Spiraling Out
This scenario is where our funnel begins to narrow. Finding Spiral Hal’oight is the stepping stone to the end of this Sigil arc and uncovering the depths of the weapons dealing operation. We also have the opportunity to really open up the scale of the planes here.
Once the characters follow their leads they will figure out that they need to track down Spiral Hal’oight, Koe’s bagwoman. They may decide to find her after pursuing just one clue. It doesn’t invalidate solving the other clues that lead to Tripicus or Zadara afterward. That’s okay and the nature of the sandbox.
Spiral is a cavalier operator who cares about making as much money as possible in order to fuel her gambling habits. This is not a well kept secret, so she’ll be found at the arena in the Bottle and Jug.
The Bottle and Jug
Just inside this notorious bar two large female fensir skirmishers (if you don’t have access to them use trolls stat blocks if necessary) are stationed in the entranceway. They are dressed in black leathers with their hair bound in long, complex braids. They silently evaluate the characters, nod, and let them in.
Inside the bar is rowdy as the Abyss. Orcs and fensirs boast and sing battle songs alongside brawny humans and dwarves (a mix of soldiers and veterans). A group near the bar argues if there’s anyone on this side of the Hells that can best Akra.
Beatrice Bazlan, the bartender, is vibrant and loud but doesn’t recognize the characters individually. If she’s asked she’ll squint and respond with a smile, “Maybe I’ve seen you in here before? Come back with a bloody nose and I’ll know for sure.”
If they ask anyone about betting, the arena, or if they ask Beatrice about Spiral they will point to the bathroom and tell them to talk to “Your Honor”. The pit fiend guarding the arena portal sizes the characters up for a beat, and no matter what they say or ask he simply answers, “Five gold each.” If they pay up he lifts two war hammers and clangs them together. An amber portal opens in an out of service bathroom stall, and he beckons beyond (the portal key is two weapons clashing).
The Arena
The characters emerge from the portal between the arched branches of a tree.
You step through the portal and find yourself in a tree-covered glade. Before you a crowd is gathered around a torch-lit plateau where a minotaur and a goliath battle in a roaring amphitheater.
You look up into the night’s sky and see constellations and the aurora borealis covered in dark clouds–no, not clouds–branches. An impossibly large tree looms above, piercing the heavens and stretching into infinity. You realize you are standing on the boughs of the massive, celestial tree. Your mind breaks trying to take in the scale when–
A blood-curdling scream snaps your attention back to the fight. The minotaur hoists the goliath up on the end of a glaive, and cheers erupt from the crowd.
As the characters move into the crowd they can pick out a few snippets of conversation. “That’s the third time he’s died in the first round.” “Aye, he’s gonna feel that ‘un when he comes to in the morn’!”
A DC13 History or Religion (Intelligence) check confirms that they are on the plane of Ysgard on the boughs of Yggdrasil. The warriors here will resurrect the next day and continue their battles.
Conversing with Spiral
Spiral Hal’oight (neutral evil priest) is readily spotted near the front of the arena. She’s a diminutive, slightly rotund aasimar with a rose gold tinged complexion. Her hair is short and grows in a spiral pattern reminiscent of a flower. She wears a tastefully expensive white tunic trimmed in copper and smells faintly of camellias.
Spiral aligned herself with Koe and his arms dealing operation because he’s great at turning a profit and it at least has the appearance of a higher goal. She could care less about the balance of the Blood War unless it hurt her profits. She knows she’s charismatic and sharp and genuinely enjoys the thrill of the business.
Spiral is a bit sore from losing her bet on the last match. She likes nothing more than to make money, which she’s good at, but she’s a terrible gambler. She can’t resist the thrill of a big payout on long odds
When the characters approach she’s self-assured but a little cautious that they all sought her out. She thinks they’re here to collect their payment. “Why the big turnout? I’ve got your garnish alright.” She has a stack of 150 Tradegate lodestars (1gp each) for them. She recognizes the characters, but remarks there’s something different about one of them that died.
Here’s what she’s willing to talk about:
- The characters originally came to her with the proposal to skim some of Koe’s arms and sell them for a tidy profit.
- Everything has gone smoothly, except for the fixer character showing up a couple weeks back to collect their fee and asking the same barmy questions. She sent them one of the weapons and a follow up (the note they woke up with) to show that everything was on the up and up. She considered the issue settled.
- Not long after that some modron also approached her asking about the characters, but she gave it the laugh. The characters are attracting more attention than she prefers.
- If the characters bring up the glitch Spiral doesn’t immediately believe them. “You don’t come off like lost petitioners. And there’s no way you’re dodging the dead book.” If they succeed on a DC 18 Charisma (Persuasion) check they can change her mind. She regards them quietly and says she can reach out to some people that may help. She asks how she can get in touch with them, but privately she’ll let some associates at the Planar Trade Consortium know that they are compromised. Soon after the Harmonium will track them down and arrest them for unrelated crimes.
