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I have DMGII and Revenge of the Giants
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<blockquote data-quote="Jack99" data-source="post: 4925085" data-attributes="member: 53135"><p>Regarding Sigil:</p><p></p><p>We get about 15 pages worth of information of post-faction war Sigil. From a quick look, it seems business as usual (but I must admit that it has been a while since I played D&D in Sigil, so some things could easily have been changed without me noticing it), without the factions of course. </p><p></p><p>First there is some general info about the city, what it looks like and how it "feels", architecture, fauna (razorwine), the Lady and her Dabus and of course the portals. </p><p></p><p>Then the wards are described in greater detail along with a map of the city. The chapter ends with a two-page spread called Faces of Sigil, where you get a short overview of 20-ish NPC's of Sigil (And yes Shemeshka, your alter ego does get a mention). </p><p></p><p>After that we get a couple of standard encounters, one for the streets and one for the sewers of Sigil. </p><p></p><p>We also get a couple of pages about the various Gate-towns. </p><p></p><p>After that, there is a short (5 encounter) paragon-level adventure that takes you on a trip around Sigil, Tradegate and the Shadowfell.</p><p></p><p>Overall, it's just like everything else setting-wise released for 4e from WotC. It's a framework, and as a DM, you need to flesh it out and make it your own. Some will hate it, some will love it. I do not see how more can be expected, considering it is not a full setting, but merely a part of the DMGII - but I am sure some will disagree with me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jack99, post: 4925085, member: 53135"] Regarding Sigil: We get about 15 pages worth of information of post-faction war Sigil. From a quick look, it seems business as usual (but I must admit that it has been a while since I played D&D in Sigil, so some things could easily have been changed without me noticing it), without the factions of course. First there is some general info about the city, what it looks like and how it "feels", architecture, fauna (razorwine), the Lady and her Dabus and of course the portals. Then the wards are described in greater detail along with a map of the city. The chapter ends with a two-page spread called Faces of Sigil, where you get a short overview of 20-ish NPC's of Sigil (And yes Shemeshka, your alter ego does get a mention). After that we get a couple of standard encounters, one for the streets and one for the sewers of Sigil. We also get a couple of pages about the various Gate-towns. After that, there is a short (5 encounter) paragon-level adventure that takes you on a trip around Sigil, Tradegate and the Shadowfell. Overall, it's just like everything else setting-wise released for 4e from WotC. It's a framework, and as a DM, you need to flesh it out and make it your own. Some will hate it, some will love it. I do not see how more can be expected, considering it is not a full setting, but merely a part of the DMGII - but I am sure some will disagree with me. ;) [/QUOTE]
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