Showing posts with label Planescape. Show all posts
Showing posts with label Planescape. Show all posts

Thursday, December 7, 2023

Thirteen Tips for Running Planescape in 5th Edition

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    Planescape is one of my favorite campaign settings. It was a breath of fresh air when it came out in 1994, contradicting the more traditional Tolkien influenced ones already published. The City of Doors had a million portals leading to the Outer Planes and Prime Material Planes but also its own unique culture. Factions were determined by philosophical concepts while also being as greedy and power hungry as ones driven by bloodline or faith.

    However, how to run Sigil is something that a lot of people struggle with. They get caught up in the Cant, the confusing nature of Factions, and the infinite possibilities. They struggle to figure out how to do low level games where a Balor is running the local newspaper. Where do you begin? Where do you end? Well, here's some suggestions.

1:] Planescape as Fantasy Noir and Dungeon Punk

    Planescape is fundamentally unlike other Dungeons and Dragons settings and I feel that's mood more than the fact it is full of fiends as well as angels rubbing shoulders. For me, it is a place where Good vs. Evil is no longer the central premise. If I had to describe it, I would go with fantasy noir where the system is much bigger than any individual heroes. The player characters may save the Multiverse from Vecna or the Faction War but they'll still need to cover rent the next month. Ground your stories in the setting and embrace the grime of rusty swords, back alley deals, and homeless Tieflings pick-pocketing fat clerics. You can have big epic heroism but, sadly, that's a thankless job in the City of Doors.

2:] Sigil is a character

    Sigil is Mos Eisley, New York, Casablanca, and Ankh Morpok rolled into one. It is a dirty, grimy, and cosmopolitan city that should be one of the worst places in the Multiverse to live if you're poor but also somewhere that most of the inhabitants would never dream of leaving. I emphasize it is a city of refugees and if you want to escape the Blood War, flee from your god, or disappear because all of the orcs on your planet have been exterminated by elves then this is the place to go. Everyone has a story and usually it involves, "Go to the absolute most neutral place in the Multiverse because no one else gives a crap."

3:] Give your players a stake in Sigil

    A recommendation I have for player characters in Planescape is they shouldn't ever be full-time adventurers. Being a full-time mercenary is suicidal when you're as likely to be hired to fight Pit Fiends as well as goblins. Instead, I recommend the PCs pick and choose their jobs in-between some other profession in Sigil. Give the player characters their own inn, bar, festhall (ahem), or pawnshop to run in-between adventures. It will give them a sense they can't just uproot themselves and head off when things get bad.

4:] The Harmonium as antagonists 

    In most noir and punk settings, the police are useless or actively corrupt. In most D&D settings, the City Watch is more background noise. Most PCs are able to throw them around like rag dolls once they get past 1st or 2nd level. The Harmonium and other engines of "justice" like the Fraternity of Order and Mercykillers aren't like that. They go from 1st to 20th level just like PCs. However, as the elves and gnomes of Ortho found out, good intentions do not equal Lawful Good. 

    Unless one or more of the PCs are Harmonium themselves, I recommend treating them as a constant never-ending obstacle to the heroes. People who are constantly harassing every Tiefling, Chaotic race, poor person, or person who isn't part of the Lawful "respectable" factions. It gives a nice answer as to why the PCs are the only ones who can be turned to as well as adds a layer of secrecy to their efforts. After all, killing a fiendish slave marketer is still murder so the PCs better do it in secret.

5:] Don't trust Alignments 

    One thing that Planescape was criticized for in Second Edition was that a lot of the Good aligned characters didn't act particularly good (Rowan Darkwood being Chaotic Good) and a lot of the evil monsters weren't. This is more of a feature than a bug as Sigil as the center of the Plane of Neutrality almost requires you to be willing to look past the usual stereotypes of D&D. You can be good friends with demons who are bad but loyal, angels can be manipulative psychopaths justifying everything for the greater good, and elves can be racist snooty dirtbags (oh wait, that's just how they are in 90% of D&D campaigns).

6:] Embrace the Weird

    The appeal of Planescape is you can encounter virtually anything on your travels. Gigantic steampunk cities full of robot people on Mechanus, a kingdom of giant talking animals straight out of a fable, an obviously cyberpunk world ala Shadow Run or the typical "everyone good is evil and vice versa" ala DC comics? Go wild. Don't be afraid to go outside the Great Wheel cosmology either. Sigil is a place where every kind of weird sort of creature can be encountered and even if they're 1st Level Commoners, you can insert a sentient race of humanoid corgis who are all psionicists.

