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'uding the Background o our stay, a Summay of the Adventure, notes on how to f Preparefor Play, an overview of the Factions and NPCs o the adventure, and a word f about onen and dark Aaendas.
In which our Heroes search for a barmy andjind that sinister shadows are abroad in the Cage, and a Dancing Man tells them the names o the Powers that inhabit the Abyss. f
Ik Tae MOKIWMY. 14 In which the Heroes acquire numerous new Enemies and are troubled by the untimely return o old Acquaintances believed to be Lost. f
CEAFTER E THEETEWAL BO^ L In which the Dark o things becomes clear to the Heroes following their own unfo f nate Interment in the Elemental Plane of Fire.
C R a D I IE S
Designer: L. Richard Baker I11 Editor: Georgia S. Stewart Project Coordinator: Dori Jean Hein Cover Artist: Rohh Ruppel +Conceptual Artist: Dana Knutson Color Plates: Rick Berry, Ned Dameron, Alan Pollack Cartography: Rob Lazzaretti Graphics Coordinator: Sarah Feggestad +Art Coordinator: Pegm Coouer Electronic Prepress Coordinator: Tim Coumbe Typography: Anyclika fokotz Border Art: Robert Repp Graphic Design: Dee Barnett, Dawn Murin Proofreader: Michele Carter
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Welcome to Sigil! Something's afoot in the Hive there's been a lot of dyin', and therr's no dark to it but somebody's responsible. Barmies have been gettin' put in the dead-book, and the chant is that some o them are coming back. f Somebody'd better look into things, and do it soon!
BACKG R B UN D C
In the burg of Plague-Mort there's a band of prime-material mercenaries called the Illuminated. They're captained by a sorcerer known as Green Marvent, an ambitious cutter with a long list of things he wants to do. He's working to take over Plague-Mort anyone can tell you that - hut he's dso interested in Sigil. Marvent's discovered that the factions' kriegstanz - or "undeclared war" is the key to it all. He figures that the way to get to the factions is to get his men near the factols. Marvent's tried using charm and domination spells to create agents in the factions, but most of his plants were discovered. Only his agents in the Dead and the Doomguard survived. Marvent's decided that what he needs are agents who truly believe in the cause they are joining, but who'll turn stag when so ordered. He's hit upon a scheme of using people who won't be missed - the barmies and bubbers of the Hive - and sending them to join factions. The sods aren't even told that they're working for Marvent; they think they've died and been given a chance to get things right the second time around, After all, there's no better agent than the sod who doesn't even know he is one. Marvent's most trusted agent, a wizard called the Shadowknave, +HE C R E E D searches the Hive and "kills" barmies who might be restored to sanity. e +HE I I A His cutter in the Dustmen, Toranna the Gray, looks out for any bubber +e R U L E WHA+ WE C A N : ! or barmv corning in to the Mortuarv and makes sure the sods bodv is crernatei in the Elemental Plane ofFire. But instead of being inciner+e C @ N - b R @ L W H A + ated, the bodies arrive at an abandoned efreeti palace that senres as Mar\yf F: r - I Ihl ' R I I 1 F A J U vent's base in the Elemental Plane of Fire. There, Marvent's men revive A N D +e D E S + R @ Y WHA' the- harmiec the Shadowknave sent them bv disnelline: his feian death.
Wdrtl. The sods pretteud to be newly arrived primes, and seek out a faction and
grammed barmies back to Si@ via a second portal in the city's Lower
join it as previously instructed. Maivent's had his plan in operation for a couple of months now, and so far no one's tumbled to it.
The player characters [PCs) begin the adventure in the city of Sigil, at the center of all planes. To get things moving, the party is hired or ordered to enter the warrenlike slum known as the Hive in search of a madman named Eliath, who has information the PCs' employers want. In Chapter I, the PCs encounter a variety of the Hive's denizens in their
search for Eliath. They discover that bubbers and barmies have been turning up dead in the streets. Unfortunately, Eliath is one of them. Complications arise as the local factions, the Bleak Cabal and the Xaositects, take notice of the party and link them to the disappearances. Eventually the PCs discover that the Dustmen disposed of Eliath in the Elemental Plane of Fire, which is where all barmies are usually cremated. In Chapter I!, the party learns that Eliath was seen in a tavern called the Black Sail, in the company of the Doomguard. Even more confusing is the fact that Eliath now appears to be a zealous member of the Doomguard faction. Eliath insists that he is a newly arrived prime, but when questioned, the PCs discover that he was "reincarnated" and sent back from "beyond the Eternal Boundaly" to make amends the PCs investigate the Mortuary, looking for evidenc mental Plane of Fire. They find none Eliath was interred in the flames. But they do find a conspiracy at work that sends barmies through the Mortuary with the help of someone on the inside. In Chapter I , the player characters follow Eliath's trail into the Elemental Plane of Fire. There they unravel a great hoax. The bubbers and barmies who have been dying off were only drugged and sent to a receiving station operated by Green Manrent's mercenary band, the Illuminated. 'Ihe PCs can undo Marvent's plot by destroying the Citadel and rescuing the brainwashed barmies.
P R E P A R I N G F @ R PLAY
To properly run The Eternal Boundary in the spirit it's intended, a Dungeon Master [DM) should be familiar with the PLANESCAPE"" Campaign Setting - specifically with Sigil, the factions, and the Elemental Plane of Fire. Although this adventure can be run by a DM who's not familiar with the PLANESCAPE setting, it would lose a lot of its flavor and planar ambience. Throughout the adventure there is italicized text in amber; this is text to read or paraphrase to players. Items with diamonds [+I are instructions to the DM only. There are also special DM NOTESscattered throughout the text. The Eternal Boundary is designed for a party of four to six characters of 1st to 3rd CU++ERR'S levels. If the players are clever, they can avoid most of the fights in the adventure and GI I NG + H E LA G H. engage in some exciting role-playing. Reward player characters for thinking as well WH@ D e E S H E + H I N k H f IS, as using their swords. P U 4- 4- I N G @ U R BA R m I E S This adventure assumes that some of the characters belong to a faction [as detailed in the campaign setting], but that's not necessary. If none of the characINCHE DEAD B@@K? ters has joined a faction, use the alternate Nonfaction Start, or provide a short adventure to allow the players the opportunity to join a faction before playing The Eternal Boundary. FAC@beL LHAR DM NOTE: The Eternal Boundary can be enhanced for more powerful parties by increasing the strength and numbers of the enemies the PCs meet. Specifically, all faction muscle the PCs meet should be fighters a level or two lower than the PCs, and elite warriors and bodyguards are fighters of about the PCs' levels. Leader NPCs such as the Shadowknave, Toranna, and Imogen should be two to three levels higher than the party's average level. Undead in the mortuary should be a challenge as well. Use more powerful creatures such as monster zombies or giant skeletons to challenge a PC group. Under no circumstances should a PC party be able to "clean out" the Mortuary room by room.
s@mE v us
FACLEI @ N S
Needless to say, several of the planar factions will be involved in the adventure. Finding out which faction knows what and getting them to part with that information is a significant aspect of the excursion. Most factions have no real involvement in the events. For example, the Transcendental Order isn't interested in the deaths of people who are careless of their minds or bodies. Other neutral factions include the Athar, Believers of the Source, the Doomguard, the Fated, the Free League, the Revolutionary League, and the Sign of One. However, even the Ciphers will take note when the dead barmies return to infiltrate their faction.
THE BLEAK CABAL
Someone is killing barmies on the Bleakers' turf. A dedicated effort to put barmies in the dead-book indicates a motive of some kind, which imparts meaning to these deaths. The Bleakers resent the idea of +3+
wand o paralyzation (13 charges). . Depending on how the PCs handle themselves in Chapter I. If the PCs are caught in the Mortuary. The Harmonium scours the Hive in search of suspects. When word gets out that some of the hubbers and barmies have returned. The Mercykillers insert teams of assassins to bring them to justice. The Chaosmen don't want to see too many more of the barmies die off. Some cutter's doing the Dead a great service. As the faction conflicts flare up. AGENDA: Cabal watches anyone who might have a The connection with the deaths. Two things will change their attitude though: when they find out that their headquarters are being used as part of someone's plot. She can he heartless at times. . They send assassins after anyone connected with the abduction of harmies. and what could be better than that? AGENDA: Chaosmen watch the situation closely. Derioch isn't a young woman . They keep a close eye on the Dustmen and Xaositects: this looks like their work. since insanity is so wonderfully chaotic. and suggestion. and when they find out that those barmies aren't nearly as dead as they ought to be. or them to justice.. Later in the adventure. At last! Those poor barmies are getting the peace they deserve.S The Chaosmen are annoyed that someone is poaching on their turf. dagger +2. the Sensates stop at nothing to recover any of their members who have had their memories altered. PCs belonging to any faction connected with the disappearances may he held responsible by the Sensates. laws are being broken and crimes committed hy those who are killing the barmies in the Hive. they're inclined to regard the whole thing as an attack on their faction. If they are accused of being involved. They blame the Dustmen. but anyone in the Hive can tell you that she's been around the Cage for a long time. the Bleakers play for keeps. but they want whoever is responsible to at least ask before tampering with Chaos turf. the Dustmen have no agenda: as To far as they can see. She's assigned to watch the PCs early in the adventure. The Sociew is an easygoing faction. the Dustmen develop a real grudge against those who are using them and move to shut down the abductions. and that the goal of the plot is to weaken the Society. her. In fact. AGENDA: These factions want to find out who is killing barmies and bring him. the Cabal learns that the meaningless insanity of these poor sods has been replaced by loathsome purpose. they may be on the Bleak Cabal's list. It's clear to the Sensates that another faction is responsible for this plot. When the Chaosmen learn that the barmies are returning and joining factions. f potion o undead control. Each of these factions has a slightly different attitude. . The PCs may become suspects if they are in the wrong place at the wrong time. jump. but they agree that the killings need to stop right now. L N t N P LAY E R B CHARACLEERS ( N P C S ) DER1B)CH YSARI. and despair sits on her shoulders like a cloak. XA@SI+EC. they're delighted. Somebody is clearly working to destabilize Sigil. Deriochs only joy is to advance her faction's cause.she's in her forties. Factional feuds make Sigil a more chaotic place. Bleak Cabal Chaotic F-:' Str Dex Con 8 15 11 11 . She's seen things that no sod should. Later on. THE D U S + m E N The Dead are pleasantly surprised by the increase in business. it. web. though she doesn't go out of her way to cause pain. and she bas an armor spell in effect. and they won't take that. +HE H A R l I I e N I U m . nothing is wrong. Her memorized spells are burning hands.I. No one knows what made Derioch into the gloomy sod she is today. the Dustmen deny the charges and defend themselves if more direct measures are taken. and each year has left its mark on her face. 17 Wis Cha 13 14 HP 15 AC 4 THACO 19 EQUIPMENT: Ring o protection + 1 . and as time goes by she begins a witch hunt to prove that the PCs are responsible for the killings. THE G U V N E R S . AGENDA: begin with. Then again. hey want to stop the killings and make the Hive safe for Sensates again. 33 gp. Clearly. the Cbaosmen fan the flames hy inciting open fighting. and things have been dull and routine for too long. They figure they'll just keep an eye on what's happening. unexplained deaths agitate things. When the barmies return. Female Human Planar 5th-level Mage. Someone's giving the laugh to everything the Cabal stands for. 15 sp. f f 14 pp. magic missile: invisibiliiy. SPECIAL: Derioch has 1 attack. things could get very interesting. charm person. S e C I E + Y @F S E N S A + I @ N The Sensates are concerned because some of the bubhers turning up dead have been members of their own faction. 1 A N D + H E IIIBRCYKILLBRS All of these factions share an interest in upholding the laws of the city. . too. and they want it to stop.. potion offlying. The They're undecided about whether they'll miss the barmies.<: someone killing their harmies for a reason. but a deliberate mind-wiping of one of their own is the foulest crime imaginable.
hell have thrashed the cutter respo hie. lies. the best way to do that is to follow orders and to get things done with ruthless efficiency. ring of protection sling. none of the Dustmen have tumbled to Toranna’s ruse. well . aid. For six weeks now. bracers o defense (AC 5). It’s his job to find harmies or huhhers who have some potential and get them to the Rock. The Shadowknave showed up in the Cage a year ago. 6 pp. graceful fellow with roguish good looks and a dark turn of humor. 19 gp. . He has 1 attack (3/2 with his sword). sleep.I. silence 15-foot radius. hold person. He’s a small. and had a few close scrape before she fell in with the Illuminated. When the PCs begin to follow his trail. 12 bolts. He wants to pound someone for what’s been going o and if the PCs point him in the right direction. and when the PCs start getting underfoot. SPECIAL: Toranna has 1 attack. and she is a pries the god of death. potion o invisibility. scare. detect magic. feign death. and he has the following spells memorized: change selL charm person. light crossbow. He’s not such a ba cutter. She has the following spells memorized: curse. believing that the wrong cutter could get him Lost by using the power of his name.1LL Male Human Planar 4th-level Fighter. the’Knave tries to throw them off the scent. Sooner or later. from th REALMS@ campaign setting. Illuminated Neutral Evil 17 12 Int Wis Cha 18 HP 16 13 15 AC 0 TELACO 19 EQOIPMENT: Cloak o displacement. One of Marvent’s first recruits. TeRANNA +H Female Human P 3rd-level Pries Neutral Evil Str Dex Con 15 10 12 EQUIPMEW:Chain mail armor. Mordrigaarz could become ally. SPECIAL: Shadowknave has 1 attack. he’s proved to he one of the Green Mage’s most resourceful cutters. and she’s learning fast. and murder. hut like a lot of his fellows he tends to leap before he looks. The Shadowknave is a dark-haired half-elf who dresses in tight-fitting. m Tall and athletic. Toranna’s decided that Cyric’s cause is best served by rising high in the Illuminated. RDRIGAARZ AN. slow. He also specializes in punching and gains an extra attack in hare-knuckle fighting. 75-gp ring. black clothing. he left the Shadowknave behind to learn the dark of things. 2 darts o homing. 20 bullets. Mordrigaarz is a muscle-hound hasher whc burg of Xaos. Xaositect Chaotic Neutral Str Dex Con 18/39 11 I 15 Int Wis Cha 10 9 12 HP 29 AC 2 THACO 17 Emlauu~: Field plate armor. TAB Str Dex Con 10 SAAD~WI~ Male Half-elf Prime 6th-level Mage. and arrived on the planes when a wizard’s spell went astray. When Marvent finished his first lookabout in Sigil. 1 bolt +2. 3 pp. two-handed sword + 1 . she’ll be watching them. 43 f gp diamonds. command. She understands that this is an important job for her. phantasmal force. It’s said that the Knave conceals his true name from friends and enemies alike. 50-gp opal. Toranna landed m Plague-Mort. at first by working to blame a rival faction. She’s one of Marvent’ newest agents. f f dagger +1. He randomly thrashing anyone he thinks doesn’t belong in Hive. wand o fear (17 charges).. For now. two 100-gp emeralds. Mordrigaarz loves a good brawl and often goes out of his way to start one. he came to Sigil see venture and fell in with the Chaosmen. invisibility. She keeps in touch with the Shadowknave hy courier. the Shadowknave arranges for them to take a trip to the Eternal Boundary themselves. Mordrigaarz is the hasher who’s heen told to find out who’s moving on Xaositect turf and get them to stop. right? If the PCs can offer solid evidence that they’re not i volved and someone else is. After all. 1 potion of healtng. 38 gp. If that doesn’t work. . cause fear. 22 sp. Toranna’s a striking woman with a moody personality. dagger. the Knave’s heen running the Sigil end of Marvent’s plan. As a young man. she is a priestess of a power of death. She was horn on a pnme world called Toni. so she will go to almost any lengths to keep her cover and keep the portal to the Rock open. So far. SPECIAL: Mordrigaarz is a speciallst with the two-handed sword. and she IS careful to fulfill all of her obligations as a Dustman. . . 26 sp. Toranna tries to convince the Dustmen that the PCs are enemies of the faction and that they are getting ready to frame the Dustmen forth harmies’ deaths. f f 21 gp.
