6
Being a Pageant of the Varied Citizenry of the City of Doors, Including a Handful of Friends Most True, a Clutter of Fiends Most Vile, and a Gathering of Fellows Who Trade in Both Weal and Woe, as Suits Them. CRtDI + S Designer: R.V. Vallese Editor: Michele Carter Creative Direction: Andria Hayday Art Direction: Bruce Zamjahn Conceptual Artist: Dana Knutson Cover Artist: Robh Ruppel Interior Artist: DiTerlizzi Cartographer: Rob Lazzaretti Dabus Pictograms: Diesel Electronic Prepress Coordinator: Dave Conant Typography: Angelika Lokotz Border Art: Robert Repp Graphic Design: Dawn Murin Special thanks to Rich Baker, Wolfgang Baur, Tim Beach, Michele Carter, Monte Cook, "Zeb" Cook, Dale Donovan, Dori Hein, Colin McComb, J.M. Salsbury, Bill Slavicsek, Lester Smith, and Rick Swan. TSR, Inc. 201 Sheridan Springs Rd. Lake Geneva WI 53147 U.S.A. TSR Ltd. 120 Church End Cherry Hinton Cambridge CB1 3LB United Kingdom 2624XXX1501 ADVANCED DUNGEONS ft DRAGONS, ADftD, DUNGEONS a DRAGONS, DRAGON, DUNGEON MASTER, MONSTROUS COMPENDIUM, and the Lady of Pain logo are registered trademarks owned by TSR, Inc. PLANESCAPE, ENCYCLOPEDIA MAGICA, MONSTROUS MANUAL, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. ° 1996 TSR, Inc. All rights reserved. Made in the U.S.A. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the express written consent of TSR, Inc. Sample file

Uncaged: Faces of sigil - DriveThruRPG.com · 2018-04-28 · Uncaged: Faces of Sigil presents 41 nonplayer characters and groups suitable for encounters and intrigues in Sigil, the

  • Upload
    others

  • View
    41

  • Download
    2

Embed Size (px)

Citation preview

Being a Pageant of the Varied Citizenry of the City of Doors,Including a Handful of Friends Most True, a Clutter of

Fiends Most Vile, and a Gathering of Fellows WhoTrade in Both Weal and Woe, as Suits Them.

CRtDI + SDesigner: R.V. Vallese • Editor: Michele Carter

Creative Direction: Andria HaydayArt Direction: Bruce Zamjahn • Conceptual Artist: Dana Knutson

Cover Artist: Robh Ruppel • Interior Artist: DiTerlizziCartographer: Rob Lazzaretti • Dabus Pictograms: Diesel

Electronic Prepress Coordinator: Dave Conant • Typography: Angelika LokotzBorder Art: Robert Repp • Graphic Design: Dawn Murin

Special thanks to Rich Baker, Wolfgang Baur, Tim Beach, Michele Carter,Monte Cook, "Zeb" Cook, Dale Donovan, Dori Hein, Colin McComb,

J.M. Salsbury, Bill Slavicsek, Lester Smith, and Rick Swan.

TSR, Inc.201 Sheridan Springs Rd.

Lake GenevaWI 53147

U.S.A.

TSR Ltd.120 Church EndCherry HintonCambridge CB1 3LBUnited Kingdom

2624XXX1501

ADVANCED DUNGEONS ft DRAGONS, ADftD, DUNGEONS a DRAGONS, DRAGON, DUNGEON MASTER, MONSTROUS COMPENDIUM, and the Lady of Pain logo areregistered trademarks owned by TSR, Inc. PLANESCAPE, ENCYCLOPEDIA MAGICA, MONSTROUS MANUAL, and the TSR logo are trademarks owned byTSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. ° 1996 TSR, Inc.All rights reserved. Made in the U.S.A. Random House and its affiliate companies have worldwide distribution rights in the book trade forEnglish-language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby tradein the United Kingdom by TSR Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction orunauthorized use of the material contained herein is prohibited without the express written consent of TSR, Inc.

Sam

ple

file

AN INTRODUCTION 4Including a cautionary Tale of the dangersof Sampling minds, an Overview of thefaces laid Bare in these pages, a Wordconcerning their sundry Relationships, andNotes on working them into a Campaign.

