
DM_Darkmeer |

To Basil, Rule-of-Three replies, "Bloodshed, fighting, destruction happens for many reasons my friend, ally, compatriot. Here, in the Cage, Sigil, the Center of All, we see many things that oppose our beliefs. Yet, it is those same beliefs, thoughts, and actions that create the reality around us."
Taking a deep breath, and sighing, he turns to Huergar,
"Those celestials want nothing to do with the Oarsman, nor with any of our patrons, customers, visitors, if you will. You will find it hard to gain access by mentioning me, myself, yours truly. I suggest being straightforward, honest, candid with them. They will likely let shining berks like you in there without any problem, complication, impediment, if you believe in what you say you believe. I am certain, convinced, positive you will succeed at the task."
At this point a fight breaks out between a tiefling and some form of demon you're not certain you've ever seen or heard of. "At this point, time, moment, I believe we should conclude, stop, end this meeting. Perhaps we shall see each other in 3 cycles, days, epochs here at the Oarsman?"

DM_Darkmeer |

ALL:

DM_Darkmeer |

Aimless wandering it is then
You wander through the Lower Ward, choking on the smog and barely seeing in front of yourselves for what seems like hours. The "daylight" seems to be fading, as you find your way into the Great Bazaar, where you began your strange journey. The light is dimming as you pass a simple flyer along one of the many strange light poles that are along the street. Finrod notices this, being wary for any kind of trouble in this strange place, but other than trouble he saw this. The paper sign reads as follows:
"The Other Place
It is with Great Pleasure that we announce the
Adventurer's special.
THe Pool of Radiance
The Glistening Steam Rub
Hand or Foot Massage
Gentle Body Stretching
Reave Rubdown
A complete package guaranteed to put a healthy mind in a healthy body.
Bring this flyer to Iarmid for a free bath!! --HH"
You pass through what is the rest of the Market Ward with the daylight fading., with all of its shops and hustle and bustle, you could have gotten very lost. You see the streets lined with vendors, and as the day turns to night, you see many of them putting their fruits and other wares into carts and hauling them elsewhere, while other folk are using the stands of the first vendor for their own uses. You see wines, a number of street performers (even a Mime), and, of course, practitioners of sublime pleasures, some more attractive than others. Many of the street performers are using overt magics to enhance their performances, with one of the performers using an illusory puppet show entertaining some children while what you believe to be their parents look upon them, smiling.
Among all of the strangeness, you do find someone willing to give you directions to the Other Place, for a paltry 2 gp. You pass into the Guildhall Ward, and find the Other Place as the daylight fades completely. The structure itself is made of white marble, and has a number of torches on sconces, likely enchanted with a permanent fire effect. The Other Place looks quite inviting, and a number of more "normal" appearing beings are entering and leaving the building, with very few fiends to be had along the whole way.
Basil:
ALL:

Kara of the Silver Hair |

you can't take 10 on a knowledge skillIt a class feature bards get at 5th level.
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.[/QOUTE]

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I think the ooc tag by itself is a less jarring way to talk out of character than switching avatar.
"Onyx, I wonder how many other mortals have wandered into Sigil by mistake and cannot find their way back. Do you suppose there are dwarves here?"
He keeps his eyes open for ... well, he doesn't really know. Perhaps a souvenir of Sigil would be nice. At least he wants to believe that.

DM_Darkmeer |

After yet another hour of searching within the Market Ward, you find a small-ish inn by te name of the Lady's Eye. It's a simple place, and it seems to cater to a more... normal crowd. The rooms are reasonable (2 gp per person per night for double occupancy, or 1gp per night for the common room).
The rooms are quaint, if a little spartan. There's even a small gym attached to the back of the inn, which seems to be a common theme here within this ward. They even have simple baths, of which the water is a little stale, but otherwise fine. The evening is restful, and they serve a simple meal of gruel as part of the fee for the inn, but they do have a strange assortment of fruits to go with it.
The Morning comes without any sunrise, something unsettling. The air seems more clear this morning, and the day ahead looks promising.
Directly to the Tower of the Prophet, correct? If so, that'll update in the morning (tomorrow).

Sir Basil de Fermer |

Basil doesn't mind the Inn spartan nature..indeed he becomes somewhat introspective during the evening and after the simple meal will take to his bed
Rising early he does some working out in the gymnasium and after a bath and a frugal brakfast he girds on his armour ready for a new day.

Onyx Ironhands |

Onyx stays up long into the night writing and sketching in his journal. He recounts the party's battle with the drow guards and Sir Basil's swift triumph over the dread vrock. He tries to describe all the sights and sounds of Sigil, the creatures they have met here. But Onyx drifts off to sleep before he can complete his work. In the morning he awakes with his face on his desk, his journal damp with blotted ink and his drool.