wiry fellow who’s missed a few meals too many. 20 quarrels. Bendon expects the PC to agree to track down Eliath without too much argument. the Signers only want to question him. long sword + I . “I hear ye’re lookin’for some jink. because he was the last person to have researched the hooks in question. with a miserable drizzle falling. If the player isn’t convinced. Once the PCs have accepted. The DM can dangle whatever bait is necessary to get the players interested in finding Eliath in the Hive. he receives instructions to find Eliath and bring him to the headquarters. Imogen vanishes into anonymity. He assures them that Eliath won’t be hurt. He doesn’t know it. She’s the first of Green Marvent’s planar recruits. Bring’m to me and it’ll be worth yer while. “Here’s the chant. The Signers aren’t well liked hy the Bleak Cabal. Gedramak also offers assistance for healing. 37 sp. who have discovered scrolls describing the Isle of Black Trees. ” Bendon Mawl (Pl/$tf/W8/var/var) is leveling with the PCs. but he’s got the dark o something f we want. .she’s quiet and withdrawn. and has proven to be quite reliable. gray day. He plans on keeping an eye out for them.whatever it takes to get the PCs to accept the job. or Bleak Cabal is ideal. Can you go have a lookabout for him? You’ll be cut in on the profits. hut figures that the less the PCs know. lean githzerai who’s so thin it seems she disappears when she turns sideways. but its location is unknown. since she knows the timetable and personnel of the entire operation. She decided she didn’t much care for the kriegstanz of the factions.or at least you think you know . use the ”Nonfaction Start” below. Imogen is a tall. light. you are sitting in a tavern known as the Sign of the Crooked Sword. The DM should select one or two PCs who belong to a faction. Her personality matches her appearance . DM NOTE: the PCs are joining the PLANESCAPE If campaign from another campaign world. ”Well. Gedramak is careful with the details. Last I heard. and hope that hy going through intermediaries (the PCs). F A C + I @ N S+AR+ if a PC belongs to a faction. man who’s next to the factol. Inside you get sent to see Bendon Mawl. and it’s known that he disappeared for more than a year right after that. another faction member found references in a library to a portal leading to the Isle of Black Trees.” N@NFAC+I @ N S+AR+ I+ BEGINS The adventure begins when one of the PCs is ordered or hired to find a barmy named Eliath in the Hive of Sigil. She’s got few friends and few enemies. having lived most of her life there. assume that they are relaxing in one of Sigil’s many taverns when they receive an offer of employment. trading tales by thefire to pass the time until something interesting happens. It’s curious. the DM will need to devise a story linking them to the happenings in Sigil.he’s a trusty blood. sharing her thoughts with no one. Bendon’s a sharp cutter who made his name as a hirespell in the Outlands before coming to Sigil. shield. they can get to Eliath without starting a feud. unharmed. or about anything else the PCs need . where they learn of the rash of deaths among the barmies. three years ago. I got a job as needs doin: I’m lookin’for a barmy. 44 gp. She’s tough to fool and unlikely to fall for any bluff or mse the PCs devise. the better. and fell in with the Illuminated. but dismiss it as a ’uaveler’s tale. who might be found in the Hive. but you’ve been summoned to faction headquarters.Female Githzerai Planar 5th-level Fighter/5th-level Mage. He descrihes Eliath. 2 daggers. 25-gp opal. boots of levitation. Gedramak tells them to bring Eliath to the Crooked Sword.” below. ” Gedramak (Pr/Gd/F5/T6/SO/NGl represents the Sign of One. and will be in the area if they have troubles.” he begins. but you know . Most planar characters have heard of the Isle of Black Trees. and he squints ’cause he’s nearsighted. name of Eliath. The city’s portals are an excellent mechanism for getting the player characters into Sigil. His hair’s white. The search for Eliath is just an excuse to get the PCs into the Hive. a high-up If none of the PCs belong to a faction. blur. Bendon offers a bonus of 200 gp and a chance to be in the search party that explores the Isle. and wraithform. Imogen commands the garrison of the Citadel of Fire and supervises the reprogramming of the huhhers and barmies. He holds the key f o r a portal that’s said to lead someplace real interesting. Read or summarize the following to the players. A broadshouldered dwarfin the colors of the Signers approaches and introduces himself as Gedramak Ironfist. It’s a gray and cold morning. This faction PC is then used as the active character in “Faction Start. Dustmen. A tiefling with coal-black eyes and pointed ears. web. Bendon thinks that Eliath may know where the portal leads. Bendon shows you into his chambers and shuts the door. information.” he says quietly. If none of the PCs belongs to a desirable faction. light crossbow. He’s willing to pay up to 300 gp for the job. Imogen is a native of Plague-Mort. Illuminated Lawful Evil Str 14 1 5 Int Wis Cha 17 13 13 HP 24 AC 1 THACO 16 EQUIPMENT: Leather armor +3. Bendon describes Eliath as “A short. It’s rumored to hide great treasure. magic missile. In a room full of people. he was wearin’ his tattered blue wizard’s robes. SPECIAL: Imogen has 1 attack and has memorized burning hands. a member of any faction except the Xaositects. “There’s this barmy named Eliath wanderin’ about i n the Hive. he has a bit of thefiend in him. On a cold. a legendary demiplane created by a prime wizard.
the more likely it is they’ll run afoul in the encounter 4$ called “The Chaosmen. Putting the word on the street will cost the heroes some jink as they work the taverns and heggars for news..” Their first foray into the ward will bring them encounters called ”The Dancing Man. Derioch has a neutral attitude.” There are several strategies the PCs can use to accomplish their mission to find Eliath. This is a general H G H + H E H IVE overview of the Hive. The Cabal still watch the PCs. will cause the Chaosmen to be less hostile since the PCs were polite enough to ask for their help first. When the players first enter the Hive. If the players 1 get stumped. putting the word on the street. or asking for help from the Bleak Cabal or the Xaositects (another term for Chaosmen). The noted locations will give the party places to search. they’re ready to face the Hive of Sigil. A detailed map of the Hive and a list of its denizens is beyond the scope of this adventure. along with a few chance meetings to keep them on their toes. or even substitute additional encounters as red herrings or for color. If the PCs wander around the Hive long enough. Derioch Ysarl is helpful. A N D The Hive is a sprawling slum of nameless streets that wind about like worms. The most likely ones include wandering about at random.a mm m 4 v A F Now that the PCs have a mission. they’ll eventually encounter “A Shadow in Sigil. IBNHIS D A I L Y RUN Refer to Map One. BERK! ERE’S A BRACE @F HARDHEADS IN+@ + H E H I V E C @ m l N G -!-HIS WAY. Asking the Xaositects for help. All other search methods will take two to three days. hut they’ll leave them alone. move on to Chapter 1: The Mortuary. the characters venture “Into the Hive. read or summarize the following information for them. allowing the PCs to encounter all the events in this chaDter eventuallv.” Of course. and a fight is likely to occur when they corner the PCs and demand answers. Asking the Bleak Cabal for help is the quick way through this chapter. However. if the Bleakers come to the PCs in response to their inquiries. the longer it takes them to track down Eliath. Run all the encounters except “The Bleakers” and “The Chaosmen” as chance meetings during the PCs’ trip to the Gatehouse and hack. In this chapter. What the players really need to LI G * C H 8 A p + 6 R’ know about the Hive is the mood of the place. L. they will be visited by Bendon Maw1 or Gedramak. while the Bleakers check their list of barmies. and crowded tenements that run like rat burrows for L N y B u B B E R S B@ B B I N G f @ R I I s + hundreds of yards. I ’ +H E K’ BE RAG E s u . with a few sites of interest noted. If the PCs wander about at random. The PCs spend a day at the Gatehouse. who will point them to the Xaositects or the Bleakers for information about doings in the Hive. note that the Bleakers and the Chaosmen don’t like people roaming about in the Hive. and the DM should show it to the players. 13. There’s nothing secret on this map. on the gatefold cover.” The DM can run these encounters in any order. although futile hecause they don’t keep track of harmies. and can he persuaded to help the party. Once the party has given up looking for Eliath or played through all the encounters in this chapter.” and “The Bleakers.” ‘“TheCollectors.
and decrepit pawnshops. Each time the PCs enter the Hive. A gang of ruffians tries to shake the PCs down for protection money. The guardsmen keep their weapons handy. However. a cutpurse darts from a nearby door to steal a purse. For example: 4 A Harmonium patrol tromps past. human and otherwise. the others shout imprecations at the party and pelt them with garbage. the DM should use the surroundings sparingly. A peddler tries to sell the party an “amulet guaranteed to ward off evil enchantments.I The Hive sprawls am@. demanding alms. If the players are convinced that the Cabal is hiding something in here. The only plot-significant encounters that take place during the PCs’ visits are described later in this chapter. nervous and on guard. and desperate f people. as background and flavor. or a huhber lying in the street. - ” I C L - by various people -“stinkingbbbers. Beggars and hubhers clear out of the patrol’s path. There are 10 more nearby. raving barmies. a peddler trying to sell something. including chenp alehouses. the DM should try to steer them away from an assault on the Gatehouse. trying to incite a brawl. Because there’s too much activity to describe each occurrence. The shopkeepers are suspicious and watch you silently. A person of wealth or importance passes by in a sedan chair. fitthy4 sfm-ts. All kinds of predators. A beggar accosts a PC. The PCs are constantly in an encounter of some kind or another when in the Hive. A line of desperate people forms before the doors of the Gatehouse. You stumble across a number of businesses. The amulet is worthless. seeking a place in the Cabal’s almshouse or committing a new barmy to the Bleakers’ care. demanding alms. hut they will not allow the party to explore the Gatehouse without an escort. The streets have a maddening tendency to confuse your senses o direction. There are ten 0-level thugs. surrounding you in a g r y warren o run-down buildings. The patrol consists of five 0-level fighters. If the PCs stiff the beggar. A reeling drunk staggers up to a PC and loudly insults him. this doesn’t mean that these are the only encounters that take place here. and Derioch will he much more likely to aid the heroes. there are a few notable locations the party may choose to visit as they search the By day. The streets around the Gatehouse are the dirtiest and most dangerous area of Sigil. &amins halls. roam the streets when the Gatehouse closes its doors. The cold drizzle has driven many o the street f people to shelter. Street urchins looking for a handout. they should have diversionary meetings to keep them on their toes and set the mood.” refusing to take “no” for an answer. the Gatehouse rises above the slums that surround it like a gray icon of despair. -7 4 + 4 4 4 4 and watch the alleys constantly. and the howls of the barmies fill the air. taking names and making sure that no cross-traders prey on those throwing themselves at the Cabal‘s mercy. By night. Condemned buildings glow with the red light o cookingfires. The Gatehouse is not mapped out because it’s the wrong track for the PCs. Bashers of the Bleak Cabal roam through this anguished group. . Characters calling on the Gatehouse meet the Bleakers (see later in this chapter). The cutpurse is a 1st-level thief A beggar accosts a PC. the Cabal will he glad to arrange a guided tour of the Gatehouse. peddlers trying to sell their wares. Once you stray f I. While the beggar distracts the party. Taking the time to pay a visit to the Cabal indicates to the Bleakers that the PCs are seeking their help. and they’re looking for Id6 gp from each character. of course. There’s always someone suspicious-looking in sight: a potential pickpocket getting too close. and haggard faces peer a t you from f almost mery window. ratty inns. If asked. While most of the Hive is featureless (at least to an outsider’s eye). escorted by vigilant guards. the streets around the Gatehouse are empty.
and thal he's planning on unseating the Lady of Pain. hut it's also true that the PCs will never make sense of this place before someone finds them wandering around and turns them over to the Chaosmen. The Blood Pit features an overpriced ale tap manned by a talkative. If the PCs can't come up with a reason for being here. a vile-tempered creature of disgusting personal hahits. they'll find that the Dustmen don't know anything of Eliath. Visiting the Hive counts as the encounter "The Chaosmen" (see later this chapter). he tells the PCs that hubhers and harmies have been turning up dead. Neither faction will pick a fight here. A series of run-down warehouses conceals a ring with room for hundreds of spectators. unless asked to check their records and determine if Eliath was buried. along with his hired swords. consider the players to have put the word on the street. He sells his information for 20 gp per tidbit. it's obvious that they're up to no good. or to recover stolen property. I ~ THE H I V E This refers to the Xaositects headquarters. or imbibe as much cheap wine as they can stand. who frequent the Night Market.. The Butcher's Block is run by a scarred old ogre. and that a homble shadow fiend is eating their souls. PCs visiting the Blood Pit during business hours will encounter both the Bleakers and the Chaosmen on neutral ground. . If the PCs visit this place frequently or trail the Shadowknave successfully. Pit-fighting is the favored form of gambling. move on to "Funeral Dirge" in Chapter 11. The Butcher's Block is the Shadowknave's lodging. The Gatehouse Night Market is a good place to go to discover things. they may catch him here. .lt's possible that a PC intrusion won't be noticed for quite some time. Unfortunately. He tells the PCs that bubhers and harmies have been dying off. The Hive is a sprawling district of hovels. the Xaositects will listen to their stoly. not the entire ward. and any cutter knows that the Butcher's Block is . Groups of Chaosmen roam about. either faction will be waiting for them in the streets. If the PCs tell the Chaosmen that they're here for help. they'll be in for a fight. and unsavory characters. a tawdry carnival of cheap goods and low-class entertainment.I /I T H E GA+EH(BUSE N I G H + llIARKE+ A few blocks away from the Gatehouse is the Night Market. and each night the Blood Pit is crowded to overflowing with the desperate and the bloodthirsty. so this is a good place for the PCs to plead their case. after running the important plot encounters of this chapter." as a stand-in for the Butcher's Block if any fights break out. because if they are here. Hundreds of people throng through the run-down alleyways and ramshackle stalls of the market once night falls. decayed grandeur. If hired to keep his ear to the ground. It's the only explanation. They're also likely to run across the Chaosmen. Of course. they will receive responses to their inquiries in just one evening. In that case. Trunfeld Three-teeth (Pr/dogre/FS/Du/NE). if they start throwing accusations around. He's remarkably bright for an ogre and collects information as a hobby. They're guaranteed to he targeted by pickpockets throughout their stay. He aka states that the shadow fiend is a Guvner who found a way to gain power by feeding on the life-force of others. and. really. he's fond of wild speculation and faulty leaps of logic. Neither the Chaosmen nor the Bleakers will be well disposed toward the PCs if they find them here. play in any games of chance they care to. It's frequented by a notorious variety of thieves and cutthroats. Use Map Two. THE B L e e D P I + The Blood Pit is the most famous pit-fighting arena in the city. the place to go to find the chant on the street. if paid. dirty gnome named Felgar (Pr/Gg/T3/At/N). engaged on errands. Felgar is more than happy to pass on any rumors he hears to anyone who bothers to Speak to him. 1 THE llIeR+UARY The Mortuary is described in detail in Chapter 11. PCs visiting the Night Market will have plenty of opportunities to buy and sell anything they can think of. "The Black Sail. If the PCs decide to pay a visit to the Dustmen. If the PCs persevere. THE B U + C H E R ' S B L e C K The Butcher's Block is one of the most infamous alehouses of Sigil. . Their rooms are unremarkable and free of incriminating evidence.
