and the marilith is a bit insane. Minotaurs are known to be powerful evil creatures, even in the Abyss, and it piqued the marilith’s whimsical interests. Of course, we find out later that sexy serpentine ladies might just have other agendas.]</p></blockquote><p></p>
[QUOTE="Ruined, post: 7080, member: 113"] Spar 20th – [ Day 10 ] Mid-day, the characters return to Sigil. Quinn lapses into an immediate depression, but it only lasts him an hour or so before he finds something new and interesting to focus upon. Beauregard is escorted back to the Exchange and he has a lengthy conversation with Felinca behind closed doors. Afterwards, the characters are paid for their excursion and released for a few days time. They each want to get some rest and attend to some other studies, so they agree to meet as a group in a few days time. Spar 21st – [ Day 11 ] The next day, Tira makes arrangements at the Great Gymnasium (headquarters of the Transcendent Order), speaking with Randir O La, an elven swordsman. She asks about the best place for her to order her thoughts within Sigil. He suggests that she go to a nearby garden and relax. She is intrigued, as the generally inhospitable weather of Sigil makes growing any plants other than razorvine difficult. He reassures her, and says that he will make arrangements for her training. She is looking for someone with skill in thrown weapons. Randir turns on the charm as the conversation progresses, and the pair also make plans to go to dinner that night. Killian meets with Quinn and leads him to the Armory. Quinn has expressed an interest in custom-made weaponry, and Killian knows no better place than his faction headquarters. Two men (loosely speaking) run the armaments: Spragg , a small bookish man handles all of the paperwork, while a smug cambion named Ely Cromlich tests and displays all of the weaponry. Quinn speaks to them about crafting weighted daggers large enough for the minotaur. Quinn immediately warms to Ely, their conversations quickly moving to tales of fighting and gladiatorial combat. Spragg tests the waters with Killian, judging how much he tows the faction line. Arrangements for weapons are made, and will be completed, dealt with later. Tira goes to the garden and meets Kanishi, an old nipponese man who doesn’t speak much. He points for her to go and work the garden. The garden is actually not what she originally thought – instead of vegetation, it is a small pond and shore of colored stones arranged in a pattern. She grabs a rake and does okay, trying to arrange a grand new pattern. Kanishi advises her to start small and leaves her to work. After a few hours, Randir arrives and they go to the Silken Flower, a posh restaurant in the Lady’s Ward. The Xaositect construction site is in full effect. There have been a few incidents from bad planning and a small series of accidents have killed fourteen and injured more. Harmonium patrols are on the watch there constantly. The other site near the Hall of Records is garnering much interest as well. Quinn and Killian decide to try and get Quinn a combat match for the night. They go through a bit of rigmarole track Tira and send her a message. Then they head for the Lower Ward to go to Crone’s, the arena that Quinn fights at the most. Inside they meet Nester Filspar, the hag proprietriss who runs the tavern portion of the building. Quinn is well-known to her, but she has to appraise Killian before allowing him to go downstairs. He passes her inspection, but is made to wait as Quinn heads down to Tizzermahden, the arena that secretly lurks underneath the building. Quinn speaks with Agnes, the scarier sister of the two. After a little bargaining, they set up a match for the night. Tira and Randir arrive, taking in the common-looking bar. After meeting with Nester, they are given the nod and head down to Tizzermahden. Bets are made and wages are won before the night is out. Killian talks with some young nobles and exacts a good wager from them. Quinn makes his grand entrance into the pit and begins fight with a squat hobgoblin called Gorvak. The match is bareknuckles, with neither wearing armor or brandishing weapons. The minotaur wins the fight, and the two become fast friends. Some working-class men tell Tira and Randir about another arena, the Bottle & Jug, thinking that Quinn would be good there. With a smirk on his face, Killian takes the nobles for some jink, and leaves them with a decidedly foul taste in their mouths. Tira and Randir leave, heading back for Tira’s place. He escorts her home, and she invites him up for some of the fae wine she got from Arvandor. They drink a good amount and he stays the night. Quinn and Killian hook up and make their way to the Night Market so Quinn can look for some caps for his horns. Killian practices the cross-trade, swiping some coins from a walk-by without being caught. Quinn doesn’t find exactly what he needs, but in his distraction, he does acquire some paints with which to paint his horns. The drow and minotaur meet back up and head for the Tenth Pit for a few drinks. The Tenth Pit is roaring as usual. They slide over to the tanar’ri side of the tavern and have a seat at a table near one with a lone marilith. Killian goes to the back where some fiends are playing ‘darts’ with a helpless man pinned up against the wall. Killian asks if he can play, apparently trying to prove his merit to these tanar’ri. The first tanar’ri tries to intimidate him into leaving, but Killian proves he is of sterner steel. He gets jostled some by the tanar’ri, but eventually they let him play. The stakes: If he wins, he gets twenty jink, if he loses, he’s the dart board. A bit shaken by the game, Killian’s aim is poor and he ends up losing the contest. Meanwhile, Quinn is approached by the six-armed marilith, who is intrigued by his presence there. She speaks with him for a bit, revealing that her name is Selazzj. They flirt a bit, a dangerous pairing, and then she straightforward asks if he’d be interested in a simple job. She wants him to deliver a sealed message for Shemeska the Marauder. He listens for a bit and accepts, figuring what harm can it do? There conversation turns a bit more friendly, until they take interest in what is happening to Killian. The fiends have grabbed Killian and are hauling him to the wall make him the new dart board. He breaks lose as Quinn speaks up and distracts the fiends. Killian bolts off the landing and towards the door, quickly followed by the fiends, and then by Quinn. The fiends give chase but fail to catch Killian. When they angrily turn on the minotaur, Quinn plays it off in true Xaositect fashion: “ Why did you follow us? You knew him, didn’t you? “ “ What? I thought you guys were having a race…” Quinn returns to the bar for another drink. Selazzj comes to him and asks if he’d be interested in any other deals for the rest of the night. They leave and pursue things best not spoken of. [Okay, looking back, this meeting between the minotaur and the marilith is a bit insane. Minotaurs are known to be powerful evil creatures, even in the Abyss, and it piqued the marilith’s whimsical interests. Of course, we find out later that sexy serpentine ladies might just have other agendas.] [/QUOTE]
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