Chapter 2: Philosophers with Clubs
This chapter is where the world of Sigil opens up for a bit before turning into a railroad. Let’s change that. I’m building out a small adventure path that encourages the characters to explore while progressing the adventure’s story lines.
The characters need to discover that they have been active in Sigil and potentially elsewhere in the Outlands. This will build investment in the adventure's plot. Following their leads will uncover more clues pointing to the weapons scheme they’ve been involved in and eventually lead them to Shemeska and Fortune’s Wheel.
Before we dig deep into that I'm adjusting the Sigil kickoff encounter with Parisa and fleshing out some details to help anticipate character needs.
A Tout to Help You Out
Here’s a bit of flavor to bring some added definition to Ragpicker’s Square. I’ve placed some of the more flavorful Hive encounters from the Planescape: Sigil and the Outlands guidebook here.
You find yourself in a chaotic, filthy town square wedged between crumbling tenements. The streets are teeming with a bizarre mix of people—destitute humans haggling with a demonic sausage vendor, a robed dwarf pushing a cart of bodies calling out for any “dead sods”, and ogre-kin flaunting tattoos. The atmosphere is tense and charged, keeping you on edge.
Suddenly a small purple tiefling crashes into you. Scrolls and stacks of parchment spill onto the filthy wet ground. The tiefling shouts, “Take a short stick and pike it, you leather-headed berk, or I’ll put your name in the dead-book!” He glares at you and straightens what counts for a nice tunic in this run-down neighborhood.
This is the tiefling commoner Retzz, a master forger that can sometimes be found in the Night Market if you know who to ask.
Retzz continues his spiel, but only wants to vent. If the characters escalate the two tattooed trolls perk up and ask Retzz if he’s got “some bashers who need to be straightened out”. Either way Parisa will interject and calm tensions down.
Parisa
Parisa will offer her services as a tout and propose anything listed in the adventure. If she’s asked about any of the clues they’ve discovered she can offer these leads.
- Awakened Glitchlings. She politely listens to their story and says there’s all kinds that show up here in Sigil. Maybe they are lost Petitioners looking for the afterlife? She suggests getting checked out at the Gatehouse if they’re concerned about curses or some other malediction. They could alternatively go to the Hall of Records for legal documents, the Parted Veil for research books, the Planar Energy Cooperative for magical services, or a temple in the Lady’s Ward if they seek a specific divinity.
- Bar Tab at The Smoldering Corpse. Parisa says the bar takes collateral for tabs, and if they left any valuables there it’s only a matter of time before they get bartered or sold off. It’s close by.
- Broken Mimir. Parisa can explain how the mimirs are supposed to work, but this one is “real broke” and she’s not one to fix things. The maker’s mark incorporates the Mind’s Eye faction symbol and someone named “Trip”. They could go to the Grand Bazaar or the Foundry itself and inquire with the Seekers there.
- Strange Note. Parisa whistles and says, “Zadara is a high-up person, you know? A real titan of industry.” She can lead them to Zadara’s compound, but it’s up to them to get a meeting with her.
Exploring Sigil
The important part of making this adventure open up to the characters is allowing them time to explore. There are plenty of other opportunities to put a ticking clock on their actions, but early in this adventure let them drive the pace of play and have fun in this world.
The adventure lists some specific destinations that Parisa will recommend, but there are other paths the characters may choose to take based on their current needs. These locations are outlined in the Planescape: Sigil and the Outlands book, but I'm grouping them here for easy reference.
- Rest. The Ubiquitous Wayfarer is the go to choice for Parisa.
- Food. The Grease Pit, the Greengate, or the Ubiquitous Wayfarer.
- Drink. The Smoldering Corpse Bar (which connects to the bar tab clue), the Ubiquitous Wayfarer, the Bottle and Jug, or the Face of Gith.
- Shopping. The Night Market and the Grand Bazaar (where we can run the Broken Mimir scenario) are the places to go unless they need something very specific.
- Magical Services. The Parted Veil, Planar Energy Cooperative, or the Night Market.
Okay, now that we have some paths set up for the players we can spring some scenarios on them and start building out our adventure hooks.