“ Several men solemnly begin to loot the body. . Hey name? . .” hints Mourner Tom. Turning a corner.” he says. the depatt? ^-‘A”’ that a gold tooth he’s got?” ~~~~~~~~~~~ ~ I I Derioch Ysarl of the Bleak Cabal is searching for the cause of the harmies’ deaths. S o n y to hear you were lookin’ for him. stumbling down a dark alleyway. As soon as the Dancing Man gets out of sight.urkh!” The Dancing Man has been put under a feign death spell. chasing a mmor. and took ’im to the Mortuary.anyone know. If the PCs try to restrain the Dancing Man in any way. A group of wretched Collectors are removing the remains of an unfortunate harmv. inducement from the PCs. The Collectors aren’t averse to chatting with passersby while they work. “We picked up a sod like that a while hack. “0 whatever powkr this poor sod worskip’d. Zuggtmoy!” Thk Danring Man suddenly stops and begins screaming. hut instead recites the names of Abyssal powers over and over [and over and over. Tom tells them. he turns on them with berserk fury and attacks unarmed. If the PCs manage to get the Bleakers talking or previously called on them at the Gate this intro and go on to “The Cabal’s Chant” [bel While making inquiries in a greeted with hard stares from four and a serving maid. If the PCs threaten them or intervene. “I tell you. tell the players they find the man stone dead without a mark on him. and they cany tkemselves with a strange charade of dignity. It’s still cold.THE D A N C I N G ’ I I I A N Vhile the PCs are movinc around in the Hive.Pazrael.” If the characters ask the Collectors about Eliath and provide a description. The Collectors will show up and claim the body after a while. . He possesses the strength of a maniac. The Dustmen pay them a pittance for saving them the trouble of transporting the deceased. Continue with the following text. they meet the Dancing Man. hut they’re not here for a fight. When she meets the PCs. we found ‘im first! Go get your own deader. and the rain is coming down in gray sheets. As he approaches. With a little. If the PCs investigate the Dancing Man’s cry. you hear him puttering under h k breath. the man starts chanting names again and lurches away. hut she’ll give them a small chance to prove otherwise. the Collectors protest (“Hey. Juiblex . reeling and bounding. and members of this faction eke out a living by looting dead bodies and taking them to the Mortuary. . If asked. hut with a little effort the PCs can convince her that they aren’t responsible.” --+ THE B L E A K E R S In this encounter.” they say.oh. . red-haired man in a battered. Derioch assumes that the PCs are the sods she’s been looking for. She’s still suspicious. “We might’ve seen ‘im. “It’s like they fall asleep and don’t wake up. hut our memory’s none too good. dressed in the discard@clothes of wealthyj$?lk. They flee if the PCs draw weapons against them. with not a mark on them. A few minutes afrer you enter. wide street of the Hive. ah.) again. the PCs discover another of the mysterious deaths plaguing the Hive. . Laogzed. This is not intended as a confrontation. they confer for a moment. while anoth+ opens a dusfy book and begins intoning. The men areistanding around the form of a bubber lying in the gutter. he’s close enough. Laogized . . The Collectors are led hy a down-on-his-luck thief called Mourner Tom [P116h/ TZ/NE). that. a barmy of the first order. The Dancing Man doesn’t answer any questions.this sod’s ervant. Their tattered clothes are somber black. of course. look kindly upon the departed spirit of . His lolpg limbs j i g u p and down like drunken spiders. You are walking down a straight. “Very peaceful. If the PCs come clean with her and admit they’re looking for a barmy. leading to the next encounter. an way past the other customers to confront gaunt human in wizard’s robes. . If the Dustmen remember where they put ‘im. “Baphomet. Ahead of you a tall. Fraz Urblu . I’ve seen! Theflies takr your mind!” After his outburst. . The Collectors are the lowest of Sieil’s unclean. they’ll tell the PCs that an unusual number of huhhers and harmies have been dyin’ off lately. she relaxes a hit and talks. butpeople mind Hive. “Tell us what you’ you won’t leave this tavern alive. hut sets the scene for another encounter in Chanter 11. well. They’re an unsavory lot. She s a grim expression. 7 say we collect ’im. the Shadowknave and his men strike him and then retreat.” s tumers start moving aside. you can always try magic to get ahold of ’is spirit. herk!”) hut offer no resistance. brown waistcoat appkars. get awayfrom me! The pies . One nudges the fellow with his foot. in the colors of the Bleak Cabal saun er in. I’ve seen. A skillful lie that doesn’t fall apart will work as well as the truth. she assumes that they are involved. you come upon a group of S i r ragged men. “ r h e ain’t dead. You hear a sudden shriek lo.
a pair o cutters wearing the insignia o Chaos appears.] If the PCs surrender. we want you to watch for anyone unusual in the Hive. that his superiors in the faction will he displeased by his actions. choice yours i t is.” at the end of this encounter for more information on the patter used in this encounter.” “In return for our help. Depending on how the negotiations go. Obviously. . “Sharp you bloods.” ‘Hah! A sorcerer’s treasure in the misty sea. the Bleakers defend themselves if the PCs choose to attack first. the Chaosmen are inclined to strike first and ask questions later. and may try to disarm the PCs if given the opportunity.” + + + The PCs can also get information hy visiting the Cabal. Derioch uses a charm person or suggestion spell at the beginning of the fight to disable any PC who might he a spellcaster. Mordrigaarz wades into the battle happily. Collectors you’ll meet otherwise.” he says. hut she won’t turn stag on the party unless she discovers that they’re cooperating with the Chaosmen. If the PCs come clean at the Hive (or come up with a good story]. and will soon contact the PCs. and stakeouts. You‘re passing through a dark. weapons drawn. they have one round to say something extraordinary. 1 They’re dressed in ill-fim’ng tatters and seem down on their luck the lowest sort of mercenaries. Give me a day. winding alley strewn with refuse when you hear the sound o footsteps following f and the whisper of steel sliding from leather. she’ll he willing to exchange information. The swordsman calls out to the party: “Easy way or hard. Mordrigaarz attacks unless he is convinced of one of three things: that the PCs are too strong for him. I’ll he in this tavern at nightfall every night. a band o bashers emergesfrom f a dark doorway. I’ll get you the key to your portal. use some or all of the following dialogue suggestions: “You’re looking for a barmy? We keep records of every sod who loses his mind in the Cage.If the PCs dodge the question or lie poorly. not are had. or that the PCs are working for the Chaosmen. One’s a burly basher with a huge two-handed sword. Behind you. he holds up his hand and hacks away for a moment with grudging respect. In return for the Bleakers’ help in finding Eliath. If you see anything worth passing on. Mordrigaarz likes to talk while fighting. ”Where did you. and the other looks like a priest. and take them to the Hive to he interrogated. meet me here. they kill or drive off his mercenaries). Weapons drop! Best is surrender. right? Neither of us can use the portal now. That’s fair. two smiles you’ll have. Ahead of you. If the PCs talk. or by threatening any Bleakers they can subdue in a fight. blocking the f f alley. and if the PCs start to do well lie. Derioch figures they’re guilty and orders her crew to attack. The Bleakers would like to take a few prisoners. Mordrigaarz will try to take prisoners if he sees a good opporhnity to do so. THE C H A e S I I I E N The Xaositects are also looking for the cause of the troubles in the Hive. who say you?” This gives the PCs a chance to open a dialogue with the Chaosman. and speaking with Derioch. who meets them at the Gatehouse. Well. bribes. if you tell me where the portal’s located. the Chaosmen will let them go. so let’s cooperate on this. Derioch wants the PCs to find out who’s responsible for killing harmies in the Hive. That’s a fine story. gather up their gear. Derioch’s not a trustworthy ally. Mordrigaarz Antill is pursuing random threats. Berks!” [See “The Chaosman Chant. and I’ll see if we know of Eliath. . Mordrigaarz and his men hind and blindfold them. while the priest hangs back a hit to cast spells and guard his back. PT lr l c TH8 CABAL’S CHAN+ If the PCs convince Derioch that they’re not the sods she’s looking for. Unlike the Bleakers.
nghk!” If the PCs investigate. Mordrigaarz can’t help the PCs find Eliath. L@S+ BARmlES -- c W A S H A D e W IN S I G I L Regardless of how the PCs’ search for Eliath goes. They only know their job is to restrain barmies while the Knave casts spells on them. checks the fellow. the dialogue in this encounter makes for some lively and exciting 1 role-playing. Look sod Mortuary your poor for Eliath in. . With imaginaL 1 tive and flexible players who are running a Chaos--Wm1 man PC or a Revolutionary League faction member mas+ 1 querading as a Chaosman. The Knave uses his wand of fear to cover thei. he tells the PCs that he is working for the Dustmen. the Chaosmen demand no price for their assistance . hoping to mislead them into attacking the Mortuary. and then they’ll withdraw. if necessary. WHEN S H R A S H E D EVERY B E R K HAVE I I N HIVE.If the PCs manage to get Mordrigaarz talking or call on him in the Hive. You find four bashers restraining a bubber just ant of sight of the street. The Shadowknave and his hireswords don’t want the dark of their activities to get out. he’ll trade news with them. and the lurid light of hundreds of cookingfires can be seen dancing in the ruins and slums. they return to the Butcher’s Block to lick their wounds and hire some extra muscle. See “Shadows Abroad in Sigil” in the next chapter. Trundfel Three-teeth tells the Shadowknave if anyone comes looking for him. a sinister smile on his face. T@ F I N D $ U S WHY AND W H @ I A m . If the Knave and his men really thrash the PCs. The halfelfsteps forward. “Barmies keep track so who does? Book in the Dead put they’ve lots lately. A roguish half-elf wearing black leather armor supervises their efforts. Night is falling over the Hive. get off me. Unlike the Bleakers. and he’ll arrange an ambush.” DM NOTE:The chant used by the Xaositects is basically nothing more than transposing words within a sentence. He assists them by using sleep and slow spells. If the PCs manage to follow the Shadowknave and his men. he shrugs and says. The rain has stopped. - S@mE@NE’S mAKING. when yon hear a faint cryfrom a dark alley nearby: “Hey. retreat. and if the PCs make their presence known. hut he will warn them to he careful. the DM has the option of skipping the beginning of Chapter I1 and going straight to the Mortuary . the Knave orders his bashers to attack. He’ll abandon his men. “He’sout. who imprisons them in Area 11 of the Mortuary while waiting for a good time to ship them to the base in the plane of Fire. Let’s put him closer to the street so the Collectors‘ll find him. but the air’s cold and damp. the half-elfcasts a spell. and says. If the PCs press for more information. + H E C U S S E R I S E E K S H R A S H E D I’LL H A V E +@e. and the bubber sags back in his captors’ arms without a sound. They’ll fight until two of the hashers or the Knave are down. maybe. they’ll run into the Shadowknave and his gang before they leave the Hive Quarter. you berk! Get awn . read the following to the players. if the Knave is captured and questioned. since CHAeSIIIBN someone’s been killing barmies and huhhers on the streets. You are making your way down a dismal street. None of the Knave’s hashers know the scheme: they were hired as guards by the magician.” The bashers drag the fellow toward the street. However. heading for a tavern f o r some dinner and companionship.they I I I e R D R I G A A R Z e f +He hope to collect on the favor later.the incapacitated characters are delivered to Toranna. As yon continue to watch.
If they do. To keep things moving. . and that something out of the ordinary is happening in the Hive. The most likely coune of events for this chapter begins with the PCs visiting the Mortuary openly in “Funeral Dirge. so .” This leads to ”The Black Sail. . the PCs discover that Eliath isn’t as dead as he’s supposed to be in “The Factol’s Hand. This chapter begins with a visit to the Mortuary for Eliath’s “Funeral Dirge. since Bendon fean that someone’s trying to slam the door on the search for Eliatb’s key by silencing anyone who might know of it. the DM should try to focus on the people and events that are occumng outside the Hive. it‘s clear that barmies who were supposed to be dead have returned from beyond the Eternal Boundary. e R* u AR‘y 6 T H E CILEY @ F S I G I L In this chapter. and he tells them about the Eternal Boundary in “The Dancing Man Returns. To discover what is going on. the player characters expand their investigations beyond the Hive. they may decide to try to track down the Shadowknave if they didn’t capture him at the end of Chapter I. Tbese events point the heroes’ inquiries in the direction of “The Mortuary. Regardless of what the PCs try to do early on. GA+E GUARDS O f *HE II R+ U A RY I The PCs should have realized by now that Eliath is dead and that they won’t find the key they’re looking for unless they find a way to track down Eliath’s body. If they do. and they’ll just know a little less of what‘s happening. A PC native to Sigil won’t pay attention to the everyday details of his home ward. the PCs must get into the Mortuary and do some snooping. DM NOTE: PCs may decide to begin by breaking into the Mortuary.= H I& A a i - WHA+ D @ Y @ U WAN+ H E R E ? ALL @ f y @ARE S + I L L u @N Y @ U R F E E + .” where the PCs find Eliath alive and well. The PCs are also told to find out who’s killing barmies and why. run “Shadows Abroad in Sigil” after the PCs spend a week or so combing the Hive for the Knave. give them some assistance from their initial contact at the adventure’s beginning.” After learning that Eliath was “incinerated in the Elemental Plane of Fire.” The other encounters in this chapter can he run as random meetings that take place in and around the heroes’ investigations.” The PCs may walk into a rematch with the Shadowknave in “Shadows Abroad in Sigil. instead of detailing the setting. they can be diverted to “The Factol’s Hand” by receiving a summons from the lead character’s faction. thus The bypassing much of this chapter. .they’ll still find the Fire Portal. The heroes meet the Dancing Man again. and possibly others. Tbey should also have realized that Eliath is only one of a number of dead barmies. If the players are hopelessly off track.” after which they will probably go on to “The Mortuary. This will put the party on track for “The Black Sail. don’t worry about it .” By the end of this chapter. There are several places they visit that lie in the other wards of the city their faction headquarters.” Several encounters in this chapter deal with the reactions of the NPCs who have become embroiled in the story. Bendon Maw1 (or GedraI mak for a nonfaction party) tells them to find Eliath’s body and bring it back so that a speak with dead can be used. the Black Sail.” However.