A'KIN 8A yugoloth of a most dubious Dispositionand a Shop of most curious Magic.

AUTOCHON THE BELLRINGER 10A master of Couriers who paid a Dear pricefor Bargaining with Dark forces.

BLACK MARIAN 12A lyrical Priestess who hears the Future inthe Waters of the Singing Fountain.

KESTO BRIGHTEYES 16A busy gnome who tries to part the Veil forthe masses with a well-stocked Bookshopand mystifying Illusions.

ClRILY 2 0A fiery eladrin with a Distaste for primes -and the Inklings of a new faction.

WOOLY ClIPGRASS 22An eccentric (some say Mad) bariaur whoknows all manner of Liquid - by taste.

DJHEK'NLARR 24A githyanki who sells illegal Maps of theLady's Mazes, and sends the Foolish andthe Greedy to Mazes of their own.

ADAMOK EBON 28An icy Bladeling who makes her Living asa Hunter of prey, animal and Otherwise.

ESTAVAN 30An ogre mage and merchant lord who dealsin every sort of glittering Treasure and dirtyCargo.

FARROW 32

A shadow elf Spy who tried to break theFactions, but played his Roles too well andbroke only his Mind.

FELL 36A Dabus defrocked by the Lady of Pain fortaking up the Robes of her hated Foe.

JUDGE GABBERSLUG 38

A capricious and stinking Fiend who sits inJudgment at the dreaded Court of Woe, ahouse of Dead and Undead alike.

THE GRIXITT 42A Terrorist who risks her eternal Spirit inorder to slam shut the Portals of the Cage.

HARYS HATCHIS 44A wizardly Crier of Commerce whosecampaigns and handbills mean Business.

IARMID 46An aasimar of soothing Word and gentleTouch who runs a house of Restoration.

JEMORILLE THE EXILE 50A rilmani of the Spire, a being of no littlePower - and no little Modesty.

KOE 52A Rogue asuras who seeks to Defeat thefiends by Arming them.

KYLIE 56A tiefling tout of few Years but muchExperience infilling Wants and Needs.

LlSSANDRA THE GATE-SEEKER 6 0An Anarchist who means to chart theDoors ofSigil, so that such Knowledgemight rest with the People.

LY'KRITCH 62A Shadow fiend desirous of Trapping thefinest Minds in the Cage.

MILORI 64A lillend Diplomat and translator of foreignTongues, including the airy Pictures of thedabus.

Sam

ple

file

CeN+EN+S

MORVUN AND PHINEAS 68

Twinfensir Trolls who fancy themselvesBleak artists of music and Verse — thoughfew Others do.

Y" NYE 72A Chaotic tiefling who defends the poorand the Clueless in the City Court.

OMOTT 74

A naive linqua, Shorn from its god, whonow seeks Power from a new deity.

PARAKK THE RATCATCHER 76

An Ambitious githzerai who serves aHundred masters.

PATCH 78

A sentient Growth of razorvine that Tradesits knowledge for Blood.

QAIDA 80

A radiant Dustman who seeks to fill herMimir with knowledge — and her fiendishPatron with victims.

i E-OF-THREE 84

A tanar'ri Wise man (or Beggar) whodelights in Vexing those who seek his Aid.

ALLUVIUS RUSKIN 86

A Seeming tiefling who sells the Keys forthe Pathways of the planes.

SAURE 90

A Gautiere rescued from exile and proddedby the Athar to champion their Cause.

SEAMUSXANTHUSZENUS 92

A dust mephit of Fickle mood and tonguewho sells items most Unwholesome in thedarkest Depths ofSigil.

SHEMESHKA THE MARAUDER 96

A fiendish Cross-trader whose impeccableGrooming masks a core of Evil.

TARHOLT 100A dwarf who Left his family's Smithy toforge his own Path as a canny trader.

TRIPICUS 102

An ursinal Scholar who has made aComfortable living from the Prime — and

from the Blood War.

UNITY-OF-RINGS 104

A deva of Grace and Charity who counselsthe good Citizens of the Cage - whetherthey Welcome it or not.

