One Hundred Sigil Encounters [Archive] - Wizards Community

Post/Author/DateTimePost
Dunamin

05-15-07, 07:48 AM
Some time ago, I started my own little project of writing up 100 encounters for the City of Doors, and finally it has come to something resembling fruition. Not that it’s finished at all, I’m hoping for feedback to mold and refine it where it doesn’t make much sense. It’s not really intended as an encounter table, either, as they’re not intended to be equally likely.
It is my intent to provide classic encounters in accordance with the Planescape setting, as presented on the Planewalker (http://www.planewalker.com/index.php) website and previously established canon. All PSCS standard races, factions and exemplar races are represented, although I’ve used faction nicknames here and there, to make it all fit on a single line per encounter. In accordance with the feel of the setting, I’ve also made heavy use of the Rule-of-Threes, as should quickly become very evident. Some encounters are briefly described, some aren’t – as mentioned, it’s a work in progress.
The distribution of races and levels are set with my interpretation of Sigil demographics (which can be found here (http://boards1.wizards.com/showthread.php?t=814646)), how influential I imagine the forces represented by the encountered being are in Sigil, how much action I figure an “average” representative being of that affiliation has (not restricted to combat, of course), and so on.
Skill modifiers were generally determined using standard ability arrays for the creature (13, 12, 11, 10, 9, 8), and Skill Focus if the skill in question likely is central for the character. For instance, a tiefling pickpocket (Rog1) will likely have a 15 Dex (incl +2 racial modifier), 4 ranks in Sleight of Hand, and Skill Focus (Sleight of Hand), resulting in a modifier of +9 to that skill.
I noted estimated ELs here and there, I’ll get around to setting them more thoroughly eventually. All beings are planars, unless noted otherwise.