Some suggestions include: Bendon Mawl is clearly agitated. I guess be wasn’t so barmy after all. You meet a number of unclean ones going aboui thbir business: children fallowing them.” If the PCs explain their true mission. “ h a l ’ s your business here?” asks one. use the detailed description of the Mortuary later in this chapter to handle the ploy. tanneries. The Doomguard and Dustmen are tight. For example. they are summoned to the faction headquarters anyway. the leader of the guards says. carry on dialogue as desired. 1 F U N E R A L DIRGE This encounter takes place if the player characters openly approach the Dustmen to question them on Eliath’s whereabouts.” she says. then read the following.” she says quietly. If the PCs were hired by Gedramak. the tiefling says. If your barmy Eliath came in recently.” + + + . Bendon assumes that the Doomgnard and the Dustmen are engaged in some nefarious plot and says. Run “A Shadow in Sigil” within the next day or so. she’ll know. since the oeoole here tend to be h o d t desoite their wretched circumstances. One black. The Mortuary’s surroundings are almost safe. if the lead character is a member of the Transcendental Order. and slnughterhousespll the areal A fai. If the PCs are insistent. If they try to sneak or bluff their way into the Mortuary instead. “The Doomguard got to Eliath.” Toranna shows up a few minutes later and invites the party to look around while she answers their questions. she suggests that FCBUND ’ I m they could go to the plane of Fire to have a look for themselves. “Speak to Toranna. Small alehouses. piled together witld no organization. The Mortuary stands i y a hopeless area of the Hive. be’s the one who summons them. Maybe he stayed in Sigil the whole time and wasn’t really cremated by the Dustmen. we incinerate them in the Elemental Plane of Fire. ”Most harmies and IN + H E LCBWER WARD. it’s a good idea to hone up on the Gymnasium and the Market Ward. She remembers seeing Eliath brought in ahout a week ago and doesn’t hesitate to tell the party so. Your friend Eliath was sent to the flames last week. “Who’veyou come to buy? All of you are still on your feet. He was in the Doomgnards’ colors. “When we don’t know where to send someone who’s passed ELIA+H’S + U R N E D on. “You’re to meet him a t your headquarters as soon as possible.” he says. “Maybe they faked his death so’s he could drop out of sight.” If told that Eliath is dead. amount of cominme surrounds the Mortuary. a tavern down in the Lower Ward.” If the PCs mention the deaths in the Hive or the Shadowknave. “I’ve a messagefrom Bendon Mawl. The Mortuary is a collection of dilapidated mausoleums. leave. and the Cabal allies with them sometimes. “One of our cutters saw Eliath in the Black Sail. dressed in black.I “ lml it’s reasonable to gloss over the day-to-day movements of the party when they’re not in the Hive. bubbers fall in that category. You are just beginning to discuss the day when a courier enters the common room and approaches. There’s not too much else she can tell them. The DM may want to read about the various wards of Sigil to prepare for encounters. You’d better find out whether Eliath is dead or not. She’s in charge of intemng any nameless sods who’re brought in. (If they don’t.) Presume that the PCs are meeting at an agreed-upon gathering spot (an inn or boarding house in a lower-class neighborhood. for example).” the PCs may choose to report on their initial findings. When the PCs report. ” The courier’s only a messenger and has no more information. Not a soul is in sight. does but expect a small tip. “They’re up to no good. Toranna notifies the Shadowkuave that the party is asking after barmies that he sent to her. The hustle and bustle comes to a complete ltop on the Mortuary’s side of the street. begging for a few coins. I’ll send for her. It’s ringed by the slums of Sigils Uncleon thosepeople who do work t h t others won’t touch. Inside the gate. and Bendon Mawl is a fellow Cipher.” THE DCBCBl’hGUARD Toranna shows the PCs the portal if they want to see for themselves. Once the PCs B E f e R E WE D I D . somber gate leads into the jqgged edifice of dark stone. BENDeN ~~ UP - mAWL THE F A C + ) I L ‘ S H A N L After running into a dead end in “Funeral Dirge. you ore halted by o squad of six Dustmen guards.
If the PCs wait until the Doomguards leave and then follow them.' I awoke in the middle of the Lower Ward. grimy streets of the Lower Ward. "Scout things out first. His quarters are very nondescript. and a potion o invisif bility if they need to sneak into the Mortuary. there is a second group in another alcove. and I ended up in the Hive with the other harmies. and they'll head hack toward the Armory. However. The Lower Ward is grimy and gray." he tells the p a w . f The Black Sail's a rough place. If the PCs are discreet about it. but not as squalid as the Hive. he thinks for a moment. and one by a group of traders from Rihcage. The best strategy is to settle at a corner table with a good view of the room and wait. they can isolate him without the Doomguards around for support. One belongs to the tavern's owner.Jugh . I ran across these bashers of the Doomguard. is that not the strangest tale you have ever heard? I must make the most of this chance I've been given!" Eliath is happy where he is and wants nothing more than to he the best Doomguard he can. they won't have any trouble. he's telling the truth. If the PCs are nice to her.as far as they know.' he said. . overpriced rooms for hire on the tavern's upper floor. The Doomguards are very wary of anyone approaching them on the street. providing few clues as to his identity.he's rooming at the Black Sail. I passed beyond the Eternal Boundary. Eliath can then he questioned more directly and is a hit intimidated hy the party. "I first found the key in the letters of the wizard Talmizar. but the PCs are safe in here as long as they don't start any trouble or ask too many questions. Tell me. "But I got a second chance. hut he gave me one more chance. hut if the PCs remember their manners. I'm Eliath." If the PCs ask him about the key for the portal leading to the Isle of Black Trees. she'll tell them that he's sitting with some Doomguards in the comer. the deity I worshiped in my youth! The glory of it! Lathander told me I had wasted the chances I was given. and a tough lizardman bouncer who stays out of sight. the f Doomguard headquarters. three by mercenaries. There's a lot to what they say. As long as the PCs are civil. If the PCs wait for Eliath to return from the Armory. a saucy tiefling named Salja [PI/Ptf/TO/Fl/N). Bendon Maw1 gives the PCs oil o elemental invulnerability if they need to f travel to the Elemental Plane of Fire. in order to stage some of the other events of this chapter. a gloomy fellow named Zaren [Pl/d h/TZ/FL/NE). sane for the first time in years. can be persuaded to share information with the PCs for a hefty bribe. you know. The remnants o the ship's foresail sag f over thefigurehead. ready to punish the party for their ill-considered words. things you have left undone. and you will serve me. you've found me out. Lyll . the Doomguards leap to their feet and draw their swords. Serve them well. Four other alcoves are occupied by craftsmen. the second group of Doomguards jumps them. The blackened bowsprit o an ancient galleon juts f out over the sheet end. There are five serving maids working the common room and the kitchen. Dark foundries and smithies belch fotth gray smog and caustic steam around the clock." When Eliath changes his story. If the PCs are persistent and get a chance to question him when the Doomguards aren't present. the other party of Doomguards follows the PCs. which A . "I knew it once. I'd wasted my life. and I'm a wizard from Toril.If asked to help with the investigations. Eliath sticks to this story as long as possible. two sturdy barkeeps. After a while. I tell you. another is currently leased by Eliath himself.r A . and I died without knowing who or where I was. figuring that the PCs are up to no good. the DM is encouraged to let a few campaign days slip by. It may take several visits to track down Eliath. "Magic's expensive. She recognizes Eliath's description and name . but forgot it in my insanity. One serving maid. "Fortunately.. the Doomguards answer most questions. 'There are deeds waiting for you still. Eliath claims to be a prime who arrived in Sigil three weeks ago. I came here some 15 years back. Several 'ained and notched tables stand in the roomS center. drinking quietly.. he tells this tale: "Alright. Inside. Eliath will appear from one of the alcoves with four Doomguards. w h m a roup o sullen crafteri are gathered. However. 'Return to Sigil and enlist in the ranks of the Doomguard. they can question the barkeeps or the serving maids. there is a dim common room with dark rafers overhead and about a dozen curtained alcoves concealing the tables. Three years ago I came across a book in the city's library that drove me insane. Eliath changes his tune when confronted with hard facts such as "We know you were in the Hive a month ago" or "The Bleaken recorded your death several weeks ago. I won't he going hack to Toril. He is horrified hy any suggestion that may endanger his "second chance. If the PCs settle for trailing Eliath. The Black Sail sits a t the end o a dark alley between a pair o arf f monuorks. and we don't want to use up potions for no good reason. the instant a PC blurts out anything sounding like an accusation. . They appear at the first sign of any trouble.itP near the Armory in the dark. the God of Morning. and there I met Lathander. they've got no reason to he suspicious of the PCs. He is not enchanted. There are several small. he really believes that he met Lathander and that he is acting on the Morning Lord's orders. Soot has stained the sail black. It takes him a day to get his hands on the potions. The Black Sail stands in the shadow o the Armory." he tells them. BLIA*H'S CHAN* When confronted hy the PCs." The Doomguards confirm that Eliath showed up three weeks ago . In addition to the Doomguards with Eliath. "J y ' Eliath and his fellow Doomguards want to be left alone and resent intrusions." GB**ING *e BLIA*H A SAIL The PCs can find the B L .
When I came back. I don't remember much else.) The mercenaries strike to subdue. It's a dead end. A shining figure appeared before me . !The sight of the him is quite a shock. SHADCBWS ABRCBAD I N SIGIZ. and join the [faction name]. you see a familiarfigwe. let the PCs make a few inquiries at their headquarters and tell them that the wizard Rhaunades was killed in a magical duel three years ago. hut he's not half as barmy as they thought he was. the Shadowknave and six of his hired swords show up at the PCs' lodging. 'Tylaric. and get a weapon. I was a screaming barmy. his eyes clear a# sane. grasp what's happening. The Dancing Man's in the colors o one f your own factions. Anyone knocked unconscious is hound and gagged with a heavy leather hood pulled down over his head. and yon will serve me. If he hasn't subdued the PCs in 5 rounds. it takes a character one full round to awaken. hut five years hack I took a wrong turn and found myself in the Abyss. at any time the PCs are abroad on the streets. Watch for my messengers and heed their words. Naturally. watching for anyone who might try to interfere. hut they will keep an eye on Tylaric. The PCs meet the Dancing Man again. couriers. The faction won't throw him out on the PCs' recommendation alone.Saint Cuthhert himself. Half of the damage they suffer is temporary. this is where you want to he!'" If Tylaric is confronted with an accusation about his origin. He's striding downithe center of the street with a stnmg step. The collection may be owned by a wizard who demands a service before the PCs are allowed to see it. They bribe the staff to find out which rooms belong to the PCs and to keep quiet. "Some city! I found out what you fellows (the PC's faction) were about. the characters fall unconscious when reduced to 0 hit points or less. the Knave and his men will he spotted." Tylaric is amenable to any reasonable suggestion or course of action the PCs may have for him. taking any captured PCs. be leans over and whispers. he's a model member." DM NOTE:The Rhaunades collection can become a springboard for another PLANESCAPE adventure after The Eternal Boundary is concluded. Whistling f tunelessly between his teeth4 he nods afnendly grwting and keeps p i n g . THE D A N C I N G HIAN RE + U R N S This encounter may be staged anywhere in Sigil. Glancing about. wherever or whatever that might he. beggars. If the PCs have no watch and are awakened i n the middle of the night.were gathered in the collection of Rhaunades. Go to the city of Sigil. and even then the armor is likely to be missing pieces or improperly fitted. T h y strike quickly and brutally. Because the mercenaries are striking to subdue the PCs. Talmizar wrote of the Isle of Black Trees in his hook The Gray Realm. He'll even surrender or join the party if the PCs demand it. (If lodging in several rooms. the Shadowknave settles for an ambush out on the streets. In the middle of the night. This encounter takes place in the PCs' own case. Run this soon after they meet the Doomguard and question Eliath. When they realize that the PCs are getting too close.' I've got a second chance. the Dancing Man doesn't think of himself as the Dancing Man anymore: he's Tylaric Stormwing. and the heroes will have time to get ready or get away before the attack begins. While passing through a busy marketplace. Men armed with heavy clubs leap into the room. the Illuminated begin to watch the PCs. he tells them that he hails from the land of Furyondy on the world of Oerth. In addition. and I cannot accept you in my host. whom I'd forgotten in my madness! Il never forget his words: 'My 'l son. The encounter description assumes that the PCs are renting rooms in a middleclass inn. "vision. and I won't make a mess of it! I've been allowed to come back from the Eternal Boundary. The Shadowknave is in a huny: he wants to finish things as quickly as possible so he can leave before a Harmonium patrol shows up. "When I awoke. and hired muscle. get out of bed. If the PCs are surprised. You are awakened by the door being kicked open in the middle of the night.his bonyframe andflmning red hair are unmistakable. and I said to myself. but at least the PCs tried. He is not under any enchantment and sincerely believes in the truth of his 3. A dark angel stood over me and laid the last sleep on my eyes. The PC suffers a 2-point penalty to AC until he takes the time to put the armor on correctly. If the PCs have left a watch outside their own quarters [Don't assume this is the case!]. the Shadowknave assists his swordsmen hy casting sleep or charm person spells on the PCs. Serve them well. If the PCs ask him where he came from. not until I died a few weeks ago. Two mercenaries remain in the hallway with the Knave. he orders a retreat." Tylaric says. They work through linkhoys. the Knave and his men get two rounds of unanswered attacks. the Shadowknave and his men have a +4 bonus on their chance of surprise. For now. the Dam'ng %n . his waistcoat replaced by gleaming chain mail and p lished black boots. He doesn't remember meeting the PCs in the Hive. I was in a brilliant place. a cheerful fellow with a gusty laugh. If the PCs have been careful to avoid being tailed or are holed up in some place inaccessible (such as a faction headquarters). they decide to eliminate the problem. I will give you one chance to redeem yourself. I've been here ten years. It takes several rounds to put on a full suit of armor. and that his library was destroyed by the ensuing fires. If necessary. you have lost your way. . Once the PCs make their presence known to the Shadowknave or Toranna. he lets the PCs in on the truth as he knows it. A PC donning armor in the middle of the tight automatically loses all Dexterity bonuses to his Armor Class. For now. "Well." Tylaric avoids violent confrontations with the party because he's trying to cooperate with his faction brothers. That's probably what your scholars found. "I arrived in Sigil two weeks ago. you're right. two mercenaries enter each room while the Shadowknave waits to see where he's needed.