If the characters press Spiral on any details she’ll clam up. A character with a high Wisdom or Insight proficiency picks up that she’s not completely forthcoming. If she’s challenged further she’ll say the details are what they hired her for, and that kind of chant is worth some garnish, which she presently finds herself low on. How about they stake her in the next match? The payout is 3:1 if the current champ, Akra, goes down. Any winnings she’ll split fifty-fifty.
She’s not without honor, so if the characters stake her, win or lose, she’ll let them in on the rest of the plot. Or they could go the boring route and pay her 100gp.
If the characters threaten her with violence or attack her she’ll call on some friends in the crowd and everyone will turn on them. They will be forced to fight Akra or face a horde of angry soldiers and veterans. If they battle Akra, win or lose, Spiral will come out ahead on the bet and open up to them.
Here’s the chant:
- Spiral is skimming Koe’s celestial weapons (modified so that fiends can wield them) for the Planar Trade Consortium. She honestly doesn’t know what they are doing with them. She thought the characters set up that deal too, but maybe not if they’re asking all these questions.
- The characters made arrangements for Tripicus to get the other materials he needs to modify the weapons, “y’know the fiends’ blood”.
- This arrangement is something that would make Koe mighty pissed with her and the characters if he caught wind of it. He’s a true believer in his cause.
- Tripicus hands the weapons off to runners that Spiral hires, and the Consortium takes delivery of the weapons at the Cuckoo’s Corner, a dead drop in the Lower Ward. The characters set that up too. She’ll give them the address, but tell them it’s in their best interest to not go digging any further.
- If you cross the Planar Trade Consortium you don’t end up in the dead book. You end up entombed in Pandemonium or ejected into the Astral sea.
Spiral doesn’t know much more beyond that and will not give up Koe or his whereabouts. After their discussion Spiral says it’s for the best that they go their separate ways and forget all of this.
Akra in the Ring
Rather than narrate the arena combat, hand out monster stat sheets and have the players take on Akra. If the characters want to participate themselves, two of them are allowed to fight, but it won’t be easy. Spellcasting is not allowed–this is a test of martial prowess.
Akra is a bloodthirsty cyclops-kin with three arms, one of which is smaller but can grapple. He fights to the death (since he’ll be resurrected anyway) and will topple, grapple, and shove enemies prone to keep them in reach.
Akra
Huge Giant, Chaotic Neutral
AC 14 (natural armor) Initiative +0 (10)
HP 115 (10d12 + 50)
Speed 30 ft.
MOD | SAVE | MOD | SAVE | ||||
---|---|---|---|---|---|---|---|
STR | 22 | +6 | +6 | INT | 8 | -1 | -1 |
DEX | 11 | +0 | +0 | WIS | 6 | -2 | -2 |
CON | 20 | +5 | +5 | CHA | 10 | +0 | +0 |
Senses passive Perception 8
Languages Giant
CR 6 (2,300 XP; PB +3)
Poor Depth Perception. Akra has disadvantage on any attack roll against a target more than 30 feet away.
Actions
Multiattack. Akra makes two greatclub attacks and one third arm strike.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage If Akra hits a creature with his greatclub, he can force the creature to make a DC 17 Constitution saving throw. On a failed save, the creature has the Prone condition.
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage
Bonus Actions
Third Arm Strike. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage If the target is Large or smaller it has the Grappled condition (escape DC 17). If Akra is grappling a target he cannot make this attack against another target.
Goblin Toss. Akra throws a Medium or smaller creature they are grappling up to 30 feet horizontally. Each creature in the thrown creature’s path must succeed on a DC 17 Dexterity saving throw or take 3 (1d6) bludgeoning damage and be knocked prone. The thrown creature takes 13 (2d6+6) bludgeoning damage and falls prone.
The Challengers
If the characters don’t take on Akra the challengers for the night are a rough and tumble squad of four goblin bosses riding an ogre howdah.
Goblin Bosses. They wield spears instead of scimitars and their javelins are tethered with ropes. If they strike Akra with a javelin they can use a bonus action to secure the rope. If they get three ropes secured to Akra he will be Restrained until he uses an action to break free with a DC 15 Strength check.
Ogre Howdah. If you don’t have the stat block for this creature, use the ogre stats, but it carries a small wooden fort on its back that can hold four small creatures and provides three quarters cover from attacks. If the ogre is knocked prone the goblins are as well. If the ogre is killed they are knocked prone and scattered nearby the fallen body.
The Arena
Any arena battle map would suffice for this encounter. If you’re looking for some inspiration I recommend:
- Yggdrasil Treetop by czepeku
- Ancient Arena by The Lone Mapper
- Valkyrie’s Arena by Dungeon Mapster (free)
- The Bloodied Stones by Dyson Logos (free)
Concluding the Scenario
Once the characters have the location of the Cuckoo’s Corner and the information they need they can advance into the next part of the arc, follow up on other clues, or return to Zadara if they took her offer.