Good people, I give you:
One Hundred Sigil Encounters

01 Anarch hooligans, disgracing “government” building; three Rog1 (chaond, bariaur, human).
02 Anarch liberator, in progress of freeing slaves or prisoners from their captors; githzerai Sor7.
03 Angelic soldier; movanic deva searching for an evildoer from a prime world.
04 Alchemist, gnome Wiz3.
05 Arborean tourists, on their way to the Festhall; three elves (one Ari3, two Com1).
06 Archon guardian; warden archon overseeing a portal to Mt. Celestia.
07 Asura avenger, looking to enact revenge upon someone who angered a CG god.
08 Athar defiant, upsetting a public religious ceremony; human Mnk1.
09 Athar speaker, preaching the faction philosophy; bariaur ex-Clr3.
10 Bathhouse worker; water genasi Com1.
11 Beggar; human Com1.
12 Bleaker asylum worker, tending to the barmy in the area; half-elf Brd3.
13 Bleaker orator spreading the faction “beliefs”; tiefling Wiz5.
14 Blood War deserter; prime human Brb9.
15 Bytopian trader; gnome Exp3 from Dothion.
16 Celestian smith; dwarf Exp5 from Solania.
17 Cipher intuitor; tuladhara Sor3.
18 Cipher perfectionist; githzerai Mnk9.
19 City Council administrator; human Exp3.
20 City guards; three War2 (earth genasi, dwarf, human). [EL 3]
21 Clerk; zenythri Exp1.
22 Clueless adventurer, recently arrived by portal; prime human Ftr5.
23 Collector, with a cart and two corpses; human Com2.
24 Dabus at work, a trio cutting razorvine off building walls.
25 Eladrin artist; firre on its way to perform at the Festhall.
26 Demon spy; quasit working for a more powerful tanar’ri, in the form of a bat.
27 Demon temptress; succubus seducing victims into ruin, disguised as an elf maiden.
28 Demonic Blood War recruiter; glabrezu.
29 Devil in line for demotion; amnizu hiding in Sigil from its superiors.
30 Devil spy; imp working for a more powerful baatezu, in the form of a raven.
31 Devil trickster; falxugon making fools sign pacts, disguised as an aasimar businessman.
32 Doomguard breaker, seeking to further entropy; half-orc Ftr9.
33 Doomguard demolition squad, tearing down a worn-out building; human Ftr3, tiefling Rog3.
34 Dustmen contractor, offering jink for post-mortem workforce; tiefling Wiz3.
35 Dustmen worker; zombie with a sign on its chest identifying it as Dustmen property.
36 Fated tax collector; khaasta Ari3.
37 Fated overtaker, looking for turf to claim; nathri Brb5.
38 Formian reconnoitre, taskmaster evaluating possible expansion sites on other worlds.
39 Free league defiant, arguing with faction propagandists; githzerai Rog1.
40 Free league independent, opposing encroaching business agents; tuladhara Wiz5.
41 Harmonium elite; human Ftr9.
42 Harmonium patrol; three War3 (1 dwarf, 1 zenythri, 1 aasimar). [EL 5]
43 Herbalist, gnome Exp2.
44 Gardener, shad Com1.
45 Genie merchant; jann.
46 Giant mercenary; fire giant from Muspelheim on Ysgard.
47 Githyanki company; three Ftr3, gathering intel for an upcoming raid. [EL 7]
48 Githyanky mercenaries; pair of Ftr5. [EL 7]
49 Githzerai students being mentored by their master; five War1, one Mnk5. [EL 6?]
50 Golden lord emissary, on an errand for a Sigilian noble; air genasi Ari5, three War3 (bodyguards).
51 Grocer, halfling Com1.
52 Guardinal warriors; two lupinals hunting an evildoer. [EL 7]
53 Guardinal sage; ursinal (Knowledge (any two) +17).
54 Guvner bureaucrat; zenythri Wiz5.
55 Guvner scribes; three gnomes Exp3.
56 Laborer; human Com1.
57 Larvae trader; night hag.
58 Lawyer and assistant, on their way to a meeting; rogue modron Exp5, zenythri Exp3. [EL 5]
59 Marauders; six orcs (one Brb5, five War1). [EL 6?]
60 Martyr benefactor; human Clr3.
61 Martyr crusader, aasimar Pal3.
62 Mephit, playing around near the portal that brought it here. [EL 3]
63 Messenger; shad Com2.
64 Midwife, human Adp1.
65 Modron information collectors; quadrone and two tridrones collecting reports for Regulus.
66 Modron diplomat; pentadrone establishing connections with other Lawful beings.
67 Outlands hunter, tuladhara Rgr5.
68 Outlands raiders, selling off loot from their latest venture; three khaasta. [EL 6]
69 Pestcontrol mage; fire genasi Wiz1 (evoker).
70 Pickpocket; tiefling Rog1 (Sleight of Hand +9, Darkness 1/day, Hide +8).
71 Planewalking adventurer; bariaur Rgr5. [EL 5]
72 Priest of Fharlanghn, prime human Clr9. [EL 9]
73 Private teacher; githzerai Exp3.
74 Prophet, ranting on doomsday, a creation myth, a power, or the Bloodwar (roll 1d4); githzerai Wiz9
75 Prostitute, human Com1.
76 Ragpickers; six goblins. [EL 2]
77 Rilmani operative; hydramach spying on an Inner Plane native.
78 Ring-giver helping hand, handing out food to the poor; bariaur Rgr2.
79 Ring-giver charity organizer; aasimar Clr5.
80 Scribe; human Exp1.
81 Seeker ponderer, wandering in contemplation; shad Brd3.
82 Seeker transcender, meditating on experiences in calm environs; tuladhara Sor3.
83 Sensate explorer, looking for an unusual event; elf Brd5.
84 Sensate thrill-seeker, savouring the displays of an unusual planar phenomenom; chaond Ftr3.
85 Sodkiller elite; hobgoblin Ftr9.
86 Sodkiller squad, three War3 (one bladeling, one tiefling, one human). [EL 5-6]
87 Slaad prankster, a green looking to play a practical joke on someone, in the shape of a human.
88 Slaad fiddler, a gray looking to deal in exotic magic items.
89 Slavers; three khaasta and nine petitioner human slaves [EL 6].
90 Smuggler; rakshasa currently in the shape of a human. [EL 10]
91 Street entertainer, chaond Brd 2.
92 Street gang; tiefling Rog3 (leader), khaasta (muscle), five humans War1 (lackeys). [EL 6?]
93 Street scavengers; three nathri Com2.
94 Thugs; three planar orcs (one Brb3, two War1). [EL 4]
95 Tout; human Com3 (2 sp/hour, Knowledge (Local) +10).
96 Yugoloth dealbroker; yagnaloth selling shady services.
97 Yugoloth hitman; a gacholoth skimming across rooftops.
98 Xaositect madman; human Rog1.
99 Xaositect insighter; chaond Brd7.
00 A celebrity of Sigil, with assistants/escort/bodyguards (high-up of a faction, guild, sect, etc).

Changes
May 16
Removed:
“Giant traveller; cloud giant.”
“The Lady of Pain floats past, a body lies slashed to bits nearby.”
Added:
“Prophet, ranting about doomsday, a creation myth, a power, or the Lady (roll 1d4); githzerai Wiz9”
“A celebrity of Sigil, with assistants/escort/bodyguards (high-up of a faction, guild, sect, etc).”

