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PLAYER CHARACTERS
Omega (Caleb)
LEVEL 3 MODRON INQUISITIVE ROGUE. Omega is a rogue modron
who only remembers awakening in the great foundry in sigil where he
was being tinkered on by the apprentices there. He shares that the views
of the Believers of the Source, a.k.a. Godsmen. He also believes that
being a smith is his calling and that he is honing his divine spark that the
Godsmen believe everyone has. He is very logical in his thinking and
doesn't believe that he is a modron disregarding everyone that says otherwise.
Salvir (Gage)
LEVEL 3 TIEFLING WARLOCK OF THE WIND. Abandoned in
Sigil by parents of unknown origin and raised by the pantheon of
voices in his head, Salvir (named by one of the crueler voices)
grew up alone in the streets of Madhouse. Upon discovering a
small mechanical crab in the streets, all but one voice was hushed,
allowing Salvir to focus and grow. Encouraged by friends made in
Madhouse, Salvir bound himself to the Winds and dedicated his life to helping
others less fortunate than himself.
Tueur (Mikodite)
LEVEL 3 WARFORGED BARBARIAN. Tueur was made, not
born. Literally forged for war. Named for a word that loosely
translates to 'killer', Tueur has been in many bloody battles,
and has killed many. The ones forged in war are built with a
soul planted inside of them. This makes them smarter than a
simple contract from the prime material plan. However, these
can also have the unintended consequence of having them develop independence in
thought and action. This happened to Tueur during a battle where the end result
was razing an elven shire to the ground. In that moment war seemed pointless to
Tueur. In that battle Tueur wondered off and fell into a portal that was summoned
by one of the dead elves. This was how Tueur came upon Sigil. Now, Tueur
wonders looking for a purpose.
SESSION RECAPS
Saturday, October 15 th
SESSION 0 - AN INTRODUCTION
The players were having a typical day in Sigil when they were summoned to
an abandoned shop by an immense pain. Inside the abandoned shop they met a
talking cat, Ydemi Jysson, who, along with the party member, must return the book
to its rightful owner. Until the book is in the hands of its original owner, the party
cannot move out of proximity without being in great agony. The party was
waylaid by a group of bandits on their way to the portal to Automata which they
quickly laid to waste. Despite the last surviving bandit begging for mercy, Belven
punched him to death. The party continued on to find the portal and enter it,
whereupon the party was met by armed guards who brought them to the customs
office in Automata to get registered before continuing their journey.
Saturday, October 22 nd
CHAPTER 1 - THE MARCH BEGINS.
Upon exiting customs, the party acquainted themselves with Automata,
dominated by a two gear statue in the square and a litany of rules to follow. Their
first lead brought them to an aggressively average meat shop that was once the
store the books owner, Heiron Lifegiver, resided. Although Aru and Salvir
together wore out their welcome and were banned from the shop, they managed to
acquire a lead sending them to Divine Machines, a tavern Heiron was known to
frequent.
The Divine Machines, an apologetic halflings bar, bore no fruit in their
search, however when leaving a tiefling by the name of Meunscaal tipped the party
to Heirons whereabouts: a hidden cabinet in the counsel. Almost immediately, it
became very clear to the party that legitimate means of entering were unavailable
to them. After failed attempts to sneak, badger and barter their way in, Salvir
managed to scout the building under the guise of an urgent restroom visit. Based
on the layout, the party determined to break in through a window while using the
sound of magic thunder as cover.
Heiron was where Meunscaal had indicated, in a cabinet in a cramped closet.
For the return of his book, he offered 5 gold but seemed anxious for the party to
leave. The discovery by the party appeared to render his hiding place useless, so he
agreed to lead the group out of the building. When the party entered the hallway, a
large group of thugs lead by a mage accosted them and made clear their intention
Saturday, October 29 th
CHAPTER 2 - THE UNSWERVING PATH.
With the Gilded Eyeball underway and run by the tiefling woman, Martelle,
the party is approached by a Dustman for assistance in powering a golem. The
Dustman promises 200 gold each for the delivery of a box containing a demon soul
to an angel that will trade for the life force needed to animate their golem.
Although initially cautious, the party agrees, taking half the payment, the box and
following the Dustman to a portal to Mount Celestia.
Greeting them almost immediately, a lantern archon requested their
assistance and lead them to a sword archon named Azriel who requested their
assistance avoiding the destruction of Heart's Faith at the hands of the Modrons
whom have begun their march in earnest. It appeared the march had begun eight
years early, and the town lay right in the path. The archons wanted to help, but
were gravely concerned of a touch of chaos that might infect them should they
interact with the marching Modrons. Azriel offered gold and to take the burden of
the box on behalf of the party, which was met with uncharacteristic agitation from
Salvir.
The archon instead offered the party horses and sent them on their way to
warn the town and avert disaster. When the party took a rest to monitor the
Modrons approach, Salvirs behavior began to alarm Aru and Belven and after a
small struggle, Belven managed to take the box from Salvir. The party continued
on from there to Heart's Faith.
When greeted at the gate, it appeared the town was wholly unprepared for
the Modron March heading their way. This became even clearer when the party
was introduced to Cauldron borne, the elf in charge. Even though he initially
dismissed the partys warnings, he did humor them and peer out from the wall,
only to behold the march, eight years early and heading straight for the town. He
knew as the archons did; the Modrons would most likely trample the town.