THE Us 106A secret Swarm of vermin that find in theirswelling Numbers both incredible Wisdomand fantastic Power.

VERDEN 108

An alluring elf who Prolongs her own lifeby stealing that of Others.

THE WILL OF THE ONE 110

A gathering of Signers who tout the Oneand look to Revive a dead God.

XlDEOUS 114

An erudite Gehreleth who seeks to sell theHated yugoloths into eternal Slavery.

YLEM 116

A modron that Thinks itself a slaad — or aslaad that Thinks itself a modron.

ZADARA 118

A hale and Hearty titan who uses her vastWealth to fuel much Enterprise.

AN APPENDIX 122

A passing Glance at a handful of otherFaces in the Cage, and a profile of the Tiesthat bind the principal Faces in thisvolume.

INDEX 127

Sam

ple

file

THE SECRE+S®F A N 0 + H E R ARE

SWEE + ES+ FRUI+ eF

— AIN +HC

CIVIC

How much can a person see in a single lifetime? How many roses can he smell, howmany elegies can he hear, how many mountains can he climb, how many faces can

he touch? The multiverse beckons with too manyfingers — a bittersweet agony. No mortal being can

ever truly know a fraction of its immeasurable trea-sures. But we in the Society of Sensation have

sworn our lives to the attempt. And we desire to fill others with as much as theirtrembling forms might hold.

We collect memories here at the Civic Festhall. We buy them from the citizensof Sigil, from the peoples of a hundred strange worlds, from the endless stream ofplanewalkers who pass through our city between exploits. We store them in en-chanted recorder stones, so that we - and any who desire - may know experiences

the like of which were never dreamt possible.I work in our Festhall's sensoriums, guiding the curious

to the sensations they seek, to one of the millions ofrecorders that hold the accumulated experi-

ences of the planes. Thesemiprecious stones are

not unlike mimirs. Butwhereas those magical

skulls merely store and dis-gorge factual knowledge, a person

who holds a recorder feels his body swellwith the full sensation of an experience, the full composure of a memory, as ifhurled into the reality that swirls within the stone. With a recorder, you can feel thestinging gales of Carceri flay the skin from your face, feel yourself drown blithely inthe silver sea at the base of Mount Celestia — and revel in the secret sins of all thosewho have traded their memories for gold.

That is my greatest pleasure. Every moment I have to spare is spent in the sen-soriums, absorbing the lifetimes of humans, tieflings, devas, fiends — anyone andanything that has ever imparted a piece of themselves to a recorder. / cannot countthe number of times I have come back, and still the memories lie sleeping in stonesso plentiful that I weep at the thought of being unable to try them all. I wouldsmuggle them out in their boxes if I could, ferret them away in my empty home,there to sample them at my leisure. But the enchantments fade if taken from the

Festhall, the memories fleeing the recorders like doves from an opened cage.A L L . Thus, the sensoriums have become my world, my all, a silent museum

whose forgotten live again in me. I scrape the moss from their white marblebusts, exposing their triumphs and sorrows, their pride and shame. I feast on thatwhich they would keep hidden, partaking of their secrets as if they were laid bareon the illicit pages of stolen diaries. It is far more intoxicating than the diamondmeads ofArborea, and infinitely more fulfilling. There is always another monumentto be uncovered, another memory to be ingested, and each is as sweet as the last.

Here in the womb of the Festhall, I lead a thousand lives except my own. Thefantastic city beyond these walls holds many riches indeed, but its sensations arelaced with peril, and the denizens of the so-called Cage are too eager to bestowupon others the final experience. But here I delight in their secrets, too, and I needreveal nothing of myself, need not put myself at risk. I choose which spirits to un-leash from the recorders. / decide which shall live for a precious few moments in mymind, and which shall remain buried in another small box in a mountain of boxes.

Perhaps one day I, too, will sell my memories, my experiences, to the Festhall.Perhaps one day others will come to a sensorium, take up my recorder stone, andknow what it is to be me. Perhaps one day another will know more of me than hedoes of himself, as I do of those now contained in these stones.

For now, though, I am content to remain in my lurid museum, the curator ofthis house of secrets, a sponge in a sea of faces.