June 16
Removed:
"Fated enterpriser, looking for business to muscle in on; khaasta Ari3."
Added:
"Fated tax collector; khaasta Ari3."
Steely_Dan

05-15-07, 08:04 AM
101. Planar slaver trying to sell you a Maztican slave girl in the Great Bazaar.
tryco

05-15-07, 01:40 PM
00 The Lady of Pain floats past, a body lies slashed to bits nearby.

remember me to never ask the Lady of Pain out on a date:P

as contribution:
102: a drunken illithid lies in a side street. guess what he drunk last night.
ChampionofRajaat

05-15-07, 02:46 PM
A Mercane tries to sell you a Spelljammer for a cheap price.
Phantom Llama

05-15-07, 03:18 PM
104: A wild-eyed aasimar ranting that the Lady is a myth put about by Sigil's secret masters.
ripvanwormer

05-15-07, 04:27 PM
A Mercane tries to sell you a Spelljammer for a cheap price.

The mercanes won't go to Sigil; you'll have to substitute a rastipede middleman, or perhaps a dohwar.

I really like Dunamin's chart, but I wouldn't put the Lady of Pain on it (unless she was an illusion). I don't think the Lady should ever be a random encounter.
ChampionofRajaat

05-15-07, 06:21 PM
The mercanes won't go to Sigil; you'll have to substitute a rastipede middleman, or perhaps a dohwar.

I really like Dunamin's chart, but I wouldn't put the Lady of Pain on it (unless she was an illusion). I don't think the Lady should ever be a random encounter.



I was entirely unaware of of that interesting little fact, thanks for the correction. By the way, what's thier reasoning for not doing bussiness in such a hub of planar trade?


I also agree that the Lady schould never be used as a random encounter.


105- A mysterious man with raven black hair an a comanding pressance named Dregoth :eek: propositions the PC's to accompany him to the astral plane to study the dead deity's husks and the nature of divinity ;)
ripvanwormer

05-15-07, 07:09 PM
I was entirely unaware of of that interesting little fact, thanks for the correction. By the way, what's thier reasoning for not doing bussiness in such a hub of planar trade?

Nobody knows, but they seem terrified of it. This is from the Planescape Monstrous Compendium Appendix II.

"No one knows the dark of it, but it's said that the arcane've got a strange reluctance to enter Sigil and avoid it at all costs. If an arcane finds himself in the Cage, he'll seek to leave immediately by any door available - no matter where that door might lead."

Some possible reasons include:

1. The mercanes once attempted to take over the City of Doors, and the Lady of Pain banished their species from Sigil forever on pain of hideous death.

2. The mercanes sold Sigil to the Lady of Pain and rather than pay her debt she simply banished her debtors from her presence.

3. The mercanes evolved from dabus, buying new bodies and fleeing their former mistress.

4. Something about all the portals of the City of Doors (or its proximity to the Spire, or something else) upsets the mercane metabolism or psyche - perhaps it interfaces badly with their innate dimension door ability, causing their bodies to degenerate and fall apart, or to revert to their true forms.

5. The mercanes are all aspects of an unknown god (perhaps Boccob) and while they have little power individually their divine nature runs against the Lady of Pain's ban.

6. The dizantar (http://www.spelljammer.org/monsters/conversions/Dizantar.html) were creations of the Lady of Pain designed to hunt mercanes down across the multiverse in punishment for some long-ago affront.

7. The mercanes come from a parallel cosmology where Sigil doesn't, can't possibly, exist, and their presence causes reality to alter in a way that causes parts of the city to vanish from existence - and the city, in turn, threatens their own reality. They cancel one another out.

8. The mercanes are aspects of the Lady of Pain, shadows which escaped and endlessly seek to maintain their separate identities.

9. The creator of the mercanes - a member of the Fraternity of Order who was also the creator of the mysterious race called the keepers - is thought dead but actually still exists in some form, perhaps ghostly or undead, and dwells in Sigil terrified that the keepers will find him. He has the ability to erase the mercanes from existence or command them to do his bidding, but only if one of them enters his limited visual range. Still, they aren't taking any chances.

10. Mercanes have the ability to exist on multiple planes and perhaps times simultaneously unless they're in Sigil, in which case all of their "avatars" resolve into a single being, who is vulnerable to being killed. Nowhere else are they so vulnerable.