Kara of the Silver Hair |

Kara enjoys the baths, first using hot water to clean away the dirt and grime of travel, then relaxing as the water chills. After her bath, Kara then enjoys the gruel(she uses a bit o' magic to make taste like chicken soup), and begines to sing when she is done.
Perform(Sing):1d20 + 18 ⇒ (6) + 18 = 24
When she notices some people have stopped to listen, she retreats to her room for the night.
"I think I should find the Sensorium next, in case I bothered anyone." She says to no one in particular. Her dreams that night are filled with clouds she can walk on.

DM_Darkmeer |

Wandering a few hours after your simple breakfast, with Basil looking much more energised and ready for the day than he has since you arrived in Sigil, this wondrous City of Doors, you find yourselves in the Lady's Wards. There, among a variety of temples, built in various techniques and styles, you find the Tower of the Prophet. It is strangely recognizable, as it has a draw to its glowing winged eye above the golden doors.
The tower itself is made of an amber-colored stone that seems to be shining with its own internal light. Two celestial beings are guarding the entryway, their eyes seemingly ever-watchful and their straight-backed posture perfect. Windows are set just below the eaves, with but a single round stained glass window just above the doors, with the pattern of the winged eye that you see glowing.
As you approach, one of the winged celestials looks down at the party, as the two of them are much taller than the party, peering into your very souls. After a short, but succinct inspection. "Welcome to the Tower of the Prophet, berks," He says in his commanding voice, go on in.
Inside the Tower is a dizzying display. The walls themselves are as white as freshly fallen snow, and they seem to be rotating around a single golden construct suspended in the air above the center of the floor. The construct looks as if it were forged in some otherworldly place, as you cannot find a single flaw in its golden shell. The construct is shining brightly, and you can hear a slight whirring sound, barely noticeable above the noises made by the watchers, and a few other beings that appear to be worshippers. Three bearlike celestials, a full head taller than anyone, stand almost directly beneath the spherical construct, their arms lifted as if in worship or communion with the sphere. A human and three shining humanoids (attendants, apparently) are kneeling directly beneath the sphere.
One of the Bearlike celestials walks to the group of you, "I am Humbart. How may I serve?" He asks in a not-as-feral-as-he-looks manner.
Kara:
The Other Place is the second most renowned place to get some relaxation in Sigil, second only to the Great Gymnasium just across the street. It was founded by someone who was in true "cadence" with the planes, and who personally takes care of as many first-time clients as he can. It is nothing like Basil's assumptions, being both a place for healing as well as relaxation.
The place employs mostly upper planar creatures, although there are a couple of steam mephits that are in employ, mostly to help with the Steam Rub room, as well as keep a specific humidity level in the whole of the business. There is NO innuendo in the letter.
The flyer was quite literally taken from an old Planescape source, but I couldn't post everything, trying not to offend copyright lawyers.
As to the performance, a few take note, but not as many as you would hope. This place is rather jaded it seems.

Sir Basil de Fermer |

Before going in Basil reminds his comrades that it would probably best be wise not to mention Rule of Three in any conversations here
Basil steps forward bows and answers the Ursine Celestial.."Holy one..we are travellers from the world of Aber Toril..lately arrived in this place we seek answers to the problems bedevilling our lands and wish to consult the eye.Might it be possible to do so"
Diplomacy1d20 + 14 ⇒ (11) + 14 = 25

DM_Darkmeer |

The celestial smiles at Lyra, and then turns to Sir Basil, appraising him. "You are a good soul, but what is this concern that makes it so... important to your prime? Why should the prophet at the Center of All be concerned with just one world, when there are so many? What is your quest, as it were, prime?"
The room is relatively quiet, and the conversation is echoing throughout, each of you notices.

Sir Basil de Fermer |

"Our world seems to be the focus of a war between evil deities...it is threatening to impact upon the lives of good folk.....children will be orphaned, women widowed..is this not reason enough.We seek a way to end this threat. I know it is a small thing in your eyes but it is our world our home and it is threatened. We seek to blind the Spider Queen and perhaps divert her attention elsewhere"

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But Onyx drifts off to sleep before he can complete his work. In the morning he awakes with his face on his desk, his journal damp with blotted ink and his drool.
Awesome! :)
Huergar is washed and combed yet manages to look awkward and out of place among the celestials. He hangs back and lets Basil do the talking. It might not do to mention that they are employed by a merchant, and that to her, perhaps, the drow represent all the evil of a financial liability. He still carries the Ironwood Company charter, and he considers that it might not do to call attention to the document at exactly this moment. What Basil says is also true and likely to carry more conviction in this place.
He thinks of his own home in Damara, far from the Dalelands and the concerns of Kerri Dundragon. At least, it seemed far away before he came to Sigil...