7:] Keep a Home Base and Recurring Cast 

    As mentioned in the stakes part of the suggestion list, Sigil is a place where you should keep player characters centrally located. Plenty of adventurers are wanderers in other lands but Sigil is a place where you can go anywhere and everywhere in an instant. Giving them a home base to work from is something that will help them stay invested. The PCs don't have to own the Explorers' Guild, Delivery Service, or whatnot but it certainly would help. Similarly, it's a good idea to give PCs a regular supporting cast around Sigil from neighbors to co-workers to employees. Keep a list of NPC cards or short paragraphs of local residents too if you can.

8:] Low Fantasy, High Magic, Mid-Tech

    Planescape's Sigil is the kind of place where you can be shanked for the coppers in your purse. However, it's also the kind of place where you can buy the Rod of Seven Parts in a corner shop to smuggle into Poisedon's Palace to strike him down. A good inspiration is Conan the Barbarian where he was fighting alien gods one day and looting towers for jewels another. But Planescape is far more urbane and modern. Feel free to insert everything from printing presses to message-stone viewers in people's homes showing trashy plays. It is also a place where there's always a bigger fish and no one necessarily will become the kind of movers and shakers they will in other lands. Player characters should be seeking money and solving murders at level 20 as much as they are at level 1. Power in Sigil is as much represented by charisma and money than brute force.

9:] The Blood War is always there

    The Blood War is an opportunity for many possible adventure hooks but the chief appeal of it is a war that can affect everything and everyone in the Planes while also having the players have no real stake in it. Like Freddy versus Jason, whoever wins, everyone else loses. As such, players can interact with it from a purely self-interested point of view or treacherous one. Player characters who might normally be above petty scheming like paladins or clerics have a vested interest in screwing over anyone they make deals with in the Blood War. Assassinations, arms trafficking, espionage, desertion, rescue missions, and other stories are all capable of being told. But in the end, the best option is for the war to carry on forever. So why not make a little money off it? Or you can, you know, try to do a little good but where's the fun in that?

10:] The Lady of Pain is just one of many mysteries 

    One thing to understand about Sigil is it is very old and very mysterious. How old or how mysterious is left up to the DM but it could be anywhere from tens of thousands to billions of years old. Assuming time even flows in a straight line. Things like the death of Aoskar, the Lady of Pain, her Mazes, past Factions, dead Factols, and secret locations spread through a city that has infinite pocket dimensions. Remember that the history of Sigil can be whatever the DM wants and this will make a better story to fill in the vast gaps of the past.

11:] The Factions are a never-ending source of drama

    One of the cooler elements of Planescape is the fact that traditional nobility doesn't exist in Sigil. Instead, the noble houses and merchant princes are replaced by people who share vague ideological goals. These people are as prone to being as selfish, power-hungry, and scheming over petty grievances as their Clueless Prime Material counterparts. While they may and do pursue their philosophic ends, they may also seek temporal power in Sigil for no other reason than powers sake. You may also find the kind of feuding that might drive an adventure like a Bleak Cabal member wanting to humiliate a Mind's Eye member. You can easily do everything from Romeo and Juliet to Game of Thrones.

    There's a certain level of cynicism to be embraced about them as well. The Harmonium want to be Lawful Good paladins who bring about an age of peace and prosperity but they're authoritarian dicks who would laugh at the concept of democracy. The Revolutionary League want to be the anarchists who overthrow the bad corrupt system but they're completely disunited in their vision of what will come next. The Free League ARE anarchists who just want to live their life free from control but that doesn't really give much support. Nobody has the right idea and a statement of belief in Sigil can mean everything or nothing.

12:] Use your words over your fists, spells, or swords

    Fights should break out but PCs should be aware that they don't necessarily know whether they can take whoever they fight so cleverness or communication is rewarded over brawn. A local street sweeper may be a 1st level Commoner or he might be a 20th level retired adventurer or a gold dragon in disguise. This has the benefit of allowing PCs to interact with people they might normally assume they're meant to throw down with. A conversation with Glasya, Daughter of Asmodeus, is completely possible even when the goal is to rob her boudoir of her makeup kit. Rewarding clever solutions and playing politics is very true to Planescape as well as its themes.