T H E m@R. hire mourners and pallhearers. A number of them are in the catacombs. hut the party’s success depends on how they go about it. A halfling. G E ~ N CAPTURED: PCs will have a difficult time no G The matter which band of villains captures them! Characters captured by the Illuminated are bound and gagged. If the players insist on seeing where the descending stairwells on the Main Floor lead. Therefore. who leaves them bound and gagged in Area 11. or small elf might be able to squeeze through a window.c 1 Any PCs captured I the Knave are taken to the Mortuary and given to Toranna. He will be out of his rooms and find another kip within an hour. gnome. s GE++ING I N + @ +HE Ill @ R+ UA RY There are lots of ways to get into the Mortuary. and may dispose of them. and then returned. he retreats to his quarters at the Butcher’s Block. and therefore have no alarms or alert procedures. Clearly. This is a good way for the PCs to get into the Mortuary and to find the portal to the Elemental Plane of Fire. been interred at the Mortuary. Toranna’s cover isn’t blown. If the PCs don’t come clean with the factol. Tbe Dustmen guard this knowledge. Disguising theniselves as Dustmen is likely to work. the PCs are not able to use any of the portals they find in the Mortuary. Like most of Sigil’s portals. the DM can use tough wandering monster encounters (ghouls. and will send them disarmed and bound to the Citadel of Fire. and the mourning party waits in Areas 4. as long as the PCs don’t get drawn into any serious conversations about things any Dustman would know. The Dustmen routinely notify Toranna if an the interments herself. He has no use for the PCs in any case. playing dead.3@UIBS I: . PLAYING DEAD: This may be the least conspicuous way to get into the Mortuary. She’ll request permission to oversee the disposal of the PCs. guarded hy skeletons. the DM can arrange for them to be captured by a band of Illuminated and taken to Toraona. something unusual is happening to the supposedly dead barmies who are heiog sent through the portal to the Elemental Plane of Fire. but dozens can he found in the areas the PCs are likely to explore. If the PCs are captured by the Dustmen. Their equipment is left locked in a trnnk in Area 11 If the PCs drive off the Shadowknave and his men. bluffing. the Dustmen don’t really expect anyone to ever try to break into the Mortuary. The only portal the party might he able to use in this adventure is the portal leading to the Elemental Plane of Fire. then smuggled in the hack door while guards loyal to Toraona are on duty. The PCs are taken to Area 11 and locked inside until Toranna gets a chance to send them through the portal for interrogation and disposal. the Mortuary portals require keys. If the DM wishes. Only Dustmen of high rank know the passwords required to continue. and learning keys is a part of initiations into higher circles of the faction. Skall figures out that someone has turned stag and is working inside his faction and initiates an investigation of his own that soon nets Toranna. or wraiths) to chase the PCs upstairs. and there is a 50% chance that a Dustman knows the portal key a well. 7. or getting captured. . the players have several clues. SNEAKINGParties that try to sneak into the Mortuary IN: find that there are only two entrances to the complex: the front and hack doors. After all. or 8 until called. in which case they’ll be escorted to the Memorial Vaults in Areas 7 or 8. If the players are off track. . The three aboveground levels of the Mortuary are shown on the gatefold map included in this adventure. dozens of deaders are brought in every day. and he escorted into the Mortuary. Provide the party with more obvious hints if iecessary. they will be held in one of the vaults (Area 10) by dozens of undead until Facto1 Skall gets a chance to “question” them. All bodies are taken to Area 22 to be evaluated and prepared for interment. Fortunately for the PCs. If the heroes bring a body to the Mortuary and ask to be present during its interment. resourceful players may think of other alternatives. but the Mortuary also includes an extensive series of catacombs that are not described here. since they are less than a foot wide. encourage them to compare notes and discuss things. or have the stairwells guarded by magical harrien such as glyphs ofwarding or symbols offear or hopelessness. the Dustmen agree and show them to the proper area. If the players haven’t followed this. The most likely options include sneaking in. If they come clean with the factol. The upper-story windows are almost impassable. this adventure can he expanded by creating maps of the catacombs and routing the adventurers through them before sending them to the Fire portal. Tricking the guards is possible. T‘ 1 ’ . DM NOTE: now. and may want to give some thought to getting their equipment inside. They By know that barmies have died. Every Dustman knows that the elemental portals can be found in the Overvault (Area 301. The PCs have to do a good job of appearing deceased.EUARY P@R+ALS There are hundreds of portals concentrated in the winding passageways of the Mortuary. until the fire portal in Area 30 is opened again. T H E III@R+UARY The encounters in this chapter should lead the PCs to the Mortuary. or someone is using the Dustmen for their own purposes. mummies.. The PCs may also he able to walk in as “mourners” during the day. The facts should point to one of two explanations: either the Dustmen are lying about what happens to the barmies who are taken to the Mortuary. A PC group could form its own funeral procession. Of course.
one of the guards asks. This impressive chamberfeatures a toll. THELESSER GATE: The Dustmen use this entrance to receive deliveries. The streets around the Mortuary are the home of Sigil’s Unclean. Blank doorways carved in stone line the walls. hut they won7 be bulldozed. There are two parts of the building that do not follow this rule. A J i g h t of narrow steps leads up to a sturdy iron-plated door. Skeletons and zombies are used as laborers throughout the building. Arcadia. mausoleumlike windowless vaults centered around a low. Their job is to find out the visitors’ business and point them in the right direction.what d )ant with us?” . and Ysgard. Fortunately. Of course. vaulted ceiling and a floor of polished black marble. and to defend the Mortuary from any direct attack. 5. “Well. In the center of the chamber is a blank stone slab suspended by chainsfram the ceiling. but the Dustmen find that most of their customers’ needs can he met with these general portals. “Do you wish to see the interment?” he asks. stationing himself near the arch. several portals lead to the more prominent primematerial worlds. and the faction oftices in the western towers. and are crowded with cheap taverns and boarding houses. Roll ld6 and consult the following table. The Dustmen will send for any person the PCs requet to see. This room is paved with darkJagstones and roofed with heavy stone vaults. A shallowpigkt ofrnaqlq steps sweeps up beyeen two o the building’s dark buttre ’ es to a massive gate of copperf sheathed wood. the memorial has become full of the tiny carved names.tone guardhouses stahd at the bottom of the stairs. Its halls and passageways stand empty for hours at a time. one of the Dustmen heads for Area 12 to get help. The walls are decorated with dark. At night. This For a fee. answers your knock. so long as they avoid the undead who surround them. The Mortuary’s deep shadows allow adventurers to skulk along without being noticed. Parties with unidentified bodies are directed to the back door and told to knock. it makes a huge racket that brings the priest. The offices are very busy by day. zombies. No guards are in sight. A captain supervises the detail. The Dustmen aren’t in a hurry to start a tight. Two are stationed in the guardhouses. Five Dustmen stand guard here and also act as guides for any visitors who need to be taken to a different part of the building. door slightly to see ifyou are turning in a body. Five [or two. 3. spinelike buttresses radiate from the huilding’s center. The Mortualy is unusual in that it is by far the least trafficked of the headquarters. The ceiling is so low that those of you who are tall are forced to stoop to avoid hitting your head. the Dustmen will add deceased persons’ names to the Roll of the Dead. In addition to the lock. (None of the barmies are memorialized. If any trouble breaks out. either. Each o f these chambers may have something unusual inside. left ajar during the day but closed and barred by night.A Dustmen guard this entrance. menacing dome. It is much smaller than the Main Gate and not often used. It is kept spotless and reserved for ceremonial use only. Intruders who move quietly and stay out of sight could go for days without being discovered. THEFRONT GATE: The main entrance of the Mortuary is an impressive double door of copper-sheathed ironwood. two beneath the arch (at points la and lb). and two guards from Area 12 to investigate in ld4 rounds. or take them to any portal they wish to view. In addition to the neutral planes included in these chambers. located between two black buttresses. Two small . while the dormitories are tilled with Dustmen at night and nearly empty during working hours. depending on time of day] Dustmen waitpatiently here. allowing it to be faced toward any of the portals. He has two zombies in tow and opens the . If the door is forced open. living Dustmen aren’t the only denizens of the Mortuary. GREATHALL:This chamber is used to receive guests or funeral parties of importance. Over centuries. and two more in front of the gate. Four tall arches lead into an open-air chamber of black marble. assigned as door warden. the priest will step into Area 6 and attempt to command the armored skeletons there. T y offer their ash sistance to you upon your approach. If a fight starts. Hordes of undead haunt the whole area. THE m A I N F L e e R 4. one of the guards goes inside to Area 4 to get help. geometric carvings. Black. PUBLIC MEMORIAL: building is an open-air monument. Acheron. only two are on duty. INTERMENT CHAMBERS: rooms contain portals leading These to various places in neutral planes. 7 2. Several pustmen guards watch:your appr””-L As you approach. A single stone monument stands in the center of the room. It can be tilted to slide a body into the appropriate portal. The gate is always guarded by a squad of Dustmen. A priest of the Dustmen. In a real pinch. Dozens of additional portals are available for more inaccessible areas of these planes in the catacombs. Empty torch sconces and black wall hangings indicate that this room may be usedfor ceremoniesfrom time to time. Limbo. The walls of the room are made of polished granite and are covered with thousands offinely carved names in various languages. funeral processions are directed to Area 4. including Mechanus. however: the dormitories along the dome’s eastern walls. THE B U I L D I N G E X + E R I @ R The Mortuary is a sinister jumble of huge.) The Dustmen pay no attention to anyone in here unless something bizarre occurs. the door is also secured by a heavy iron bar. In each corner an oil-fueled brazier burns. 1.3ENIZENS @F +HE H I e R + U A R Y Most faction headquarters are crowded with people coming and going at all times of the day. The gate is customarily left locked hut unguarded when not in use. and nearly empty at night. Pandemonium. freewilled undead such as wights and wraiths stay out of the more public areas.
Empty. Weapons and armor. including sacks of grain. torch sconces. A chamber is decorated with bright colors for an Upper Plane transportation. This chamber is used for that purpose.ER: This large chamber is not used in any >urial ceremonies. the passing centuries have corroded it beyond use. and a few noma1 rats. There is a small amount of treasure hidden in an< around the various vaults. shields. There is a 25OIo chance that the last orders they received were to attack intruders. hut if the play ers insist on snooping around in places of such obvious peril then they deserve whatever they get. . and the vault is two or three stories high. carved with hideous images and dire curses upon anyone disturbing the vault’s occupants. They’re more than happy to have fresher meat. two banners are well-made tapestries worth 350 gp each. crossbows. Option 3. bolts. and a trophy is a magical bastard sword +J. who are feasting on ancient hones. . A locked rooms can he found scattered throughout the Mortuary. Ir . it is reserved for gatherings of Dustmen and receiva heavy traffic. or use the guidelines below. or with infernal trappings for the Lower Planes. and appears after four or five rounds. hut givt the party a chance to flee before the undead attack. . tuns of wine. covered with carvings that f i l l you with fear. I secondary chamber of state.ROIL ID6 1 SPECW FFAIURI ROLL 1n6 1 2 3 CONTENTS 2-3 4 5 6 None. lnstead. if the PCs are foolish or determined enough to search for it. and to make sure that no one defaces or removes any of the decorations in this chamber. most of them occupied. The restless spirits of the dead haunt the vauli and defend the bodies from any would-he grave looters A spectre and Id6 wraiths guard the chamber. It is also heavily used. Four vaulted piltars rise to meet in an opening in the ceiling overhead. There are all kinds of interesting things in these chamhers. . 2d6 zombies or skeletons awaiting orders from a Dustman. and there is 10. and braziers are distinct for each funeral. vats of embalming chemicals. . linen. MEMORIAL HALL: Dustmen are occasionally paid to let a The body lie in state and arrange for viewings. Currently. As long as the PCs mind their manners. You feel as though you’re being watched by a malicious presence. the skeletons remain inanimate. They do not attack unless a PC interferes with them. Most of these are interred in the catacombs. Option 2 . they’ll find that most of the material is not very valuable. A body prepared for a funeral has been left in place on the dah. banners. The following is a description of a typical vault. They do not react to your prese ce. P skeleton warrior lies in the main sarcophagus. ANTECHAMBER: This room is similar . III I 9. . There is a ld20 chance that any armament found in a niche is magical. Two zombies are cleaning up the chamber. The DM can create customized encounters in eack of these vaults. + + + B through on an errand. helms. Trophies. The Dustmen won’t rest until the loot is returned. covered with a sheet. . Each round the party remains i n here. VAULTS: Thousands of bodies are buried in or beneath the Mortuary. The skeletons are animated hill giant skeletons. Red and black marble flagstones cover the floor in an intricate pattern. A group of Id4 Dustmen led by a priest are conducting an interment. an coats of arms hangfrom each wall. it i s unoccupied. : f 7. STORAGE ROOMS: number of small. Doors of bronze plate. afld short swords. one decorative shield is actually a large shield +2. Thefloor is h ghly pol ished Ipurrble tile showing signs o wear. All of these arc very difficult for 1st. There is a 5% chance that each niche contains i weapon or piece of armor. PCs intruding in this area arouse the wrath 01 the undead. the walls contain scores of burial niches. There are sir niches in each l o x IO-foot wall section. including assembled coffins. blankets. In each corner stand a pair of huge skelet ns in ancient bmnze armor. Cleaning supplies. I t must contain more than 100 ancient corpses! It has a central sarcophagus of great size. The ancient vaults are said to predate the Mortuary itself. . guard this chamber. They attempt to apprehend the PCS. no one is being honored in this fashion. casks of brandy. but a number lie in the black mausoleums that surround the Dustmen headquarters. spears. Burial materials. The tapestries. including partial suits of chain mail and scale mail. The vault contains a band of eight ghouls let by a ghast. f I - I l l y ~ 8. A tall brass candelabra stands in each c o r n y of this room. Inside.$zss cover. hut their orders are to defend themselves only if attacked. Obviously. The PCs suffer a -4 penalty to turning attempts in this sinister place. Roll ld6 to see what the general contents of any storage room are on the following table. 5 6 RAL C--. Food and dnnk. In the center o the chamber there is a large tone bier f with P . However. Each burial niche is 10% likelj to contain a random piece of jewelry on the bones of its occupant. . pame tongue. If the PCs manage to loot this chamber. l d t skeletons animate and attack them. to Area 7 If the Dustmen arrange _ . barrels of salted meat. othelwise. . The possibilities include: Option 1.or 2nd-level characters. and ceremonial trappings suitable for a variety of customers.displaying various Du tmen triu m p h .~~-. and the bones of the corpses creak most disturbingly as you walk by. .