Omega and Salvir volunteered to try to convince the march to stop or be
diverted, taking a fire arrow to shoot to warn the town should they fail. Aru and
Belven stayed behind to help organize the evacuation. Omega and Salvir made it to
the march and worked their way up the ranks until they met a Modron they could
converse with intelligently. They determined the Modrons were indeed planning on
trampling through the town, based on a treaty signed long ago. They were
unfamiliar with previous attempts to divert, nor interested and seemed to indicate
that the town in their way was chaos that needed to be righted. Having run out of
ideas, Omega came up with a plan to try to sow some discord in the ranks to
disrupt the march. With Salvirs help, they tripped a Modron and were attacked for
their trouble. Although Omega took a nasty hit, he was able to light and shoot the
arrow signaling failure and evacuation.
Once reunited, the party bore witness to a terrible and panicked evacuation.
Before many could escape, the Modrons were at the gate and smashing through
anything in their way. Taking another look at the map, it was determined that the
Modrons would be avoiding the walls, so the party began trying to herd folks to the
safety of the wall. While this was happening, an old man was observed giving the
Modrons pause by claiming a violation of the law. The apparent ruse worked
briefly, but as the group was unable to continue it, the Modrons assaulted the old
man. Belven and Salvir lept to the mans defense while Aru healed Omega. It was
discovered during that any higher ranking Modron that was killed would be
immediately replaced by a lower ranking Modron. Once healed, Omega assisted in
dispatching the Modrons while Aru moved on to help other citizens in need.
The old man was saved, but nearby some town guards were making a stand to
defend a religious site in the path of the Modrons. Valuing life over property,
Salvir conned the guards into leaving, promising to defend the site and then
abandoning it. Further down the Modrons path, an old librarian had given another
group of Modrons pause as she pleaded for them to respect the books inside. The
party supported her claim and convinced the Modrons to step lightly through the
library. An orphan then approached the party, begging them to assist with Modrons
marching towards the orphanage. Omega and Aru began making trips in and out of
the orphanage, grabbing children and leading them out. Omega persisted longer
and ended up being inside the building when it collapsed. He barely survived, but
any children still in the building did not. By this time, the Modrons had moved to
the harbor and were tearing apart anything wooden to build a bridge to the portal in
the water.
Between the influence of the box and the towns carnage, the party was
drained. They initially asked for a reward from Cauldron-born but thought against
it and Aru even donated money to pay for repairs. Upon returning to the sword
archon and giving their report, they were given magical ointment and a path to
deliver the box. The box was destroyed by its recipient, and the payment was then
delivered back to the Dustman in Sigil.
With Arus faith in the party shaken, Omega despondent, Belvens attitude
towards life revised and Salvirs grip on reality loosening, the party returns to the
Gilded Eyeball to recover
sister, emaciated and bloodied, was found in one of the pits and rescued.
Attempting to determine more about the cult and their aims, the party
explored the upstairs. When they came upon two workers they tried to interrogate,
one leapt to his death and the other retreated into an operating room. When Omega
gave chase, he found a monstrous bariaur with Modron pieces grafted onto its
body. The monster ripped its chains off and picked up the worker, splitting his
head in half.
Everyone makes a hasty retreat, down the stairs and out the front, the
monster hot on their trail. Before long, the monster catches up enough to force the
party to fight. Belven immediately jumps towards the monster, swinging wildly to
buy time for the rest of the group to organize. Salvir and Omega keep the pressure
on while Leila heals Tueur. Belven falls back and the monster rushes forward, just
missing Salvir before Tueur flies into a rage to help finish off the beast. The
monster dies, and the party continues their retreat, avoiding returning cultists as
they do.
Upon their return, the party warns the knight of the cultists' location and the
details of their operation. The knight dispatches soldiers to clear the place out.
When presented with his haggard but alive sister, the knight is overcome with
relief and gratitude, offering a selection from his treasury as a reward. The party
collects their spoils and returns to the Gilded Eye to lick their wounds, no doubt
shaken by the horrible things they have seen.
NON-PLAYER CHARACTERS
Ydemi Jysson
THE PLAYERS MET JYSSON IN HIS SHOP IN SIGIL AFTER BEING
CALLED BY 'THE BOOK'. After passing away, Ydemi was
Heiron Lifegiver
AFTER THE PLAYERS FOUND HEIRON'S SECRET HIDING SPACE, HE
WAS FORCED TO RELOCATE. A wizard of great power, Heiron
owned a shop in Automata. That was until he found himself in
trouble with the law in Automata and decided to find a hiding place.
After returning the book to Heiron and escaping, he helped some of
the party return to Sigil before going his separate way.
Cauldronborn
TEMPORARY RULER OF HEART'S FAITH DURING THE MISTIMED
MODRON MARCH. Although he stood up to the Modrons, he was
ultimately ineffective at preventing, reducing the damage, or
helping the party during the destruction of his city. Left feeling
awe-struck and humiliated by the freak occurrence, it is unsure
what will become of him after the party took their leave.
LOCATIONS
Sigil, City of Doors
SIGIL IS LOCATED ATOP THE SPIRE IN THE
OUTLANDS. It has the shape of a torus with the
city itself located on the inner surface of the ring.
There is no sky, simply an all-pervasive light that
waxes and wanes to create day and night. Sigil
cannot be entered or exited save via portals;
although this makes it quite safe from any wouldbe invader, it also makes it a prison of sorts for
those not possessing a portal key. Thus, sometimes
Sigil is called "The Cage." Though Sigil is
pseudo-geographically located "at the center of the
planes" (where it is positioned atop the infinitely
tall Spire), scholars argue that this is impossible
since the planes are infinite in all dimensions, and
therefore there can never truly be a center to any
or all of them; thus, Sigil is of no special importance. Curiously, from the Outlands
one can see Sigil atop the supposedly "infinite" Spire.