13:] The problems of two people don't mean a hill of beans in Sigil

    In Dragonlance, you can defeat the Queen of Darkness and her minions. In the Forgotten Realms, you can defeat Bane's scheme to resurrect himself. In Planescape, you may cast down the Lich Queen of the Githyanki or prevent Orcus' resurrection but there will always be another demon or monster to take its place. Individuals may be rescued and survive but a sense of existentialism pervades. In the infinity of the planes, there's always another war or god or evil plot. Keeping this mood inclines player characters to be cynical and jaded but perhaps even more devoted to recognizing little triumphs. At least in my group.

Friday, December 1, 2023

101+ Planescape Adventure Hooks

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    I'm a huge Planescape fan but coming up with adventures for it has always been something of a pain in the ass. So I decided to try to make a bunch of ideas for the setting, berk. If you have the time, feel free to add your own or give any feedback!

1. A young girl is kidnapped by a group of magically grafted individuals and the player characters are hired to get her back. They actually are from a world where psionics and artificers reign and are collecting her as "spare parts" for their artificial godlike being. The PCs note this may be the only actual world that needs a Power to take over and get them off their cargo cult. Either that or the planet get absorbed into Mechanus.

2. The player characters are approached by a Drow priestess who proceeds to explain that she wants the PCs to serve as guards for the smuggling of refugees into Sigil. They're enemies of Lolth and believes Sigil safe from her wrath. However, a bigger issue is the Harmonium does not want a large number of refugees from such an evil and chaotic race.

3. An Aasimar Paladin wants the PCs help to try to recover the soul of her friend in the Wall of the Faithless from Abeir-Toril. She's a member of the Athar and hates gods but still Lawful Good and powered by her righteousness. This seems fairly straightforward except she plans to free a "lot" more and use this as proof of the gods' evil.

4. The player characters inherit some property in Sigil and it is a extra-dimensional enhanced mansion that seems perfect to their needs but is given a wide birth and seemingly no one will speak of it. This is because the previous owner was Mazed and, worse, the mansion actually leads to the Maze.

6. See #4. Oddly, the PCs find that man inside the Maze figured out how to leave ages ago but finds its nice to live and makes him immortal. He offers the PCs use of his mansion if they can stop people seeking to "free" him.

7. See #4 The Lady of Pain actually wants the PCs to get the imprisoned man out because someone WANTING to be Mazed defeats the purpose.

8. A male PC is approached with an unusual offer: a chromatic dragon wishes to mate with them. Specifically, engage the various acts regarding (shapeshifting) coitus then collect their fluids as part of their "research."

9. See #8 The PCs end up as the father of a clutch of dragonborn after the experiment is concluded.

10. See #8, it was all to make their Gold Dragon ex-boyfriend jealous as he didn't want kids and she did. It's worked incredibly well and he's furious.

11. A PC is informed that they are actually the child of a god and that said gods progeny are being sent on a quest to murder each other in order to assemble their power into a new deity. A group of them are in a "gathering" here to do just that and killing each other off in ritualistic duels. This is all nonsense and someone is setting this up based on a Prime folk tale.

12. The PCs attend to Free League Bazaar and find Harmonium patrols engaged in police brutality. If they intervene, they find themselves in a court case over whether the former were there illegally or not. Shady lawyers and idealistic ones get involved.

13. See #12, this was all a set up by the Free League to get the Harmonium some bad publicity.

14. See #13, the same except it's a set up by the MERCYKILLERS because these Harmonium agents are THAT bad.

15. A group of Vistani from Ravenloft arrive and strangely claim they are able to pierce the Mists back and forth easily. Many would pay for an accurate map of this Demiplane and what the hell is going on inside it.

16. See #15, it's a set up by Strahd Von Zarovich to get some planars to torture and interrogate.

17. See #16, Strahd has bitten off a lot more than he can chew because the Lady of Pain moves Castle Ravenloft into Sigil as punishment for his crimes. The Dark Powers just replicate him like they did in The House on Gryphon Hill. This Strahd is fucked.

18. A Dustman is chasing after a man who got out of the mortuary and is getting killed repeatedly but always coming back from the dead. He's now immortal but that just means people want him for themselves.

19. See #18, It is in fact the Nameless One who is somehow back and very confused about this.

20. Factol Rowan Darkwood wants to hire the PCs to rescue the Princess of the Unicorns set to be the victim of a great hunt on the Prime Material Plane by an evil wyvern-riding Duke.

21. See #20, this is actually all an elaborate wager where the PCs are scryed and bet on the entire time by the Takers. They get rewards ala the Hunger Games if they overact or take challenges like a Twitch stream.