• 4

Sam

ple

file

Sam

ple

file

• WHA + 'S IN THISUncaged: Faces of Sigil presents 41 nonplayer charactersand groups suitable for encounters and intrigues in Sigil, thewondrous City of Doors. It's meant to be read and used byDungeon Masters (DMs), nor players. If you plan on playinga character who might run into one of the folks in this book,don't read any further — why ruin the surprises in store foryour hero?

Each nonplayer character (NPC) in this book is fully de-veloped and ready to be introduced into a PLANESCAPE™ cam-paign, or any other AD&D® campaign in which the playercharacters journey to Sigil or the planes. (See "Using theNPCs," below, for tips on how to work the characters into agame.) The NPCs are presented alphabetically on pages 8through 121.

The Appendix provides a quick look at 15 addi-tional NPCs, giving DMs even more possibilities for theirPLANESCAPE adventures. It also contains a two-page reviewthat sums up the major storylines woven throughout thebook and shows how the main characters fit into those di-verse plots.

Finally, the Index gives references for the importantpeople, places, and items mentioned in the NPC entries andthe Appendix.

• READING +HEEach entry in this volume includes the same basic informa-tion about a character: personal history, physical appear-ance, goals, personality, occupation or activities, favoritehangouts in Sigil, and potential connections or utility tothe player characters. But you won't find these topics setapart and labeled within the body of the text. Each entry ismeant to be read as a narrative - one that tells you every-thing you need to know about a character without reducinghim, her, or it to a list of facts. Many of the entries are writ-ten from the featured character's own point of view, whileothers present interviews, letters from one person to an-other, and so on.

Of course, while this approach makes for entertainingreading, it can be tricky to pull out needed facts duringgame play. That's why each entry also contains the QuickChant, a separate column of bare-bones information. Ineach NPCs Quick Chant, you'll find:

• complete game statistics, including notes on specialattacks and defenses;

• the source in which the character's race (if unusual)is described;

• a few words that define the NPCs personality;

• special equipment carried (the DM can equip eachNPC with any standard items desired);

• class, faction, granted abilities, and restrictions (ifthey apply);

• spells and spell-like powers (if any);• the NPCs usual location in Sigil;• tips on role-playing the NPC effectively;• tips on how the NPC might act in combat;• references to other characters in Uncaged tied to the

NPCs history or goals.

A note on the Quick Chant: Not every character abilityor power noted is available at all times. For example, severalcharacters have access to gate or teleport powers — but inthe Cage, virtually the only way in or out is through theportals that the Lady of Pain opens and closes at her whim.Therefore, Verden (pg. 108) can't use her cubic gate to escapeattackers, and Shemeshka the Marauder (pg. 96) can't call inyugoloth enforcers to defend her — but then again, thesebloods probably don't need the help.

• THE TI€S THA+ BIND •None of the NPCs in Uncaged are stand-alone characters.Each is connected in some way to one or more other NPCs inthe book (and even to some of the quick-sketch charactersin the Appendix). Of course, you don't need to make use ofa character's friends and enemies every time you decide towork that NPC into a playing session, but the connectionshelp enrich each entry and give players the sense that Sigilis a living, breathing place.

Some of the ties are light. For example, "Sly" Nye (pg.72), the tiefling legal advocate, occasionally argues a casebefore Judge Gabberslug (pg. 38), a bloated fiend. The twocharacters figure into each other's entries, but only in a pe-ripheral manner.

Other ties run much deeper, and the characters crosspaths in more significant ways. Parakk (pg. 76), a githzeraiwho bills himself as a trapper of cranium rats, is in reality aservant of the entity called the Us (pg. 106) — a hidden packof rats growing in number and intelligence.

Sometimes, an NPC is important enough to be linkedwith many other characters. Relationships crisscrossthroughout the book, forming intricate webs of duplicity,friendship, and enmity. To get the big picture — to under-stand all the ramifications of such a "well-connected" char-acter's actions — you might have to read a number of otherentries.

S P 0 + + ING +HE LINKS

The SEE ALSO section of an NPCs Quick Chant refers you toall other relevant characters. But when you come acrossnames that pop up in the middle of an NPCs entry, remem-ber these guidelines:

• 6

Sam

ple

file