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Newbie to Sigil seeks DMing advice

Forgot to mention there's a soundtrack to the Planescape:Torment video game that's pretty atmospheric.

I wonder how many other sigil/planescape rooted 4e articles have been in dragon while evading my notice.
Not many *explicitly* planescape related articles, but lot's of stuff that fits. For example, Dragon #372 has planar epic destinies, Dragon #390 has an article on dead gods, and Dungeon #186 has modrons.

I don't just mean for this mission in sigil i have specifically envisioned, but I'm curious if anyone with a decent knowledge of both sigil and 4e could imagine rituals that no cager would want to be without?
What level are you playing at? Anything which blocks planar travel/teleportation or senses portals is a plus.

Btw, also check out this link: A Player's Guide to the planes ;)

Reminds me of the time our group arrested a Free League bauriaur and the kobold Guvner rode him back to the courthouse with a crossbow at the back of his head. My PC was a harmonium, so I didn't do anything to stop him. That bauriaur was fuming. Unfortunately he got off on a technicality (he hadn't actually broken any laws) and from then on we couldn't actually buy anything in the Market Ward for less than double price and were pretty much pariahs there.

Those were good times.
Nice :)

It's probably nostalgia speaking but I miss my old PS campaign; I wasn't a particularly good DM back then, but I had a lot of fun. One PC was a hedonist Sensate fighter, the other a cynical Anarchist wizard. Over time the Anarchist came around to the Sensate philosophy, though they didn't exactly see eye to eye. The fighter was sure it was a ruse, so kept testing the wizard to see if their convictions were true. After they defeated the BBEG, they learned the Lady of Pain was once a Sensate who took on some unbearable pain from the BBEG. There was a moment where the fighter was egging the wizard on to access the memory of that unbearable pain, and the wizard quipped back something like "You mean there's a greater pain than having to listen to your inane attempts at philosophy?"

And that's pretty much how the campaign ended.
 
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What level are you playing at? Anything which blocks planar travel/teleportation or senses portals is a plus.

4e characterizes sigil as a paragon level city, so that's what I blocked it out to be used as. Specifically level 11, possibly bumping to 12.
 

4e characterizes sigil as a paragon level city, so that's what I blocked it out to be used as. Specifically level 11, possibly bumping to 12.
Off the top of my head some good rituals are...

Arcane Lock (4) modified for portals, not just doors
Signal of Pursuit (8) modified for portals, not just doors
Wizard's Sight (8) adapted to peer through a portal/get sense of other side
Planar Sending (14)
Planar Portal (18)
Teleport Catcher (18)
Forbiddance (20)

I also seem to remember a way to trap a portal but I can't remember the ritual.
 

Here's my 3.X Knowledge (Portals) rules. For my game, portals were such an integral part of the game that the knowledge skill was extremely useful, but for an average 4e, I'd just use Arcana.

Code:
[U]DC          Task[/U]
20          See the outline of an unactivated portal
25          Determine where the portal leads
30          Determine the portal key
45          Glimpse the other side of the portal (1/week)

[U]Check       Circumstance[/U]
+5          Seen portal in use
+5          Familiar with the plane

To make this into a 4e skill challenge, I think it would be a great addition to a "race" type scenario. Two things to keep in mind: 1) Portals in Sigil can go to other parts of Sigil making great short cuts for those who know them and 2) a portal key can be an action the PC takes, which could involve another skill!

So, say the PCs need to get from one Ward to another really fast. You could add an option to search for a portal that leads to a closer location. If they roll high enough they not only find a portal they could use, but they know the key. If they don't roll high enough for the key, you could add Diplomacy to convince, say, the owner of the bar its situated in to tell them the key, then they need to use Acrobatics to do a well known dance to open it.

"You mean there's a greater pain than having to listen to your inane attempts at philosophy?"

What a perfect way to end a campaign. :)
 

Well, the part of my campaign that came before the visit to sigil finished up with enough time to spare that I decided to move forward and give them a taste of what I had set up so far. I'd love some critiques by planescape veterans on if i managed to use the slang correctly.

Previously they had been trapped in a pocket dimension. I didn't tell them as much but it's quite easy to imagine it was a maze. For whatever reason (maybe that I loved chrono trigger growing up) this particular maze was a tiny plaza with a single light and an old man that sent them on vision quests to signify hitting their paragon paths. When they finished he lamented that he couldn't send them directly home, but he could send them somewhere that could.

Stumbling through a portal, they ended up rolling out of a fireplace, covered in soot, alarming even an otherwise seasoned old Sigilite woman. "Adelaide! Adelaide come quick, these berks must be barmy as a spire god if they think coming in through the fireplace is gonna let ya peel one on us!"

The PCs make a somewhat middling diplomacy check to calm her down, while making no attempt to understand the lingo. Her tirade continues "What, are you addle-coved? We haven't even got jink worth lifting" and she squeezes in a few more swings of her broom. Her husband finally interrupts, assessing the situation more reasonably. "Calm down, Doris, look at the clothes on em... a band of primes if I ever saw any. Lady's word, folks, the name's Adelaide."