22. See #20, the evil wyvern-riding Duke is Rowan Darkwood in the past. This is actually an experiment in time travel.

23. See #21, the PCs probably end up killing the Duke and the past and return to find Sigilian history dramatically altered.

24. A serial killer called "The Midnight Slasher" is targeting victims throughout the city, leaving lovers with their loved ones dead in their arms. Weirdly, the perpetrator is invisible to scrying or divine answers and taunting the authorities of Sigil. Is the Revolutionary League at fault or something more sinister. The Free League presses are making bank publicizing it, though.

25. See #24, the serial killer is a paladin targeting demons, Alu-Fiends, Cambions, and Tieflings. The paladin still has his powers as long as he believes he's righteous.

26. See #24, the serial killer is a publicity stunt by the Free League to drum up newspaper business and make the Harmonium look weak.

27. See #26, the serial killer didn't exist but rumors have caused one to emerge into existence from all the fear.

28. It's a nice day for a blood red wedding as the PCs are invited to a marriage and probably show just for the free food. It's only when they arrive that they find out it is wildly inappropriate (A Deva and Fiend, a Tanari and Baatezu, a Gold and Red Dragon, or a Fraternity of Order member with an Xaocist). What is going on here?

29. See #26, the wedding is at the behest of two feuding pantheons who have made it abundantly clear saying no isn't an option. The bride and groom disagree and Sigil is the best place to make a break for it.

30. See #27, the wedding is going to be hit by both factions of the bride and groom and it's actually a hit on their extremist members.

31. The Lady of Pain shows up at the player character's most frequent haunt and a Dabus says they need to acquire an object for them: the Key of Aoskar.

32. See #28, it's not the Lady of Pain but a gnomish illusionist who is FANTASTICALLY stupid.

33. See #30, It is the Lady of Pain but the Key of Aoskar was stolen by one of her Dabus who is attempting to revive the dead god over a lack of a promotion.

34. Factol Erin Montgomery commissioned a living statue of herself in the nude. However, the Golem came to life and is now running around Sigil getting into all manner of mischief. Erin wants the PCs to shut it down because she acts like a teenage brat. The sculptor and a sigilite with inappropriate fixations want it for their own reasons.

35. Factol Sarin's 16 year old daughter has run off with a Tiefling and he would very much like you to return her before she gets hurt.

36. See #32, the Tiefling intends to sell her into slavery to the Nine Hells.

37. See #33, the Tiefling is actually her prisoner and she intends to sell him into slavery for a position in Asmodeus' armies.

38. The Revolutionary League pays the players a great deal of money to nab an Ortho nobleman visiting from their home planet. They claim he is a genocidal war criminal who masterminded the extinction of the elves and gnomes on the world.

39. See #35, he actually did but came to Sigil to reveal all of the crimes of the Harmonium in public to discredit them.

40. See #36, the Revolutionary Leaguers are actually corrupt Harmonium guards there to stop him from doing so.

41. Factol Terrence is suffering a vote of No Confidence as his Athar Factorum have decided the Greater Unknown is, in fact, a real god and he's a traitor to the cause. He begs them to go to where he came up with the idea and prove, in fact, the Greaker Unknown isn't real but a metaphor for goodness and ineffability.

42. See #38, unfortunately for Factol Terrence, the Greater Unknown is, in fact, a god.

43. See #39, even worse, he's the ghost of Aoskar.

44. A barmy inmate claims that a demigod named Vecna took over Sigil, rewrote reality, and almost got away with it. Now no one remembers this happening and he wants your help finding the artifacts left in the city that prove it.

45. See #41, the inmate is, in fact, Vecna himself stripped of all of his magical knowledge and divine abilities. He is quite annoyed by this but the Lady doesn't like what he tried to pull.

46. See #41, the artifacts are the Head of Vecna that contains the deity's essence. The inmate wants to kill himself and put it on, which will restore Vecna (the Lady will consider the lesson learned).

47. The PCs have been given a watch that allows them to time travel. Unfortunately, this has put them in the sights of celestials who really hate time travelers.

48. See #44, the watch was actually used to reverse the Faction War.

49. See #46, the PCs can't un-reverse it because they died in the Faction War.

50. A man claiming to be Raistlin Majere says he was dumped out of his world of Krynn when he became too powerful (Note: This was an actual rule in the Dragonlance handbook). Now he needs to find his way back and doesn't know very much about Planes beyond the Abyss (and he thinks Tiamat lives there).