11. Sigil is infected with a plague that only affects mercanes, created by a baernaloth on a whim long ago. Because no one but mercanes are capable of acting as hosts, the plague has not yet moved outside of Sigil (or it's been eradicated everywhere else), but any mercane who ends up in the city knows it's vulnerable to become a new Typhoid Mary who could mean the extinction of the mercane species.

12. Sigil is the only source of the rare spice that mercanes need to survive, and therefore they enter the city on a regular basis, but only through secret routes only they're aware of. They're terrified of entering the city where others can see them for fear that their enemies could follow them to the source of the spice, and destroy it.

13. Sigil is holy ground to the mercanes, a promised paradise they hope one day to be worthy of (or to purchase). That day has not yet come, and until then the city is taboo.
Phantom Llama

05-15-07, 07:26 PM
5. The mercanes are all aspects of an unknown god (perhaps Boccob).
Nonononono.

Aoskar.
jareddm

05-15-07, 10:10 PM
Nonononono.

Aoskar.

As aspects, wouldn't they not exist since Aoskar is dead?
ripvanwormer

05-15-07, 10:49 PM
As aspects, wouldn't they not exist since Aoskar is dead?

Call them something else, then. Fragments.
Dunamin

05-16-07, 06:15 AM
First of all, this was not intended as a “1001 thread” at all, but feel free to suggest other Sigil encounters, as long as they can be considered “classic” for the setting. There is, to an even greater extent than other places, an infinite number of possible encounters in Sigil (if that makes sense), so I tried hard to only select 100 that seem particularly iconic.

I really like Dunamin's chart, but I wouldn't put the Lady of Pain on it (unless she was an illusion). I don't think the Lady should ever be a random encounter.
Thanks Rip. I’ve changed the Lady of Pain entry – it was more intended as the “cherry on top”, but I agree that she should never be a random encounter (it was way over the top, but alas, I gave in to temptation :D). I’ve replaced it with an entry of “Sigil celebrity”, which could be a factor, newsrag publisher or other famous figure.

I also found that the following entry was so classic, that it simply had to go on the list:
“Prophet, ranting on doomsday, a creation myth, a power, or the Bloodwar (roll 1d4); githzerai Wiz9”

I’ve taken off this entry, to make room:
“46 Giant traveller; cloud giant.”
Lina_Inverse

05-16-07, 08:23 AM
I really like Dunamin's chart, but I wouldn't put the Lady of Pain on it (unless she was an illusion). I don't think the Lady should ever be a random encounter.

A flaying shouldn't be.

But "The lady of pain silently floats down the street." is perfectly acceptable, the lady does appear even when not flaying and mazing some poor berk.
Dunamin

06-16-07, 09:04 AM
Hmm, it occurs to me that a Fated taxcollector is too classical to leave out of the list. Change implemented.

(Aka shameless bump)
ripvanwormer

06-16-07, 10:11 AM
But "The lady of pain silently floats down the street." is perfectly acceptable, the lady does appear even when not flaying and mazing some poor berk.

I disagree. The Lady of Pain shouldn't be an everyday occurrence; and even if people only see her 1% of the time, that's still far too often.

I'd rather she didn't appear when she wasn't flaying someone (and she definitely doesn't appear when she's mazing somone; this is done remotely). I can see the sense of her showing up every once in a while just to intimidate people, but I reject that; the Lady of Pain is not a thug who needs to intimidate people, or who even cares if people if people are intimidated or not. She does what she feels must be done, that is all. She exists in rumors and fearful whispers, and that's enough. I feel it's important that it be left an open question whether she actually exists, at least for most of the campaign. I think having her silently glide by too often without murdering anything would be counterproductive, anyway; familiarity breeds contempt more than it breeds respect, awe, or fear. It's better for her purposes that she doesn't show herself if she doesn't have to.

My view is that the less she's used, the better. When you've set up an NPC to be essentially omnipotent, almost any use of her is overuse. She has to be handled very carefully if the PCs aren't going to get frustrated.
Movanic

11-26-07, 03:50 PM
Whilst this has been stated as not being meant as an ever-growing list of Sigilian encounters, I would still like to submit this one :

A troup of gathered listeners avidly watching a brown pudding philosopher - it writes its speach with sand which it exudes and hides on its surface to form words and helpful diagrams. It is currently "discussing" a recent developpement in bytopian social theory that centers around duality of forces in all things - which some on-lookers dismiss as rubish : everyone knows there are three forces that affect everything!

Feel free to edit it to "one-line" format should you deem it worthy of inclusion in the list.
dawnbringer

11-26-07, 06:02 PM
As a contribution, a map of sigil HERE (http://www.planewalker.com/downloads/npclist/files/Sigil_Map2.pdf)