Predictably, the PCs are confused and ask where they are, and how to get back to the prime material plane. The man explains "You're in Sigil, though I wouldn't go around talking to any old body on the street that will listen like that. Every basher in a 2 block radius will see you as a cony and try to bob ya." The artificer, and the player playing him, are unamused by the lingo and contemplate killing the couple, but the old man continues. "Listen, if a prime's going to get anywhere you need a tout, but you gotta have the jink to hire em"

The PCs extract a armoire they shoved into a bag of holding after taking it from an eccentric dragon, hand-crafted by its eladrin slaves. "Hold on, this best not be cross-trade goods is it? There's plenty of berks who will pay the jink for slippery stuff but I'm just a simple cooper"

The swordmage quips "what exactly does cooper mean in this crazy city?"
The rest of the party: "uhhh, that's a barrel maker"
Swordmage: "oh... that's not some crazy made up word?"

They assure him the goods were not stolen (depending on your point of view) and pull out some coinage instead. Impressed, Adelaide tries not to be too surprised by their massive wealth and simply says "Aye, that's a gad of jink alright, you could buy a good tout with that".

Eager to get this band of adventurer's out of his house, Adelaide escorts them to the market ward. Having not been to a place where they can sell things for quite some time, the party begins counting over their rather large collection of wealth. They dally about for a while, so I image a few quick minor events and roll for one, from a dark alleyway a halfling jinkskirt offers to make their dreams come true for just 3 stingers. Not understanding what a stinger is a good 15 minutes are lost to laughing.

The artificer is still uncomfortable and is mostly out of character, imagining running at all the people in the city with his sword. I realize at this point that the party may have spent too long in the dungeons to ever truly come out. The swordmage found a cursed sword in the last dungeon they were in. It causes his mark to occasionally mark every single creature in the encounter and grant combat advantage to those he was originally intending to mark. In non-4e terms it essentially makes him very good at drawing the attention of monsters. He makes a fairly decent streetwise check to see if somebody in sigil would know how to remove such a curse, and a daytime merchant offers to tell him the name of someone in the night bazaar for 2 mert. Not knowing what a mert is, the swordmage has no idea if this is a fair price and shrinks away slowly.

At this point the session is winding to a close (the sigil part representing just the final 1/3rd of the day) so they ask their impromptu guide about inns. My unpreparedness comes to bite me as I'm unable to find appropriate GP rates in the sigil section. I do find info about Inns and read off the descriptions and insist that the price will vary by the Inn and the type of service requested. The artificer is displeased with that answer and threatens adelaide at swordpoint... but the wizard decides that the amount of money they have and the possibility of being hoodwinked justify them going to The Battlement (as described in the DMG2).

They arrive in the battlement, which is billed as an impenetrable fortress of an inn. I reckon this kind of protection is roughly equivalent to hiring a henchman of the party's level (which was so conveniently spelled out in a recent dragon article). The party balks at the price, even after I describe that the 5-person room has no windows, a steel reinforced door with one key, and a personal team of guards regularly patroling the Inn at off hours, with the whole building being made predominantly of worked stone. They barter with the owner, a half-orc who is uninterested in the antics of primes but a shrewd enough business-man to take any jink worth the effort. They talk down the price to 200g per night for the entire party, and express their confidence that they could also serve part-time as guards, even threating that they could take any group of the owner's toughest guards. They also think outlout about weather or not they could clean out the inn and take it over as their base of operations. I assure them that the 16 guards within earshot are all of their level or higher, and the owner is well into the epic tier.

Just the same, the owner is eager to close the deal and agrees to humor the party with some bloodsport later on, figuring if nothing else it would be a worthy diversion to keep the guards on their toes. The deal is sealed, but all their talk of wanton violence has attracted the attention of people the party did not realize was listening. As a final closing to the week's session, a shadowy figure walks up to them and offers his card, saying "You all seem like a fine bunch, and I'd love to talk if you find me again. All the same, consider this the Lady's whisper". The party is still confused about this "Lady" that people keep mentioning (several folk have greeted them with "Lady's word!"), and the business card only says "Dustmen".

So that was my first stab at doing Sigil! My players seemed largely incredulous about the fact that all of the lingo I spurted out was legitimate, and I fear at least a few players are not especially ready/interested in an adventure of urban intrigue. Just the same, my goal is to sort of let things flow and with a little more prep steer things closer to my original story, but I'd like to let them explore more if they discover the urge to do so. As I mentioned up near the beginning, I'd love some finer detail advice from folks who have run planescape/sigil more than me.
 

Badwe said:
The swordmage quips "what exactly does cooper mean in this crazy city?"
The rest of the party: "uhhh, that's a barrel maker"
Swordmage: "oh... that's not some crazy made up word?"
Classic! :D

Your start with the fireplace portal was a great way to drop into Sigil. From your description it sounds like you made good use of the cant for a working class couple. In my old campaign I reserved heavy use of the cant for working class and especially for rogues and such; high society slipped into cant only in private or every now and then. Making it quirky is good, a barrier to communication is not.