51. See #47, he will be quite annoyed to find out his world has been utterly trashed in his absence by what appears to be an exact copy of himself.

52. See #48, this Raistlin is actually a result of kender interfering with the timestream.

53. A young boy of the Sign of One is seemingly omnipotent and wrecking havoc like the Twilight Zone. He seems to have infinite Wish spells.

54. See #50, he's the king of a Feywild domain called Fantastica and is slowly losing his memories every time he does a Wish.

55. See #50, he's Asmodeus' son. The Lord of the Nine would appreciate his return until he can be educated into being a proper Archdevil.

56. See #50, the PCs can get the Lady of Pain to wipe him out just by praying to him. No gods allowed. This is a nasty way to resolve the issue, though.

57. The players are asked to help a demented old gnomish woman who just so happens to be living on a newly discovered portal the city is confiscating. Unfortunately, in her basement, is a monstrous aberration from her dalliance with Orcus during her days as a CE Warlock. She often forgets to feed it now.

58. A Mercykiller breakaway sect of costumed vigilantes (or maybe just one) have started punishing the guilty of Sigil despite this being very not lawful. The Harmonium is furious but the public loves them. What if this causes the Mercykiller creed to change?

59. The PCs meet their alternates and this is very confusing, especially if they're from a world like Athas or Krynn.

60. The player characters are willed a Tomb of Horrors. Yes, that Tomb of Horrors. Or at least an exact replica in its own pocket dimension. They're given an exact map of the thing with a listing of all the traps as well as a request to use it for good.

61. See #60, it's the actual Tomb of Horrors by an alternate Acherak and it was stolen from him as a prank by a god of trickery.

62. See #60, it's actually part of a horrifying amusement park by a deranged Archdemon, god, proxy, or Lich fanboy on the plane of Gehenna. He'd like to buy it back so he can complete it then open it to the public.

63. See #62, How he plans to get idiots to murder themselves in an amusement park of death? He'll put treasure in it. Voila! Instant endless stream of victims!

64. The PCs are invited to a funeral for a god by his last remaining worshipers. It's on the Astral Plane. On said god's corpse. The guests will include the avatars of gods, enemies come to gloat, and the curious.

65. See #64, the Githyanki attack and try to take everyone as slaves.

66. See #64, It's a mass suicide event by the worshipers.

67. See #64, all of the attention for the funeral in Sigil causes the god to wake up during the funeral.

68. See #64, there's a protest by the Athar present deliberately designed to start a fight and in very poor taste.

69. A man claims he's got a bomb built by the God of Evil of his world that can destroy an entire planet. He's trying to sell it.

70. See #69, he's wrong. It's a relic of the Primordial War and can destroy an entire divine domain or planar layer.

71. A race of cybernetic abominations created by a mad scientist on a planet called "Skarr-o" (or something) are some of the most feared killers in the multiverse. The PCs are asked by some Yugoloths to negotiate them to join the Blood War.

71. See #71, this is because the Yugoloth was hired by a Time Wizard to divert their race into an impossible war against invincible enemies. They've made a mess in his Prime Material plane.

72. See #71, the Yugoloths are actually hoping to harvest the atheistic LE pepper pots' souls (as much as they exist) to make serious bank for the Nine Hells or Acheron.

73. See #71, the Totally-Not Daleks actually arranged this themselves and the whole thing is subtly (by their standards) interrogate the PCs before invading the Outer Planes.

74. See #71, this is actually a horrible idea as the Baatezu LOVE these guys and will happily assume "perfect" Not-Dalek forms and introduce them to Asmodeus (who they perceive as the Dalek Emperor of Emperors) and support them in their galactic genocides. The PCs have to stop this from happening.

75. See #71, the PCs will be hired by demons or Devas to introduce the Not-Daleks to the Beholders instead and start another part of racially motivated pointless war.

76. The player characters end up getting teleported to a dark and terrifying dimension full of nightmares and hallucinatory monsters. It is a layer of the Abyss ruled by a fallen paladin who has absolute power but only over illusions. A group of Taan'ari offer to help kill him. Oddly, the fallen paladin might be persuaded to abandon the path of evil if you're silly enough to appeal to his goodness.

77. The PCs are invited to a flying citadel in the middle of the Outlands which the owner wishes to open as a hotel and casino to the discerning gambler. Unfortunately, there's a half-dozen Faction-based plots against him going on simultaneously because he didn't exactly acquire this location fairly.