At night this room is empty. and the hearths are cold. time. REFECTORY: Most of the lower-ranking Dustmen gather here for meals. the PCs may he able to fast-talk lLLLL1 vvaJ yuL this jam if they can offer a reasonable explanation and immediately retreat in a different direction. The Dustmen may believe the heroes to be a mourning party that took the wrong turn. ilnlike mosr oarhennor. There aren’t any good reasons for the PCs to he here. plus several tomes on necromantic magic. She uses this chamber for storing things she doesn’t want other Dustmen to find . rising long before dawn to start working on the next day’s meal. As yon enter. Banners and coats of arms decorate the walls. The rare volumes include dozens of especially valuable hooks (any of them would he worth 100 to 600 gp to a collector). 8 o’clock. a potion of healing. Move quickly. To escape. a potion ofundead control. If a fight breaks out. Finally. Conversations come to a stop as you enter the room. Best wishes. I I 13.” Unless the PCs are clearly a threat.Congratula ions on your success i y joining the Dushnen. Their weapons and armor are in the hack of one of the burial niches. However. Id4 Dustmen and a priest work here. .such as the PCs if they get captured. Six sweating men and women are preparingfood and washing dishes. v e in six or eight hburs. a few Dustmen are almost always here. the PCs will need to get free of their hindings. Several contain spells and potion ingredient lists. rhe mood is very sober and quiet. Again. 14. defeat the skeletons.” one says. FACTION RECORDS: night. the Dustmen are careful not to damage any volumes. this office is locked and unocAt cupied. narrow hall. and lists of gravesites. The letter from Marvent reads: “Toranna . they look up and ask in surprise. “You’renot supposed to be hdre. During the day.’ If the PCs have been captured. but most are v e n dark and somber. including the captain. d 3 12. “Who are you?” The chief function of this office is to keep a record of every interment performed by the Dustmen. with the portal leading to the Elemental Plane of Fire circled. and that would be unfortunate. “Who are yon and what d’you think you’re doing here?” he >-------’. Crowded bookshelves line the walls. I t is newer and decbmted in somber colors. 4 15. You‘ve made ex ellent progress. it will only take ahout 15 minutes to find the information .nL‘--Dustmen begin to rise.) If a clerk can he forced to help in the effort. Wooden tables line the walls of this long. GUARDROO ters area. but eficient. including Eliath and Tylaric). In addition. records concerning faction membership are kept here. the cooks ignore them and continue their work. an oil of elemental invulnerability (tire). Rey i mediately see you and get up. This room is a library. the undead. hands on swordhilts. Toranna receives orders a day later telling her to knock out the PCs and send them through Ihc pon~il I take a PC ahout two hours to find the date. performing research on various topics. arriving in two rounds. and then get past the locked door.. philosophical works on death. the sods‘ll m . the Dustmen will try to capture or kill them. “Dinner’s not f o r three hours. A haunch of meat sizzles over onejire. a potion of invisibility. berk. a scrap of paper with the phrase “Shadowknave at the Blood Pit. and n&. If the PCs don’t lie quickly and convincingly. absorbed in their own studies. The cooks work odd hours. If the PCs fail to escape. a scroll of protection from undead. There are 3d8 Dustmen here. and a huge iron pot of stew bubbles over the other. At the moment. Get out of here before we report you. a letter from Green Marvent to Toranna. It includes a map showing a rough layout of the Mortuary. One of the cooks catches sight of the party and says. the guards think ahout it for a round or two and then decide that they’d better follow the party and look into things. she found one vault that was free of any horrible undead. and location of any particular burial. and a high-up one at that.11. including his orders to her. The library is mostly concerned with burial practices and sites. Several Dustmen clerks are trying to sort papers. A group of D hnen are sitting at a ta0le playing a game of chance. a journal listing all the bodies that were diverted to the Rock instead of being incinerated normally (there are almost 40 names in the list. During the day Id6 Dustmen supervised hy a priest and a mage are here. Pots and pans hang overhead. Toranna hinds them securely and locks them in this room with four skeletons as guards. (Most of the barmies have been interred in the last six weeks. As we @iscussed earlier. Even if the PCs manage to excuse themselves without a fight. the Eternal Bonndary lan is now in process. and a change of clothes. “Hey. Almost a doien Dusrmen are assembled nrouird rhe various rables. stuffed with all kinds of documents. The guards attack the PCs unless they come up with a very good explanation for their presence. Several Dustmen are here. one captain stands up. n e kitchen is crowded and disorganized. TORANNA’S VAULT: Toranna explored the vaults when she first enlisted in the Dustmen. Th small room adjacent to the library is wizard locked and co tains the faction’s rare volumes.meal is roasting in two large hearths. Non-Dustmen are prohibited from this area.Look for marks behind the rigkt ear of unknown or unidentifiable corpses. using the portad we identified. and make sure that they are cremated in the lj‘lenental Plane of Fire. they glance up and ask. and Toranna’s cache that is placed inside the empty sarcophagus. As you enter. This small ofice features a number of hugefiling cabinets. This chamber represents distinct change in nrchitectuk from the vaults of the Mortu y. FACTION LIBRARY: night this room is locked and unoccuAt pied. At night the place is usually empty. you supposed to be here?” are Under no circumstances will the PCs he allowed to start looking through the volumes unless they have an escort of Dustman. It will 1 . the only things here are four skeletons that attack anyone who enters. During the day. Marvent. hut had to flee for her life from most of them. The guards from Area 12 come running to join the fray. A squad of six Dustmen are always on duty here. and huge wooden tables in the center of the room are covered with various tomes and treatises. and tkDustmen react appropriately. KITCHEN: lower-ranking Dustmen rotate through this 6 The duty.
they assume that the PCs are intruders and order them to surrender. INTERMENT CHAMBERS: These rooms are very similar to the interment chambers described in Area 5. but most everyone is sleeping here at night. THE UPPER FLetsR 19. they are sent here to he sorted and listed. a mage. and a little closet space. or Carceri. If the PCs don’t. most of these rooms are empty. Refer to Area 5 for the unusual features that may he present in one of these chambers. and resemble military barracks. If the PCs enter this room during the Mortuary’s open hours. and a small pouch full of red glass heads. The smaller chambers belong to Id3 of middle rank. A t the f a r end of the room an open balcony overlooks the central chamber.i Almost a dorm o the p l a t f o m are scattered through the rook. and along one wall there are three kegs of cider. the room is unoccupied. Grisly tanks. and possibly (25% chance) a suit of ring mail or studded leather armor can he found in each trunk. the Beastlands. Add the following descripfion for this mom. The bodies are unremarkable. only ld6-1 (0 to 5) Dustmen are present during the day. including Eliath and Tylaric. supporting cold steel slobs draped with sheets. She keeps odd hours and is often gone for most of the night . an extra dagger or short sword. As you enter. There are four Dustmen. occasionally moving bodiesfrom platform to platform as ordered by the embalmers. supporting more bodies. the Dustmen are satisfied with any reasonable explanation. 18. TORANNA’S ROOM:This chamber is almost identical to the other dormitories that surround it. while they send a someone for help. checking over the bodies and writing out toe-tags. a locked trunk. RP 1-2 3 4-5 6 Fighter Thief Priest Mage 1-3 4 5 6 Human Githzerai Tiefling Other Each Dustman’s private possessions are kept locked in a trunk or footlocker. moving the bodies in and out as directed by the Dustmen. Toranna is careful to keep any incriminating evidence in a different part of the building (Area 11. 5d10 sp. RECEIVING ROOM:This chamber is identical to the preparation rooms and embalmers’ chamber. 24. while the large chambers are open bunkrooms shared by Id10 + 10 low-ranking Dustmen.: This room is occasionally used as a mc. 20. 3d10 gp. EMBALMERS’ CHAMBER: This room is identical to the preparation chambers (Area 20) except that a group of Dustmen is at work here. At night. pumps. ing chamber. Six Dustmen are intemng one of their own in a portal leading to Pandemonium. At night. This room is always busy.. and cutting instruments are arranged by the bodies on the slabs. Several Dustmen are. Iron shelves line the walls of this room with sheet-covered bodies lying on them. Generally. This area was once a gallery or council chamber that has been appropriated for use as a preparation room. The smaller rooms tend to be more comfortable. and mages of levels Id6 + 2 (3 to 8). Roll on the following tables to see who lives in any given room. regardless of the time of day. Each Dustman is provided with a small bunk. There are at least two dozen in here. the Dustmen attack after ordering the zombies to ”Get them!” 22. hut PCs who try to loot the dormitories will he caught sooner or later. the Gray Waste. to he precise). D O R ~ O R I E S : bf these rooms is the temporary home Each of ld20 Dustmen. Metal shelves with jugs o f foul-smelling chemicals and rolls of white linen line the walls. Zombies shamble back and forth. “What are you doing here?” one demands. open rooms are used to prepare bodies for interment. At the moment. hut there is a lot of traffic in this area. the Dustmen look up in surprise. priests. A huge.there is only a 1 in 10 chance of finding her in her room. and 5d10 cp can he found in any given locker. with bodies sprawled over them. . Most in the large hunkrooms are standard Dustmen or Dustman guards. There’s nothing unusual about the bodies. the PCs encounter No a burial party in this room. A thorough search of her belongings reveals a holy symbol dedicated to Cyric. During the day. Clothing. and a numher of instruments akin to daggers or knives can he found. Dustmen who merit individual rooms are fighters. but if the PCs examine the hook they’ll find that someone named Toranna signed for each barmy or huhher that was brought here. Although these two chambers are eerie and unsettling. and order the zombies to catch them. Iron chains hangfrom a track system in the &one ceiling. and s several Dustmen are at work preparing the bodies. Sir zombies stand by. During the day. The chambers on this level generally lead to Upper or Lower Planes such as Elysium. Her other belongings include several changes of clothing and a pair of earrings worth about 75 gp. hut at night the residents return for sleep. There is a ld20 chance per occupant that someone is present during daytime. When bodies are first turned over to the Dustmen. and six zombies in this room. Higher-level characters are more likely to have interesting things in their lockers. The emhalming chemicals are poisonous (type F if ingested). there’s nothing immediately hazardous or useful in either room. 21. a pair of heavy keys (used to secure the crypt when she’s not there). In addition. they assume that the PCs mean trouble. dusty volume sits on a desk in the room’s center in which a scribe constantly makes entries. the Dustmen assume that the PCs have wandered away from their escorts and offer to show them hack to the waiting area. The large hunkrooms are very spartan. hut is used for a different purpose. several f 23. Evety one ofthe iron slabs i occupied in this chader. A couple of small tables with a dozen or so :hairs are in the center of the room. The various tools and chemicals of the embalmers fill the chamhen. Chain-supported platforms hang throughout the room. The heads are used to open the portal to the Elemental Plane of Fire. BURIAL PARTY: matter what time it is. PREPARATION CHAMBERS:These large.
The room is customarily left open. the factol’s ofLike fice is usually occupied during the daytime and empty at night. On the underside of the table in front of this seat there is a light crossbow suspended from the table. All three are protected by powerful magic. The zombie is posted here to watch for portal opeuings and stop any non-Dustmen from entering the Mortuary from this doorway. and six Dustmkn stand around the deceased. The two bodyguards are fighters at least three levels higher than the average party member.i‘j L 1 r r- I - - 28. The factol’s office is exotically furnished with mementos and decorations from many planes and prime worlds. A zombie stands motionless beside the slab. The PCs can use this portal as an emergency escape from the Mortuary. they might walk away unscathed . the Dustmen hear their story. On one wall:hangs a massive copper symbol . A graveyard is in the foreground. “who dares to disturb OUT ceremony?” growls one. If the PCs linger here during the day. and several extremely valuable objects of art are scattered throughout the room. They are under orders to attack any non-Dustmen who enter this room. since’it’scentered beneath the faction’s syinbol. 8 shields. the factol and his personal guards from Area 29 come out to see what’s happening on. 15 light crossbows with 15 cases of 20 bolts each. Unlike most in the Mortrary. and do it quick!” This is definitely trouble for the PCs. -. A town o dark stone with razorvine covering the f building walls appears within the portal. He’ll escort the PCs to the front door. and the wizard is a fellow named Komosahl Trevant (PI/&h/W12/Du/NE) who is the second-rankiug member of the Dustmen. he will drag the truth of what’s happening out of them and then send them into the plane of Fire as cannon fodder to put a stop to Marvent’s plans. They instantly challenge. Suddenly. As you p e r . In a moment. hut will not pursue any who flee the area. such as stoneskin spells. This chamber is lavishly appointed with somberfurnishings that remind one o a cofln. 25 short swords. so equip these NPCs as necessary. FACTOL SECRETARY’S During the day. They won’t take kindly to the presence of intruders here. the Dustmen look up. making notes in a journal. Start explaining. One of the documents is a list of the portals in the Mortuary. At night. 12 suits of ring mail. 1 27.. The armory contains 30 spears. If the PCs do fall into his hands. the door is locked securely and also wizard locked at the 12th-level of ability. After one or two rounds. their destinations. and 4 long swords. six quarrels +2. and their eyes narrow in anger. they can remove a number of valuable documents from the bookshelves. a dim. . The party shouldn’t win any fight here. there is a 1 in 6 chance per turn that a group of Dustmen captains and mages will come in for a meeting of some kind. crimson landscape appears inside. and occupied by the factol’s bodyguards and appointment secretary.thk emblem of the Dustden. two tough-looking warriors stand guard. this mom is OFFICE: open. a potion of healing. they’ll find even more trouble than in the secretary’s office. Refer to “Getting Captured in “The Mortuary” section of this chapter.Gray curtains and iron s ct-s with y this chamber in leaping sha ows A ’ body wrapped in tight black sheets lies on the plaborm. and plenty of places they don’t. The trunk contains a dagger +2. loaded with a magical quarrel +2 smeared with Type E poison. 4 suits of scale mail. The Dustmen attack any PCs who enter unless they can come up with a n excellent explanation for their presence. and a wand o f magic missiles with 13 charges. they find one zombie standing before a portal leading to a graveyard in the Outland town of Plague-Mort. 25. arched backs. ignoring you. The chair also has a secret lever that opens a trapdoor for someone to make a quick getaway to the hailwav outside Area 13. The portal persists for two or three rounds. “Whoever you ore. f platform. A table o dark mahogany dominates the center of this f room. FACTION COUNCIL CHAMBER: The leaders of the Dustmeu gather in this room for meetings. and then vanishes. In one corner there is a locked trunk guarded by a spring-loaded dart trap that aaacks with a THACO of 15 and inflicts Id6 points of damage on anyone who opens the trunk without first disarming the trap by using a secret keyhole on the trunk’s back side. If the PCs surrender. One seat clearly must belong to t$e bigh-up man. The Dustmen store weaponry here in case they can’t get to their main armories in the catacombs. The armory is guarded by two monster skeletons similar to the skeletons in Area 6. They lead to any place the PCs might want to go. The factol himself is a powerful lich named Skall (monster/Wlg/Du/NE). ACTIVE PORTAL: When the PCs enter this room. If the heroes somehow manage to break into this chamber. If the PCs immediately knuckle under and offer a good excuse. and three rounds after that Dustmen start arriving at the rate of 2d4 per round to capture the intruders. FACTION ARMORY: room is protected by a door of This heavy iron plate with two massive padlocks (-20% to open locks attempts). you’ve come to the wrong place. a long sword + 1 . By the opposite door. If the PCs get in after hours. The walls are covered with dark baneling. Skall is powerful enough to kill or capture the PCs without breaking a sweat. this is a regular portal that opens with no key. It is ringed by chairs! with high. There are five Dustmen and one priest here. FACIOL’S OFFICE: the secretary’s office. and their keys. 29. Secret safes conceal rare treasures. . A desk sits in one corner and f bookshelves line the walls. bookshelves contain a number of potions and scrolls. P. A studious man in the robes o a f mage sits behind the desk. one o the blank stone arches glows with f blue light. 4 helmets. &<. and have magical weapons and armor.Komosahl can be persuaded that the PCs are a group of mourners who took the wrong turn. who has run the Dustmeu for several hundred years using various illusions to present different faces to different people. This chamber is bare o any trappings except for an iro. He’s attended by two elite bodyguards. hut is not used very often.
glass head. The Dustman priest assumes the PCs are new recruit and dismisses them. Toranna has a pouch on her belt with dozens of red glass beads in it. so they can go through it if they move quickly. moving the bodies or greasing the chain tracks. FA~OL'S u m ~ s These chambers are reserved for Skall. it appears to enter into the heart of the Elemental Plane of Fire. Portals leading to the vacous Elemental Planes can be found in the small galleries that surround this chamber. Long work tables line the walls.he's been affected by a feign death spell. startled. Several sheet-draped bodies await interment. and she knows that the bodies she receives are not incinerated but instead picked up at the Citadel. they can find 400 to 2. l d 3 Dustme mages are conducting research or brewing potions here. with battle axes in their bonv hands. sulfur. A group o sir Dustmen stand watch here. they'll find a number of interestin things here. with serviceablefumiture and a shuttered window. Toranna fights a delaying action. involved in prayer or study. The windows are barred by walls offorce and further f r I . but doesn't know that they're being returned to the city of Sigil. which is consumed in the opening. The upper level o the Mortuary's dome is one expansive f chamber. It should be impossible for the PCs t get in here. go on to Chapter Ill: Tke Citadel. all entrances to this chamber are guarded by symbols o fear. the guards assume that they are in truders and demand the party's surrender. Q : Although he has little use for them. warded by symbols o hopelessness. 31. It is usually empty at night. 32. or have no real idea of what's going on. there are bubbling beakers. During the day. Even if the PCs do manage to get in. Chains suspendedfrom the ceiling support a number o iron pla@oms similar to those in the chambers f below. and several zombies shamble about the room. she orders the nearest zomhies (there are four of them) to attack. One of the interesting features of the room is the eastern closet. he maintains the illusion of life and retires to this room to read or study at night. the key used to open the portal to the Elemental Plane of Fire. the barmy isn't really dead . If the PCs have not met Toranna yet. I. On occasion. Several experiments appear to be in progress. can be found. A thorough search turns up ld6 random potions and Id3 random scrolls. The tanar'ri attempts to capture questioning hy Skall later. f When the PCs enter. Magical supplies such as diamond dust. the Dustmer use this portal to smuggle people out of Sigil. When a PC passes through. they'll find tha Skall has a very powerful tanar'ri familiar (a glahrezu or hezrou is appropriate) that is more than capable of takin apart the party. Standing before the altar is him. with scroll-racks and cabinets containing unusual chemicals. hut during the da ld3-1 (0 to 2) Dustmen priests are here. Tbe door to this room is wizard locked and guarded by a symbol o fear.By night. and braziers smolder in the comers. the various priests belonging to the Dustmen use this chamber for their observances. In the meantime. the guards have something to that. and sends her assistant for help. The Dustman turns. The other quarters on this level (Area 18) belong t Skall's bodyguards. Refer to the description of the for details oftheir contents. I Y r 1 b L 33. with dark f portals gaping. and Toranna is sending him to the Citadel of Fire. Otherwise. SHRINE: Dedicated to the powers of death.400 (4d6 x 100) gp worth of materials to sell later. L THE P @ R + A L The key to the portal is a red. The portal is an other emergency escape route for the PCs if they get trouble. divided by the vaulting that supports the roof. Six Dustmen guard th doorway against any intrusions. THE teVERVAUL. they encounter her at her work. as you enter. which is a portal leading directly to the citadel of the Dustmen on the Negative Energy Plane. If the PCs loot this room for evelything of value. Tbe portal is open when the PCs arrive. Tapestries of dark purple and black decorate the room. If Toranna is captured. An altar o black stone stands in the center o this chamf f ber. She knows that the Shadowknave is working in the Hive to find barmies to send to her. THEOVERVAULT:This low chamber sits directly beneath the dome. FA~TION LABORATORY: rooms are reserved for the use o This Dustmen wizards. she resists questioning. Of course. This room is obviously a wizard's laboratory. Hidden in the altar is a concealed com partment with six pieces of an altar service worth 75 gp eac 34. From one corner a brilliant reddish lighr dances beneath the roof. She suspects that Marvent has some use for them. f the chamber is plain. A night four juju zombies stand watch. If she is charmed. Tkefirst thing that meets your eyes in this room is a single glowing doorway in the middle o a stone wall. Of course. Toranna and her assistant are interring the body of a barmy that was just received. Nothing but raging flames can he seen from this side. Unless the PCs can come up with a good stoly quick1 the Dustmen attack them.E 30. When Toranna sees the PCs. f Neither the wizards nor the zombies will allow any in tNders to remain in this room. A fine suuulv of magical and alchemical materials can he found here. Two Dustmen are standing before a portalfilled with ragingpame. The assistant returns in six rounds with the squad of Dustmen from Area 12. The area is only lightly mafficked. The walls and floor ar f made from special mortar that prevents the passage of phased or ethereal characters. but if the PCs somehow man age to evade detection. Narrow galleries run around the perimeter o the room. strange apparatus and pages and pages o notes scattered everywhere. They seem about to slide a body through the portal. she can give the party most of the details of the Eternal Boundaly plan. When the portal opens. GUARD CHAMBER: permanent portal leading to the Out A land town of Xaos is in this chamber. A squad of six juju zombies make sure that f none of the factol's belongings are tampered with when he's not here. and powdered pearls.
Imogen leads her elite guards against the PC party once the heroes’ presence is discovered. they’ll he given free run of the Citadel. they track down the PCs to end the assault. DM NOTES: Unless a PC is magically protected. “The Illuminated. The only mystery left for the PCS to unravel waits on the other side. r Once the PCs get this far. so the PCs have to invent a believable story. Masquerade. Illuminated clerics and wizards work to cure or suppress the victim’s insanity. P The Citadel was once the palace of an efreeti prince. If marked. the Illuminated will casually toss them into the tire once they arrive at Area 1. since the Illuminated don’t expect an attack from the Mortuary.w-- 7 F The heroes’ path leads to only one place: the Mortuary’s portal to the Elemental Plane of Fire. The Illuminated use it as a base in the plane of Fire. zzza a ~ r - I + + Assault. The air is maintained by an enchanted gem. If they pull it off. Attacking the Citadel is fairlv easv.almost certainly enough to kill any low-level PC. hut has been abandoned for hundreds bf years. they can masquerade as deaders. The heroes mav use anv numI “ - CeIlIIlIANDER IIIIeGEN eF + H E I L L U I I I I N A + E D . but the villains quickly get organized and mobilize to meet the threat. Ahout once a week.” can be run anywhere in the Citadel. the PCs are taken to Area 16 and placed in cells until revived. Resistance will he light at first. +e A N E W L Y A R R I V E D * D EA D E R’ ber of tactics. Marvent’s agents activate the Lower Ward portal and transport the new recruits hack to Sigil. A bluff only works if the PCs get the details of the plan from Toranna before coming here. Even if successful. The Illuminated have positioned a small island of rock at the portal‘s terminus in the EleI mental Plane of Fire. Outside this safe zone. death. . they should identify the residents of the Citadel as enemies. surrounded hv a 100-vard zone of breathable air. the PC suffers 5d10 points of damage . Hopefully. Its location is ideal for sorting the deaders who come through the Mortuary portal. the endless inferno rages for as far as the eye can see. a charade of divine intervention is set up to get the barmy to willingly serve as an agent of the Illuminated. Once a barmy has been revived. one rounds exposure to the Elemental Plane of Fire is sufficient to kill a character if he fails a saving throw vs. When the victim is lucid again. The last encounter in this chapter. Bluff. This island is an asteroid of black stone. Play this encounter at the most dramatic moment possible. the PCs took the trouble to mark themselves! Otherwise. and the rest thrown into the flames. There are three plans of attack the players are likely to use: they can assault the Citadel. The bodies marked by Toranna in the Mortuary are set aside for revival later. or they can try to bluff their way in by pretending to he in on the plot. The Illuminated aren’t expecting any reinforcements or messages.
ue on the platform.Sf the throne. A bottomless gulfofpame lies beneath the platform. A throne o black stone rests on a dais at the f The walls are covered by at either side . since it renews the safe pocket surrounding the Citadel. f The hobgoblins challenge you as you ascend the stairs: ‘“Halt! who goes there?” The hobgoblins are mercenaries hired hy Marvent to help keep the Citadel safe. “FOOL! NOW YOU SHALL RECEIVE THE PUNISHMENT YOU DESERVE! ADVANCE INTO THE HALL OF JUDGMENT!” . or arr4ses. several hobgoblins are removing the tables in preparation for a divine performance.” says one. Gumn PLAIFORM:This stone landing is suspended over empty space. RECENING PLATFORM: terrace is the receiving end of This the portal from the Mortuary. 3. m e guards also know that the gem in Area 10 must not be disturbed for any reason. but you’ve come to the wrong place. The portal faces ont over the flames. They also know that they are not supposed to go near the temple. “Dropyour weapons!” If the PCs amve hy playing dead. and the fourth is Alver Ken& an Illuminated priest who supervises the handling of the harmies on the platform.THE C I + A D E L @ F FIRE 1. Several hobgoblins are carrying tables mom’sfnr end. and four porn the center of this remain in the mom’s center. it seems to lead directly into the flames. jutting out from the Citadel3 side. and as long as a character has a red glass bead. LOWERGALLERY: Barmies who tend toward evil alignment are led through this hallway on their way to meet the ‘avatar” of their patron deity. LOWER H :This chamber is the stage for harmies who are meeting Lower Planar “powers. At the same time. emblazoqed with tem’ble runes and curses. A set of stone stairs ascends awnyfrom the f terrace along the cliffface. The Illuminated use it as a guard post. a low curb rings it. A bnllista sits loaded and drawn in the center o the platform. The hallista cannot he turned to fire on the Citadel. Three of the men are Illuminated guards (see the NPC roster on the inside cover). From the other side. a raging inferno that f surrounds the rocky island entirely. However. mounted on a swinging pivot. If a PC gets close to the edge he targets him for a command . A gate o Mork iron lies at the f the hall. Four armed men regard you with suspicion when you am. Alver looks for a spellcaster and uses his silence spell on him. The hobgoblins aren’t familiar with the plan. Six tables have already been stowed. “I don’t know who you are or where you thought you were going. but they do know that drunks and harmies are camed past their post on occasion. They know roughly what is in each room and how the operation works. when the theatrical trappings are needed. the armed men simply pick up their bodies and stack them beside the cliff wall. The platform looks out over the Elemental Plane o Fire. statues of fierce fiends i va n otesque poses. Alver orders one of the guards to go to Area 2 to alert the Citadel. Behind and above you. If a fight breaks out. a magic mouth proclaims. a wall o sheer rock bars the way. . the portal can be opened at will. and is 3 feet above the terrace level. there is nothing particularly dangerous about this passageway.” It doubles w s a meeting hall and refectory. tapeshies. f Despite appearances. the tables are removed and the kitchens closed down. Any character who approaches without maklng a secret gesture f must make a saving throw or suffer Id2 points of damage and he struck blind for Id6 + 2 rounds. The portal is two-way.“Leap!” Any of these guards can he interrogated about the complex. Broken bones and rusted pieces of armor litter or o this passagetduy. When someone is being programmed. They assume that the PCs are intruders and move to attack. A platform of stone juts outfrom the side o the clifl Five well-armed hobgoblins keep an almt watch f over the area. the mages use illusion spells to dress up this area and make it appear to he part of the Lower Planes. Smoking by the anroses. At the moment. Youfind yourselves stumbling onto a wideflagstone tewace. the door is trapped with a glyph o warding. berk.
or what's being done to them. The tower is actually three levels tall. rushing to the attack! The hobgoblins are only wearing partial annor and are AC 8. The kitchen is small and not well equipped. The ballista is mounted in such a fashion that it cannot he turned to face the Citadel or anyone on the platform. the hobgoblins think that they are new reinforcements and let the heroes pass unless the PCs do something out of the ordinary.L 7. and armory. The room also doubles as a watchpost. 5. If the PCs engage the two outer guards in a fight. red marble stairs climbs steeply upwards toward a large double door at the upper landing. The two statues depict leering gargoyles. GRANDSTAIR: This passageway connects the Lower Hall more imposing and threatening. Several large barrels of water. a white marble temple.) All the Citadel's inhabitants know of the trap and avoid it. the hobgoblins leap up and seize their weapons. Two more are on the tower's roof. There are a total of four hobgoblins here. The lockers contain a variety of arms and equipment. and the level above is a rooftop battle platform with a ballista mount. and four medium shields. 68 sp. A search of this room reveals three suits of scale mail. 9. Four hobgoblins are throwing dice in the corner. and blankets are nearby for fighting fires. a great altar of white stone rests under a dome at the end of the building. this tower doubles as a bunkroom. This is a military bunkroom. and the guards eat more cold meals than hot ones. When the PCs enter. It is heavilv traveled. and four kegs of weak ale. with over a dazen bunks and heavy footlockers lining the walls. Inside the tower are four Illuminated guards. Iron rations for 200 man-days and six barrels of water are also kept here. Two Illuminated guards stand beside the door. It is equipped with a ballista and 10 spears for the engine. They don't know why. Brandal and Margram are engaged in a ceremony. This room has cooking vessels such as pots and pans. five short swords. two long bows. four 50-foot coils of rope. detained in Area 16. the level beneath the one shown on the map is the armoly. A total of 35 gp. luxuries here. 8. (Saves vs. and 45 arrows. two short bows. since it is the principal access-to most rooms in the Citadel. including three suits of leather armor. ascending in three 20-foot flights. and 24 arrows. five spears. storehouse. They defend themselves if attacked. and know that people are received in Area 1. Bunks and lockers are provided for about a dozen soldiers. A set of wide. Staples such as flour. As you enter. An equipment rack sits in the center of the room. four sides of curing beef. The armory downstairs stores 12 spears. so it will he extremely difficult to force (treat as wizard locked for Open Doors attempts). A few spartan counters and hare cupboards line the other walls of this room. . UPPER HALL: The Illuminated repaired this structure. Two burly men in aprons are cooking a suspicions-looking stew over the hearth. They have been temporarily assigned to kitchen duties. GUARD QUARTERS: hobgoblin detachment hired by Green The with the Upper Landing. and 99 cp can he collected in small coinage. This building and the tower are the only structures above the islands surface. two picks. a set of cloaks emblazoned with a lidless eye (the Illuminated's symbol). so attacks against them are made with a -4 penalty. the archers inside the tower and on the roof will aid their comrades with carefully placed missile fire. the cooks assume that the PCs are newly arrived reinforcements unless the party picks a fight. GUARD TOWER: Standing on a pinnacle of rock. and a pair of threatening statues occupies the middle landing. two hammers. 10. sugar. and ld6 points to anyone within 5 feet of him. The gargoyles are a trap: if someone steps on a special trigger stone in the middle of the landing (50% chance if the PCs don't look at the floor). paralyzation for half damage applies. Inside. 35 sacks of grain. They can arm themselves normally. The hobgoblins were enlisted by Marvent in PlagueMort. when they discovered the rock. A single dirty hearth takes up one wall of this dingy kitchen. Three arrow slits look out over the ragingfires'outside. and dried beef can be found in large barrels in the pantry. unless Marvent is quartered here. 155 sp. BATILELANDING: This platform is usually unmanned. including two archers. pointed arch 25 feet overhead.and then sent off from Area 13. The foot lockers contain a total of 78 gp. seasoning it with liberal amounts of pepper. three axes. the gargoyles shoot roaring flames from their open mouths. The curtained alcoves contain various supplies. and utensils scattered throughout. 6. and 229 cp. Several doors can be seen at the landings of the stairway. shovels. THE KITCHEN: Illuminated gamson doesn't enjoy many The some denizen of the plane of Fire threatens the Citadel. inflicting 2d6 points of damage to the poor sod who set off the trap. All guards fighting from inside the tower enjoy 75% cover. a keg of nails. The tower's door is made of iron and kept locked. but some of the guards are on duty elsewhere. since its arrow slits look out over this side of the Citadel and command the portal platform heneath. Lurid orange light blazes through the slits. Like the hobgoblins in the previous room. totaling six barrels of salted meat. The Illuminated pries' Brandal and his acolyte Margram keep this building in pristine condition. and their diet is one of their chief hardships. two suits of chain mail. The ceiling is a high.
They challenge you as you approach. Beneath her bed there is a secret flagstone that reveals a small compartment. Curtains divide the room." The bookshelves contain a total of 60 tomes. and a scroll with three pass-wall spells on it. Inside. A burly human in plate mail and a toughlooking hobgoblin are looking o v n some rosters. 15. following directions like an automaton. Alvion and Ulfwood refuse to speak to the PCs. Her quarters are patrolled by two bodyguards who are stationed just outside the door. They are kept isolated and don't get to compare notes with each other. They know that the bamies are being treated and then deceived into believing they have died and been resurrected. Currently there are four barmies who are undergoing treatment.striking with a THACO o i l 5 for ld3 points of damage each. concealed behind a bookshelf. expecting no quarter. Behind the great desk sits a tall githzerni in gray robes. In the room's center an oaken table and wooden chairs double as a conference area and ogicers' mess. Unfortunately. Each N P C keeps his treasure and extra equipment in a locked trunk. A shelffull o books is bef hind her. When you enter. and an A w L A A - upcn area which doubles as a guardroom. If attacked. believing them to be fiends sent to distract them from their upcoming ascension into heaven. Two warriors in plate mail stand outside this door. f a sack of red glass heads. 440 sp. If hard pressed. and remove fear all have proven useful). a pouch of seven 100 gp diamonds. one would have to escape the cell and then pass through the guardroom. She casts a blur on herself in the first round. Other drawers contain correspondence from Green Marvent directing Imogen to "command the Citadel and guard it from any attack." she drawls suspiciously. They are still surprised by their "deaths" and even more surprised to find out that the afterlife is as it appears to he. The barmies are named Alvion. The trunk contains 650 gp. Imogen tries to subdue the party with spells. Both Hurfang and Trent call for guards. She is also the only mage of the garrison. Shillman. The barmies believe that they are waiting in purgatory for a meeting with their patron powers. They'll have to he subdued to be rescued. the human and hobgoblin quickly rise. Unless the PCs can silence them quickly. A search of the cubicles turns up a total of 360 gp. None of the barmies have any weapons or armor. most barmies don't get that kind of help when they arrive in Sigil as crackpots. and 217 cp. With a little time and magical assistance (charm person. Brandal's trunk contains a holy symbol and four vials of holy water.he shamhles around in shock. ' wasn't advised o ' I f any new am'vals. alerting other guards in Area 12. the commander's chambers are spacious and wellfurnished. 16. Hurfang and Trent fight to the death. Clarent is a 3rd-level chaotic-neutral fighter who is spoiling for a fight and believes anything he is told. She'll use more deadly spells if necessary. 446 sp. " the human says. these borderline cases can be restored to full sanity.L The bunkroom has been rearranged into private quarters. GUEST CHAMBERS: Barmies and bubbers who are being evaluated or cured are kept here in locked cells. suggestion. Three Illuminated mercenaries are standing watch here. Imogen flees through a secret passage in the north wall. Clarent. A 4314 . but they don't know how the priests are going about it. The room has nine stone cells along the southern wall. A locked drawer in her desk contains a potion o healing. most of them mundane. Both are furnished with comfortable leather couches and rosewood desks and tables. and follows that with a web to subdue the party. but one shelf also contains oil o elemental inf vulnerability and a wand o illusion. Shillman is a 2nd-level priest who is disillusioned with the "facts" of the "afterlife" he's experienced . Trent is armed with a long sword + l . To get out. weapons at the ready. and comfortable bunks and desks can be seen in each area. and Ulfwood. she looks up. In addition. As YOU enter. and a scroll of protectionfrom elementals. The outer mom is an ogice. IMOCEN'SQUARTERS: Imogen is Commander of the Citadel and supervises its operations. the inner room is a sleeping chamber. The compartment contains her spellbook. f In Imogen's private chambers there is a locked trunk guarded hv a suring-loaded dart tram Three darts shoot out of the trunk. "You're not ours. Each of them was a prime adventurer who was driven insane by the sheer reality of the planes beyond their own worlds. Imogen hears them from Area 15 and comes to their aid with her bodyguards in Id3 rounds. The guards raise the alarm if anything unusual happens.
In less than a minute. they can leave and return later to put an end to Marvent's operation . or you'll never get out! a . "We are the Illuminated. Surrender now. destroy the gem that renews the Citadel's atmosphere. She takes her two bodyguards. nen escorting a tall githre. The temperature begins to climb rapidly. Suddenly. In three minutes. or it'll be the Flames!" If the PCs surrender. Hurfang and Trent from Area 14. FINISHING +HE ADVEN+URE 1 The most rewarding scenario is for the PCs to rescue the barmies. the muted roaring offlames you've been hearing the whole time becomes a thundering blast that almost deafens you. Steel rasps a s the guards draw their swords. Reduce this amount if the PCs required a lot of hand-holding to get through the adventure. the lot of you.THE I L L U I I I I N A + @ D Imogen eventually realizes that the Citadel is under attack and swiftly mobilizes the base's defenses. and it should he timed for the m-t dramatic confrontation.000 points per surviving character is appropriate. the survivor will order the remaining troops to withdraw and will try to round up as many guards as possible to deal with the threat." she kisses angrily. allow the PCs to attempt an eskape before Imogen receives Marvent's order of execution two days later. You realize you have topee now. The gitkzerai holds them back with a gesture.. a special Experience Point award of 1. you are sweating heavily. You see the dazzling blue glow of the gem suddenlyrare to bright orange and then burn out. a band of a m. and then escape through either portal back to Sigil. The PCs will he held in the cells in Area 16 while Imogen contacts Green MaNent for instructions. If the PCs succeed. i .although the IIluminated will reinforce their defenses for any sdbsequent raids against the Citadel. rai woman appear. They're jailed in Area 16 until the next portal opening to Sigil. and we don't allow fools like you to interfere in our plans! You've been scragged. as well as a little jink. You hear the creaking of )rand heavy footsteps just ahead. A generous DM might allow the players to plot a jailbreak and then resume their attack on the Citadel. she tracks them down and confronts them. dead black. they return to Sigil as heroes of their faction and get a well-deserved rest. DM NOTE:If the PCs complete the adventure by rescuing the barmies and destroying the Citadel. and the four guards who were off duty inside the guard tower (Area 9). Imogen will mobilize the stone golem if she is defeated in this meeting. combustibles suck us paper begin to smolder and smoke. THE F L A H I E S Run this encounter whenever the PCs destroy or remove the gem that maintains the Citadel's atmosphere. the Illuminated attack fiercely. They ignore any losses among the guards. Immediately. If they don't accomplish these goals. The gem is worthless. they are not available for Imogen's force.) Wherever the PCs are. If the PCs fight or try to flee. but if two out of three of the named characters fall. If you as the DM are feeling kind (or the players have role-played really well and enjoyed the adventure). lmogen orders her guards forward to disarm the party and hind each character. This encounter should occur about 1 to 3 turns after the PCs have done something to raise suspicion. things aren't necessarily over for them. "You have no idea who you are dealing with. If the PCs fail and are captured by Imogen. (If any of these characters were killed.
e- rn .
#AT 1. MV 12. Dmg ld6+ SA spells command. THACO 20. AL LE. THACO 18. h# MAGE 14. shield). Dmg 2d8. SA slow spell once per two rounds. 27 sp. All Rights Reserved. HD 3d10. XF’ 120. HOBGOBLINSAC 5. 4d10 sp each. SA long sword specialist. THACO 20. hp 9. hp 4 each. AL LN. TRENT (F3): AC 4 (splint mail). TYLARIC STORMWING AC 5 (chain mail). THACO 18. THACO 19. SA thief abilities. CAPTAIN(GITHZERAI F31W3): AC 3 (ban shield). XP 120. 2d6 pp. 2601xxx1401 . and cold damage. (F3): hp 22. hp 16. Dmg 2d4 (morningstars) or ld6 (short bows). hp 6 C ~ C L I . AVERAGE AC 7 (ring mail). MV 12. Dmg ld6 (short sword). 28 gp. MV 12. 5 : AC 7. THACO 20. HD 3. THACO 20. Dmg ld8+2 (long sword). Dmg l d 6 + 3 (mace.. cold damage. 2d6 sp. MV 12. AL LE. Dexterity).l& 4 mASTER TABLE UXNLLNU M. hold person. ZOMBIES AC 8. Dmg ld6+1 (mace). SA thief ‘abilities. XP 35 each. 44 gp. HD 6d8. #AT TN (1): Dmg 3d8. HD ld8. #AI r): 1. 3d6 cp. 4 8 4 IOMGUARDS ( 4 ): AC 5 (chain mail). AL N. hp 3 22. MV 12. 4 sp. #AT !. 2d6 sp. Dmg l d 4 (dagger). 3d6 gp. XP 65. MOURNER (T2): AC 7 (leather armor. 11 gp. hp 16. 2d10 cp. ld6 cp each. . Dmg Id8 (long sword) or ld4 (light crossbow). sleep. 4d10 sp. MV 12. HD ld6. 4d10 sp. HD 2d8. 28 sp. W5): AC 6 (armor spell). HD 3d8. XP 65 each. hp 27 eacu (. hold. nu I U I U . Melfs acig f orrow. Dmg ld6+6 (short sword + I ) . SD immune to charm. ES 4d10 sp. Dmg Id6 (stam or ld3 (dart). hold person. hp 14. HD 2d6. XP 650 each. #AT 1. 3d8 cp each. HD 3d10. 2 gp. SA spells magic missile. Dmg ld6 (short sword).000. 33 sp. XAOSITECT PRIEST (P3): AC 5 (scale mail. #AT 1. HD 3d8. 12 gp. grease. S A O K A ES BASHERS I L MN T D GUARDS OR ?) (FO): AC H D W N V’ OR L U I A E (4 4 (chain mail. mirror image. DUSTMAN. #AT 1. MV 9. MV 12. HD 4d8. SA spells cure light wounds. DUSTMAN. #AT 2 .XP 65. Strength 18/05. poison. XP 270. hp 6 each. AL CN. vampiric touch. #AT 1. XP 7 each. ! : r): 4 COLLECTORS OR CRAFTSMEN ( 5 OR 12): AC 10. THACO 18. AL N. HD 3d10. 3d6 gp. hp 5 each. HD 2d4 hp. ld10. XP 420. BRANDAL (P4): AC 5 (chain mail). Strength). SA short sword specialist. #AT 1. AL N. 2d8 3d8 sp. ZAREN (T21: AC 8 (leather armor). XP 120. THACO 7. 11 gp. AL NE. THACO 17. hold sleep. XP 15 each. hp 23. SD immune to charm. hp 19. Dmg Id8 (long sword) or l d 4 (dagger). 4d6 gp. X P 35 each. HD 5d4. AL CN (variable). shL OR PRIEST MV 12. HD 1+1. AL N (variable). 4 cp.: 81 THACO 15. XAOSITECT MEKCENARES (6) (FO): AC 6 (brigandine. #AT 1 (long sword). EL^ GUARDS(6’) Fl):AC 3 (plate mail).MV 6. Inc. color spray. hp 9 each. 18 gp. MV 12. SA spells friends. HURFANG (HOBGOBLIN CHIEF): AC 3 (banded mail. invisibility. #AT 1. AL N. Type S or P weapons do ’# damage. 4d10 s&# AL NE. #AT 1. I L . THACO 1% #AT 1. death magic. THACO 1% #xi I . #AT 1. AL LE. #AT 1. Dmg ldlO (h ld6 (short sword). 15 gp. 20. HD 4d4. MV 12.. SD immune to charm. death magic. #AT 1. 4 cp. hp 14. 2d6 cp. SA spell8 charm person. 19 sp. AL N. MV 6. MV 12. XF’ 120. XP 65 each.nplk struck only by +2 weapons. Dmg ld8. MONSTER SKELETONS AC 6. XP * See text for variations. MV 12. hold. THACO 18. AL CG. wall o fog. LVLV S O E GOLEM AC 5. SA spells bless. sleep. poison. detect magic. hp 3 each. Dmg ld4+3 (war hammer +2). #AT 1. #AT 1. THACO 18. MV 12. 3d8 gp. THACO 20. THACO 20. AL NE: XP 15 each. wizard lock. AL NE. know alignment. Dmg Id6 (club). Dmg ld6 (club). HD ld6 hp. THACO 19. #AT 1. hp 4 each. DUSTMAN ILLUMINATED (P3): AC 5 (scale mail. AL N. AL N. HD 14. DUSTMEN. XP 175. poison. MV 12. MV 12. 3d8 cp. 17 cp. cold damage. sleep. shield). MV 12.XP 270. XP 270. #AT 1. ELIATH(W4): AC 6 (armor spell in effect). command. XP 8. AL N. SD immune most r. AL N. HD 3d8. hp 7. Dmg ld3+3 (insane rage). #AT 1. magic missile. ’ L ~ P A U L O . umg ld6. \&-): AC 10.THACO 20. HD 2d4 hp. THACO 19. hp 8. MV 12. #AT 1. THACO 20.. hp 60. Dmg ld4+1 (dagger + I ) .-‘ 1 ‘ : AC 10 (no armor). shield). Type S or P weapo$ do ‘h damage. hp 5 each. HD TOM 2d6. DUSTMEN. XP 35 each. MV 12. shield). B. cause fear. 0 1994 TSR. XP 120. death magie. 18 cp. AL N. MV 9. AL NE. THACO 20. 20 sp. remove fear. Gp 6 each. Dmg ld2 (bare hands). 37 sp: AL NE.XP 35 each. 4d6 cp. HD 1 (FO): each. aid. shield.
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