It does sound like you have some bloodthirsty outspoken players, somgiving them something to whack toward the start of the session is always a good idea.

About the maze, you mean one of the Lady's mazes right? How did the PCs get there and who was the man inside? And if he was trapped there by the Lady how could he just show the PCs the portal out, but not be able to leave himself?

What direction are you taking the story?
 

the place with the old man was something of my own design, it was meant to be an in-between experience where each of the PCs got to take on a centerpiece encounter that was somehow related to their paragon path (eg: the warlord becoming a shadow marshal involved the party fighting shadow copies of themselves, the deva taking the deva racial paragon path took the party to fight a bunch of rakshasas). Essentially it was a "middle of nowhere" type place intended to represent the players going on a spiritual journey before truly realizing the potential of their paragon paths.

I had initially intended the sigil dialect to be a sort of minigame, as they interacted with people i'd hand out cards with a few definitions and they could boost their rolls while trying to get in good with people. I think I may keep that, but to offer them some reprieve I'll have the wealthier, more "well-lanned" people use it sparingly. That should give the bloodthirsty artificer some reprieve :-P
 

Hey Everyone,

I dunno if there's still interest but I thought I would share my experiences running a full fledged Sigil based session. I think most impressive was that, with the prep I had done, we played a 5 hour 4th edition game with no combat, and nobody seemed to mind (ok, maybe the PC with a soul-eating artifact sword was a LITTLE bummed, but he took it in stride). I know people have complained, and i have sometimes felt this way myself, that 4e is a little too combat centric, but when working with a pre-established and deep setting like planescape, and really just sigil, it gelled perfectly well. The players pretty competently decided when they needed to bribe, when to intimidate, and were starting to scheme and plot all on their own after learning about just a few interactions between the major players in sigil.

First, a little background. I'm attaching the handout I gave to my players to try and give them context for how to go about doing an urban adventure, and then the printouts i used for myself. One is a series of cards with grouped pieces of the sigil slang, and another is rumors about nearly every sigil NPC i felt comfortable allowing to be encountered. I printed all these out, cut them up, and put them in a grab bag that I pulled from to give to the players to represent them uncovering clues about sigil. The randomness and large amount of NPC information helped me get over one of my main issues as a DM: I hate railroading PCs, and I feel like whenever there aren't a plethora of choices it becomes very clear A) what is going to happen next and B) that I prefer one path over another or know that one is more difficult.

So, besides all that I found the TSR CD that was supposed to be like a mimir. Naturally I gave the PCs a chance to buy it and then periodically played sound clips from it. Much to my delight, they figured out a use for it almost immediately.

Storywise: they had managed to get to an Inn at the end of the day, knowing only that they needed to get back to the natural world. I threw them for a loop by treating their OOC banter about killing everyone in sight as in character, which resulted in them getting a calling card from a member of the Dustmen. They thought this was hilarious and decided they would definitely take that opportunity up.

Cut to today's session: almost immediately they dig up a rumor about tarholdt. In the original 2e books he's just a wandering a merchant, and I mostly just used him as an NPC name for one of the "ways out" i had imagined: taking a portal out to the astral sea to ride a cargo ship from one port in the astral sea to another port that happens to have a portal to the prime material plane. They decide to look for him and, knowing that even in Sigil dwarves frequent bars, they start asking about local bars. They're in the market ward and start drifting towards the Lady's Ward to try and find the Golden Baurier. Instead they discover the singing fountain and see people standing around waiting for Black Marian to sing, but see she's in a heated argument with Autochon the Bellringer.

They start polling the people around to learn more about him and find out who his boss is (at least according to my mashup of 4e/2e): Shemeshka the marauder. They start stirring up chant about him to try and get everyone saying his name, playing off the fact he seemed to be trying to keep a low profile. Meanwhile, one of them stealths up near the front of the crowd and record his argument with the Mimir they bought. They conclude that they will use this as a pretense to get into the HQ of the planar trade consortium (for you 2e folks: the 4e books declare that Estavan convinced his former rivals Shemeshka and Zadara to ally with him). They assume that at least one of them will know how to get back to the prime material plane. They bend the ear of two guards standing watch at the front, who agree to take them in to speak to a proxy of Shemeshka (who is out).

I have to jet, but if there's interest I'll continue the description of what parts of Sigil I used.
 

Attachments


They start polling the people around to learn more about him and find out who his boss is (at least according to my mashup of 4e/2e): Shemeshka the marauder. They start stirring up chant about him to try and get everyone saying his name, playing off the fact he seemed to be trying to keep a low profile.

[In Character] HE?!?! [/In Character]

shemmywink.gif
 

many apologies, your grace, for ambiguous pronouns. The "he" is Autochon, one of your loyal underlings. If the 4e DMG2 is to be believed, your will alone prevented him from crushing his hated rival Kylie.
 

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