78. The PCs are invited to the Church of Contrary Personalities which is a secular temple for fallen angels, tiefling paladins, Aasimar thieves, and risen devils. The Bleak Cabal, Free League, and Athar love it. The Harmonium and Fraternity of Order hate it. The PCs are hired to protect or destroy it or both.

79. An Athar member has a scroll with the true name of a deity, Archdemon, or Archmessenger on it. He planned to use it to murder the Power but is gutted in a bar. Now it is the hottest item in Sigil--and the PCs have access to it.

80. A prostitute and her boyfriend want to run away from a corrupt and vile gang running a brothel as casino in the Hive. The prostitute wants the PCs to help her escape.

81. See #80. Notably, the prostitute is a succubus and her boyfriend may or may not be charmed.

82. See #81. The casino/brothel boss actually has the title to her soul and that needs to be acquired first.

83. See #80. This is all a cover for the prostitute and her boyfriend carrying out a massive heist while the PCs are the fall guys.

84. A Dabus approaches the PCs and speaks in perfect Common rather than Rebus. A Dabus has switched souls with them and he's now terrified that the Lady of Pain will take offense. Can the player characters reacquire his body?

85. An auction of holy artifacts is being hosted by the Free League, an arcanoloth, and a fallen Deva. The player characters have been asked to acquire one piece, the Holy Scrolls of Grundark, by any means necessary. They are necessary to stopping a war back on their Prime Material World.

86. Blackmail! A high ranking member of the Bleak Cabal wants the PCs to clear up her secret past as a member of an evil cult before she became a notable proponent of charity work as well as NG humanitarianism. There's something fishy going on because she belongs to a faction that, by definition, would not care.

87. See #86, she's actually a member of the Revolutionary League and murdered her way into the Faction.

88. See #86, she's abandoned her old Revolutionary Ways and just wants to do good works now. So berks gotta die to keep her secret.

89. One of the PCs have been informed they are now Factol of the Sign of One. They all imagined it to be the case and now it is official. Clearly something weird is going on here and their protestations fall on deaf ears.

90. A Believer of the Source has ascended to godhood...in Sigil. Well sort of. He's inside his Bag of Holding that he leapt into as it happened. So, he's technically not violating the Lady of Pain's edict. He wants the PCs (who he contacts in dreams) to transport him to his divine domain that he envisions is in Arvandor. Because he believes he's trapped, he's trapped and quite a few people want to get a hand on this bag.

91. The player characters are informed a previous Factol of the Fraternity of Order is hiding out in a Gatetown (probably one linked to Carcei or other wretched hive). There's a massive bounty on his head that no one knows the reason for as he disappeared under mysterious circumstances. The player characters are contacted by people who want to deliver him to freedom instead.

92. The PCs are being followed by a big animal. Dog, cat, cappybarra, whatever. It's the size of a cart and intelligent. It is the loyal companion of a now-deceased god and isn't sure what to do with itself.

93. The player characters are invited to an extradimensional mansion for the reading of a will by a prominent Taker. Of course they find themselves trapped in the mansion when a murder takes place and they're all suspects.

94. See #93, it was the dead Taker himself who is disgusted his relatives and friends expected GIFTS post-death.

95. See #93, it's the mansion itself that has become a horrifying Dungeon trying to kill them.

96. The Harmonium is fired from the job as City Watch. This comes out of nowhere and not even other Sigilites are sure who is responsible or how. However, they've been replaced with a non-faction based replacement.

97. The player characters end up in the belly of a massive Illithid planar vessel under attack by the Githyanki or Githzerai. It becomes a mammoth escape attempt before you get stuck in whatever location you're in.

98. A Rogue Modrone has claimed to have mathematically mapped chaos and is kidnapping Xaocists, turning them LN whenever he's done with them. Is he just brainwashing them or does he have proof of his theories? The Fraternity of Order and Harmonium are interested either way.

99. A Dustmen Lich has decided he finally wants to experience the true death and plans to destroy his soul with a Wish spell. However, he kind of is out of luck on that because he entrusted his soul jar with a third party who very much doesn't want it to happen. The PCs need to get it back.

100. The first Sigil Mayorial election is being run! The candidates are limited to those people who think the Lady of Pain WON'T Maze whoever wins. However, the fear over that and low voter turnout means even the players might win.

101. Sigil's interior has started making contact with the rest of the Torus. It turns out it has an Underdark, massive sewer system, and other set of levels that reveals it is a far larger city than anyone expected.