DM_Darkmeer |

Humbart chuckles. "You? Deflect the attention or blind the Spider Queen? Perhaps you should try climbing the Spire itself, lad. In all my centuries I haven't seen anyone succeed at something so ambitious. What makes your world so special, then? Could the Spider Queen truly be strong enough to take your world from its inhabitants? Is it possible that Clueless, err, Primes like you could possibly break her hold on the Abyss? What sort of deflection of attention do you have in mind? Would it cause undue suffering to yet another world? Will more 'women and children' die, prime?
It seems one focue requires that sacrifices be made, either way. Can you stop the cycle of sacrifice, suffer, and slaughter? Further, while I believe your intentions are noble, what of your companions? Especially that one?" He says, pointing towards Finrod.
"Officially" this requires a Diplomacy check. You are receiving a +2 circumstance bonus at the moment. Anyone want to assist?
The other ursine guardians take notice of the conversation with Humbart, lowering their arms, and the parishioners are being shown to the doors, not in a rude manner, but one as if their time of worship is up.

Onyx Ironhands |

"The last thing the Queen would expect is a direct threat from mere mortals. With the right help, we could deliver her a setback. And how long-lasting would such a victory be? Perhaps a year. Perhaps a only day. But evil must not be left unopposed, whether it be in the guise of a common criminal or an all-powerful goddess."
Aid to diplomacy 1d20 + 12 ⇒ (15) + 12 = 27

Kara of the Silver Hair |

Lyra looks up at the ursine celestial, something close to anger in her eyes.
"Would climbing the Spire convince you of our determination? Would knowing Finrod has been a trusted ally change your veiw of him? Right now it seems like you are so set in your ways, so stagnant, that you are unwilling to see past the outside and look deeper. You ask questions we can not possible answer in what looks like an attempt to discourage us from even trying. Can we break the Spider Queen's hold on the Abyss? Would our efforts bering undo suffering? Would more women and children die? How are we to know? But if you think a sacrifice must be made, I'll be the one to do it, right now if I need to. Stopping the Spider Queen from controlling another plane of existence, even for so much as one moment, is more important than the life of one performer!"
Roll to assist:1d20 + 3 ⇒ (8) + 3 = 11

Sir Basil de Fermer |

"Come what may..we will oppose the darkness that threatens our people ..our world...A wise man once said..For evil to triumph all that is required is that good men do nothing..I will not stand idly by and see my home engulfed by the forces of the abyss. You may consider our efforts pitiable our powers negligible..but we must at least try..and if we perish in the attempt then so be it..that is our fate..."
Diplomacy 1d20 + 16 ⇒ (14) + 16 = 30
"Perhaps there is some service..some duty we can perform for you to show our seriousness in this matter.."

DM_Darkmeer |

"Come what may..we will oppose the darkness that threatens our people ..our world...A wise man once said..For evil to triumph all that is required is that good men do nothing..I will not stand idly by and see my home engulfed by the forces of the abyss. You may consider our efforts pitiable our powers negligible..but we must at least try..and if we perish in the attempt then so be it..that is our fate..."
***roll omitted***
"Perhaps there is some service..some duty we can perform for you to show our seriousness in this matter.."
Basil:

DM_Darkmeer |

Humbart looks at Basil approvingly. Smiling, in an eerily comforting way (think Teddy Ruxpin meets grizzly bear), Humbart says "You truly do believe what you tell me. Belief is the most important thing, prime."
He stands for a moment and begins speaking, almost reverently, "The Eye will speak to you, this I know. What you learn is for your eyes alone, and must be kept from those that would abuse the knowledge of such a wise being."
He begins chanting a small prayer, removing a golden key from around his neck. He walks Basil to the Eye, which is even stranger than what it looks like from across the room. The Eye, already looking strange, has a segmented, almost insect-like coveraging of brass and copper fittings. The light from the glowing altar (more of a tripod, really) hovers around the Eye as well. It lites up every mote of dust floating in the room something you hadn't noticed before. A number of levers sit next to it, some sort of control mechanism it appears. One of the ursine celestials stands beside the levers, watching you. Humbart walks to the eye, and places the key into a keyhole you are certain wasn't there before. He turns the key, nods to the other celestial with the levers, who pulls two of them, and says to Basil, "You may ask your question now."
Basil:
Finrod:
Everyone:

DM_Darkmeer |

Kara:
Finrod: