2023 Planescape Turn of Fortune's Wheel!
2023 Planescape Turn of Fortune's Wheel!
2023 Planescape Turn of Fortune's Wheel!
FORTUNE'S WHEEL
The information in this book is for the Dungeon Master's eyes only. If you're planning to play the adventure with someone else as your DM, stop
reading now. Before running this adventure, review Sigil and the Outlands, which provides overviews of this adventure's settings. This adventure
assumes characters aren't familiar with Sigil or traveling the planes. Use the details herein and in Sigil and the Outlands to help characters tour the
City of Doors, the Outlands, and beyond.
Surreal wildernesses cover the Outlands, The realm at the hub of the Outer Planes
✏ E.W. Hekaton
A S
This story focuses on the characters correcting a multiversal glitch affecting them and the whole of the Outlands. The adventure begins with the
characters awaking in Sigil, untethered from their lives and memories due to this unprecedented error in reality.
During the adventure, the characters discover the city of Sigil and meet the arcanaloth information broker Shemeshka. In return for Shemeshka's
aid in recovering their memories, the characters must track down a missing modron carrying dangerous information. This leads characters on a
tour of the Outlands, with the additional goal of recording their impressions of the plane using a mimir—a magical, skull-shaped recording device
(detailed in Sigil and the Outlands). During their travels, the characters reveal Shemeshka's role in their plight, recover their memories, and have the
chance to stop a plot undermining the stability of the multiverse.
AM G
Sometimes the multiverse doesn't work as it should. In this adventure, characters find themselves victims of an unprecedented multiversal
mistake. They each led a remarkable life, died by suspicious means, and were reborn untethered from their true pasts. This makes each character
a singularity of existential uncertainty—a being that the laws of the multiverse contort around as planar forces fail to identify their logical place in
reality. This has the following effects on the characters:
Causal Uncertainty. Characters have confusing memories of multiple possible or previous lives. These impressions are vague and conflicting.
Physical Fluctuations. The multiverse isn't certain who the characters are or where they're supposed to be. Whenever a character dies, a probable
incarnation of that character manifests nearby. Players will have the opportunity to customize and play these incarnations of their characters.
In part 3 of this adventure, characters learn about themselves, their true memories return, and their place in the multiverse solidifies, unlocking
lost abilities and revealing the characters' actual nature. The "Glitch Characters" section provides details on creating and running characters
affected by this multiversal glitch.
A S
This adventure has three parts, as follows:
Part 1: Schemes in Sigil introduces characters to the city of Sigil and the multiversal glitch that has severed them from their previous lives. In their
explorations of the City of Doors, they'll meet Shemeshka, Sigil's foremost information broker, who can surely discover details of their past lives.
Part 2: Into the Outlands sees the characters journeying to the Outlands at Shemeshka's request to recover a modron fugitive called R04M. As the
characters explore the Outlands, they'll visit surreal locations, lay claim to a walking castle, learn how to find R04M using a damaged magic item
called a mimir, and witness unnatural events plaguing the plane.
Part 3: Unity of Rings reveals Shemeshka's role in a planes-warping plot and sees the characters recover their memories and lost abilities. From
there, the characters must save a group of lost modrons carrying information dangerous to the stability of the planes and ultimately decide
whether to maintain the status quo of the multiverse or reshape it to their design.
R A
To run the adventure, you need the fifth edition core rulebooks (Player's Handbook, Dungeon Master's Guide, and Monster Manual). In addition,
you need the other two books included in this product: Sigil and the Outlands and Morte's Planar Parade.
Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a
location or under a specific circumstance, as described in the text.
When a creature's name appears in bold type, that's a visual cue pointing you to its stat block as a way of saying, "Hey, DM, you better get this
creature's stat block ready. You're going to need it." Usually, you can find the stat block in the Monster Manual; if the stat block is in Morte's Planar
Parade, the adventure's text tells you so.
Spells and equipment mentioned in the adventure are described in the Player's Handbook, while magic items are described in the Dungeon
Master's Guide, unless the adventure's text directs you to Sigil and the Outlands.
D P
Surreal locations like Sigil and the Outlands don't exist on planets with clearly defined cardinal directions. Nevertheless, maps and descriptions
throughout this adventure refer to north, south, east, and west for ease of use. See Sigil and the Outlands for details on navigating these settings.
U P M
Sigil and the Outlands contains a fold-out, double-sided poster map intended to be shared with the players at certain points in the adventure. One
side of the poster map depicts the city of Sigil, while the reverse side shows the Outlands. These maps and the landmarks they depict aren't to
scale, as both Sigil and the Outlands are vast and ever-changing, making them beyond the scope of traditional cartographic methods.
Nevertheless, the location of places relative to one another prove useful as characters navigate these surreal locales. The adventure tells you
when to show these maps to your players.
S C
Characters start this adventure at 3rd level. Players can create new 3rd-level characters, as described in the next section. If the players wonder
why characters start at this level and don't recall what came before, ascribe it to the multiversal glitch the characters are experiencing.
“"I am a mimir, a magical device designed to provide information. If you have stolen me, please be aware that, even now, bounty hunters are
coming to claim me for justice."”
— Standard mimir introduction
C C
Characters of any origin are suited for this adventure. As the DM, you decide what character options are available to your players. Consider
allowing players to choose from the character options in Mordenkainen Presents: Monsters of the Multiverse when creating their characters. If
you want to include characters who hail from Sigil, a gate-town, or other places where planar travel is common, consider using the character
options in Sigil and the Outlands.
To create 3rd-level characters for this adventure, players should use the character-creation steps outlined in the Player's Handbook. In addition to
more hit points, class features, and spells, each character has normal starting equipment plus 250 gp to spend on additional nonmagical gear.
Each character also gains one uncommon magic item of the player's choice, subject to your approval.
C A
At the end of many of the adventure's chapters, each character receives enough experience points to advance 1 level, putting them at the level
they should be for the next chapter. Much of part 2 can transpire in any order, with the characters advancing 3 levels, as detailed in chapter 4. At
the conclusion of chapter 14, characters gain multiple levels at once. The Character Advancement table notes what level characters should be at
the start of each chapter of the adventure. Characters who finish the adventure advance to 18th level.
Character Advancement
Part Chapter Character Level
Part 1 Chapter 1 3rd
Part 1 Chapter 2 4th
Part 1 Chapter 3 5th
Part 2 Chapter 4 6th
Part 2 Chapters 5–12 6th–9th
Part 2 Chapter 13 9th
Part 3 Chapter 14 10th
Part 3 Chapter 15 17th
G C
Once players have created their characters, ask each player the following questions and have them record their answers:
What was the greatest decision or turning point in your character's life? If your character made a different decision, how might their life be
different? How would they be different if they made choices based on others' expectations?
What is something your character wishes they could change about themselves? How would the best version of themselves be different?
What is your character's signature possession or physical trait? What makes you certain that your character would retain this no matter what
could have happened in their life?
Wizard, paladin, and druid incarnations of the same glitch character share a distinctive sunburst nexus feature
✏ Riccardo Moscatello
C I
In this adventure, each character has not just a single form, but three incarnations. These incarnations share the same level and advance at the
same time, but they can otherwise be as different or similar as the player wishes. Incarnations might use completely different character options,
they might have different physical forms, or they might simply have cosmetic differences. A player plays only one incarnation at a time, switching
incarnations only when one dies.
It's up to you when players create their character's other incarnations. Consider the following options:
Surprise Incarnations. If you want players to discover their characters' incarnations at the same time their characters do, have them create one
character at the start of the adventure. During the adventure, the first time a character dies, invite all the players to create two variant versions
of their character using the guidance in this section, then continue the adventure.
Prepared Incarnations. If you want to create characters only once, have players create their first character and two variations before the adventure
begins.
When creating different character incarnations, players should review their answers to the questions from the previous section and consider how
different choices might have led their character down different paths.
“"Sometimes infinity gets it wrong."”
— Chronepsis, draconic guardian of time
N F
Nexus features are distinguishing objects or traits shared among a character's incarnations. They are icons of a character's personality or
signature tokens. Nexus features help others recognize a character no matter which incarnation is being played. Have players determine a nexus
feature by creating their own or rolling on the Nexus Features table.
Nexus Features
d4 Nexus Feature
1 A notable scar or birthmark
2 A distinctive symbol or piece of clothing
3 A signature weapon or piece of armor
4 A particular type of makeup or hairstyle
W I D
When a character dies, the multiversal glitch restores one of that character's incarnations of the player's choice to life soon after. This incarnation
must be different from the one who just died, but each incarnation doesn't need to be played before a particular incarnation reappears.
Work the incarnation's return into the adventure, following the guidance in the "Running Glitch Characters" section. Let players discover that dead
characters return in new incarnations during play rather than revealing this outright. When an incarnation appears, they are attuned to any magic
items the dead character was attuned to when they died.
A dead character's body doesn't vanish when another incarnation manifests. Glitch characters can be affected by spells such as raise dead and
resurrection until their next incarnation appears. Spells that permanently alter characters, such as reincarnate, continue to affect an incarnation
even after they die and return.
R G C
Use the guidance in this section when portraying the glitch that affects characters in this adventure.
I R
After dying, glitch characters return as one of their other incarnations—even if those incarnations have died before. Once a player chooses which
incarnation to play, have that incarnation reappear several minutes after the character's death as is convenient. Planar forces cause incarnations
to appear in unlikely places, like in empty rooms, around bends in the road, or inside wardrobes. Let other characters happen across the
incarnation rather than having incarnations rejoin the party on their own. Incarnations have no memory of how they came to be wherever they're
found. If a character dies during combat, their next incarnation shouldn't appear until after the combat encounter ends.
T U
When a glitch character dies, they return as another incarnation. Let characters enjoy their unique situation. If a character wants to sabotage a
massive machine by throwing their body into its gears or embrace similarly wild schemes, let them do so.
Combat encounters remain challenging, as incarnations don't return until after an encounter ends. If all characters die during an encounter, it's up
to you how to proceed. Incarnations of all the characters might reappear far from where they were defeated—perhaps in the last settlement they
visited. This might occur minutes, days, or even years after the characters' defeat. They're then free to reattempt challenges, though the threats
have likely recovered.
R R
Use your discretion to determine whether incarnations return with all their expendable character features—like spells or uses of traits. If having an
incarnation return with their full suite of options would make the adventure less exciting, don't have the incarnation reappear until after the group
finishes a long rest, or have the incarnation reappear with their class features expended. It's fine for death to be an annoyance, even for those who
defy it.
N C
If a player wants to play a new character, you can have glitch characters leave the party or die permanently for mysterious reasons—a glitch is, by
definition, unreliable. New characters introduced experience the same multiversal glitch.
Alternatively, events during the adventure might reveal unexpected insights about a character's past. At your discretion, a character might change
their incarnations, effectively becoming a new character. Work to tie such changes into meaningful character developments or adventure
milestones. Characters shouldn't be able to manifest new incarnations customized to overcome specific challenges.
E G
In chapter 14, the glitch ends, and each player chooses which incarnation is their character's true self. From this point forward, party members
function as normal characters—albeit powerful ones.
S A
The adventure begins when the characters awake in the Mortuary in Sigil, a morbid fortress that disposes of the city's dead. The characters have
their equipment, but they aren't familiar with their surroundings, how they got there, or Sigil itself. Moreover, the characters' memories of their
pasts are unreliable. They know the gist of their traits, but other details about them—including their names—are vague. Learning how the
characters lost their memories is revealed in the course of the adventure.
P 1: S S
The floating skull Morte welcomes some less-than-dead adventurers to the Mortuary
✏ Julian Kok
C 1: G E
The characters have died, but their adventures are far from over. Victims of a multiversal mishap, they awaken with hazy memories in the
basement of the Mortuary, a foreboding monument to death located in the Hive Ward of Sigil (detailed in chapter 2 of Sigil and the Outlands).
Headquarters of the Heralds of Dust, a faction of undertakers and Undead, the Mortuary is a living tomb where the dead are interred, cremated, or
raised to serve the Heralds of Dust. Surely, someone in the City of Doors can help the characters learn about their pasts, but the characters must
first escape their gloomy prison before its wardens lay them to rest.
H ,C !
When you're ready to begin play, read the following text:
You awaken on a metal examination table in a dim, windowless stone chamber. The air is cold and stale, tinged with the acrid sting of
formaldehyde emanating from a nearby shelf of clouded flasks and antiseptic jars. Dried blood stains the drab, mosaicked floor and
the edges of your table, and pained moans haunt the halls beyond the stuffy room.
A human skull floats nearby. It bobs impatiently, watching you with slate-gray eyes that remain in its lidless sockets.
The skull notices you're awake and greets you with a nasal voice. "Hey, Chief!"
The talking skull is Morte (see his stat block in area M1), a curmudgeonly interplanar traveler plucked from his eternal punishment in the Nine
Hells. Tormented by the lies he told in life, Morte masks his pain with a morbid sense of humor and an insufferable dose of sarcasm.
T M
Morte is friendly toward the characters and does his best to answer their questions. In conversation, the skull addresses each character as "Chief"
or some other inoffensive but still unflattering nickname.
As a result of the multiversal glitch affecting the characters (see this book's introduction), they don't remember much about themselves and don't
know why they're in the Mortuary. Morte can answer the following questions or otherwise provide this information:
Who Are You? Morte describes himself as a debonair planes traveler who died too young. If asked about the whereabouts of his body, Morte quips
he never really had a good head on his shoulders or claims to be the skull of the archlich Vecna.
Where Are We? The characters are in the Mortuary in Sigil, an interplanar hub at the center of the Outer Planes. If they ever see the light of day
again, they're in for a real treat.
How Did We Get Here? To have wound up in the Mortuary, Morte reckons the characters must've died and been wheeled in, just like everyone else.
How Do We Leave? Morte doesn't know the way out, but he does know the Heralds of Dust, who run the Mortuary, don't take kindly to "fleshies"
poking around. He tells the characters to "shake a leg" and make their escape while they still can.
If the characters ask Morte to accompany them, the skull declines, mentioning that he's waiting for someone else. He doesn't elaborate further.
The characters will have other questions. Seeking answers should drive them on.
M B
The basement of the Mortuary is a collection of musty chambers where the Heralds of Dust, also known as the Dusters, process Sigil's dead.
Cheerless faction agents prowl its halls, wheeling corpses to embalming chambers or to the crematorium. The Heralds of Dust treat the dead with
reverence and dignity, granting them last rites in accordance with the beliefs of the deceased whenever possible. Heralds of Dust abhor
resurrection magic, decrying it as anathema to their work.
The Mortuary has other floors besides the one presented in this chapter. See chapter 2 of Sigil and the Outlands for details on the Mortuary.
M G
The Mortuary is a dangerous place for 3rd-level characters. If a character dies, refer to the "Running Glitch Characters" section in this book's
introduction. If all the characters die at once, they reappear back in the morgue. Morte heckles them on their return.
M B F
Unless otherwise stated, the basement of the Mortuary has the following features:
Ceilings. Ceilings are 8 feet high in corridors and 12 feet high in rooms. They are held aloft by walls of smooth stone.
Doors. Doors are iron gates that squeak as they swing on their hinges.
Lighting. The basement is dimly lit by sputtering continual flame spells cast on wall sconces grasped by iron skeletal hands.
M B L
M1: M
The characters begin their adventure in the morgue, a sterile room where Heralds of Dust identify the dead. It is described in the "Hey, Chief!"
section and contains no creatures other than the talking skull Morte (see the accompanying stat block).
Bolted into the floor are eight examination tables, and rusty furnishings—step stools, garbage cans, and metal gurneys—are scattered between
them. Humanoid bodies, draped in dingy sheets flecked with blood, lie on any tables not occupied by the characters when they wake. Deceased
commoners collected from Sigil, the corpses carry nothing of value.
Treasure. The shelf along the far wall contains a healer's kit with three uses remaining, several flasks of embalming chemicals, a polished scalpel
that functions as a dagger, and any equipment the characters begin play with.
M2: A R
This sterile chamber reeks of embalming fluids. A mortician in a bloodstained apron hunches over a humanoid amalgam of
patchwork flesh. Elbow deep in its flayed-open chest with a pair of surgical instruments, this grim doctor causes the corpselike
creature to twitch and writhe with her movements.
Jex, a wispy-haired Heralds of Dust remnant (see Morte's Planar Parade), dissects a flesh golem in the autopsy room. The cold-hearted mortician
is trying to locate a key she accidentally dropped inside the golem during a routine grafting procedure.
Becoming one of the faction's undertakers after a failed attempt at lichdom, Jex drank from a magical goblet that burned away her jaw. Her
features have since been reconstructed with translucent wax.
If either creature becomes aware of the characters, the golem sits up—its exposed chest cavity on display—and the horrified mortician tells the
characters they're supposed to be dead. Both creatures attack.
Treasure. The golem's chest contains the key to the locked drawer in area M4.
M3: P R
This storage room houses objects confiscated from the dead. Two poltergeists (variant specters) put on a macabre puppet show for an audience
of three slack-jawed skeletons. The spirits hover behind a makeshift curtain, using their unintelligible wails to give a pair of eerie dolls the
impression of speech.
The poltergeists are indifferent toward the characters, but if the characters disturb their performance, the poltergeists attack and the skeletons
join in. If a character dies in this room and later returns, the poltergeists substitute the dolls for a dance routine featuring the character's limp
corpse as its star.
A character can make a DC 14 Charisma (Performance) check to act alongside the puppets. On a successful check, the skeletons applaud, and
the poltergeists reward the character with a potion of resistance (poison) from a music box on a high shelf.
Treasure. In addition to the potion of resistance (poison), this room holds three faction uniforms (your choice), a purse containing 30 gp, and three
trinkets (determined randomly by rolling on the Trinkets table in the Player's Handbook).
M4: C L
Six mortuary stretchers, chilled drawers sized for Medium creatures, line the walls of this frigid chamber. The Heralds of Dust store members of
their Undead workforce here.
Drawers 2–4. Each of these drawers contains a zombie worker that groans and shields its eyes if exposed to the light. If a character disturbs an
occupant further, all three of the drawers swing open, and the zombies attack.
Drawer 6. This drawer is locked. Opening it requires a successful DC 18 Dexterity check using thieves' tools or the key located in the autopsy room
(area M2). Inside are a jeweled goblet worth 100 gp, a manifesto of the Heralds of Dust's philosophies, and a spell scroll of animate dead.
The zombie Maurice dutifully attends one of the Mortuary's deluxe-sized crematoriums
✏ Mike Pape
M5: C
An ashy broom and dustpan lean against the wall outside a narrow corridor with an iron, windowed door. Two levers—a blue lever in
the upward position and a red lever turned downward—are set into the walls adjacent to the door. An identical door stands closed at
the end of the passageway.
Centrally located, this crematorium is a 30-foot-long, 5-foot-wide chamber accessible by Undead workers on both ends. Miniature blowtorches are
located in the mouths of stone faces that dot the walls of the chamber.
Safety Lever (Blue). To prevent flames from escaping into the hallway, a safety lever ensures the crematorium's two entrances—iron doors with
reinforced windows of heat-resistant glass—are shut while its flame spouts are active.
When triggered, the safety lever causes both doors to slam shut and lock for 1 minute, during which time the bright-red furnace lever flips upward
and can be triggered (see below). The doors can't be opened from either side for the duration, and both levers flip to their original orientations
when the doors unlock. The furnace lever won't budge unless the safety mechanism is active.
Furnace Lever (Red). When pulled, the furnace lever causes the torches set into the walls to erupt with gouts of flame. Creatures inside the fire-
filled crematorium must make a DC 18 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a
successful one.
Zombie Worker. After the characters enter the crematorium for the first time, a human zombie wearing a name tag that reads "Maurice" appears in
the window of the opposite door and triggers the safety mechanism, trapping any characters inside the crematorium for 1 minute.
Maurice then places its moldering hand on the red lever, preparing to trigger the furnace. The characters can try to distract the zombie from its
task with magic or theatrics and by making DC 14 Charisma (Performance) check. On a successful check, the zombie gurgles contently and loses
interest in the lever. It shuffles along when the doors unlock. On a failed check, the zombie pulls the furnace lever.
Mortal Lessons
A character could easily die in area M5. If this happens, reveal that the characters have multiple incarnations. Consult the "Glitch
Characters" section in this book's introduction for details. If a character isn't slain here, seek other opportunities for reckless actions to
result in temporarily mortal consequences.
M6: C R
A metal chute is set into the wall of this foul chamber. Grisly puddles spatter the floor, and corpses topple from an overturned cart.
The stench is gag worthy.
Corpse collectors deliver bodies to the Mortuary in exchange for paltry sums, dumping them into 10-foot-square chutes overseen by Herald of
Dust guards. The bodies slide down the steep chutes to retrieval rooms, occasionally colliding with unsuspecting occupants.
Shortly after the characters arrive, a corpse tumbles down the chute and lands with a splat, disgorging a hostile black pudding. As the ooze
accosts the party, bodies continue to spill from the chute.
Falling Corpses. On initiative count 20, creatures within 10 feet of the chute must succeed on a DC 14 Dexterity saving throw or take 7 (2d6)
bludgeoning damage and have the prone condition. The chute stops ejecting corpses after 3 rounds.
Escape. After dealing with the ooze, the characters can climb up a corpse chute to the surface. Doing so requires a successful DC 15 Strength
(Athletics) check. The chute opens into Ragpicker's Square (see the "Surfacing in Sigil" section later in this chapter).
M7: D H
An ornate chandelier hangs over this lavish dining hall. Empty, high-backed chairs with decorative cushions sit before several covered
platters.
A ghostly butler rises from the floor before you, a decanter of ruby-red wine in its hand. The spirit speaks in a hollow voice, "Dinner is
served."
Heralds of Dust enjoy their last meals in this lavish hall before undergoing necromantic rituals. The table is set for the number of characters in the
party.
Kingsley, a lawful evil ghost butler, has prepared a meal, tailoring dishes to each character's tastes. If a character removes a platter's lid, it reveals
their favorite food, masterfully prepared. Let each player describe what meal awaits their character.
The dinner is laced with poison. A creature that partakes in any food or drink in this room must make a DC 15 Constitution saving throw, taking 21
(6d6) poison damage on a failed save, or half as much damage on a successful one.
Treasure. The silverware on the table is collectively worth 200 gp.
M8: B G
Snow blankets this quiet, indoor grove of icy brambles. Carcasses worn by time lie partially buried in the sleet and ice. A skeletal,
black-barked tree looms over the gloomy orchard. Its branches bear a single fruit.
Bodies undergo a slow, natural decay in this funereal thicket. Three spindly dryads oversee the decomposition, ensuring no one disturbs the
process. The dryads allow the characters into the grove, mentioning that though the characters walk as the living do, they stink of death.
A Gulthias tree (see the "Blights" entry in the Monster Manual), surrounded by brambles, rises above the thicket. It bears a single, bone-white fruit
resembling an apple. A creature that eats half or more of the fruit takes 70 necrotic damage. The dryads don't stop characters from picking the
fruit.
M9: R R
A floating feline skull with gemstone eyes hovers above an aged desk strewn with elegant stationery. Deep in thought, the skull chews
a black fountain pen in its ink-stained, bony fangs. A sea of crumpled papers is strewn throughout the chamber, and dusty scrolls line
pigeonholes along the walls.
The records room is the lair of Thaeziagnuz, a demilich poet tasked with eulogizing Sigil's dead. Thaeziagnuz can speak, read, and write Common.
Once a tabaxi bard of great renown, Thaeziagnuz has a case of writer's block. Piles of crinkled obituaries surround the skull's desk.
The cranky demilich is initially indifferent toward the characters. When the characters enter, the Undead poet laments its situation and asks them
to help it complete a brief epitaph for a member of the Doomguard who drowned in a bathhouse yesterday. A character can try to improve
Thaeziagnuz's epitaph by making a DC 16 Charisma (Persuasion or Performance) check. On a successful check, the demilich becomes friendly
toward the characters; on a failed check, it howls in frustration. If the character fails this check a second time, the demilich attacks until the
characters retreat from the room.
Pigeonholes. Death certificates fill a network of cubbyholes around Thaeziagnuz's desk. A character can locate their own death certificate by
searching for it and succeeding on a DC 18 Intelligence (Investigation) check. Curiously, one field remains blank on each of the characters' death
certificates: their cause of death.
M10: H
The stairway in this musty hallway ascends to a cellar door at the edge of the Mortuary's grounds near the Hive Ward (see the following section).
An iron gate at the south end of the corridor leads to other areas in the Mortuary, but they are beyond the scope of this adventure.
S S
When the characters exit the Mortuary, read or paraphrase the following description:
You emerge from the Mortuary into a dilapidated city square. Stacks of jumbled tenements—grimy hodgepodges of lopsided
architecture joined by rickety bridges—loom over the persistent, low-hanging fog.
An impossible city unfolds around you. Bladed buildings rise on all sides, the urban sprawl spreading along the inside of a gigantic
torus. The metropolitan ring curves upward into passing clouds, disappearing behind the haze.
Here ends chapter 1. Each character should gain a level before starting the next chapter.
C 2: P C
The characters emerge from the Mortuary and find all of Sigil before them. Before running this part of the adventure, review Sigil and the Outlands.
Use this chapter to familiarize characters with Sigil and get a taste for what it has to offer. After meeting the tout Parisa, the characters can
explore as they please. When you're ready for the adventure to proceed, run the "Harmonium Officers" encounter.
AT H Y O
After leaving the Mortuary, the characters emerge in Ragpicker's Square in the Hive Ward. There they meet their first local, an irritable tiefling
commoner with devilish hooves who bumps into them in the street. Flustered and clearly in the wrong, the tiefling spins around and berates the
characters:
"Take a short stick and pike it, you leather-headed berk, or I'll put your name in the dead-book! I swear, more and more of you clueless
wind up in the Cage every day. Quit flapping your bone boxes, and go back to your own burgs."
The tetchy pedestrian might be either a planar wanderer spouting nonsense or a Sigil resident embellishing their speech with local slang. Before
the exchange can escalate, a spunky bariaur wanderer (see Morte's Planar Parade) named Parisa intervenes and tells the tiefling to scram; the
commoner continues along their way with a sneer.
Parisa scrapes a living in Sigil as a tout, a guide to the City of Doors. Brazen, street savvy, and a little mischievous, the bariaur knows all the local
hot spots and the portals that lead to them. She offers her services to the party for just 3 gp per day. If they refuse, the characters can explore the
city on their own or find another guide. Alternatively, you can have Parisa reappear later in this chapter.
“"It's daunting, isn't it? The sudden feeling that everything and everywhere are now at your fingertips. Don't worry; I won't lead you astray. Where do
you want to go first?"”
— Parisa, Sigil tout
E S
Chapter 2 of Sigil and the Outlands describes life in Sigil and the locations on the poster map. Use this information, along with the random
encounter table in each ward's section, to bring the multiversal hub to life. Sigil is a metropolis with manifold attractions; feel free to add in
adventuring sites of your own creation.
How long the characters spend in the City of Doors is up to you, but they should have enough time to take a long rest before the Harmonium spoils
the fun (see the "Sigil Encounters" section).
M S
If the characters accept Parisa's services, show your players the poster map of Sigil to guide their characters' exploration. The map simulates the
tout's extensive knowledge of the city's layout, wards, and noteworthy sites.
If the characters decline the guide, they can purchase a map of the city (use the poster map) for 10 gp in any shop that caters to visitors. However,
without a guide, the characters might be unfamiliar with some, if not all, of the locations denoted on the map.
S W
Parisa or any other unofficial guide can recommend the following activities to the characters:
Eat Planar Grub. From the eclectic street foods of the Grease Pit to the posh cuisine of the Gastrognome, Sigil offers a taste of the multiverse.
Get Ink at Fell's Tattoos. A dabus (see Morte's Planar Parade) named Fell runs a tattoo parlor in the Hive Ward. For 10 gp, Fell can give a character
a magic tattoo that functions as a nexus feature (see "Glitch Characters" in the introduction). He can later remove it for the same amount.
Rest at the Ubiquitous Wayfarer. Accessible via dozens of planar portals, the Ubiquitous Wayfarer is a friendly, three-story tavern in the Lower
Ward. Its proprietor, Riaen Blackhome, rents rooms for 2 gp per night.
Say a Planar Prayer. No power is too obscure to worship in the Lady's Ward, where demonic cultists and goodly priests erect temples side by side.
Send a Squeak. A guide introduces the characters to the pervasive rodents called cranium rat squeakers (see Morte's Planar Parade) and explains
how to communicate using them.
Shop at the Great Bazaar. Anything and everything is sold in the bustling avenues of the Great Bazaar: equipment, food and drink, even magic
items.
Visit a Faction's Headquarters. Sigil is home to twelve ascendant factions, which perform important city functions. Some are friendlier than others,
but characters who have the Planar Philosopher background and their comrades enjoy easy access to their factions' headquarters and
amenities.
W A I?
The core mystery of this adventure surrounds the characters' identities and the nature of their deaths. While the characters retain vague, surface-
level details about themselves, they're likely to seek more information in places such as the Hall of Records in the Clerks' Ward or the Institute for
Intellectual Excellence in the Market Ward. Ultimately, the answers they find are either unsatisfying or nonexistent, and no one knows how the
characters died.
Despite their predicament, the characters can learn minor details about themselves through experiences in Sigil. They might discover they have a
fear of needles after visiting Fell's Tattoos or realize they have more refined tastes after partaking in cheap food or drink. Consider awarding
inspiration (see the Player's Handbook) whenever such observations happen.
Parisa the bariaur tout guides visitors wherever they want to go in Sigil
✏ Quintin Gleim
S E
The following encounters can be introduced anywhere in Sigil. While the first two are optional, the "Harmonium Officers" encounter marks the end
of the exploration portion of this chapter and moves the adventure's plot forward.
S E
A Society of Sensation muse (see Morte's Planar Parade) in a flowery gown approaches the characters, eager to record a new sensation in their
sensory stone (see Sigil and the Outlands). Roll on the Sensory Stone Sensations table and consult the entries below to determine the muse's
desired sensation and how the characters can help them elicit it.
Sensory Stone Sensations
d6 Experience
1-2 Fear
3-4 Joy
5-6 Serenity
Fear. A character can cause fear in a passing commoner with a successful DC 15 Charisma (Intimidation) check accompanied by a threatening
gesture or ominous interaction. On a failed check, the characters record the citizen's contempt instead.
Joy. The Sensate points the characters to a sobbing child (noncombatant) holding a broken toy. A character can brighten the child's spirits with a
successful DC 15 Charisma (Performance) check or by repairing their toy. On a failed check, the characters record despair instead.
Serenity. To record serenity, the Sensate directs the characters to a satyr musician nervously preparing for a street-side performance. A character
can calm the satyr's nerves with a successful DC 15 Charisma (Persuasion) check or the calm emotions spell. On a failed check, the characters
record anxiety instead.
If the characters record the Sensate's desired sensation, the muse rewards them with a sensory stone of their own. Otherwise, the Sensate
recommends the characters get better in touch with their emotions and departs.
P P
Intellectuals from three factions—the Athar, the Bleak Cabal, and the Mind's Eye—are locked in debate in a public forum, such as the Trianym
outside the Hall of Speakers. The quarrelers consist of a strident Athar null, an apathetic Bleak Cabal void soother, and an uplifting Mind's Eye
matter smith (see Morte's Planar Parade for these stat blocks). Their dispute concerns the legitimacy of gods in the grand scheme of the
multiverse. Their bombastic arguments have drawn a small crowd of spectators.
T A
The crux of their arguments are as follows:
The Athar vigorously asserts that the gods are false powers, pointing to their dead husks in the Astral Sea as evidence that they're unworthy of
worship.
The Bleak Cabal agrees with the Athar but goes on to say that nothing has meaning, not even this debate—the multiverse is a cruel existence.
The Mind's Eye disagrees with both of the others, claiming that the gods are legitimate and that every individual can become one. True potential
lies within; it's an ingot waiting to be forged.
W D Y T ?
Having reached an impasse, the philosophers turn their attention to the characters, asking them to weigh in. The debate resolves in one of three
ways:
One of You Is Right. If the characters side with one of the three philosophers, that debater rejoices. Afterward, the agent invites them to tour their
faction's headquarters: the Shattered Temple (Athar), the Gatehouse (Bleak Cabal), or the Great Foundry (Mind's Eye).
Another Faction Is Right. If the characters disagree and instead support another faction in Sigil, the philosophers dismiss the characters. Shortly
afterward, a spectator in the crowd approaches the characters as a representative of that faction and invites them to the faction's headquarters.
None of You Are Right. If the characters conclude that no faction is right, or support two or more arguments, the philosophers groan and disperse.
A few stragglers hang around afterward to voice support for the characters' new philosophy.
If the characters visit a faction headquarters, they're provided details on the faction's philosophies and welcomed to join, if they so choose. See
Sigil and the Outlands for details on the factions.
H O
Sigil's tripartite of justice—the Fraternity of Order, the Harmonium, and the Mercykillers—has learned of the character's multiversal glitch, whether
from the Heralds of Dust or a creature that witnessed the characters' spontaneous resurrection. The Guvners deploy a cadre of Harmonium
officers to place the characters under arrest.
When you're ready to end the exploration, read or paraphrase the following text:
A hush washes over the area, eclipsed by the march of heavy boots. Three officers of the Harmonium—burly guards in spotless, red
plate armor—brandish menacing, clawed polearms in your direction.
"Halt, criminal!" demands one of the peacekeepers, a squinting human with a gold front tooth. "You're under arrest for violating the
laws of the multiverse. We can do this the easy way." The menacing jaws on the Harmonium officers' polearms snap open with a
clink. "Or the hard way."
The three Harmonium peacekeepers (see Morte's Planar Parade) command the characters to drop their weapons and come quietly. The officers
have been ordered to bring the characters before the High Courts of Sigil, where the characters must stand trial for supposed crimes against
reality.
Parisa distances herself from the characters on seeing the Harmonium officers. She apologizes to the characters, briefly mentioning she "can't go
back to the Prison" before fleeing the scene.
The Harmonium officers attempt to detain the characters with their pincered polearms and walk them to the city courts. Failing that, they try to
knock the characters unconscious and place them in shackles.
D
Whether they evade the Harmonium pursuers or get caught, the characters eventually meet Farrow, detailed below. The circumstance of this
introduction depends on whether the characters escape or are captured, as detailed below:
Escape. If the characters defeat or evade their pursuers, they quickly run into Farrow, who helps them lie low in a nearby establishment as
Harmonium backup arrives on the scene.
Capture. If the characters are bested, Harmonium officers detain them with manacles that function as dimensional shackles. The manacles'
magic fades if they are opened or destroyed. As the characters are taken to the city courts, Farrow arrives disguised as a Harmonium officer
named Josbert Plum. After unlocking their manacles, "Josbert" helps the characters flee the guards to a safe place nearby.
If reduced to 0 hit points while disguised as an alter ego, Farrow reverts to their true form. Any excess damage carries over to that form.
Mysterious Patron. Farrow has been observing the characters from afar. The shadar-kai understands the characters' identity crisis and believes
Shemeshka can help, but the spy doesn't disclose their employer's name due to Shemeshka's dire reputation; Farrow hopes they've done enough
to earn the characters' trust in the meantime.
Farrow offers to guide the characters through Undersigil, a maze of tunnels beneath the city, to their patron's safe house. It's too risky to travel the
streets—before the characters know it, every Harmonium officer in Sigil will be looking for them.
If the characters accept Farrow's guidance, Farrow leads them to the closest entrance to Undersigil, a boarded-up archway in the basement of a
nearby building. If the characters decline, Farrow tells them it's their funeral; the Harmonium will continue to return in greater numbers until the
enforcers succeed, and next time, Farrow might not be there to bail out the characters.
U
Farrow knows a path through Undersigil to Fortune's Wheel, a casino owned by Shemeshka. Though the shortcut avoids the Harmonium officers,
the tunneled realms beneath Sigil bring their own dangers, as detailed by the encounters in this section. For more information about Undersigil,
see chapter 2 of Sigil and the Outlands.
On entering Undersigil, Farrow cautions the characters to keep their wits about them.
S R
Soon after the characters begin their travels in Undersigil, read the following description:
A tunnel leads through a half-collapsed basement. At the center of the chamber, a rat with an exposed brain and a bloated stomach
lies belly-up on a porcelain plate scattered with pink crumbs. As the rodent meets your gaze, you hear a low voice in your mind. "Do
what you must," it says. "We have already won."
The speaker is a cranium rat squeaker (see Morte's Planar Parade), a scout for a cranium rat collective known as the Us, which is scouting new
territory. The rat uses the pronouns "we" and "us" when referring to itself. Overwhelmed by the sweet scent of dessert, the rat abandoned its
mission and gorged itself on cake here moments ago. Its belly full, the rat has the incapacitated and prone conditions and is indifferent to the
party.
If the characters leave the defenseless rat in peace, it gives them a cryptic warning about the tunnels beyond: "Beware the scent of strawberry." If
the characters harm it, the rat lets out a telepathic shriek, and a hostile cranium rat squeaker swarm (see Morte's Planar Parade) pours out from
nearby cracks to avenge it.
T T P
Farrow's shortcut takes the characters through the territory of the Coterie of Cakes, a dwindling faction of bullies and bakers who believe the
multiverse is a giant, multilayered cake. Forced into Undersigil when their faction didn't quite take, the Cakers aggressively knead nonbelievers into
members of their cake-based contingent.
Map 2.1: Caker Tea Party Player Version
✏ Mike Schley
Eventually, the characters happen on a Caker tea party in a flooded chamber, emerging from the tunnel to the north. Map 2.1 depicts the area.
When the characters arrive, read the following text:
A strawberry cake decorated with leathery wings rests on a festive table in this damp, dimly lit chamber. Wet sediment collects
around floor drains, and gaping sewer pipes protrude from the stone walls. The other end of the tunnel is barred shut.
Four rosy-cheeked humans in grimy baker's attire sit at the table, sipping tea with pinkies extended.
Four Cakers—chaotic evil, human thugs whose maces are rolling pins—prattle on about the "misguided" surface factions of Sigil over cake and tea.
The Cakers are initially indifferent toward the characters. Normally, the Cakers don't take kindly to interruptions, but the struggling coterie is eager
to recruit new members.
When the characters make themselves known, the troop's ringleader—a pink-haired Caker named Gertrube—invites them to take a seat and join
the absurd celebration. If the characters can endure 10 minutes of teatime without offending their hosts, the Cakers allow them to proceed
unimpeded. However, if the characters decline their offer or otherwise insult the Cakers during the meal—to refuse a slice of cake is an
unforgivable blunder—the Cakers politely ask to be excused, push in their chairs, and attack.
Gertrube invites visitors to a Caker celebration in Undersigil
✏ Adrián Ibarra Lugo
C C
Unable to secure fresh ingredients in Undersigil, the Cakers prepped this pastry with the blood of a vargouille. A successful DC 16 Intelligence
(Arcana) check reveals the wings have black blood; they don't belong to a bat or any other Beast.
Creatures other than Constructs, Fiends, or Undead that partake of the cake are cursed. Over 1d4 hours, a cursed creature's head takes on fiendish
aspects. At the end of this time, the creature dies, and its head tears from its body as a hostile vargouille reflection (see Morte's Planar Parade).
Casting greater restoration, remove curse, or a similar spell on the target before this transformation completes ends the curse and undoes its
effects.
C C
The Cakers have eaten the cursed cake. Makeup masks their languid complexions, but a character who succeeds on a DC 14 Wisdom (Insight or
Medicine) check determines the Cakers aren't well. If a Caker is reduced to 0 hit points, a hostile vargouille reflection sprouts from their corpse.
P
Each of the lettered sewer pipes on map 2.1 contains a portal to one of the others in this room. The pipes are large enough for a Medium or
smaller creature to pass through without squeezing. A creature that enters a pipe emerges on the other side of the pipe with the matching letter
on map 2.1. The Cakers know the destinations of each pipe and use them to their advantage in combat.
T
Among the Cakers are two stale baguettes, three mincemeat pies, and a lemon tart. Additionally, Gertrube carries a portal compass (see Sigil and
the Outlands).
T F ' W
After the characters deal with the Cakers, the remainder of the journey through Undersigil is uneventful. They emerge from Undersigil in the Lady's
Ward, about a block from Fortune's Wheel.
You stand before the giant marquee of a casino that reads "Fortune's Wheel" in a dazzling font. Fashionably dressed locals laugh, arm
in arm, as they push through the casino's polished gold revolving door to the gambling hall within.
Here ends chapter 2. Each character should gain a level before starting the next chapter.
C 3: F F B
The characters arrive at Fortune's Wheel, a planar casino in the Lady's Ward owned by the Shemeshka the Marauder. As they wait for the
arcanaloth to arrive, the characters experience the gambling hall, its games, and its colorful clientele. At the end of the evening, Shemeshka
promises to investigate the characters' pasts if they agree to do her a favor.
W W
The door of Fortune's Wheel opens into the Dragon Bar. When the party enters, a polite, snappily dressed tiefling bellhop (commoner) named Valek
delivers a letter to them that reads as follows:
Honored guests,
Welcome! I've been expecting you. Don't fret; you're safe here. Our city's so-called "peacekeepers" hold no sway in my establishment.
I've prepared accommodations for each of you upstairs. Valek will show you to your rooms. Rest, relax, and enjoy room service on me.
When you're ready for entertainment, a gift awaits you at the casino cage.
Valek shows the characters to their rooms: luxurious suites fit for royalty on the second floor. A clean set of fine clothes awaits each character.
Valek caters to their basic needs, offering to shine equipment, answer questions about the casino, or provide a short tour. Valek expects a tip of at
least 1 sp for each service. If the characters fail to tip Valek, he remains courteous but becomes faintly aloof.
With the characters in Valek's capable hands, Farrow wishes the characters good luck and departs the casino.
P P
Shemeshka's reputation precedes her. Characters who question Farrow, Valek, or other locals about her might learn the following details:
Arcanaloth. Shemeshka is an influential arcanaloth who takes pride in her appearance. She owns Fortune's Wheel and appears in the casino
regularly.
Spy Master. Powerful in her own right, Shemeshka also commands a loyal web of spies that could bring the city's factions to their knees overnight.
Wealthy and daring gamblers from across the planes mingle at the Fortune's Wheel casino
✏ Luca Bancone
F ' W
Fortune's Wheel is a casino where risk-takers from across the multiverse place bets.
T T
The characters have enough time to finish a long rest. After this, they have 3 hours before Shemeshka arrives on the casino floor. They can use
this time to explore Fortune's Wheel, play games, and interact with fellow gamblers. Use the games detailed in the following sections and the
encounters in the "Timed Events" section to fill the time. Don't worry about managing things to the minute. If the players are having fun, give them
time to enjoy the casino.
C G
Games of chance are scattered throughout the casino. Most involve the elements here.
R
Due to the infinite currencies in Sigil, the games in Fortune's Wheel use razorleaves: gambling chips unique to the casino. A razorleaf—or simply a
"razor"—looks like a gold-hued token inscribed with stylized razorvines. Each razorleaf is worth 10 gp.
Most games cost 1 razorleaf to play. Characters can exchange their earnings for gold or purchase additional razorleaves at a casino cage
(detailed later in this chapter).
G
The Fortune's Wheel Gamblers table details NPCs the characters might encounter in the casino. Use these individuals to bring Fortune's Wheel to
life through social interactions or by including them as quirky rivals for characters playing casino games.
Lighting. Gaudy chandeliers with magic orbs keep the entire casino brightly lit.
Security. Six well-dressed mezzoloth bouncers patrol the casino. The bouncers investigate suspicious activity and respond to aggressive guests.
At your discretion, they also investigate if the characters win too often at any one game.
F ' W L
The following locations are keyed to map 3.1. The compass and cardinal directions on the map are provided for ease of use.
F1: D B
The Dragon Bar is an extravagant reception area where gamblers gather before hitting the casino proper.
When the characters enter, the ghost of a washed-up stage magician known as the Great Stephen Amber is performing sleight-of-hand tricks for
an audience of a few dozen low-stakes noble gamblers and three gnoll hecklers.
At the southeast corner of the bar is a simple door minded by an oni bouncer named Vez. The oni ensures that only those who meet Shemeshka's
thresholds for wealth and interest are admitted to area F3. He has orders to welcome the characters.
F1a: Bar. A sculpture of a red dragon head protrudes from the wall above this mirrored bar, which is tended by a dead-eyed, lawful neutral equinal
guardinal (see Morte's Planar Parade) named Brayson. He is taciturn but friendly.
F1b: Hotel Access. A staircase near the main entrance ascends to a carpeted hallway of numbered, five-star suites. These accommodations exist
in demiplanes accessible by guests and casino staff, or anyone else in possession of a room's portal key.
F1c: Kitchen. Five steam mephit chefs prepare meals for guests in this hectic kitchen.
F1d: Stage. Opening acts take place on a small, curtained stage. Between shows, performers can be found in a dressing room adjacent to the
stage.
F1e: Wheel. This room, reminiscent of a museum exhibit, houses the original fortune's wheel: an eye-catching, vertical iron cartwheel. Gilded
payouts decorate its weathered surface, including one coveted gold square that once paid out ludicrous sums. This roulette has since been
decommissioned, replaced by the one in area F7.
F2: C C
Here gamblers can cash out their winnings or purchase razorleaves for 10 gp apiece. An attentive imp cashier sits behind each barred window,
retrieving chips and funds from secure portals only they can access. There are two cages in Fortune's Wheel: one in the Dragon Bar with two
cashiers and a slightly larger office in the casino proper with three.
Welcome Gifts. When the characters first visit one of the casino cages, a teller gives them each a black satin bag containing 10 razorleaves. If the
characters aren't already aware of the casino beyond the Dragon Bar, an imp encourages them to speak with Vez the oni.
F3: I F
Heavy doors swing inward, revealing a jingling fountain of gold coins rising from the floor of an extravagant gambling hall. The
glittering spout originates from the open palm of a statue depicting a confident arcanaloth cast in solid gold. The fountain's
inscription reads, "Fortune Favors the Bold."
Hundreds of people from across the planes congregate around all manner of games, refreshments, and performances in this lavish,
magical casino.
This golden statue depicts the casino's owner, Shemeshka. The coins are an illusion. Physical inspection of the fountain, a detect magic spell, or a
successful DC 12 Intelligence (Investigation) check reveals them as such.
Scrying Statue. Creatures in the security room (area F10) can see and hear through the statue as if they were standing in its place. A detect magic
spell reveals an aura of divination magic around the statue.
Treasure. The statue is worth 5,000 gp, but damaging any part of it draws the immediate ire of two mezzoloth bouncers in the crowd nearby.
F4: S M
The first time a character approaches a slot machine, read or paraphrase the following text:
A wiry-haired night hag jumps for joy before a boxy clockwork machine fitted with a hand lever. The machine's three, faintly glowing
reels display the images of two gray worms and a golden ring. "Come to mama," giggles the hag as three writhing grubs wiggle from
the dispensary slot and into a brass bucket at her feet.
A game of slots costs 1 razorleaf to play. When a participant inserts a chip into the machine, roll three d6s. Each number on the die corresponds
to a symbol displayed on the slot machine's reels and its prizes, as shown on the Slot Machine Results table. Prizes are dispensed from a slot at
the base of the machines.
Jackpot. If all three symbols match, the participant wins the jackpot prize listed on the Slot Machine Results table for that symbol. Each jackpot
can be won only once. Subsequent jackpots for a given symbol result in a two-of-a-kind prize.
Modron Time! If the reels display a tooth (2), a gear (4), and a pitchfork (6) in any order, the four duodrone slot machines do a coordinated jig, and
the participant gains the ability to reroll one or more of the d6s on their next pull of a slot machine lever, as fortune tilts in their favor.
F5: T G
Various games take place at velvet-lined tables in this open area. Three games are detailed below; at your discretion, Fortune's Wheel might
contain other table games of your own creation. The buy-in for a table game is 1 razorleaf per game unless anyone is feeling lucky and wants to
up the ante.
The dealers at each table game are indifferent toward the characters. Dealers abstain from combat but defend themselves if threatened. A
mezzoloth pit boss watches over each group of tables, keeping an eye out for cheaters and troublemakers.
Dare to test your luck with a spin of fortune's wheel
✏ Axel Defois
Dead Hand's Dice. A vampire croupier coalesces from a cloud of mist to conduct dead hand's dice, a dice game popular among spacefaring
pirates in the Astral Sea. The rules are as follows:
Each participant's player chooses any number of d6s (known as "bones") and shakes them in a cup.
You choose any number of d6s as well, and roll for the dealer and participating NPCs.
The participant with the highest total wins, but anyone who rolls a 1 automatically loses.
Olidammara's Bounty. Named after a god of revelry, this game is played on a long table embroidered with a flat pattern of an unfolded, twenty-
sided die. The game's dealer is also its deciding piece: a spectator shaped like an icosahedron that rolls itself on the table once all bets have been
placed to determine the outcome. The rules are as follows:
Participant Bets. Participants bet on one or more numbers between 1 and 20. To place a bet, a participant places at least 1 razorleaf on that
number's triangular space on the game table. There's no limit to how many numbers a participant bets on, but they must wager at least one chip
for each number.
Dealer's Roll. After all bets are placed, the dealer rolls itself. Roll a d20; if the number on the die matches a number on which the participant bet,
the participant collects five times the amount of chips they wagered. Chips wagered on any other numbers are lost.
F6: B -T P
This area displays a gilded apparatus of Kwalish, a prize that can be won by spinning the fortune's wheel in area F7. If the characters take the
apparatus for a joyride, two mezzoloth bouncers arrive in 3 rounds and demand the characters vacate the apparatus or be escorted to their room
by force.
F7: F ' W
This hall holds the game after which the casino is named: fortune's wheel. The dazzling, upright roulette wheel, decorated with
blinking lights and prizes galore, rises from an ornate stage of its own. A plush throne sits before the wheel before a marble platform
fitted with a coin slot and a large level.
Fortune's wheel is the casino's signature experience: an exciting game of chance where fortunes are won or lost. The fortune's wheel consists of
three concentric spinning wheels and measures 10 feet in diameter. It occupies its own roped-off stage.
Spinning the Wheel. Fortune's wheel costs 5 razorleaves per spin, and a creature is allowed only one spin every 24 hours (the wheel doesn't
function if more spins are attempted). To play, the participant sits in the chair, inserts the chips into a slot in the pedestal, and pulls the lever. To
determine the result, roll a d10 and consult the Outer Wheel column of the Fortune's Wheel Results table, following its instructions or comparing
the result to the entries below. The game always starts on the outer wheel and ends with a single result.
The wheel is magical. Any physical prize winnings appear before the stage after each game.
F8: I L
Chilly fog emanates from the Ice Lounge, a bar chipped from a magic glacier. Its bartender is Phiwi, a warm-hearted yeti who speaks Common.
The mixologist's specialty is a face-numbing cocktail called the Abominable Yes Please.
F9: S
A lofty, curtained stage rises at one end of the hall. Each evening, it boasts an assortment of acts. Behind the stage, performers prepare for the
next act. A high-strung satyr stage manager, Grigsby, roves between storage spaces and a dressing room strewn with makeup and bewitching
costumes.
Three acts take place on the stage:
Beyond Reality with Bimdom Baffletrick. A charming illusionist in glittery, purple robes, Bimdom Baffletrick (chaotic neutral, gnome mage)
performs arcane feats. His assistant is a friendly, white-furred weretiger named Felix.
Star Performer. A silver-haired singer of great renown named Estrella (chaotic neutral, elf noble) brightens the stage each night in a shimmering
sequined dress.
Tombstone Troubadour. An icon from the faraway land of San Citlán, Cecilia Tlapaya (chaotic good ghost) takes the stage dressed in a sharp suit.
The short-haired troubadour haunts a pearl-white guitar and is accompanied by a brassy band of ten lawful good skeletons.
F10: S R
Three nothics sit in this dim room, staring at screens connected to invisible sensors spread throughout the casino. The nothics can hear and see
through the sensors as if they were there, but they can't move them. In addition to their observation capabilities, the sensors extend the range of
each nothic's Weird Insight action, allowing the Aberrations to probe the minds of suspicious patrons.
Directly above the participant's seat at the fortune's wheel (area F7)
If the nothics observe any questionable activity, they raise an alarm heard only by the mezzoloths throughout the casino, directing them to the
scene.
F11: P R
These lavish rooms are used for private meetings or exclusive table games. In one room, three hound archons (see Morte's Planar Parade) are
playing dead hand's dice (see area F5).
F12. P P R
This unremarkable alcove stands in a back hall used by casino staff. Within is a portal that opens for creatures carrying an exceptionally rare
platinum razorleaf chip. Those who brandish such a chip and step into the alcove emerge into the Platinum Rooms, which are detailed in chapter
14.
T E
The following events occur at the end of each hour.
H 1: I T
Three amicable Vecna impersonators—doppelgangers mirroring the archlich of the same name—walk the casino floor doing inaccurate but
amusing impressions. The trio approaches one of the characters and begins to recite cheesy one-liners, asking the party to "give a lich a hand."
The impersonators are pickpockets who prey on the casino's patrons. While one Vecna impersonator distracts their target, another rummages
through the mark's pocket for valuables.
A character who succeeds on a DC 16 Wisdom (Perception) check catches the impersonator in the act. The doppelgangers attack if they equal or
outnumber the characters present. Otherwise, they attempt to break line of sight with the characters and assume new identities. Characters have
advantage on Wisdom (Perception) checks made to notice the dopplegangers as long as the impersonators are still wearing their Vecna
costumes.
While the impersonators were hired by Shemeshka's staff, the house doesn't condone their thievery.
H 2: D P
If the characters didn't pay the bar tab of Winter's Bite, the young white dragon in the Ice Lounge (area F8), the dragon finally snaps. The dragon
wreaks havoc as he heads for the stage to bully the current performer, who retreats into the dressing room. If the characters don't intervene, four
mezzoloths arrive after 3 rounds and subdue the dragon, who continues to cause a scene as he's removed from the casino. A character who
spends an action and succeeds on a DC 14 Charisma (Intimidation or Persuasion) check can convince the dragon to stop attacking and leave the
establishment.
H 3: S A
Read the following text when Shemeshka (see Morte's Planar Parade) makes her appearance:
The lights dim, and the crowd murmurs with anticipation. Like a spotlight, a portal appears in the hall's vaulted ceiling and casts a
golden glow on the casino floor. A grand, spiral staircase twists down from the portal, accompanied by an orchestral fanfare. A
copper-furred, fox-headed being in an exquisite gown gracefully descends the stairs. Her arrival is met with thunderous applause.
R S
Shemeshka is dignified and dangerous—a gregarious yugoloth who emanates an aura of grace and royalty. In conversation, she is composed and
cordial, exuding confidence and sophistication without appearing pretentious or insincere. However, her smiles are hollow—a placid veneer that
masks her ruthless nature. To Shemeshka, the multiverse is a chessboard. She moves her pawns deliberately across the planes, using them to
further far-reaching schemes. She views her enemies the same way she does her allies: unworthy, easily manipulated, and disposable.
T S
As Shemeshka's guests, the characters can easily secure an audience with the casino's owner, who suggests they speak privately in area F11.
Once settled, the arcanaloth asks the characters if they've enjoyed themselves in her casino. If the characters respond positively, she's happy to
hear it; otherwise, she smiles and tells them Lady Luck has finally found them. Shemeshka then inquires about the characters' unique plight,
listens to their response, and proposes a deal.
Shemeshka's Offer. The arcanaloth promises to dig up information on the characters' pasts in exchange for a favor. She asks the characters to
locate R04M, a monodrone that vanished into the Outlands some time ago and hasn't returned. She's too busy with the casino to track him down
herself.
Shemeshka claims the modron is a rogue accountant that knows sensitive information about her enterprise and her powerful associates. This is a
lie. In truth, the modron is a loose end in one of Shemeshka's untold plots—a massive scheme involving a legion of lost modrons. Shemeshka's
plans are further detailed in part 3 of the adventure.
If a character doubts the arcanaloth's intentions, she commends them on their caution; it's rarely wise to trust a Fiend. Shemeshka assures the
characters that her line of work thrives off mutual distrust and that her intentions with the modron don't concern them. What difference does it
make if both parties get what they want? To sweeten the deal for hesitant characters, Shemeshka offers an immediate payment of 300 gp per
character.
Distraction. The arcanaloth's mission is largely a distraction. Shemeshka doesn't expect the characters to return from the Outlands anytime soon,
if at all. The wheels of a grand scheme are in motion, and she wants the characters out of her affairs.
T O
If the characters accept her deal, Shemeshka gives the characters a piece of lapis lazuli shaped like an eye. She explains that it's a key to a portal,
located in the Clerks' Ward near the base of a gigantic statue of a rearing, three-eyed horse. The portal stands in an archway and leads to the
Outlands (detailed in chapter 4).
After providing this information, Shemeshka excuses herself, supposedly to set her agents to work hunting down details about the characters and
their situation. She welcomes the characters to continue to enjoy Fortune's Wheel. The characters can explore the casino further or Sigil as they
please, so long as they avoid the Harmonium.
This chapter ends when the characters use the portal to head to the Outlands. Each character should gain a level before starting the next chapter.
P 2: T M M
C 4–I O
While Shemeshka investigates the characters' origins and the strange magic affecting the adventurers, the party travels to the Outlands in search
of a fugitive modron. Their trail leads to a mysterious castle with the ability to traverse the plane. The magical fortress has recently been occupied
by Fiends, which prove to be an impediment to investigating the site, learning more about the missing modron, and exploring the Outlands beyond.
The walking castle Iedcaru endlessly explores the Outlands
✏ Zoltan Boros
A O
When the characters emerge from the portal, read the following:
You find yourself standing amid ruins of weathered black marble. The last recognizable remnant of these ruins, a solitary stone
archway, provides a frame for the portal you just passed through. Glittering, deep-blue sand spreads before you in all directions. Great
impact divots mark the passage of something enormous. The trail leads toward a sudden transition in the terrain, where a forest of
magenta trees climbs craggy hills that look like wizened faces.
Much farther in the distance, an impossibly tall stone spire stretches from the horizon into the clouds.
The portal from Sigil opens into a nameless ruin in the Outlands that is roughly halfway between the Spire and the gate-town of Torch. The portal,
which leads back to Sigil, can be reopened with a piece of lapis lazuli etched with an eye. The surreal nature of the surrounding desert, forest, and
hills, as well as the rapid transition between the terrains, is natural for the Outlands.
Creatures can follow the tracks toward the forest. A character who succeeds on a DC 12 Wisdom (Survival) check knows the tracks weren't made
by an animal, but rather by a large magical device or machine.
A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the stone spire in the distance as the Spire that marks the center of
the Outlands and atop which floats Sigil.
Characters who follow the trail find a walking castle (see the following section) after an hour of travel. Those who avoid the trail come across the
castle in another direction.
“"I am a mimir, a magical device designed to provide information. I can be, be, be–" Cacophonous gibberish and overlapping voices ensue. "Infinite
unlikelihood error: data not found."”
— The Mosaic Mimir
T W C
The walking castle Iedcaru is a treasure from ages past. It was created by githzerai as a hermitage where ascetics could travel the Outlands and
meditate on the nature of realms beyond. While the castle has been forgotten by most githzerai scholars in Limbo, it remains the home of Zaythir,
a sage who seeks to glean multiversal truths from mystical planar forces.
Iedcaru has recently seen more visitors than usual. The first was the modron R04M, which stopped at the castle and learned much about the
Outlands. More recently, though, a host of Fiends discovered and occupied the castle. They've captured Zaythir and are now working to discover
how to operate the castle. The Fiends' goals are up to you; they could be seeking to claim the castle and sell it as a war machine, or they might be
working for Shemeshka through intermediaries seeking to track R04M.
When the characters come within sight of the walking castle, read the following description:
Amid a grove of strange trees stands an ornate tower. Around it, toppled pillars lie scattered. A short stairway rises from the ground to
a stone terrace, where six openings lead into the structure.
The walking castle is currently immobile. Those who climb the stairs reach area W1.
W C F
The castle has the following features:
Ceilings. Ceilings in the castle are 30 feet high on the first floor and 15 feet high on other floors.
Doors. Doors in the castle are stone reinforced with iron. The doors have AC 17, 25 hit points, and immunity to poison and psychic damage. They
can be broken open as an action with a successful DC 25 Strength (Athletics) check. Locked doors can be picked as an action with a
successful DC 20 Dexterity check using thieves' tools.
Light. Crystals embedded on the interior walls and ceilings of the castle fill rooms with bright light.
Water. Taps in the kitchen, washroom, and workshop provide endless streams of fresh water.
W C L
The following locations are keyed to map 4.1. The compass on the map and directions in the following descriptions are provided for ease of use.
W1: T
A paved ring with a 2-foot-high lip provides a foundation for the castle. The base of the tower opens into a hall without exterior doors. Along the
west and east interior walls of this hall are doors that lead to area W2. The door to the east is locked. The door to the west has been shattered
inward.
A character who walks around the tower and succeeds on a DC 12 Wisdom (Perception) check notices the perch and door to area W4c, 30 feet
above.
W2: L
All manner of tomes, scrolls, tablets, and folios cram the towering shelves of this airy library. An ancient wooden table surrounded by
matching benches stands at the room's center, near an ornate spiral staircase that climbs through the ceiling above. To the north are
statues of githzerai scholars and an alcove with a table covered in candles. To the south, in another alcove, stands a crystal
sarcophagus.
The library holds the collected writings of Iedcaru's scholars. The majority focus on esoteric philosophies of the Outer Planes and multiversal
theories.
W3: M R
A character who listens carefully before entering this area and succeeds on a DC 12 Wisdom (Perception) check can hear the tieflings inside
discussing whether to betray someone named Thlaarsh.
When a character enters this area, read or paraphrase the following:
A spiral staircase emerges through the floor into this multiuse kitchen and social area. To the north, a ladder ascends to the floor
above, and six simple doors ring the room. To the west are several cabinets and cooking spaces that have been pillaged, with pots
and foodstuffs scattered across the floor. Two tieflings in spiked armor conspire over the table.
The tieflings are neutral evil gladiators in the service of Thlaarsh (see area W5). They're hostile, but a character who succeeds on a DC 18
Charisma (Intimidation or Persuasion) check or who offers each tiefling at least 1,000 gp convinces the pair to betray their yugoloth allies.
Otherwise, the tieflings scream battle cries as they fight to the death. If the characters don't silence the tieflings quickly, the Fiends in areas W5,
W6, and W7 are alerted.
Through doors to the southwest are a pantry and washroom. If a character dies in the castle, their incarnation appears in one of these rooms.
W4: B
The following bedrooms surround the main room:
W4a. This room has a single bed, a desk, and a cabinet containing loose robes.
W4b. This room has two beds, a writing desk, and an empty cabinet.
W4c. This room contains a large nest, once used by an avian scholar, and a cabinet with clothes suited for a winged wearer. A door to the east
opens onto a sturdy log perch covered in old talon scratches.
W5: S
If the nycaloth in this room is aware of the characters, it casts invisibility. When a character enters the room, read or paraphrase the following,
leaving out the last sentence if the nycaloth is invisible:
A sizable desk stands opposite the door in this stuffy study. Cabinets, crowded bookshelves, and maps of the Outer Planes cover the
room's walls. In the south corner stands a simple cot. A hulking, green-skinned figure with mighty wings and razor-sharp claws
violently peruses the books, discarding those that displease it.
This is Zaythir's study. The nycaloth Thlaarsh the Gore Drinker is here, seeking ways to make the castle move. Thlaarsh attacks rival trespassers
and fights to the death, but it tries to capture spellcasters, hoping to make them pilot the castle.
Treasure. The desk holds Zaythir's notes on the Outlands, which are written in Gith, as well as calligrapher's supplies. On the desk is a broken
mimir (see Sigil and the Outlands) with a skull made of colorful glass shards. This mimir is further detailed in the "Mosaic Mimir" section later in
this chapter.
W6: C C
If the two mezzoloths in this room were alerted by noise in area W3, they cast darkness before the characters enter. Otherwise, read or paraphrase
the following when a character enters the room:
This chamber is dominated by a sculpture of a gigantic, humanlike figure looming over a broad, circular table. A ladder to the north
descends, while a ladder to the south climbs to the floor above.
Two four-armed, insectile creatures inspect the sculpture and table, trying to break them loose.
The two mezzoloths attack the characters on sight and fight to the death.
Castellan. The statue and table here are together a unique magical being known as the Castellan. It is dormant when the characters initially enter
this room. See "The Castellan" later in the chapter for additional details.
Secret Door. A character who investigates the south wall and succeeds on a DC 18 Intelligence (Investigation) check finds a secret door that
slides open. In this space is a small table on which sit several candles and a necklace of prayer beads with 1d4 + 2 magic beads.
W7: M C
The lights in this room have been destroyed, leaving the area in dim light.
Ancient tapestries of the planes and cosmic alignments cover the walls of this simple room. Ladders descend to the floor below and
rise to the level above.
An incubus named Arcis, who serves Thlaarsh, waits in this room, guarding the prisoner on the floor above. If he heard battle in areas W3 or W6,
he transforms himself to look like a wizened gnome wearing the robes and tall hat of a member of the Fraternity of Order. He pretends to be a
prisoner and lies to the characters, begging them to help him get out of the tower before more Fiends arrive. This is a ploy to drive the characters
toward any Fiends surviving on the floors below. If none remain, he either tries to escape the tower or uses the characters to his advantage.
W8. S T
Narrow windows look out from this stark stone chamber in every direction. In the room's center stands a green crystal atop a stone
pillar. A ladder descends to the floor below. Seated in a corner is a githyanki woman with long, white hair and closed eyes.
The Fiends have kept the castle's caretaker, a neutral githzerai uniter (see Morte's Planar Parade) named Zaythir, in this chamber. Zaythir is eager
to be free and evict the devils from her home. She is further detailed in the "Zaythir" section.
Crystal. The green crystal affixed to the pedestal is a gem of brightness. When the gem is lit, its light can be seen over a mile away.
C ' R
Once the Fiends are defeated and Zaythir is freed, the characters have access to the walking castle and the gratitude of its residents. These
residents help the characters however they can.
The githzerai Zaythir uses the Castellan to set the walking castle's course across the Outlands
✏ Robson Michel
Z
Zaythir is a patient scholar of the planes who rarely shows extremes of emotion. If she is freed and the Fiends are driven out of her home, she's
indebted to the characters. She introduces herself and can provide information on the following topics:
Personal Background. Zaythir is a scholar of the planes who studies the Outlands and the planes beyond. She has guarded the walking castle
alone for years.
The Castellan. This magical being is Zaythir's companion and the heart of Iedcaru. It controls the castle's movement. Zaythir can introduce the
characters to it (see the "The Castellan" section).
Walking Castle. The walking castle is called Iedcaru. It is a repository of learning and a place to study the Outer Planes. It was created by githzerai
long ago.
Modron. Zaythir was recently visited by a monodrone who called himself R04M. He had been using a mimir (see Sigil and the Outlands) to follow
the path of the last Great Modron March, intending to learn truths of the multiverse. He left his mimir here, saying it told him where to go after
visiting all the gate-towns (though he didn't say where that was). His mimir was damaged during the Fiends' attack (see the "Mosaic Mimir"
section).
Zaythir knows nothing about the multiversal glitch affecting the characters, but she's happy to let them research in the castle's library.
Unfortunately, the library contains no information on the characters' circumstances.
If it's clear the characters plan to explore the Outlands, Zaythir offers to help, both by sharing her knowledge of the plane and by letting the group
travel via Iedcaru and use it as a base.
T C
This magical wonder is inert when the characters first enter area W6. Zaythir can reactivate it with a word, at which point its body animates and
the table before it projects an illusory image of the Outlands.
The Castellan has the following features:
The Castellan is neutral and has an Intelligence of 12, a Wisdom of 10, and a Charisma of 12.
The Castellan has hearing and darkvision out to a range of 60 feet, and it can understand Common and Gith but can't speak. It
communicates through gestures alone.
The Castellan can cause Iedcaru to stand or sit. While the castle stands, its lowest level is 40 feet off the ground. The castle can walk at the
rate of 12 miles per hour, but it can go no faster or slower.
The Castellan controls the walking castle and is friendly toward those who rescued Zaythir. If the Castellan's attitude changes, a character
must succeed on a DC 14 Charisma (Persuasion) check to convince it to navigate the castle.
Provide the players with the poster map of the Outlands, and let them use it to determine where the Castellan should navigate Iedcaru next.
M M
The Mosaic Mimir is a mimir (see Sigil and the Outlands) that looks like a human skull made of gold, silver, jade, and onyx. The mimir was badly
damaged in the attack on Iedcaru, and it lies in pieces.
The Mosaic Mimir can be physically repaired by a character who spends an hour and succeeds on a DC 12 Intelligence (Arcana) check. Zaythir
can repair it if the characters can't. While this repairs the mimir physically, it doesn't restore the lost information about the Outlands. The mimir
once knew information about all the gate-towns and their portals to the Outer Planes, but it is now missing data on the following gate-towns:
Automata Glorium
Curst Rigus
Excelsior Sylvania
Faunel
The mimir is also missing data on the last Great Modron March (see "The Last Great Modron March"). This information still exists, but it's
inaccessible until the data on the gate-towns is restored.
R M ' D
R04M the Missing Monodrone
✏ Dave Melvin
The mimir holds the key to finding R04M, but it must have its missing data restored to access its Esoteric Knowledge and Planar Knowledge
properties (detailed in Sigil and the Outlands). Zaythir or a character who succeeds on a DC 12 Intelligence (Arcana) check knows that the
following steps are required to restore missing data to the mimir:
Planar Precision. The mimir must be in the place it is receiving data about. In the case of a gate-town, this means being within 5 feet of a gate-
town's portal.
Information Entry. Whoever is attuned to the mimir must record a description of the location and their impression of it. This process takes 1
minute.
Use the Mimir Restoration Tracker (handout 4.1) to note the gist of reports on gate-towns and whether they seem accurate (this is relevant to the
adventure's conclusion). Consider earnest attempts at reporting accurate even if they lack certain details. Recordings with purposeful omissions,
falsehoods, or editorializing should be considered skewed.
Handout 4.1: Mimir Restoration Tracker
T L G M M
Once data on all seven missing gate-towns is restored, the mimir can report on the Great Modron March. It provides the following details:
The Great Modron March is a procession of countless modrons conducted every 289 years to collect information about the multiverse and
realign the workings of the plane of Mechanus.
Untold numbers of modrons are lost during the march, and sometimes whole tangents of the march split off and get lost.
The march enters the Outlands through the portal in the gate-town of Automata.
The march visits all the gate-towns, then passes through the rilmani settlement of Dendradis at the base of the Spire. From there, the march
ventures through portals into other planes, with a much-diminished number eventually returning to Mechanus.
The last Great Modron March occurred ahead of schedule and experienced a heightened number of irregularities and losses for tenebrous
reasons.
A O
Zaythir can help the characters piece together that to find R04M, they must restore the Mosaic Mimir by visiting the seven gate-towns for which
it's missing data. Then, it should be able to relate the details about the last Great Modron March, which R04M was following. The characters might
seek other sources for information about the last Great Modron March, but the event was so fraught with incongruities and lost so many modrons
that it's impossible to know what tangent of the march R04M is following. Zaythir also offers to let the characters use Iedcaru as a base and
conveyance across the Outlands—though Zaythir won't leave the Outlands herself or let the walking castle travel to other planes.
As in Sigil, there are no literal cardinal directions in infinite planes like the Outlands. Nevertheless, maps and descriptions refer to such
directions for ease of use. To aid in navigation, residents of the Outlands refer to the direction toward the Spire as "spireward." This is a
relative direction, as spireward in Automata is the opposite direction from spireward from Xaos.
A O
Chapters 5 to 11 detail exploits in the seven gate-towns where the characters need to collect information to restore the Mosaic Mimir. These
seven chapters can be run in any order. Chapter 12 provides supplementary encounters you can use at any time. The Castellan can provide the
characters with an illusory version of the poster map of the Outlands from Sigil and the Outlands. Then, the characters can decide where they wish
to travel.
T O
The Outlands is infinite in size and changes constantly. This makes the distances between locations and the time it takes to get from place to
place variable. How long travel takes is up to you—it could take 3d6 days to get from one gate-town to the next closest one, or weeks, or longer.
While traveling in the walking castle, the characters are safe, and encounters occur only when you choose.
Time also has little meaning, as the characters and many of the NPCs in this adventure are effectively immortal. The following chapters could take
place over the course of weeks, years, or centuries, and the results would be the same. Creatures in the Outlands might experience time differently
from one another, so make use of NPCs and encounters whenever or wherever you want.
A L
Characters gain 1 level every time they complete two of the gate-town adventures in part 2. This is outlined on the Levels in the Outlands table.
The characters will be 9th level before starting chapter 13.
C 5–A :R
At the center of Automata stands a massive, toothed cog that encloses the gate to Mechanus, the plane of ultimate order. This towering gear
rotates slowly—one booming tick at a time—in sync with the workings of the plane beyond. To repair the Mosaic Mimir, the characters must visit
Automata's gate—a feat easier said than done in the rigidly structured gate-town. To complicate matters, agents of chaos are eager to disrupt the
town's perfect order.
Automata is detailed in chapter 3 of Sigil and the Outlands. Review the town's description prior to running this chapter.
Beltha and her chaotic gang operate out of the Inverse, the upside-down realm beneath Automata
✏ Warren Mahy
E A
“"You think Automata's straight streets and ticks and tocks are order?! Wake up! The powers of Mechanus don't want what's best for you. They
want you predicable. Don't feed yourself to their machine!"”
— Legis, former Council of Anarchy member before being imprisoned in Mechanus
As the characters approach Automata, read the following description:
Rigid beings move purposefully through Automata's perfect street grid. Most travel in sync with the reverberating rhythm of the great,
toothed gear that rises like an arch at the gate-town's center. As you near the community, your mimir rattles energetically, and the
glow in its eye sockets pulses in time with the pervasive ticking.
Locals can provide the characters with directions to anywhere in the town, but their instructions are precise and tediously step-by-step. To record
an entry for the Mosaic Mimir, the characters need to visit the gate to Mechanus.
G M
With its size and persistent ticking, the gate to Mechanus is the central presence in Automata. Using the gate sends travelers to a location in
Mechanus designated by complicated factors predicable only to the modrons overseeing the gate.
Read or paraphrase the following when the characters approach the gate:
A forest of stanchions creates a mile-long path to the great mechanized gate at Automata's center. Hundreds of travelers stand in
queue, seeking to pass through the gate to Mechanus. Amid the line, modron overseers orchestrate the orderly, sluggish procession
to the gate.
G G
The gate to Mechanus is guarded by a decaton modron (see Morte's Planar Parade) and four pentadrones. If any of these modrons are attacked
or feel threatened, they can call on more pentadrones, which arrive in 3 rounds. The guards are indifferent to the characters, and they tell anyone
who approaches to get in line. It takes 19 (3d12) hours for a creature at the back of the line to reach the gate. Even then, only those with a gate-
access permit may approach the gate (see "Accessing the Gate"). If anyone approaches with questions about the gate, the guards direct them to
the Gate Travel Administration.
The modron guards don't allow anyone to approach the gate without approval. If anyone refuses orders to move along, the guards become hostile.
They try to forcibly move dawdlers away, and they attack to subdue and arrest those who resist. Should the characters come into conflict with the
modron guards, Aristimus interrupts and orders the modrons to stand down after 1 round (proceed with "Agents of Order").
A G
Creatures seeking to use the gate or get close enough to record data using the Mosaic Mimir must obtain an access permit at the Gate Travel
Administration building nearby. This monument to bureaucracy is filled with offices, forms, modron officials, and lengthy queues. It takes 26
(4d12) hours of standing in lines and answering repetitive questions before the characters receive the exception forms they need to fill out to
approach the gate. This halfling-sized stack of forms takes 1d4 days to fill out and requires a character to succeed on a DC 12 Wisdom
(Perception) check. If a character fails this check, they miss a field or otherwise err and are provided a new stack of forms to fill out. These take
just as long to complete as the first set of forms.
If the characters settle in for the long haul of Mechanus bureaucracy, word filters through the administration's ranks until Aristimus hears about
the characters and comes to investigate their intentions after 1d4 hours (proceed with "Agents of Order").
A O
Aristimus (lawful neutral githzerai futurist; see Morte's Planar Parade) is the captain of Automata's guards and a member of the town's ruling body,
the Council of Order. If the characters clearly want to use the gate for something other than travel to Mechanus, they come to Aristimus's
attention, either at the gate or in the Gate Travel Administration. The guard captain approaches them with a job in mind. Read or paraphrase the
following text to introduce Aristimus:
A stiff-looking githzerai man with a sharp uniform and sharper mustache approaches, sizes you up, and nods. "You seem like you're in
a bit of a hurry. What business do you have in Mechanus?"
Aristimus allows the characters to explain their situation. After they do, Aristimus introduces himself and shares that he's one of the town's
leaders. Read or paraphrase the following:
"I don't see the harm in admitting you to the gate. Of course, I'll have to convince the rest of the Council of Order of your intentions. If
you take care of something that's been vexing us, though, that gesture of good faith could make all the difference.
"There are discordant elements operating in Automata. One such individual is an outlaw named Beltha. She recently stole one of the
logbooks for the Concordant Express. It contains timetables, passenger lists, manifests, and more. Recover the logbook, and I'll see to
it that you can use the gate as you require. And if you bring Beltha in, I'll throw in a bonus."
Beltha has a distinctive tattoo around her left eye that looks like a shattered gear.
Getting into the Inverse isn't difficult, as many staircases, vents, and drains lead to the underground.
Once their conversation is over, Aristimus wishes the party luck and leaves them to their business.
F B
The characters have two options to track down Beltha:
Search the Inverse. Characters can search the Inverse for Beltha, but doing so without a lead takes 2d4 hours. A character who then succeeds on
a DC 20 Wisdom (Survival) check locates Beltha's hideout (see "Seeds of Chaos"). Due to the chaotic essence of the Inverse, lawfully aligned
characters have disadvantage on this check.
Stake Out. Characters who go to the Divine Machine and spend 1d4 hours watching the clientele eventually see a dwarf Hands of Havoc fire
starter (see Morte's Planar Parade) with a tattoo on his arm that matches the description of Beltha's tattoo. This is an associate of Beltha
named Xannik. A character can tail Xannik to Beltha's lair in the Inverse by succeeding on a DC 14 Dexterity (Stealth) check, or they can
convince him to give up her location by succeeding on a DC 16 Charisma (Intimidation or Persuasion) check. Failing everything else, paying
Xannik 200 gp gets him to give up Beltha's location.
T I
“"The Inverse isn't a mistake; it serves a vital role. All Automata's most disruptive elements shake to the bottom. We'll never be rid of such
glitches–and most will never be a problem–but when one is, we know where to go to deal with it."”
— Karol Kolcha, Automata guard
An underground complex of tunnels and machinery sprawls beneath Automata, and below that labyrinth is the inverted town of the Inverse. There,
gravity pulls toward the surface, allowing rebels and outcasts to create a warped mirror of Automata where chaos reigns.
Stairs leading between the Inverse and the surface have strange angles 30 feet below the surface. There, gravity changes, and creatures
descending into the depths start climbing into the Inverse. Eventually they reach a series of caverns filled with haphazardly arranged buildings and
interconnected tunnels—as chaotic as Automata is orderly.
F I
The Inverse has the following features:
Chaotic Essence. At a point 30 feet below the surface of Automata and lower, the Inverse is saturated with the essence of chaos. Due to
disorientation and headaches, lawful creatures in this area have disadvantage on Wisdom checks.
Gravity. Gravity in the Inverse pulls toward an invisible, horizontal plane 30 feet below the surface.
Light. The tunnels and chambers of the Inverse are dark unless otherwise noted. Locals carry their own light sources as necessary.
S C
The residents of the Inverse are largely freethinkers and anarchists, with a smattering of criminals. Most fled here to avoid being prosecuted for
crimes. Roll on the Inverse Incidents table for additional encounters characters might have in the Inverse.
Inverse Incidents
d4 Encounter
1 Three kenku mockingly mimic the voices of modrons as they try to steal the Mosaic Mimir. They retreat if threatened.
Two Hands of Havoc fire starters (see Morte's Planar Parade) encourage the characters to share how "the system" has
2
wronged them and offer a potion of healing if a character has need.
3 A silent green slaad insistently tries to take a character's flashiest article of clothing.
A chaotic neutral duodrone carries a sign that reads "Glitch Is Nigh!" It entreats a character to prepare for the great
4
multiversal realignment.
I H
Beltha's lair is a series of chambers at the edge of the Inverse (depicted on map 5.1). It takes 30 minutes to find the lair if the characters know the
way. Refer to the "Finding Beltha" section if the characters don't know where to go.
When the characters reach the steam-pipe-lined tunnels where Beltha hides out, read the following:
A gridded iron balcony overlooks an unevenly shaped room full of intertwining pipes and machinery with noisy, exposed gears. Gas
lamps shed flickering light across the area.
Haphazard furnishings, battered crates, and mismatched knickknacks decorate the balcony above. A rusty iron spiral staircase on the
room's far side climbs to this ramshackle lounge.
Beltha (chaotic neutral githzerai zerth) is on the balcony above with her allies Kit and Kot (chaotic neutral quadrones). Below, near the spiral stairs,
is the red slaad Kythkyr. The group is hostile to trespassers and demands they leave. The group attacks the following round. The quadrones favor
using their Shortbow attacks, while Kythkyr tries to prevent intruders from climbing to the balcony.
A character who uses an action and succeeds on a DC 14 Charisma (Persuasion) check can convince Beltha to call off her gang and talk (see
"Talking with Beltha" for details).
Exposed Machinery. The area is filled with hazardous machinery that can catch creatures in its gears. A creature that starts its turn within 5 feet of
these machines, or that moves into that area for the first time on a turn, must succeed on a DC 15 Dexterity saving throw or take 16 (3d10)
bludgeoning damage and have the grappled condition (escape DC 15) as it becomes caught in the gears. A grappled creature can make another
saving throw to escape the gears at the start of its next turn.
Treasure. The crates and workbenches in the room are covered in rusted, worthless tools. On the balcony above lie knickknacks and pieces of
symmetrical art worth a total of 200 gp. A character who examines the couch on the balcony and succeeds on a DC 16 Intelligence (Investigation)
check finds a stash of several well-packed, precision-made lenses hidden between the cushions. These lenses are worth 750 gp total.
T B
Beltha is an agitator in the Inverse. She's irreverent and doesn't believe people are meant to live as rigidly as the Council of Order and the powers
of Mechanus prescribe. She stole the logbook from Concord Terminus to remind Automata's residents that even the modrons' plans aren't perfect.
She plans to sell the logbook and expects to get 1,000 gp for it. She'll sell it to the characters for 1,500 gp, or 1,000 gp if a character succeeds on a
DC 20 Charisma (Intimidation or Persuasion) check.
C
If the characters return to him with the logbook and Beltha, Aristimus is outwardly reserved but inwardly delighted. So long as the logbook is
recovered, he provides the characters with a pass to access the gate to Mechanus, along with a simple trinket: a precise copper pocket watch with
a face that tracks 168 hours. The watch is worth 500 gp—double that in lawfully aligned settlements, such as Automata. If the characters also
return with Beltha, Aristimus provides the bonus he offered: 2,000 gp if Beltha is alive and 1,000 gp if not.
If the characters failed in their mission, Aristimus thanks them for their time and directs them to the line of applicants seeking gate access.
When the characters have completed their work in Automata, consult the "Advancing in Level" section of chapter 4 and let the party determine
their next destination.
C 6–C :I B
The gate-town of Curst stands as an entrapping ring around the gate to the prison plane of Carceri. A sinkhole of betrayers and a haven for those
who don't want to be found, Curst is a place where anyone is welcome to enter—but leaving is another story.
Completing an entry on Curst for the Mosaic Mimir is easy; no one stands in the characters' way. Once the characters are inside the gate-town's
walls, though, they're not allowed to leave. A secret path to freedom exists, but the characters must be willing to pay the price and take the risks of
accessing it.
Curst is detailed in chapter 3 of Sigil and the Outlands. Review the town's description prior to running this chapter.
Without help, Valder and Fellik Sands have little hope of escaping the oppressive gate-town of Curst
✏ Aaron Miller
E C
As the characters approach Curst, read the following text:
The odor of rusty metal stings every breath. Ahead lies the gate-town of Curst, a dismal-looking community surrounded by an
imposing wall. Hulking sentries mind the barrier and oversee an open gate into town. As you near the gate-town, your mimir chimes,
and its eye sockets flicker like a dying candle flame.
Two maelephants (see Morte's Planar Parade) allow the characters to enter the gate-town. As they enter, characters who have a passive Wisdom
(Perception) score of 16 or higher notice that the community's gates have bars only on the outside—as if they're designed to keep people inside.
Those who question the guards here are told to move along (see the "Curst's Walls" section for details).
Inside, the characters find Curst's townsfolk to be a sour, suspicious lot who are generally uninterested in conversation. Getting terse directions to
the gate to Carceri or any of the Curst locations requires a successful DC 14 Charisma (Intimidation or Persuasion) check.
“"We're the refuse of the Outlands, the debris of shattered dreams, the waste of every failed vengeance. We're the scum of the multiverse... but
we're still better than you."”
— Tovus Gilaf, former burgomaster of Curst, to his replacement, Villigus Bazengar
E C
While exploring Curst, the characters might have any of the encounters listed on the Curst Encounters table.
Curst Encounters
d6 Encounter
A farastu demodand (see Morte's Planar Parade) drags a bandit captain to the gate to Carceri and intends to throw the
1
criminal through it.
The locals ignore a gigantic crash that echoes through town. The noise originated at the town dump; it was caused by
2 the collapse of a towering metal sculpture built by the dour adult copper dragon Tudhog the Junk Wyrm (see the "Curst"
section of Sigil and the Outlands).
3 A hateful criminal (cult fanatic) jeers at the characters from a public pillory or hanging cage.
d6 Encounter
Eyes peer at the characters from the shadows. Roll a die. If you roll an even number, the watcher is a spy who's
4-6
suspicious of the characters. If you roll an odd number, it's a cranium rat squeaker swarm (see Morte's Planar Parade).
G C
In the center of Curst stands a rusty metal arch filled with swirling crimson sands and echoing with anguished wails. This is the gate to Carceri,
also known as the Shackled Gate. No guards or deterrents block access to the gate. The gate is a two-way portal to Carceri, but most locals
believe it's a one-way gate and refuse to approach. Characters loitering near the gate with the Mosaic Mimir might draw odd looks, but no
challenges.
C ' W
A 30-foot-tall wall of rusted metal and razorvine surrounds Curst. It's patrolled by a ruthless cadre of guards called the Wall Watch. These guards
are under orders from the town's leader, Baron Villigus Bazengar, to prevent anyone from leaving. Two neutral evil veterans and a maelephant (see
Morte's Planar Parade) guard Curst's gates. If attacked, these guards call on additional maelephants, which arrive in 2 rounds. The Watch also
uses a flight of four trained wyverns to prevent flying creatures from escaping. If the characters attack and are defeated by Curst's guards, the
characters' bodies are thrown in the gate-town's dump.
L C
The Wall Watch prevents characters from leaving Curst, using either threats or outright force. Characters who ask how to gain permission to leave
the gate-town are dismissively referred to the burgomaster's estate to get permission from the burgomaster. Baron Villigus isn't currently in the
gate-town, though, so even attempting to get his permission to leave is impossible. The farastu demodands (see Morte's Planar Parade) who
serve as the baron's guards stiffly relate this to anyone who appears at the estate before urging them to move on.
Once the challenges of leaving Curst become clear but before the characters make any elaborate escape attempts, proceed with the "Innocent
Prisoner" section.
I P
Valder (neutral, human Mercykiller bloodhound; see Morte's Planar Parade) is an ex-Mercykiller in hiding from his former faction. Decades ago, he
disobeyed the Mercykillers by refusing to bring in a bounty he believed was innocent—a deed that led to other faction members' deaths. Valder
abandoned his family when he fled his home in Sigil and went into hiding. Recently, Valder's son Fellik tracked his father down. The reunion healed
old wounds for the pair but was bittersweet, as Fellik (lawful good, human commoner) died several years ago and is now a petitioner (detailed in
Morte's Planar Parade). Now, Valder wants to help Fellik escape Curst and move on to his rightful afterlife.
M V
Valder approaches the characters as they prepare to escape Curst. Read or paraphrase the following text:
An aged human wearing a tattered cloak approaches. His skin is crisscrossed with scars, and he carries himself with confidence. In a
deep voice, the man rumbles, "They say no one leaves Curst. Really, you just need the right friends to get out, and you all look like
you're in the friend-making mood."
Valder introduces himself and asks if the characters want to join him and his son for tea and a chat about the gate-town's signature wall. If the
characters agree, proceed with "Meeting Fellik." If the characters are suspicious, he becomes more forthright, telling them he and his son need
help and inviting them to discuss details at his home.
M F
Valder's home, a tiny shack near the town dump, is made of rusted metal plates and scavenged wood. It is simply furnished with a few chairs, a
table, a kitchenette, and a bench cluttered with metal scraps and tools. A curtained-off area holds a single bed.
After Valder hurries everyone inside and bars the door, read or paraphrase the following text:
Once you're inside, Valder calls out in a worried voice, "Fellik?" A moment later, a young man enters the space from a curtained-off
bedroom. He resembles the older man, though his skin is partially transparent.
Fellik died in an accident in Sigil several years ago. When he manifested as a petitioner, he took the form he had in life. However, his body, while
still corporeal, is semitransparent like a ghost. Fellik and Valder have spent several weeks reconciling, but they've agreed it's time for Fellik to move
on to his rightful afterlife in Mount Celestia.
Fellik is good natured but cautious and indecisive. He's wary of the characters and won't do anything they say unless a character does it first.
AF ' R
Valder gets straight to the point: he wants the characters to help his son escape Curst. He can share any of the information in the "Innocent
Prisoner" section, as well as the following details:
Valder knows of a tunnel in the dump that goes under Curst's walls.
Fellik can lead the characters to the tunnel, but the way is dangerous.
Valder wants the characters to protect Fellik on his way out of the city.
If pressed, Valder explains that he refuses to leave Curst, as he fears the Mercykillers are still hunting for him and he doesn't want to put
Fellik in danger by association.
Valder offers the characters no reward—their reward is escape from Curst. If pressed, Valder flips them 2 electrum coins, which is most of the
money he has in the shack (he saves another 5 coins for Fellik).
If the characters agree to help, Valder encourages them to wait until nightfall, then return, collect Fellik, and head to the dump. He urges the
characters to leave so he and Fellik can say their goodbyes. Use this time to let the characters explore or run scenes from the Curst Encounters
table.
C E
When the characters return to Valder's shack, Fellik is ready to go. Valder gives his son a pouch containing 5 ep, and the pair share a brief hug.
Fellik then leads the characters toward the dump. The journey through town is uneventful, but characters who have a passive Wisdom (Perception)
score of 16 or higher notice locals watching them suspiciously.
When the characters arrive at the dump, read or paraphrase the following description:
Mountains of junk fill countless acres of Curst's dump. Debris range from simple trash to the ruins of massive structures to the
blasted remains of mighty constructs. Fellik quickly leads you through a series of trash canyons.
C E F
Curst's dump has the following features:
Garbage Tunnels. Interior spaces are cavities in the surrounding junk with 8-foot-high ceilings.
Lighting. During the day, the dump is brightly lit. At night and in interior spaces, the dump isn't illuminated. Area descriptions assume the
characters have a light source or other means of seeing in the dark.
Sludge. Viscous runoff pools in the dump. Unless otherwise noted, this sludge is 2 feet deep and is difficult terrain. Creatures that try to leave a
pool of sludge must succeed on a DC 8 Strength saving throw or have the restrained condition. A restrained creature can make another saving
throw to escape the sludge at the start of its next turn.
C E L
The following locations are keyed to map 6.1.
The paths through the junk open into a canyon of smashed statuary. The largest sculpture is a two-story-tall dragon skull made of
rusted metal, which protrudes from a towering trash heap. Noxious sludge pools around the skull.
Characters who have a passive Wisdom (Perception) score of 14 or higher hear bubbling and dirge-like humming from the pool. These noises
come from two otyughs partially submerged in the sludge. They are influenced by energies from Carceri that make them gray, dour, and envious of
anyone seeking freedom. If the characters don't make themselves known as they approach, the otyughs are startled and attack. Should the
characters try to communicate, the otyughs speak in Otyugh and insist to know what the characters are doing. If characters reveal they're trying to
escape, or if they're unable to answer, the otyughs attack. Otherwise, the otyughs are indifferent to the characters.
Dragon Skull. Fellik knows that the dragon's eye sockets hide a hidden path. It can be accessed by climbing 20 feet up the garbage heaps.
C2. H T
A narrow passage winds through tons of debris before opening into a leaking, dead-end cavity. Oily sludge pools along the east edge
of the chamber.
There is no obvious exit from this chamber, and Fellik doesn't know where to go from here. The young man swiftly grows concerned, fearing he
and his father have been betrayed.
A character who inspects the ground and succeeds on a DC 12 Wisdom (Perception) check finds footprints leading into the sludge. Creatures that
enter the sludge and search for a passage find a submerged tunnel leading through the opaque slime. Although the prospect is disgusting,
creatures can swim through the sludge as if it were water.
C3. E R
A pool of sludge opens into a small, air-filled chamber buried in the junk heaps. A tight tunnel runs from here into darkness. Two
figures in bladed armor lean against a wall, a fist-sized, glowing sphere of red light floating over them.
The figures are Amod Ka and Lot Sheng, lawful neutral, human Mercykiller bloodhounds (see Morte's Planar Parade). Lot's driftglobe lights the
room. On spotting Fellik, Amod asks, "Any luck finding your pops, kid?"
Amod and Lot are indifferent to the characters, but not to Fellik. They share the following details:
They followed Fellik to Curst, hoping to track down Valder.
They intend to capture Fellik and force him to lead them to his father.
They encourage the characters not to get involved, explaining Valder is a criminal who let a murderer go free, resulting in multiple Mercykiller
deaths.
Fellik stammers and lies poorly to the Mercykillers, but they're convinced Valder is in the gate-town. Amod and Lot soon move to drag off Fellik. If
the characters impede or attack the pair, the Mercykillers attack. The Mercykillers fight to the death.
A character who succeeds on a DC 20 Charisma (Deception) check convinces the Mercykillers that Valder is dead or not in Curst.
Tunnel. The tunnel to the north winds for nearly a mile before ending in an arch in the wall. This a portal to a stand of trees 3 miles outside Curst.
The portal's key is an electrum coin.
C
The chapter concludes when the characters escape Curst. Once they do, consult the "Advancing in Level" section of chapter 4 and let the party
determine their next destination.
If Fellik is with the characters, he tells them he plans to head to Excelsior. If the characters offer to escort him, he welcomes the help but can't
reward them. On reaching the gate-town, Fellik thanks the characters before departing to Mount Celestia.
C 7–E :L S
Excelsior, the gate-town to the heavenly plane of Mount Celestia, welcomes any who are willing to embrace the lofty ideals of good and law. Good-
hearted characters can easily reach the town's gate and update the Mosaic Mimir. In the process of doing so, they discover that while Excelsior
strives to be an idyllic paradise, the gate-town has its problems.
Excelsior is detailed in chapter 3 of Sigil and the Outlands. Review the town's description prior to running this chapter.
A mysterious criminal uses sinister magic to capture souls in Excelsior
✏ Jabari Weathers
E E
As the characters approach Excelsior, read or paraphrase the following description:
Floating gardens and palaces orbit the towering structures of Excelsior. From amid the tallest buildings rises a tower of alabaster and
gleaming, colored glass that reaches into the clouds. As you near the tower, your mimir rings like a bell, and its eyes pulse with golden
light.
Celestial and Humanoid townsfolk go about their business in peaceful harmony, moving between lush gardens and crisply clean shops and
homes. Shortly after the characters arrive, a smiling lantern archon (see Morte's Planar Parade) approaches, welcomes the characters to Excelsior,
and politely offers them directions to destinations in town.
“"Excelsior isn't just a home; it's a way of life. We strive to live Excelsior every day. It's not always easy, but it's worth it to show the planes how little
acts of good matter and can add up to something great."”
— Bibiana Tama, Excelsior florist
T G
The gate to Mount Celestia stands atop the Godstrand, a soaring pillar whose top is perpetually hidden by clouds. Spiraling stairs ascend the
tower. These are open to any who wish to climb, but those with corrupt intentions find the journey harrowing.
C G
Nearly a mile of stairs and ramps leads from the base of the Godstrand to its top. The stairs take most creatures approximately 18 minutes to
climb.
Creatures of evil alignment see visions of judgment and shame in the mosaics that decorate the ascent. Every minute that an evil creature climbs
the Godstrand or is otherwise within 100 feet of the gate to Mount Celestia, it must make a DC 10 Wisdom saving throw. On a failed save, the
creature has visions of its past wicked deeds and gains 1 level of exhaustion that can't be removed until it finishes a long rest away from the
Godstrand. Creatures that reach level 5 exhaustion are eventually found by heavenly denizens and removed from the tower. This effect never
causes a creature to have level 6 exhaustion.
G M C
When the characters reach the gate to Mount Celestia, read or paraphrase the following text:
A fragrant breeze wafts across the platform atop the Godstrand. Several benches and bare pedestals surround a final flight of seven
golden stairs. Atop these stairs, an archway of endlessly interweaving golden strands forms the gate to Mount Celestia. Two
towering, bear-headed sentinels in heavy armor guard the gate. Other locals linger nearby, meditating on the gate.
The gate's guards are warden archons (see Morte's Planar Parade). They question the intentions of anyone who nears the gate, but they allow the
characters to ascend and use the Mosaic Mimir.
U I
After the characters update their mimir, they're approached by a hound archon (see Morte's Planar Parade). He's one of the locals who's been
reflecting on the gate, and he introduces himself as Varrel, a member of the town guard. He asks if the characters are adventurers who'd be
interested in helping him with a task. If the characters agree to hear him out, read or paraphrase the following text:
The canine-headed archon lowers his voice and says, "I'm in an unusual predicament. Locals have been disappearing from Excelsior
for weeks. My investigations led me to a tiefling named Sincerity, who has been seen near many of the places where people went
missing. Recently I saw her enter a garden, and an individual there vanished soon after. Sincerity is being questioned at our
headquarters now, but unless the interviewers turn up something, we have no proof to hold her. I have my suspicions, but I won't
accuse someone who could be innocent based on my own possibly flawed perspective.
"That's where you come in. You're not from Excelsior. I'd love to get visitors' insights on the situation and see if they reveal anything
new. What do you say?"
Varrel is willing to pay the characters for their aid, offering the group 2,500 gp and a brooch of shielding sculpted with watchful canine features. If
the characters agree to aid Varrel, he shares what he knows and can lead the characters to either the headquarters of the Excelsior Guard or
Sincerity's home (detailed later in this chapter).
L A
As a hound archon, Varrel is a being of absolute law and goodness. Even if the characters are helping him, he won't condone crimes. If he sees a
character commit a crime or finds out about it, he fines them 100 gp. If they discover evidence while committing a crime, he disregards it and
informs the characters that he won't let it be used against Sincerity.
If the characters repeatedly commit crimes, Varrel pays them as promised, then escorts them out of Excelsior.
V G
The following sections detail the cause of the disappearances in Excelsior, what information Varrel already has, and other details the characters
might gain in their investigations. The characters might discover these details in any order, but the information should ultimately point toward
Uncle Longteeth. If the characters reach a dead end, use Varrel to offer them a hint.
T S T
No one in Excelsior is sure of it yet, but Sincerity is behind the disappearances in town. She uses empty iron flasks provided by the night hag Uncle
Longteeth to capture victims, then uses her trained sunflies to deliver the flasks to him. The night hag plans to take the souls to Hades, where he'll
transform them into larvae (see the Dungeon Master's Guide) and sell them as delicacies to deplorable immortals. The characters gradually
discover this in the course of their investigation.
M S
Five lifelong residents of Excelsior have gone missing. Varrel and others can share the details from the Missing Excelsior Residents table.
None of the missing individuals had known rivals or left behind evidence. A character who succeeds on a DC 16 Intelligence (Arcana) check notes
that none of these individuals is a native of the Outer Planes (a fact that matters for iron flasks).
S S
The headquarters of the Excelsior guard is a palatial tower filled with simple but comfortable offices, libraries, and meeting rooms. Varrel can
escort the characters to the meeting room where Sincerity is being questioned. Read or paraphrase the following description when the characters
arrive:
In this clean but stark and undecorated room converse two figures in comfortable chairs. One is a hound archon with long, straight
hair, and the other is a venerable tiefling with gray braids and tiny horns, who smiles and nods as you enter.
The hound archon (see Morte's Planar Parade) is Rolm, an investigator who has features like a terrier. The tiefling is Sincerity, a lawful evil
assassin (without weapons at the moment). Sincerity benefits from a supernatural gift that permanently grants her the effects of the spell
glibness.
Varrel and Rolm let the characters question Sincerity. The tiefling is patient and polite and assures them this is a misunderstanding. She can share
the following information:
Her name is Sincerity, and she's lived in Excelsior for over thirty years. Before that, she lived in Sigil.
She doesn't work, but she occasionally volunteers to play instruments for local youth theaters.
She doesn't know any of the people who have gone missing, but she hopes they're found safe soon.
Sincerity answers the characters' other questions along similar lines. If the characters ask her any of the following questions, she responds as
noted:
Why are so many sunflies at your house? Sincerity says they're her pets—she likes their colors.
Why do your sunflies fly to Uncle Longteeth's wagon? Sincerity claims not to know. Maybe he's trying to steal away her babies?
Who is Uncle Longteeth? She claims not to know.
Varrel and Rolm don't allow the characters to harm Sincerity or use magic on her. Even if the characters detect and note Sincerity's evil alignment,
the archons dismiss this as invasive, inconclusive, and inadmissible in Excelsior's courts.
S ' H
If the characters ask to go to Sincerity's home, Varrel directs them to a tower of comfortable apartments. He won't go with them, as a lantern
archon calls him away for some official errand.
The characters can decide what they want to do once they know where Sincerity lives. Her home has the following elements:
Front Door. The door to Sincerity's home is locked, but it can be picked by a character who makes a successful DC 14 Dexterity check using
thieves' tools.
Cozy Interior. Inside, the characters find a cozy but simple living space, kitchen, and bedroom. Sincerity's home holds no evidence of anything
sinister and nothing worth more than 5 sp.
Terrace. This terrace of blooming lilacs is accessible from Sincerity's home or by creatures that can reach its 150-foot height. A large cage there
holds eight sunflies (see Morte's Planar Parade). The sunflies glow in rainbow hues. The door to their cage is closed by a simple hook.
If a character opens the sunfly cage, a sunfly hops forward and raises its foremost limbs, as if it wants a tiny hug. If a character places any Tiny
object in a sunfly's grip, the creature takes the object and begins flying spireward out of Excelsior. It ultimately lands at Uncle Longteeth's wagon,
drops whatever it was holding, and then flies back to the cage.
Q L
The characters might question Excelsior locals, witnesses Varrel knows were near a disappearance, or Sincerity's neighbors. If so, relevant locals
might share the following information:
Sincerity seems like a nice person, but she keeps to herself.
The local saw Sincerity walking near where someone went missing, but they didn't see her do anything wrong.
Sincerity keeps sunflies. They're unusual in town, but they're harmless, pleasant creatures. The local sees them buzz around sometimes. (If
pressed about the sunflies' travels, the local recalls they've seen the sunflies follow a regular path spireward.)
A character who mentions strange lights or succeeds on a DC 14 Intelligence (Investigation) check causes the local to recall that they saw
colorful lights near where a missing person vanished.
U L ' W
If the characters head a mile spireward out of town or follow Sincerity's sunflies, they find Uncle Longteeth's wagon. Read or paraphrase the
following when they arrive:
An enclosed wagon sits in a soggy dell outside Excelsior. It appears to be made more of mold and moss than timbers. Instead of
wheels, the wagon rests atop what appears to be six giant, rolled-up pill bugs. A rickety door stands at its rear.
This wagon is the home of Uncle Longteeth, a night hag that trades in artisanal larvae across the Lower Planes. Uncle Longteeth is waiting for
another delivery from Sincerity and rudely tells visitors to go away. He attacks if his wagon is broken into or if he's presented with evidence that
he's involved with Sincerity's crimes—such as the fact that her sunfly pets are trained to come to him. The night hag flees using plane shift if
reduced to 30 or fewer hit points.
Uncle Longteeth's wagon is filled with empty, filthy cages. It also holds a locked chest, which a character can pick by succeeding on a DC 16
Dexterity check using thieves' tools. Inside the chest are six bottles that function similarly to iron flasks, but they work only in the Outlands.
Trapping a creature or releasing a creature in any of these flasks is possible only on this plane.
One of the flasks is empty, but the other five hold the individuals detailed in the "Missing Saints" section. If any of these individuals are freed, they
confirm it was Sincerity who imprisoned them.
D E
Sincerity drops her act and confesses to her crimes in the following circumstances:
Freed Captives. The missing individuals are freed and identify her as having imprisoned them.
Captive Accomplice. Uncle Longteeth is captured and handed over to Excelsior's guards.
Compelling Story. A character presents multiple compelling circumstances—like locals noticing colored lights that could belong to Sincerity's
sunflies and her sunflies flying to Uncle Longteeth's wagon—and succeeds on a DC 20 Charisma (Persuasion) check.
Sincerity pleasantly surrenders after confessing her crimes. The guards collect Uncle Longteeth's iron flasks as evidence. If the characters refuse
to surrender the flasks, Varrel explains he needs the bottles to ensure Sincerity meets justice at her trial. He'll look the other way if the characters
take one iron flask, but if they try to take more, he calls upon five other hound archons (see Morte's Planar Parade) who insist the characters
relinquish the evidence.
C
The chapter concludes when Sincerity confesses to her crimes or the characters' investigation reaches a dead end. In either case, Varrel thanks
the characters for their efforts and rewards them as agreed. Even if Varrel didn't get new evidence to use against Sincerity, he plans to keep
working the case and see the missing locals saved in accordance with the law.
If the characters got Sincerity to confess, the hound archon Rolm seeks them out before they leave Excelsior. She thanks them on behalf of the
gate-town and gifts them a lantern of revealing.
If Uncle Longteeth escaped, he resents the characters for interfering with his business. Sometime later, he has a smoke mephit deliver them a
threat: a larva (see the Dungeon Master's Guide) that bears a shocking resemblance to one of the characters.
After the characters complete their investigation, consult the "Advancing in Level" section of chapter 4 and let the characters determine their next
destination.
“"The day I think it's us versus the people we serve–the day I stop thinking we're all the same–is the day I can never call myself an archon again."”
— Rolm, Excelsior investigator
C 8–F :V A
The gate-town of Faunel is undergoing a rebirth after the previous incarnation of the town merged with the Beastlands, leaving behind only its
buildings. Amid the overgrown ruins of the previous community, factions of sapient animals vie to control the town's future. When bloodthirsty
gnoll hunters arrive in the area, the town's peace becomes even more tenuous.
Faunel is detailed in chapter 3 of Sigil and the Outlands. Review the town's description prior to running this chapter.
The leaders of Faunel's three packs of sapient animals argue over how best to lead the gate-town
✏ Adrián Ibarra Lugo
E F
“"Faunel's one of the wildest places in the Outlands–most of the locals here are talking animals! But don't let yourself go primal. The last time
things got too wild, the whole gate-town tipped right into the Beastlands!"”
— Zendri Cork, halfling herbalist at Camp Greenbriar
As the characters approach Faunel, read or paraphrase the following description:
The calls of wildlife echo through a region where varied types of wildernesses meet. Forests, savannas, rocky deserts, mangrove
swamps, tundras, and more form a wild patchwork. A faint ribbon of smoke leads to a collection of temporary structures that form a
modest trading camp amid a sparse woodland. As you draw closer, the eyes of your mimir glow green.
The region ahead is Faunel. The gate-town is a collection of sites scattered across the region the former community used to occupy. Faunel's
citizens are predominantly sapient animals. At Camp Greenbriar, these animals and a small population of Humanoids meet amid simple
structures within a wooden palisade, where traders barter for the basics of survival. The entrance to the camp is unguarded.
Soon after the characters enter Camp Greenbriar, read or paraphrase the following text:
"Hello, travelers!" calls an energetic giant sloth wearing a bracelet of claws and feathers. The creature dangles from a nearby tree and
waves a three-clawed paw. "Fresh faces are always welcome in Camp Greenbriar!"
The sloth is named Razak. He uses black bear stat block, with the following adjustments:
Razak is neutral good.
He speaks Common.
Razak is gregarious and has a groan-worthy sense of humor. He welcome the characters and offers to answer any questions they have about the
town or guide them to particular points of interest. He doesn't owe his allegiance to any of the three animal groups that hold power in Faunel (see
the "The Three Packs" section later in this chapter) and instead works as a messenger between them.
G B
Nearly a mile from Camp Greenbriar stands the gate to the Beastlands: a peaceful pond surrounded by vine-covered ruins. A 20-foot-tall statue of
a human with glowing eyes kneels by the pool. This is the guardian of the gate, an ancient being known as Wrath. It uses the empyrean stat block,
with the following changes:
Its creature type is Construct (Titan).
Wrath questions any creature approaching the pool, asking the creature's business in a booming voice. The guardian attacks any non-Beast who
lies, refuses to answer, or tries to use the gate without Wrath's permission. If the characters are honest about why they want to use the gate, Wrath
allows them to bring their mimir close to the gate and record an entry for Faunel.
R
While the characters are exploring the area around Faunel or headed back from the portal to the Beastlands, they happen on the following scene:
From ahead comes the sounds of voracious snapping punctuated by frantic, laugh-like vocalizations. The source is a band of gnolls
messily consuming the recently slain carcass of a giant ibex.
These six hunters (use the gnoll pack lord stat blocks) are members of the Vile Hunt, a group of poachers murdering animals around Faunel. On
noticing the characters, the gnolls attack. If four or more gnolls are killed, the survivors flee.
If Razak is with the characters, he avoids battle.
A B
If Razak is with the characters after the battle, he identifies the ibex as Oka, a storyteller and advisor to Ophelia, leader of a group of local
herbivores. If Razak wasn't with the characters, he comes across the scene as the battle ends and shares the same information. The ibex's body
bears a distinguishing accessory: a beaded necklace with an eye-shaped topaz. The necklace is worth 40 gp.
Razak encourages the characters to come with him to Heart Delta to meet Ophelia and convey the news of Oka's death.
T V H
Razak or others at Camp Greenbriar can identify the gnolls as members of the Vile Hunt. This group of local criminals hunt and kill for sport,
targeting unawakened animals and Faunel's sapient residents indiscriminately. They're led by a cruel hunt master called Mick Mangehide. So far,
the Vile Hunt has evaded locals' attempts to capture its members or drive them off.
T T P
Three factions of awakened animals seek to control Faunel. These factions are roughly divided into predators, flying creatures, and herbivores.
Razak or the locals at Camp Greenbriar can direct the characters to the nearby wildernesses where these groups dwell.
H D
Heart Delta lies a few miles away from Camp Greenbriar. When the characters visit there, read or paraphrase the following description:
Sleepy rivers wind through a sprawling expanse of high grasses and fruiting trees. Giant herbivores, such as long-necked giraffes and
brachiosaurs, munch on tall vegetation, while herds of bison, gazelle, and goats wander the surrounding plains. In the distance, rock
formations encircle a broad crater.
The crater at the center of Heart Delta is called the Hollow. Here the elephant Ophelia addresses hundreds of gathered animals nightly. Characters
seeking Ophelia find her here.
Ophelia uses the elephant stat block, with the following changes:
Ophelia is lawful good.
T O
Ophelia is wise and patient, and she seeks to protect her people. She wants to create a new Faunel where sapient animals overcome their
instincts and live communally. If the characters converse with her, she shares the following information:
She's saddened to hear about Oka's death but thanks the characters for informing her.
She suspects the Vile Hunt is working for Ebonclaw, the leader of the predators at Razortooth Rock.
She recently defeated Ebonclaw in battle when he and some of his predators attacked a herd under her protection.
She asks the characters to go to Razortooth Rock and find out if Ebonclaw is working with the Vile Hunt.
If the characters can find out who is behind Oka's death, Ophelia promises to reward them with a figurine of wondrous power (serpentine owl).
R R
Razortooth Rock stands 5 miles spireward from Camp Greenbriar. Read or paraphrase the following description as the characters approach:
An arid land of stark rock formations and rugged cliffs stretches ahead. Amid the dust, brush, and murky streams doze groups of
wolves, tigers, hyenas, crocodiles, and more. A fang-shaped peak rises at the center of the wilderness, its surface etched with paths
and caves.
Sapient predatory animals follow the characters through this wilderness but don't bother the characters. At Razortooth Rock, the peak at the
center of this rugged land, the characters find Ebonclaw.
Ebonclaw uses the saber-toothed tiger stat block with the following changes:
Ebonclaw is lawful neutral.
He speaks Common.
T E
Ebonclaw is arrogant and cunning, but he is nursing his wounded pride after a clash with Ophelia. He seeks to create a Faunel where the residents
embrace their skills, becoming proud and powerful.
Ebonclaw is suspicious of visitors, even if Razak is with them. He converses only if a character succeeds on a DC 16 Charisma (Intimidation or
Persuasion) check or brings him a gift of fresh yak meat. Characters might purchase yak meat at Camp Greenbriar for 20 gp or ask Ophelia to
provide it from a non-sapient source.
Once Ebonclaw agrees to speak with the characters, he is forthright and shares the following:
He was recently defeated in battle by Ophelia. He and his hunters attacked a group of reindeer, not realizing the group was under her
protection. His group was in the wrong.
He knows nothing of Oka's death but is sad to hear of it. He doubts any creature in his territory was involved.
Although he doesn't know who killed Oka, he suggests asking Parvaz at Eagles' Aerie—the albatross leader's flying followers see all.
E 'A
A forest of exceptionally tall trees lies a few hours away from Camp Greenbriar. If the characters visit the forest, read the following description:
Straight, high-branched trees create a lofty canopy. Broad nests and tree houses hide among the branches. Below, small forest
creatures scamper across shadowed trails.
Any of the sapient birds who make their home in Eagles' Aerie can direct the characters to their leader, Parvaz. Currently, the albatross is at a
meeting place called Watcher's Talon, deep in the forest. The most direct route to the site takes 2 hours. Unless a character succeeds on a DC 14
Wisdom (Survival) check, they follow a winding route that takes twice as long.
On reaching Watcher's Talon, the characters find a petrified, leafless tree. Here the giant albatross Parvaz holds court with a congress of winged
creatures—sapient eagles, owls, pteranodons, winged lizards, and more.
Parvaz uses the giant eagle stat block, with the following changes:
Parvaz is neutral.
T P
Parvaz is guarded and pragmatic. He seeks to create a Faunel on par with other gate-towns, where the residents trade and leverage their unique
abilities.
During a conversation with the characters, Parvaz shares the following information:
He knows nothing of Oka's death and doesn't particularly care.
He knows where the Vile Hunt lairs, but he doesn't know why he should share that information.
A character who succeeds on a DC 18 Charisma (Persuasion) check can convince Parvaz to share the location of the Vile Hunt's camp. Otherwise,
the characters need to make sharing this information worth Parvaz's while. Parvaz would be interested in the figurine of wondrous power
(serpentine owl) Ophelia offered the characters. He's also willing to accept a gift at a later date, at which point he sends agents to see if the
characters have anything he'd be interested in.
Once the characters have struck a deal with Parvaz, he shares the location of the Vile Hunt.
P V H
The Vile Hunt gnolls lurk in a clearing a half-day's travel from Camp Greenbriar. If the characters bring this information to Ebonclaw or Ophelia, the
first leader they speak to offers the characters 2,000 gp worth of gemstones to participate in a raid. They also send friendly animals equal to the
number of characters. Ebonclaw sends dire wolves, and Ophelia sends rhinoceroses.
V H C
The Vile Hunt's camp is depicted on map 8.1. Read the following when the characters reach the camp:
The smell of charred meat fills a disorderly camp hidden between tangled woodlands and a rugged cliff. Bedrolls, cages, and drying
racks with stretched animal skins cluster around smoldering bonfires. At the camp's rear, a filthy tarp covers a large cage.
Mick Mangehide, the gnoll fang of Yeenoghu who leads the Vile Hunt, camps here with four hunters (use the gnoll pack lord stat block). They
attack as soon as they see any outsiders, and they fight to the death. One hunter stays near the cage at the rear of the camp. After 1 round, the
hunter opens the cage and releases the panicked triceratops inside.
Triceratops. The triceratops uses its Trampling Charge trait as often as it can, attacking a random creature every round. A character who spends
an action and succeeds on a DC 16 Wisdom (Animal Handling) check can direct the dinosaur to flee from the camp toward the south.
Treasure. Among the filthy gear is a sack containing three potions of healing and 1,400 gp. The cages are empty except for one holding a lengthy
snakeskin that functions as a rope of entanglement.
C
The chapter concludes when the characters leave Faunel or when they have defeated the Vile Hunt. If the characters return to any of the leaders of
the animal groups, the leaders commend the characters' actions and provide them any promised rewards. Razak also thanks the characters for
their help and gifts them his ring of animal influence.
Once the chapter concludes, consult the "Advancing in Level" section of chapter 4 and let the characters determine their next destination.
C 9–G :H D
he gate-town of Glorium rings with songs of glory. In the bay beyond the town swirls a great whirlpool that regularly swallows and disgorges ships.
This is the gate to Ysgard, where the characters must bring the Mosaic Mimir.
Glorium is detailed in chapter 3 of Sigil and the Outlands. Review the town's description prior to running this chapter.
E G
When the character near Glorium, read or paraphrase the following description:
Songs and shouts rise over a sturdy-looking town between snowy mountains at the mouth of a bay churning with rough waters. In the
surrounding fields, warriors and martial artists hone their skills. As you near, your mimir chimes as its eyes brim with a swirling, blue-
green light.
The people of Glorium are a hearty lot. Locals can offer directions anywhere the characters want to go, but some might make a good-natured
demand for a contest first (see the following section). If the characters ask about the gate to Ysgard, residents point them to the docks (see the
"Gate to Ysgard" section).
C
The people of Glorium delight in good-natured competitions. Treat these competitions as a series of three ability checks. If a character succeeds
on two or more of the three ability checks, they win. If a character fails on two or more ability checks, their opponent wins. The Glorium Contests
table lists several competitions along with a suggested DC and ability check to use in competitions against Glorium's residents, which you can use
as inspiration for contests of your own.
Glorium Contests
d4 Contest DC Ability Check
1 Arm wrestling 17 Strength (Athletics)
2 Pinfinger 15 Dexterity (Sleight of Hand)
3 Goat milking 14 Wisdom (Animal Handling)
4 Flyting 13 Charisma (Intimidation or Performance)
G Y
The gate to Ysgard is a maelstrom a mile offshore. Characters directed to the gate can see it in the distance from Glorium's docks. Spells like fly
or water walk can help characters reach the gate, but getting close enough to update their mimir is a damp, miserable experience that attracts the
attention of whirlwyrms (see the "Whirlwyrm Attack" section).
Hiring a boat to sail to the portal is less treacherous. If the characters ask locals about hiring a boat or wander the docks, they'll meet Bkol
Steelbane, captain of the Courier.
C
Bkol Steelbane (chaotic good, orc veteran) is a lanky sailor and one of two captains of the Courier. The other captain is the Courier itself, as the
vessel is an amalgam of longship and joke-loving, sapient giant raven. The pair has been ferrying folks through the portal to Ysgard for years.
P M
Bkol and the Courier have recently returned from Ysgard and are willing to sail to the portal. Bkol charges 100 gp for the ride, but he allows the
characters free passage if one of them beats him in a sea-urchin-eating contest. This contest (see the "Contests" section) requires a participating
character to succeed on at least two DC 17 Constitution ability checks. Even if a character loses, they earn Bkol's respect, and he reduces his price
to 50 gp.
Once Bkol and the Courier are hired, they and their crew of eight rowers (chaotic good guards) are ready to leave at the characters' convenience.
W A
Reaching the gate to Ysgard by boat takes an hour. As the characters near the maelstrom, a character who succeeds on a DC 20 Wisdom
(Perception) check notices two serpentine shapes in the water. These are deadly giant eels known as whirlwyrms (use the giant crocodile stat
block). If no character notices the whirlwyrms, the characters and all the sailors on the Courier are surprised when the eels burst from the water—
one on each side of the ship—and attack. A whirlwyrm dives underwater and flees if it is reduced to 10 or fewer hit points.
If the characters didn't journey to the whirlpool using the Courier, the whirlwyrms still attack, rising 10 feet out of the water to snap at the
characters.
B C
Map 9.1 depicts the Courier. The bird-boat has the following features:
Crew. Bkol and the ship's rowers stay out of battle, trying to keep the ship on course.
Movement. The Courier moves 40 feet away from any creature in the water each round. The whirlwyrms use all but 10 feet of their movement to
keep pace with the ship.
Wing Sails. The Courier's wings are difficult terrain. Any creature on a wing that takes 10 or more damage must succeed on a DC 14 Dexterity
saving throw or fall into the water.
Once the whirlwyrms are defeated, a character can update the Mosaic Mimir with a report on Glorium.
S W
Whether aboard the Courier or back on shore, the unusual nature of a whirlwyrm attack becomes clear. If the characters haven't met Bkol, he
witnessed their encounter with the whirlwyrms and approaches. The captain is shocked to see whirlwyrms, as they typically hunt near Grakenok, a
bariaur community across the bay. If the whirlwyrms are moving into the bay, Bkol suspects that something has happened to the bariaurs.
Bkol shares his concern with the characters and asks them to come with him to meet Tyrza Bonebreaker, Glorium's leader.
H H
Read the following when the characters find Tyrza:
You come across Tyrza Bonebreaker shot-putting a laughing halfling into the air. The halfling fellow soars over twenty feet, nearly
overshooting bales of wool in the town circle. A cheer rises from the motley crowd surrounding Tyrza, who shrugs and laughs.
The leader of Glorium strands well over six feet tall, with an artistically etched prosthetic arm and an impressive collection of tattoos
covering her copper-colored skin. She notices Bkol as he approaches and gives a friendly shout: "Bkol! Back from the land of legends!
Glad to see we keep you coming back!"
Tyrza Bonebreaker (chaotic good, human gladiator; detailed further in Sigil and the Outlands) is loud, powerful, and free with her feelings and
praise. She's fond of Bkol, and listens as he encourages the characters to recount the whirlwyrm attack. When he's done reporting, Tyrza says the
following:
"Whirlwyrms! Lost villagers! Certain peril! Hear that, Glorium?" Tyrza booms. "It sounds like we're in need of heroes!"
Around her, the people of Glorium go wild with cheers and the shouts of volunteers. Tyrza points dramatically at two heroic-looking
locals, then turns to Bkol. "And what about you and your crew here, Bkol? You up to saving someone's world?"
Bkol leaves the choice up to the characters. If asked what's going on, Bkol explains that Glorium is a town full of glory seekers and that Tyrza
rewards those who serve the gate-town. Bkol assures the characters it's worth their while if they offer aid.
If the characters agree to go to Grakenok and find out what's happening, Bkol ferries them free of charge. Tyrza bids them a glorious adventure.
T C
The characters aren't the only heroes headed to Grakenok. These two rivals also step up and seek to find out what's happened at Grakenok:
Sytri. A silent, masked woman wearing Doomguard armor, Sytri is a chaotic good Doomguard rot blade (see Morte's Planar Parade). She unfurls a
carpet of flying measuring 3 feet by 5 feet and woven with the image of a flying demon skull.
Tol Frostmane. Full of flattery and bravo, Tol is a towering equinal guardinal (see Morte's Planar Parade) with a neatly braided black mane and a
loose poet's shirt. He sails a swift sailboat called the Allure.
Both heroes are respectful toward the characters but defend themselves if attacked.
O A
Sytri and Tol want to be the first to find out what's happening in Grakenok, and Bkol encourages the characters to act swiftly to keep up with them.
Sytri and Tol set off immediately, using their carpet of flying and ship, respectively. The characters can travel to Grakenok however they like. It
would take their walking castle days to circle the bay and reach Grakenok, so Bkol offers them use of the Courier.
As with all places in the Outlands, the distance between Glorium and Grakenok varies. How long the journey takes is up to you, but so long as the
characters don't pause for any amount of time longer than a short rest, they arrive in Grakenok at about the same time as their rivals. The events in
the "Perils at Sea" section might also delay the characters or their rivals.
P S
Use the following encounters to add peril to the characters' journey.
L D
Characters who have a passive Wisdom (Perception) score of 14 or higher see the following scene:
In the distance, you can see a dingy being tossed by the bay's choppy waters. The vessel seems to be taking on water, sinking into the
waves. You can make out one small occupant on the craft.
The sailor in the dingy is a human youngster in danger. Changing course to save the ship delays the characters' arrival in Grakenok (see the
"Arriving in Grakenok" section).
The characters might be traveling close enough to Sytri or Tol that the other hero can hear them. A character who points out the floundering ship
to the other hero and succeeds on a DC 16 Charisma (Persuasion) check convinces their rival to investigate the boat, delaying that hero's arrival in
Grakenok.
The dingy is doomed, but its lone sailor is easily saved. This precocious human commoner calls himself Kai and is impressed by whoever rescued
him. Kai might be either a young thrill seeker from Glorium or the Lemming Boy (see the "Glorium" section of Sigil and the Outlands).
If no one tries to save the dingy, both it and its occupant eventually fade from view and don't reappear.
W S
A giant splash reveals another whirlwyrm (use the giant crocodile stat block) swimming near the characters. If sailing characters want to sneak by
the creature, they must succeed on a DC 10 group Dexterity (Stealth) check, or the monster notices them and attacks. If the characters engage the
creature in combat, they're delayed in arriving at Grakenok (see the "Arriving in Grakenok" section).
A character who calls out to a nearby rival and succeeds on a DC 16 Charisma (Persuasion) check can convince the rival to fight the whirlwyrm,
which delay's that hero's arrival in Grakenok.
A G
Determine the order in which the characters and their rivals arrive at Grakenok. The characters, Sytri, and Tol would reach the town at the same
time, but each arrives 1 round later for each time they were delayed during the "Perils at Sea" section. This order influences events in the following
sections.
If the characters took a long rest or made a lengthy detour after Sytri and Tol left Glorium, the characters arrive in Grakenok after their rivals have
already defeated the threat there. Proceed with the "Victory at Grakenok" section.
B G
When Grakenok comes into sight, read or paraphrase the description below. If Sytri or Tol reached Grakenok before the characters, they are
already engaged in battle.
With its colorful homes and varied goat and sea-serpent carvings, the village of Grakenok would look cozy were it not being attacked
by a behemoth whirlwyrm. Over thirty feet long, the giant eel towers over the town's few bariaur defenders, smashing fishing boats
and cottages in its rampage.
The bariaurs of Grakenok have put up a heroic defense of their home. They've been suffering whirlwyrm attacks for days, culminating in an assault
by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments:
Replace its climbing speed with a swimming speed of 60 feet. It slithers swiftly on land and retains its 50-foot walking speed.
Change its lightning breath to deal thunder damage. This represents its discombobulating roar.
F -W B
The characters, Sytri, and Tol all seek the glory of defeating the elder whirlwyrm. Track how much damage each character and the rival heroes deal
to the monster every round. Instead of rolling damage, Sytri and Tol both deal 10 damage to the whirlwyrm on each of their turns. For every round
by which a rival hero beats the characters to Grakenok (if any), that hero has already dealt 10 damage to the monster. If the characters beat Sytri
or Tol to Grakenok, the rival heroes enter battle as soon as they arrive.
Sytri and Tol focus on the monster and ignore the characters unless the party attacks them first.
V G
When the elder whirlwyrm is defeated, the bariaurs of Grakenok laud the heroes who saved them. They treat whoever dealt the whirlwyrm the most
damage as the true hero, though—whether this be one of the characters, Sytri, or Tol. To this true hero, the bariaurs present one of the whirlwyrm's
foot-long fangs. If a character wins, Sytri and Tol prove to be graceful competitors and congratulate the victor.
C
On their return to Glorium, the characters are greeted by Tyrza and locals who want to know everything that happened. If a character brings back
the whirlwyrm fang the bariaurs gave them, Tyrza recognizes that character as the Hero of the Day. She also rewards that character with a silver
horn of Valhalla and your choice of one of the following treasures:
A wide-brimmed hat of disguise
Once the chapter concludes, consult the "Advancing in Level" section of chapter 4 and let the party determine their next destination.
C 10–R :E ' R
The gate-town of Rigus is under siege. Brutal attacks through the portal to Acheron have pinpointed the town's weaknesses and worn its
defenders down. If the characters wish to access the gate to Acheron, they'll have to help the gate-town's defenders discover how their foes strike
with such uncanny precision.
Rigus is detailed in chapter 3 of Sigil and the Outlands. Review the town's description prior to running this chapter.
An ettin warlord emerges through the gate to Acheron, leading an invasion of Rigus
✏ David Auden Nash
A R
As the characters approach Rigus, read or paraphrase the following description:
From a flat, dusty plain rises a seven-tiered hill girded by ring after ring of iron battlements. Towers and siege engines bristle across
these rising walls, and even from a distance, you can make out regimented patrols of armored figures. Simple structures and homes
squeeze between the town's daunting fortifications. Your mimir chimes as you draw closer, its glowing eyes pulsing in time with a
distant drumbeat.
If the characters draw near Rigus in their walking castle, the gate-town's defenders believe they're under attack, as detailed in the following
section. Otherwise, proceed with the "Entering Rigus" section.
A R
“"Do as I say, and you won't have any problems."”
— Captain Timoroth Brezd, Rigus soldier
The sight of a walking castle closing on the gate-town puts all of Rigus on alert. Blaring horns precede every gate into town closing and patrols
outside the gate-town converging into a small army in the walking castle's path. Moments later, a Harmonium captain (see Morte's Planar Parade)
who imbibed a potion of flying approaches the walking castle. When the captain is close enough to be heard, read or paraphrase the following
boxed text:
A human solider wearing rust-red plate armor flies through the air. He comes to a halt, hovering several dozen feet away from the
walking castle. "I am Corporal Piang Shu, representative of the Crown Generals of Rigus," he shouts in a commanding voice. "Declare
yourselves, and remove your war machine beyond sight of Rigus's highest tower. Otherwise, we will defend ourselves with full martial
force!"
By pleading their case and succeeding on a DC 16 Charisma (Persuasion) check, a character can convince Shu they don't intend to attack Rigus.
Shu's demand to remove the walking castle is nonnegotiable, though, and the distance he insists on is a day's travel away. The Castellan can drop
the characters off, then move the castle without them.
Once the misunderstanding is clarified, Shu has the town's forces stand down, escorts the characters to the entrance to Rigus, and then departs.
E R
Read or paraphrase the following description as the characters near the entrance to Rigus:
Soldiers wearing plate armor stop those attempting to enter the gate-town. While soldiers are waved through with a few words, others
undergo more rigorous questioning. Most are given some sort of badge and move on, while a few others are brusquely escorted
away.
Ten lawful neutral knights guard the entrance to Rigus. The guards ask each character a few questions:
Have you come to join the army of Rigus or proceed on to wars in Acheron?
If a character answers truthfully, or lies and succeeds on a DC 12 Charisma (Deception) check, the guards grant the character a gray badge that
can be worn as a pin or medallion. A guard explains that the badge identifies the character as a visitor and must be worn at all times. Anyone
found not wearing a gray badge is removed from town.
The guards are humorless. Any character who tries to avoid the guards or who makes light of their questioning is subjected to an hour of thorough
but frivolous questioning before being admitted.
T S G
Once inside, the characters can explore Rigus. Any patrolling soldier can curtly direct the characters to the gate to Acheron. The path to the gate,
which lies beneath Rigus's hill, is accessible from the highest district. Reaching the gate involves a winding walk of over a mile from the town's
entrance.
On reaching the gate, the characters find it sealed by an intimidating iron gate guarded by eight lawful neutral knights. These guards are under
orders not to admit "slates"—slang for nonmilitary folk who wear slate-gray badges. A character who demands to see the guards' superior is
directed to Major Kalar, who has a command tent nearby.
M M K
If the characters follow the guards' directions, they arrive at a field covered in simple command tents. It takes 15 minutes to find Major Kalar's
white tent amid the bustle of officers and messengers. When the characters enter the tent, read the following:
A stony-faced hobgoblin woman in a sharp-looking uniform looks up from a desk covered in neat stacks of papers and folded
envelopes. Her brow furrows. "This isn't the welcome center, slates. March on."
Major Nirra Kalar (lawful neutral, hobgoblin gladiator) is busy and not eager to be interrupted. If the characters explain themselves, she listens.
Use the following points to guide the conversation:
The portal to Acheron is closed after a series of deadly attacks from the gate's far side.
Assaults from Acheron are common, but these attacks have been highly effective and have caught Rigus's defenders off guard each time.
Extra troops now defend the gate, but the attacks exploit every shift change and flawed positioning.
If the characters can prove they have any sort of martial aptitude, Kalar offers to hire them to seek out how the forces through the gate are
getting intel on Rigus's defenses.
If the characters agree to help end the threat, the major promises them access to the gate to Acheron, 1,000 gp each, and their choice of
equipment from the Rigus officer's armory (detailed in the "Conclusion"). Once Kalar and the characters come to an arrangement, she can escort
them to the gate to Acheron when they're ready.
A I
Reaching the gate to Acheron involves following a long tunnel to a massive mechanical lift. So long as the characters are with Major Kalar, the
town guards don't impede them.
Read or paraphrase the following description when the characters reach the gate:
Within a cavernous, steel-lined bunker deep below Rigus stands the gate to Acheron, an archway of iron spikes and bone. The area
around the gate looks like a battlefield and is littered with heaps of broken metal and shattered armaments. A ring of barricades
circles the gate, beyond which at least two hundred Rigus soldiers maintain a rigid, watchful formation.
R F
Rigus's forces are largely hobgoblin and human guards. Two commanders oversee these troops:
Sergeant Gauller. A quick-to-smile, lawful neutral cambion, Gauller welcomes the characters' help but has no idea why foes from Acheron are
attacking so aggressively. Gauller is wary of being targeted by the enemy and has a spellcaster in his service cast nondetection on him every 8
hours.
Sergeant Luggik. Luggik looks like an armored human woman and behaves like a veteran solider. In fact, the real Luggik was replaced by a gray
slaad (see the following section) that wears a ring of mind shielding. The slaad has blended in with Rigus's forces and learned much about the
gate-town's defenses.
Kalar introduces the characters to both sergeants. While the soldiers are polite, they both have duties to perform and are watchful of the gate.
I 'M
The invading Acheron forces serve a warlord named Thalir Heartbane, a goblin warlord favored by the god Maglubiyet. Recently, an ettin servant of
Thalir with heads named Zot and Sotu came into possession of a gray slaad's control gem (see the Monster Manual). The gray slaad uses its
Shapechanger trait to pose as Sergeant Luggik. During assaults through the portal, the slaad uses telepathy to relate information to Zot and Sotu's
agents, who then slip back through the portal. This helps the invaders prepare ever-deadlier attacks.
B B
The characters can inspect the gate to Acheron or speak to any of the soldiers at the gate. Major Kalar won't let the characters attune the Mosaic
Mimir to the portal, though, insisting they fulfill their deal with her first. There's little evidence to discover, but the soldiers reinforce the direness of
their situation and convey their dread of the next attack. When the characters are done investigating, proceed with the following section.
A A
When the attack from Acheron comes, read or paraphrase the following description:
The gate to Acheron flares to life, the portal resembling a great, burning feline eye. Gigantic, conical projectiles—each made of rusted
iron and over fifteen feet long—blast through the gate in rapid succession, impacting amid Rigus's defenders. Soldiers scream and
barricades shatter. Then a wave of berserk invaders charges through the gate.
In moments, dozens of Rigus guards and berserkers from Acheron clash in battle. Three massive projectiles—slivers of the great iron cubes that
make up the plane beyond—and their impact craters mar the battlefield.
This battlefield is keyed to map 10.1. The characters start anywhere in the southernmost 10 feet of the map. Five neutral evil human and goblin
berserkers near the gate notice the characters and attack. Those foes fight to the death.
The characters' allies—like Major Kalar, Sergeant Gauller, and the fake Sergeant Luggik—hold their own elsewhere on the battlefield.
Map 10.1: Gate to Acheron Player Version
✏ Mike Schley
G A B F
The battlefield around the gate to Acheron has the following features:
Barricades. Any Large or smaller creature that attempts to move over one of these barricades must succeed on a DC 14 Dexterity (Acrobatics)
check. If it fails, the creature doesn't cross the barricade, and its speed is 0 until the end of the turn.
Difficult Terrain. The heaps of debris and the impact craters surrounding the Acheron projectiles are difficult terrain.
G A B E
During this battle, roll on the Gate to Acheron Battlefield Events table each round on initiative count 0. Also consider rolling on the table if a
character tries to leave the mapped battlefield.
M D
During the battle, a character can spend an action to watch for something unusual. If they do, the character makes a DC 12 Wisdom (Perception)
check. If the check is successful, the character notices "Sergeant Luggik" stage fighting with a foe who clearly doesn't intend her harm.
Unbeknownst to the character, the fake Luggik is using telepathy to relate information to this spy mid-battle.
If called out for this, the fake Luggik appears at the map's edge near a random character and stalls until the second wave of battle. If attacked or
impeded, the gray slaad assumes its true form and tries to escape through the gate.
S W
After the berserkers are defeated, the characters have 1 round to recover. If no character has already noticed Luggik's behavior, the character with
the highest passive Wisdom (Perception) score notices Luggik's mock fighting, as noted above. At the end of this round, read the following
description:
The portal to Acheron flares again, and three two-headed giants stride through. One wears plates of armor riddled with spikes. From
one of its helmets glints a gray gemstone.
Three ettins emerge through the portal. Two use the stat blocks of normal ettins, but the third is Zot and Sotu, who are an ettin with an Armor
Class of 16.
Any character who observes the gray gem and succeeds on a DC 16 Intelligence (Arcana) check recognizes it as a slaad control gem: a stone that
gives the wearer control over a slaad. A second successful DC 15 Intelligence (Arcana) check also allows a character to realize that some slaadi
can change shape.
If Zot and Sotu are reduced to 20 or fewer hit points, they call for aid. If the fake Luggik hasn't reverted to its gray slaad form, she does so now and
appears on the battlefield as noted above.
C
The characters might have pieced together that Luggik was replaced by a slaad spy. If they didn't, Major Kalar notices the control gem on Zot and
Sotu's armor and makes suggestions until the characters have the gist of the details from the "Invaders' Methods" section.
Major Kalar then grants the characters access to the gate to Acheron. Afterward, she leads the characters to the officer's armory, from which each
character can choose one of the following magic items:
+1 weapon of any type from the Player's Handbook
Cloak of protection
Dimensional shackles
Kalar sees the characters paid and thanks them before heading off to file a lengthy report.
After this, consult "Advancing in Level" in chapter 4 and let the party determine their next destination.
C 11–S :T T
Sylvania, gate-town to Arborea, lies in the embrace of a mystical forest. Ephemeral lights drift along mossy streets, and whimsical architecture
complements a wilderness of ageless trees, talking vegetation, and colorful toadstools. Sylvania's gate is unique among the gate-towns, as it
shifts locations around the community, confounding efforts to locate it. Further complicating the characters' efforts in town, a powerful being who
has reached an emotional tipping point has become a problem for the community.
Sylvania is detailed in chapter 3 of Sigil and the Outlands. Review the town's description prior to running this chapter.
The revels of Kopoha the empyrean get out of hand in the gate-town of Sylvania
✏ Michele Giorgi
E S
As the characters approach Sylvania, read or paraphrase the following description:
Merriment and music fill the air beneath a canopy of colorful foliage. Marvelous buildings encircle the trees or are built amid their
spreading boughs. Passing revelers wave and offer you crowns woven of fresh, colorful flowers. As they do, your mimir chimes, and
its eyes twinkle in rainbow hues.
Sylvania's residents welcome the characters and can answer questions about locations in the town and the gate (see the following section).
As the characters explore the gate-town, any of the events on the Sylvania Encounters table might occur.
“"I said I'm coming! I just need to say a few words about the gate-town for this mimir fellow first. Hold on wait–wait. Who's here? And they're doing
what?! Yooooo–that's epic level! Let's goooo!"”
— King Ewren III of Ewrendar, a pixie kingdom in Sylvania
Sylvania Encounters
d4 Encounter
Today is Prince Philnixius Bombo's birthday, and a group of enthusiastic revelers (commoners) invite the characters to
1
share birthday wishes. The prince is a quipper wearing a tiny hat in a floating punch bowl full of violet liquid.
A cranium rat squeaker swarm (see Morte's Planar Parade) wants to help one its members that has a hangover. The
2
swarm asks if the lone rat can sleep in a character's pack or asks if the characters know another good place for a nap.
Three musteval guardinals (see Morte's Planar Parade) mistake a character for a stranger who sang with their band last
3
night. They insist the character perform in the show the guardinals are headed to.
A priest with the same deity or patron as a character sees the character, yells the deity or patron's name, and tries to
4
high-five the character.
G A
The gate to Arborea lies in the woods near Sylvania, but it changes location randomly, rarely settling in a location for more than a day. Locals can
explain the gate's wandering nature, but they can't locate it. The only beings who always know the gate's location are the ephemeral rulers of
Sylvania: the Seven Spiritors. Usually the spiritors are busy overseeing festivities in town, but as luck would have it, one of them has need of the
characters.
AT P
Among the endless celebrations ongoing throughout the gate-town, the scion of a god is nursing a crushing defeat and is on the verge of making
it everyone's problem. As the characters are exploring Sylvania, read or paraphrase the following text:
A booming, furious voice followed by a peel of thunder cuts through the din of laughter and celebration. Nearby celebrants turn from
their revels to look in the voice's direction, while others relocate their festivities. One of these locals approaches you—a satyr in an airy
gown, whose eyes glow with tangerine light.
This is Spiritor Danai, a spirit of revelry who is inhabiting the body of a willing host, a satyr named Kallista. Danai is chaotic good, friendly, and
unflappably optimistic. As she approaches, each character becomes aware of the spiritor's name and her nature as a bodiless spirit and leader of
the gate-town. Danai greats the characters, asks if they're enjoying themselves, and inquires about their business in town. Whether the characters
ask about the yelling or she has to bring up the matter herself, she also shares the following information:
The ruckus is coming from a despondent empyrean: Kopoha, the Celestial child of a god of storms who is trying to crash a private event.
Should Kopoha's dark mood grows much stronger, she might become a danger to the town.
If the characters distract Kopoha from the event at the Yearning Timbers event hall, Danai will lead the characters to the gate to Arborea.
Danai doesn't know the cause of the empyrean's foul mood, but there are celebrations aplenty in town where the characters might lighten
Kopoha's mood.
M K
When the characters seek out Kopoha, they find her in the following scene:
An eighteen-foot-tall, humanlike woman with marble skin and eyes crackling with lightning crouches to agitatedly argue with a calm,
silver-haired elf. Beyond the elf is a rollicking celebration taking place inside a towering banyan tree strobing with colored lights.
Kopoha (chaotic good empyrean without a Maul attack) argues with an elf named Manalath (neutral good mage), who's respectfully preventing the
empyrean from entering the Yearning Timbers. Inside is a rare, invite-only event being hosted by Rillifane Rallathil, an elf god of nature. Manalath
apologizes and calmly repeats that Kopoha isn't on the guest list. As Kopoha grows more insistent, winds carrying the scent of a thunderstorm
rise around the pair.
The argument continues until the characters intervene. Any interruption catches Kopoha off guard. She sizes up the characters and says, "I
suppose you're not completely unworthy of my time. Why do you approach Kopoha?" Her demeanor is challenging but not hostile.
A character can talk Kopoha away from the Yearning Timbers through roleplaying or by succeeding on a DC 12 Charisma (Persuasion) check.
Characters who flatter Kopoha have advantage on this check.
Once the characters convince Kopoha to leave the Yearning Timbers, they need someplace to take her; otherwise, she returns to arguing with
Manalath.
K ' B D
Kopoha recently endured a crushing defeat by her bitterest rival, her sister Alethira. The two are always trying to outdo each other as they vie for
their parents' approval. They are usually well matched, but this time Alethira humiliated Kopoha by beating her at cards and taking her maul as a
prize. This defeat exacerbated the worries Kopoha harbors (see the following section). She's trying to bury her worries by recklessly celebrating in
Sylvania.
T P
In situations noted later in this chapter, Kopoha might share the following truths and a quandary about her life:
Familial Expectations. Kopoha's parents expect her to become a god one day. They're constantly watching her and judging whether she's good
enough for godhood. That's a lot to live up to! How do the characters think she can ever live up to the expectations of literal gods?
Sibling Jealousy. Kopoha thinks her sister, Alethira, is amazing at everything. Kopoha respects her sister but feels she has to prove to her parents
that she's just as worthy a daughter and future god. How do the characters think she can be a loving sister while proving she's just as amazing
as Alethira?
Divine Insecurity. Kopoha dreads becoming a god. She doesn't even know herself yet. What if she becomes a god of the sea? She hates seafood!
Or what if she becomes god of something embarrassing, like smelly winds? It's a big deal for an immortal! What do the characters think she
should be god of?
How characters react to these confessions affects how Kopoha's visit to Sylvania ends (see the "Closing Time" section).
C S
Revelry is in no short supply in Sylvania. Characters looking for celebrations or distractions in the gate-town might stumble across or be directed
to the events in this section. Use the events you think the characters will enjoy, in any order.
D D
In a clearing lit by energetic fireflies, a group of ten dryads sings and dances. The group welcomes anyone who comes in peace to enjoy the
serenity of their trees. Kopoha eagerly participates, but her size makes her a menace to smaller dancers. While Kopoha is dancing, a character
must keep those around the empyrean safe, perhaps by maneuvering her around the dance floor with a successful DC 14 (Acrobatics or Sleight of
Hand) check.
If the characters fail at helping Kopoha dance safely, she accidentally knocks over some dryads or damages a tree. Embarrassed, the empyrean
insists on leaving immediately.
If the characters succeed, Kopoha has a great time and dances for an hour. While taking a break, she shares one of the truths from the "Titanic
Pain" section. Afterward, she's ready to move on to another celebration.
P P
“"This song's about me!"”
— Tyuffayn Tinilyn, pixie celebrant (known as "Faerie Fire" but not for the reasons you think)
The pixies of Goodberry Grove party hard, and their party is in full swing. Wine, juice, and fruit desserts flow along with music and laughter among
the toadstools. If the characters enter the party, they're shrunk down to pixie size, while Kopoha becomes the size of a halfling. This delights the
empyrean, and she tests her strength by picking up tiny mushroom structures or visiting forest animals. Kopoha's feats and boasting quickly
irritate the pixies. A character can make this more entertaining by succeeding on a DC 12 Charisma (Performance) check or by otherwise casting
Kopoha's efforts as charming.
If the characters fail to compensate for Kopoha's boasting, the pixies ask the characters and the empyrean to leave.
If the characters succeed, the pixies encourage Kopoha. She insists on taking a break after an hour. While doing so, she shares one of the truths
from the "Titanic Pain" section. Afterward, Kopoha wants to move on to a new party.
S B
Amid a field of memorials, a retired god of the dead and a retinue of skeletons and morbidly dressed competitors play a casual, good-natured
game of bocce. The god (perhaps Jergal, an apathetic former god of death) invites Kopoha and the characters to play, but instead of normal balls,
they're using the skulls of the group's skeletons. Kopoha is eager to play but is both bad at the game (which she's never played) and far too
competitive for this group. She might also attempt to use the Mosaic Mimir as a ball—which doesn't harm it but might make some characters
anxious. A character must succeed on a DC 14 Strength (Athletics) check or Charisma (Persuasion) check to help Kopoha either win or deal with
her loss gracefully.
If the characters fail, Kopoha throws a tantrum that annoys the god. The god insists Kopoha and the group leave, or their skulls will be used for the
next game.
If the characters succeed, the game goes well, but eventually the god decides to move on. Kopoha takes a break and shares one of the truths from
the "Titanic Pain" section. Afterward, she wants to move on to a new party.
“"My guy, I get it. We've all got some afterlife or eternity or obliteration to get to, but right now, I'm on break. Now, watch this throw."”
— Ose Obol-Eyes, merrenoloth ferryman and skull bocce champion
W ' H
In a silent glade, a ring of standing stones surrounds a fallen menhir. The toppled rock is laden with an inviting but unattended feast. Any local or a
character who succeeds on a DC 12 Intelligence (Arcana or History) check knows that this is Widow's Henge and that anyone who eats from the
stone vanishes.
A character can dare Kopoha to eat a portion of the feast by succeeding on a DC 18 Charisma (Intimidation or Persuasion) check. If a character
knows the legends about Widow's Henge, this is abjectly not a good act and could affect the character's alignment. If Kopoha eats from the feast,
she vanishes the next time she is out of the characters' sight and doesn't return. The same happens to any character who eats from the feast, but
the character's incarnation reappears after an hour with no memory of what happened.
O C
There are countless other celebrations around Sylvania. Use the events here and challenges like those outlined in the "Contests" section of
chapter 9 to create more festivities and chances for Kopoha to confide in the characters.
C T
The characters' celebrations with Kopoha might end in the following ways:
Chance to Think. After Kopoha shares all the information from the "Titanic Pain" section, she grows introspective. She thanks the characters and
tells them she has decided to go talk to her sister, Alethira, about what's on her mind. Before Kopoha departs, she gives the characters a periapt
of wound closure that resembles her face.
Missing Titan. If Kopoha goes missing while celebrating with the characters, Danai is displeased but upholds her end of their deal. Afterward, the
spiritor asks the characters never to return to Sylvania.
Titan's Rage. If the characters mock Kopoha's feelings or encourage self-indulgent behavior, the rampage Spiritor Danai feared comes to pass.
Kopoha's trail of destruction eventually leads out of town, and she's not seen in Sylvania again. This disappoints Danai, but she helps the
characters find the gate to Arborea nevertheless.
C
Danai finds the characters soon after Kopoha departs and leads the characters to the gate to Arborea. The portal currently resides in an
overgrown well in the forest outside town. The spiritor then returns to Sylvania to attend to other ongoing parties. If the characters are still in
Danai's good graces, she might invite them to join her for one more celebration.
When the characters are ready to leave Sylvania, consult the "Advancing in Level" section of chapter 4 and let the characters determine their next
destination.
C 12–O E
This chapter presents encounters for use while characters explore the Outlands. These events aren't vital to the adventure and can be used in any
order. Some reinforce recurring themes in the adventure, while others are exciting digressions. Use these events and the encounter tables in
Morte's Planar Parade to further develop the Outlands. These events don't influence when characters advance in level.
P G
The characters' incarnations are just one manifestation of the planar instability caused by the inaccurate beliefs of modrons lost in the Outlands
(see chapter 15). At any point during the characters' exploration of the Outlands, they might experience one of the events on the Glitch Encounters
table.
Glitch Encounters
d6 Encounter
d6 Encounter
A character within view of the Spire notices it's not rising in a straight line. Cloud cover might even make it look as
1
though it were broken into multiple pieces. After an hour, the Spire returns to normal.
A kolyarut (see Morte's Planar Parade) arrives to interview the characters about their strange situation. It seeks
2 information so greater powers in Mechanus can decide whether they want to blame the characters for their reality-
defying situation.
The characters reach a gate-town and find the last gate-town they visited in its place. To the inhabitants, everything is
3
normal. After 1d4 days, the gate-towns return to their original locations.
The characters witness an illusory, miles-long procession of thousands of modrons. Any character who draws close to
4 the illusions can see that the modrons look terrified of their surroundings. The illusion continues for an hour before
vanishing.
The characters find a field littered with thousands of dead sunflies. A character who succeeds on a DC 14 Intelligence
5
(Arcana) check knows that sunflies are susceptible to planar energies, but what would have killed so many is a mystery.
Mists rise around the walking castle. Within the mist, the characters see a duplicate of their walking castle. Before they
6
can investigate, it vanishes.
A O
“"If you think you're prepared for the ultimate struggle between good and evil, the deciding contest between all that is righteous and all that is foul,
then to you I say, 'Play ball!'"”
— Valorlayn the Adamant, hound archon Spireball player
Every three hundred years, Celestials and Fiends gather to play a ballgame in observance of an ancient agreement between a god and a demon
lord. The victors of this match claim a priceless trophy: the fate of an innocent soul.
The encounter begins when the characters happen on the playing field. Read the following text:
A gigantic flat diamond, its three points marked with squat pedestals, shimmers within a ringed field. Celestials in radiant uniforms
practice at swatting glowing orbs on one side of the field, while elephantine demons on the other side trumpet at them through
barbed trunks to break their concentration.
A boxy, winged modron in a padded helmet with a face cage hovers in front of your castle. "Greetings! It appears you've stumbled on
our ballgame," reports the modron. "Care to participate?"
The quadrone, G041, is an impartial umpire appointed to observe the ball-and-stick game, which is called Spireball. The modron happily explains
the game's rules, its stakes, and the two teams, all of which are detailed below.
G E
Two teams—the Noxious Stampede and the Righteous Hands—vie for a single soul in the Outlands. Both teams need players, but the characters
can join only one. Alternatively, the characters can join neither and instead influence the game's outcome from afar.
N S
The Noxious Stampede consists of nine maelephants (see Morte's Planar Parade). Their star pitcher, who goes by "Snot Rocket," shoots stinking
balls from its trunk like a cannon. The Fiends are sore losers and insufferable winners.
R H
A team of Celestials, the Righteous Hands consist of eight hound archons (see Morte's Planar Parade) and their star player, a deva named Shariel
whose flanged mace rings deeply when it connects with its target. The Righteous Hands are paragons of sportsmanship and honesty, rooting for
each other and never disrespecting their opponents, no matter how low the Noxious Stampede stoops.
S R
Shariel, Star Player of the Righteous Hands
✏ Nikki Dawes
Spireball takes place on a flat, triangular diamond surrounded by a ringed field. Three low pedestals at each of the triangle's points serve as bases.
The last of these, where batters take their swings, is known as home plate. During the game, batters navigate these bases in order from home
plate to first base, first base to second base, and second base back to home plate. The game has the following rules.
S
The offensive team rolls initiative to determine the batting order. Meanwhile, the defensive team designates a pitcher, who stands in the middle of
the triangle facing home plate; all other participants on that team are fielders.
B
On their turn, each batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends
it flying into the field, and the batter attempts to move to first base. The defensive team can try to catch the ball (see the "Catching" section).
Each batter can attempt this check up to three times; after three failed checks, the batter strikes out and must stand down, and the next batter
steps up to home plate.
Home Run. A batter who rolls a 20 on the die hits a home run. The defending team doesn't get a chance to catch the ball, and the batter and every
other team member currently on a base reach home plate.
C
If a batter hits the ball, the defensive team moves to catch it. One fielder of your choice must succeed on a DC 20 Dexterity (Acrobatics) check. On
a successful check, the batter is out and must stand down. On a failed check, the batter advances to first base, moving any other batters ahead of
them forward by one base.
S P
Spireball has three bases corresponding to its three pedestals. Each time a batter returns from second base to home plate, their team scores 1
point.
The round ends when three batters are out, either by striking out or by having their ball caught, at which point the two teams switch places.
P B !
Once the characters chose their team or decline, the game begins. The Righteous Hands are first to bat.
The game ends after each team has played offense and defense once. The outcome of the encounter hinges on the winning team and whether the
characters assisted them.
N S W
If evil triumphs, members of the Noxious Stampede revel with Abyssal brags and celebratory gestures. If the characters joined this team or reveal
they secretly assisted the maelephants from the sidelines, Snot Rocket produces a slimy eversmoking bottle and gives it to one of the characters.
R H W
If good prevails, the Righteous Hands celebrate and offer to shake hands with their opponents, who refuse the Celestials' gesture of goodwill. If
the characters joined the Righteous Hands, Shariel gifts the characters with a prismatic chalice from Mount Celestia that functions as a gem of
brightness.
If the characters reveal they helped the Righteous Hands from the sidelines in some way, Shariel still awards the chalice but shamefully notifies
the modron umpire. The angel asks for a rematch in a year, adding "cheaters never truly win."
T G
If the teams tie, the soul's fate is delayed for three hundred years. Both teams are visibly disappointed.
M C
“"Chronepsis's Mausoleum is huge! Gigantic like no city you've ever seen. Sure, there's the dragons–and Chronepsis himself–but how many wyrms
could there be? Like, a hundred? How hard could it be to steal something from a city with only a hundred folks in it?"”
— Master Thief Hie Akee, before his disappearance
In these encounters, a dragon disconnected from the linear flow of time befriends the characters. Use these scenes in the following order, with the
first occurring after characters visit a gate-town or two.
The encounter starts while the characters are in the walking castle. There's a boom and the castle sags, as if something heavy just landed on it.
When a character investigates, read or paraphrase the following:
Coiled atop the walking castle is a mighty, pearl-colored dragon with branch-like horns. Its brilliant eyes fix on you. In a warm, slow
voice that sounds as though it were coming from far away, it says, "My old friend. How good it is to see you again."
This is Renesnuprah, an adult time dragon (see Morte's Planar Parade). Renesnuprah warmly greets the characters by name and calls them
friends. She can share general details about each of them. Use the following details to guide the conversation with the time dragon:
Renesnuprah claims to know the characters from when they first met hundreds of years ago. The characters have no memory of this
meeting.
The dragon realizes she might not have met the characters at this point in time. She doesn't elaborate, as she fears interfering with events to
come.
Renesnuprah gives the characters a talisman of the sphere and says, "Give this to the one who sees silver." She explains the characters will
understand in time.
If attacked or driven off, the dragon is saddened but leaves behind the talisman of the sphere.
Dragons from across the planes visit the Mausoleum of Chronepsis, seeking to learn the secrets of fate
✏ One Pixel Brush
T W W
This encounter occurs after the characters have the previous experience with Renesnuprah and visit another gate-town or two. The encounter
begins while the characters are in their walking castle, and they hear a panicked cry from outside. When a character investigates, read or
paraphrase the following:
A cerulean dragon—no bigger than a husky—frantically flaps its wings as it barrels toward the walking castle. It nearly crashes and
quickly tries to hide amid the structure's sculpted facade.
Pursing the dragon is a woman with wild gray hair streaked with crimson. She rides a flying, red broom and wears matching red
goggles. An oversized birdcage dangles from her broom."
The dragon is Renesnuprah, now a time dragon wyrmling (see Morte's Planar Parade) reduced to 10 hit points. The dragon quickly spots a
character and begs to be hidden from the witch. If asked, the dragon refers to herself as Reenee.
The witch is Trikante, a neutral evil archmage on a broom of flying. Her mirrored goggles prevent others from seeing her eyes. She demands the
characters give back her property. If asked, she shares the following details:
She is Trikante, one of the greatest magical researchers the planes have ever known.
She's conducting magical experiments that are surely beyond the characters' understanding.
She purchased a time dragon for good money in the gate-town of Ribcage. The time dragon escaped, and she wants it back.
Reenee doesn't elaborate, but the wyrmling knows Trikante has dire plans for her.
If the characters don't stop Trikante, the mage easily recaptures Reenee and departs. If the characters intervene, she laughs but entertains trade
offers. If the characters offer Trikante anything, she removes her goggles to get a better look. The character with the highest passive Wisdom
(Perception) score notices her eyes are silver pools. Trikante will accept any magic item of legendary rarity in trade, such as a talisman of the
sphere. If she's given such an item, she leaves Reenee alone and departs.
If the characters attack Trikante, she is a formidable foe. She fights until she's allowed to reclaim the wyrmling or she's reduced to 50 or fewer hit
points, at which point she flees on her broom.
W R
If Trikante is dealt with, Reenee thanks the characters and says the following:
After taking a moment to catch her breath, the wyrmling lets out a long sigh. "Woo wee! First it was kidnappers, then nasty merchants
in Ribcage, then that witch. I thought I was a goner! Thanks bunches for helping me out. I'm Renee!" The dragon pauses and looks
around uncertainly. "You wouldn't know where home is, would ya?"
Reenee was kidnapped and wants to get home, but she can't tell the characters more. A character who succeeds on a DC 18 Intelligence (Arcana)
check knows that time dragons dwell in the Mausoleum of Chronepsis—lair of a god-like dragon with unique insights into draconic fate.
Characters can also learn this by spending an hour researching in the walking castle's library. If the characters share this information with Reenee,
she asks them to take her to the mausoleum when they can. She doesn't rush the characters, so include the wyrmling in the adventure for as long
as the characters like.
T M
This event occurs when the characters near the Mausoleum of Chronepsis while the time dragon Reenee is with them. As soon as the mausoleum
is within sight, read the following description:
From an expanse of ruins and dragon bones rises a great fortress. On its towering facade, brilliant light beams from an opening
shaped like an hourglass. High above wheel the silhouettes of soaring dragons.
As soon as the mausoleum is in sight, Reenee asks the characters to stop the walking castle. She knows the dragons are territorial, and she
doesn't want to provoke them by bringing the castle closer. If the characters treated Reenee well, she thanks each character personally and gifts
the group one of her scales. She then flaps off.
S T
If Reenee leaves the characters one of her scales, as the characters are departing the Mausoleum of Chronepsis, read the following:
As the walking castle strides away from the Mausoleum of Chronepsis, a shadow passes overhead. A massive shape settles atop a
nearby ruin. It's a gigantic, ancient-looking time dragon with huge, branching horns that pulse with opalescent energy. A voice like a
whisper reaches you: "Call, and I'll be there."
With that, a portal of swirling colors opens around mighty dragon. The great wyrm fades into it, then the portal vanishes.
The dragon is Renesnuprah as an ancient time dragon (see Morte's Planar Parade). She departs before the characters can act. The scale Reenee
left begins to glow as it transforms into the following charm (a type of supernatural gift detailed in the Dungeon Master's Guide).
S ' B
In this encounter, a group of lizardfolk petitioners invite the characters to join them in visiting the realm of the lizardfolk deity Semuanya. Use this
encounter wherever and whenever you please, particularly to lighten the mood after exploring a somber gate-town like Curst or Rigus.
The encounter starts when the characters hear a group of jovial cheers outside the walking castle. Read or paraphrase the following text when a
character investigates:
A group of a dozen lizardfolk cheer as one among them strains, then hefts a barrel-sized boulder over her head. She holds it for a
moment, then lets it drop to the ground amid even more cheers.
A character who understands Draconic can hear the lizardfolk shouting support and cheering the lifter's "new personal best." The focus of the
lizardfolk soon shifts to either the walking castle or any visible character. They energetically wave and ask the characters to stop for a minute.
L C
The twelve lizardfolk are friendly Celestial petitioners (detailed in Morte's Planar Parade). They are led by the largest of their number: the colorfully
frilled Sesspech. She introduces herself and eagerly shares the following information:
She and her companions have just completed a jog around the Outlands and are on their way back to the realm of their god, Semuanya.
Semuanya is a deity of survival, athleticism, and physical prowess widely revered by lizardfolk.
The lizardfolk are tired from their years-long jog and would appreciate a lift to Semuanya's Bog.
The lizardfolk can't offer much, but they're certain their fellows in Semuanya's realm will welcome and reward the characters.
If the characters refuse, the lizardfolk understand and take it as a sign from their deity to push themselves toward greater gains. If the characters
agree, the lizardfolk are appreciative. They board the walking castle and take to sunning themselves and doing light stretches on the terrace. The
lizardfolk are polite passengers, full of encouragement, lifestyle advice, and enthusiasm for varied athletic pursuits.
“"What's my secret? Well, I died, but then I started working out and seeing serious gains!"”
— Visshear Sher, crocodile toss champion and devotee of Semuanya
R S ' B
The lizardfolk can travel with the characters for as long as you like. When the group finally reaches Semuanya's Bog, read the following text:
The domain of the deity Semuanya is a pleasant-smelling swamp full of bright flowers and colorful bugs. Through trees draped in
vibrant moss come the cheers of lizardfolk engaged in competition.
Sesspech thanks the characters for bringing her group home and invites them to relax in Semuanya's Bog. If the characters decline, she thanks
them again, and she and her companions depart. If you so choose, the lizardfolk might appear later when the characters need aid.
If the characters enter Semuanya's Bog with Sesspech, they're welcomed as guests. They can rest here for as long as they want, and followers of
Semuanya can cast cure wounds, greater restoration, or reincarnate if the characters ask.
If the characters ask to meet Semuanya, a lizardfolk tells them that the deity comes and goes unpredictably, but that Semuanya often appears to
those who accomplish some great physical feat.
Athletic petitioners train and compete in the swampy realm of the lizardfolk deity, Semuanya
✏ Cory Trego-Erdner
C S ' B
Life is good but not easy in Semuanya's Bog. The spirits of lizardfolk champions engage in endless competition here. If the characters wish to join
them, they're welcomed. Run any of the competitions from the Semuanya's Bog Contests table as detailed in the "Contests" section of chapter 9.
M S
If the characters win three or more competitions, a manifestation of the god Semuanya appears. This manifestation of Semuanya is a muscular, 8-
foot-tall lizardfolk. They have no game statistics and vanish if attacked.
Semuanya is bombastic. They think they're amazing and that everyone in their realm is also amazing—this includes the characters. Semuanya
compliments the characters on their victories and rewards them with a trophy made of eternally blooming flowers and a small green dragon skull.
The trophy functions as an alchemy jug, but in addition to the liquids it can normally produce, it can create up to half a gallon of effervescent
spring water. However, it can't produce beer, mayonnaise, or wine.
If the characters question Semuanya, the lizardfolk deity claims to know nothing of any disruptions in the Outlands or conflicts beyond the recent
competitions in their bog. Soon after, Semuanya grows bored and departs to judge some fantastic competition elsewhere on the planes.
C 13–S S
Once the characters restore the Mosaic Mimir's missing data, the magic device relates the information from "The Last Great Modron March"
section in chapter 4. From this, the characters learn that the missing modron, R04M, likely followed the march's path to Dendradis, a rilmani
community carved into the Spire. Upon traveling to Dendradis, the characters meet Ascetelis, a rilmani who offers to escort them into the Spire
where the modron was last seen. Within the Spire, surrounded by mysteries of the multiverse, the characters finally catch up to R04M—but they're
not the first to do so.
D
Beings of absolute neutrality, rilmani originate from the Outlands, and their few communities cling to the Spire. These crystalline cloisters rise in
clusters of crooked towers or fill natural crevices.
Among the largest of these communities is Dendradis, a lattice of crystalline structures weaving between the walls of a mile-high fissure in the
Spire. Home to hundreds of rilmani, the town is accessed by a single gate. Within, a maze of corridors and ramps connects scattered dormitories,
communal work halls, and chambers where varied scrying methods are used to monitor the planes. Visitors aren't welcome inside without an
escort.
U D
When the characters approach Dendradis, read or paraphrase the following text:
Ahead rises the Spire, the infinitely tall, tapered column at the heart of the Outlands. While its height is lost amid clouds and the
boundaries of sight, its lower reaches spread in wild foothills.
As you approach the base of the Spire, a narrow seam in its stony slope comes into view. The fissure is filled with a lattice of rainbow-
colored crystals. Tiny windows and distant figures reveal these crystals to be towers and bridges, interweaving across the fissure.
The structures obscure a great shape within the cavity: a giant, fossilized, multilimbed body.
At the seam's base stands a glimmering, crooked tower with a prominent gate. Two gray figures with armored bodies and bladed
limbs flank the gate.
Two ferrumach rilmani (see Morte's Planar Parade) guard the entrance to Dendradis. They're indifferent to the characters but refuse to let non-
rilmani enter without a rilmani escort. They turn hostile should anyone try to infiltrate the town. The ferrumachs share the name of the town, but
they know nothing of R04M. The rilmani don't comment on the mysterious body their city is sealing back into the Spire. Feel free to develop or
ignore this mystery as you please.
“"Rilmani abet good, evil, law, and chaos to maintain their vision of equilibrium, no matter the cost. What does that mean? It means I'd rather deal
with demons. At least with them I know what to expect!"”
— Sazraen Tildoma, Fraternity of Order scholar
A
Before the characters depart or the situation with the ferrumachs grows too tense, a third rilmani arrives from inside. Read or paraphrase the
following text:
Dendradis, a Rilmani Community in the Spire
✏ Marco Bernadini
A third rilmani strides from the gate. This figure is leaner than the others, with a copper cast to their skin. They're reading a scroll
intently, but they look up as they draw near. This new rilmani halts and does a double-take, looking from you to the scroll and back
again. The newcomer then approaches, holds up the parchment, and asks: "Excuse me. Is this you?"
This is Ascetelis, a cuprilach rilmani (see Morte's Planar Parade). In her hand is a scroll bearing the name of each character along with a brief and
unflattering but accurate description. The final line reads, "R04M. Modron. Mismatched."
Ascetelis is friendly, and she comes across as easy to impress, with a welcoming, folksy charm. She quickly explains she was just coming to look
for the characters. She asks if R04M is with them and gives an "aw-shucks" snap of her fingers when it's clear the modron isn't.
If asked why she's looking for the characters, Ascetelis explains her superiors have deemed the modron R04M a threat to multiversal balance. She
hopes to find the modron and return it to Dendradis so her leaders can determine what to do with it. She's also been given the characters' names,
as the rilmani know the characters have been inquiring about the modron and might know its whereabouts.
If the characters share that they've heard R04M is in the area, Ascetelis is clearly surprised, and she says the following:
"I'll be! Well, they say good luck—like all things—happens in threes. Sounds like we've got another surprise in store!"
Ascetelis then asks if the characters will join her in searching for R04M. She doesn't know where to go next but offers to escort the characters into
Dendradis so they can ask around and see if anyone has seen the modron.
A ' G
Ascetelis, like most cuprilachs, is a spy and assassin. She doesn't tell the characters about her role, that the scroll she's holding is a hit list, or that
she's been ordered to slay R04M and the characters for being threats to multiversal balance. She legitimately doesn't know where R04M is and
wants to tag along with the characters until they find the modron. Then she plans to manufacture their collective doom.
Until then, Ascetelis is cheery and eager to help her new, temporary friends.
T R04M
Hunting R04M might lead the characters into Dendradis or to explore the Spire on their own terms. Ascetelis either joins or follows the characters.
R D
With Ascetelis as an escort, the characters can enter Dendradis and ask residents what they know about R04M.
Inside, Dendradis is a labyrinth of beautiful crystals and base metals inhabited entirely by rilmani. So long as Ascetelis is with the characters, the
local rilmani ignore them. Rilmani who find an unattended character rush to alert the authorities, who send four ferrumach rilmani (see Morte's
Planar Parade) to evict the trespasser with as little violence as possible.
Questioning Rilmani. Ascetelis suggests the group find and question rilmani artisans called plumachs. These rilmani harvest crystals from the
Spire and might have seen R04M. It takes Ascetelis an hour to find a plumach willing to acknowledge the characters. There's a problem, though.
Even among rilmani, plumachs are notorious for avoiding strangers and their troubles. A character can get a plumach to talk by succeeding on a
DC 20 Charisma (Persuasion) check. A character gains advantage on this check if the plumach is offered 250 gp worth of a rare material useful
for crafting or the characters promise that after this conversation, no one in the group will ever speak to the plumach again.
If a character gets a plumach to talk, the rilmani shares that a modron was seen in the caves within the Spire called the Desert of Rust. The
plumach or Ascetelis can direct the characters there (see the following section).
If the group fails to get the plumach to speak with them, Ascetelis can find them another plumach willing to talk, but doing so takes 1d4 hours.
Plumachs avoid conflict; they use the same stat block as ferrumach rilmani (see Morte's Planar Parade).
S S
Characters who spend a day searching the region around Dendradis for signs of R04M can make a DC 20 Wisdom (Survival) check. If they
succeed, they find the tracks of a lone monodrone leading into a narrow cave. The cave runs for nearly a mile, then opens into the Desert of Rust
(see the following section). The characters can't be certain these are R04M's tracks—particularly if they're not sure what type of modron R04M is—
but it's the best lead they find.
I S
As mysterious as the Spire is, even less is known about what lies inside it. Just as the Spire's exterior poses an endless, unclimbable ascent, its
interior holds a labyrinth of infinite tunnels and vertical hollows. Unknown to most except the rilmani, the Spire holds more than just these natural
caves. Its caverns are lined with eerie rock formations and the eroded ruins of inexplicable structures. The Spire is hostile to magic, and many
creatures instinctively avoid its dark, stifling interior.
S I F
The tunnels in the Spire have the following features:
Antimagic Pockets. The Spire is protected by invisible, drifting pockets of antimagic. Anytime a creature casts a spell, there is a 10 percent chance
it triggers an antimagic field spell, centered on the caster and lasting for 5 minutes.
Darkness. The interior of the Spire is dark. Area descriptions assume the characters have a light source or other means of seeing in the dark.
Preternatural Silence. The Spire's interior is still and silent. Sound travels half as far as it would under normal circumstances. Wisdom (Perception)
checks that rely on hearing are made with disadvantage.
D R
This miles-wide cavern within the Spire is covered in flakes of rust and, in some rare cases, fragments of eroded blades. Every few moments, a
harmless metal scrap falls from above and clinks against the cavern floor. The cavern has no ceiling—it rises endlessly into the infinite hollow of
the Spire's interior.
Ascetelis can tell the characters that rilmani artisans occasionally scavenge useful materials from the cave, but most of the detritus from above is
worthless.
Characters find evidence of R04M's passage after searching for 5 hours or by searching for 1 hour and succeeding on a DC 14 Wisdom (Survival)
check. This path leads up an incline toward a series of tunnels.
C S
R04M's path climbs the Spire's interior. If the characters follow, they pass through gradually sloping tunnels that take hours or even days to
traverse. Use any of the following encounters as the characters climb. When you're ready to conclude this section, run the "Scholar of
Impossibilities" encounter.
M E
As the characters ascend the Spire, they witness mysterious sights. These scenes aren't dangerous, but you can elaborate on them as you please.
Roll on or choose a result from the Sights within the Spire table to break up the characters' climb.
T W
A long and narrow span of wiry metal forms a bridge across a hollow in the Spire. Other metallic protrusions jut from the vertical
walls.
This 200-foot-long, 5-foot-wide bridge connects the characters' path with tunnels ahead. A character who inspects the metallic bridge sees it is
covered in fine metal growths. Characters can tell that the bridge is natural, and although it can bear the characters' weight, it is fragile.
Damaging the Bridge. Each 5-foot segment of the bridge is a Large object with AC 15, 10 hit points, vulnerability to lightning damage, and
immunity to poison and psychic damage. If any segment of the bridge is destroyed, the entire structure crumbles, causing creatures on it to fall.
This part of the Spire has no ceiling or floor. Any creature that falls into the hollow plummets until rescued.
Piercer Demigod. This crossing is home to the demigod Kirgaz Vizt the Unerring Avalanche, one of the few deities of ropers and piercers. Kirgaz
uses the piercer stat block, with the following adjustments:
Kirgaz can cast teleport without spell components once per day. The demigod is considered very familiar with the area around its obsession
(see below).
Kirgaz hides amid stalactites 30 feet over the bridge and uses its Drop action on the last character to cross. If Kirgaz misses, its Drop action
affects the bridge, potentially damaging or destroying it.
Legends of Kirgaz say the demigod has never missed a target. If Kirgaz uses its Drop action and misses its target, the demigod becomes
obsessed with that creature. Employing its immortality and ability to teleport, Kirgaz haunts the target of its obsession, dropping from unlikely
places day after day until it strikes the creature. After doing so, Kirgaz is satisfied and returns to the Spire.
T F
On entering this area, the character with the highest passive Wisdom (Perception) score hears heavy breathing. Those who investigate see the
following:
This broad cave is humid and covered in thick mold. At the center sprawls a greasy, gray, wart-covered giant. He stares hopelessly
into the darkness above. Dozens of crudely carved, amphibian figurines surround the hulk, staring expectantly with bulbous eyes.
This cavern is roughly circular and hundreds of feet across, and it has a 30-foot-high ceiling. A tunnel on the opposite wall exits the chamber and
leads higher into the Spire.
The giant has features suggestive of a human mixed with a fantastically ugly toad. He uses the fomorian stat block. The creature is in a deep
despair and is indifferent to the characters. Creatures that don't disturb him can walk past him unimpeded.
If one or more characters make themselves known to the giant, he turns his head and addresses them:
If one or more characters say yes, the giant invites them to sit with him. If no characters say yes, he goes back to staring.
Characters who speak with the giant get lethargic responses but can eventually learn that he believes he's a god whose followers forgot him, and
now even he has forgotten who he is. The giant has no hope of regaining his memory or powers—if he ever had any.
Followers of the Frog. The giant urges characters who speak with him to become the first of his new followers. He ignores characters who refuse,
but he's pleased if any characters agree and bids them to spread word of his perfection. Characters who agree to follow the giant—even if they're
insincere—hear faint croaking (that only they can hear) whenever they rest or cast a spell within the next 7 days. The croaking vanishes after this
time, the giant having forgotten the characters.
Slaying the Giant. The giant defends himself if attacked, and turns hostile if the characters antagonize him. During battle, any creature affected by
the giant's Curse of the Evil Eye action gains amphibian-like features. If the giant is slain, his body rapidly decays into a heap of mold. From the
remains grow 2d4 magical, neon-green toadstools. A creature that consumes one of these 3-inch toadstools is affected as if by a potion of water
breathing.
Frog Figures. All one hundred and eighteen of these misshapen amphibian figurines are worthless, but each looks uniquely shocked.
S I
Run this encounter when you're ready to bring the hunt for R04M to an end.
The tunnel ends in a ledge overlooking a vast, empty crevasse. No path clearly proceeds above or below.
"Looking for friends, hmm?" comes a cloyingly shrill voice. The words emanate from a crack in the cavern wall fifteen feet above the
ledge. A rotten stench emanates from within.
It's easy to climb the stone wall to the 10-foot-wide, 25-foot-deep crag above. The space within is cramped, with a 6-foot-high ceiling. This forces
the baernaloth (see Morte's Planar Parade) inside to contort its gangly form in a painful-looking crouch. Around the baernaloth, the walls are
smeared with blasphemous symbols, and foul icons dangle from twine made from hair.
T S
This baernaloth is an evil being that calls itself the Scholar. It is curious about the characters and seeks to expose them to its corruptive ideas.
Should a character converse with it, the Scholar speaks cryptically while sharing the following information:
It saw a modron climb past its crag recently. It wouldn't suggest following it, though—the darkness above is hungry.
The Scholar seeks truths of the multiverse, both this one and those that came before.
It believes that when the time comes, it will be able to change the multiverse to suit its vision of profane perfection.
The Scholar will share a secret no mortal was meant to know with one interested character (see the "Secrets of Eternity" section below).
If the characters ignore the baernaloth, leave its cave, or refuse its offers, it lets them go.
If the Scholar is attacked, it fights to defend itself. The cave isn't considered the baernaloth's lair, so it can't take lair actions here. If the Scholar is
defeated, characters who search the cavern find a cleft surrounded by foul, bleeding runes. Inside is the Book of Vile Darkness.
S E
If a character agrees to let the Scholar share a forbidden secret, the baernaloth requests that the character come close and let it whisper in their
ear. The baernaloth then speaks in a language the character doesn't know but somehow understands. If the character lets the Scholar speak for a
full minute, the character's mind is flooded with terrible knowledge. The character can't process the entirety of that knowledge, but what they can
articulate is summarized by a secret from the Impossible Knowledge table or another mystery of your creation. The veracity and implications of
these secrets are up to you.
Impossible Knowledge
d4 Secret
1 The Spire is made of countless stacked versions of Sigil from past incarnations of the multiverse.
Portals are alive. They're all part of the god Aoskar, whose body forms the foundation for Dendradis, and who is thought
2
to be dead but is far from it.
The Whispered One is coming, but there's still time to prevent him from claiming power over the spokes of the Great
3
Wheel.
4 The entire multiverse is inside an impossibly vast bag of holding.
The Scholar shares its secret with only one character. That character gains the following charm (a type of supernatural gift detailed in the
Dungeon Master's Guide).
EYES OF THE IMPOSSIBLE
Supernatural Gift (Charm)
You are scarred by knowledge you shouldn't possess. Your eyes turn black, except for your pupils, which turn white. This charm grants
you advantage on Charisma (Persuasion) checks made to interact with evil creatures. Additionally, you can cast the spell eyebite as
an action. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this charm). Once
you cast this spell, you can't cast it again until the next dawn. This charm vanishes after 13 days, when your appearance returns to
normal.
R D
After a 100-foot climb past the Scholar's lair, the chasm opens onto a 30-foot-wide, 100-foot-long ledge. When the party approaches, read or
paraphrase the following text:
Nearly invisible strands of black webbing fill the hollow space above a broad ledge in the chasm wall. At the heart of the web hangs
an indistinct form of greasy shadows and spidery limbs. Its unsettling, long limbs reach toward a number of bulbous cocoons in the
web, at least one of which is still twitching.
The creature here is a darkweaver (see Morte's Planar Parade). As soon as it spots other creatures, it attacks and fights to the death—all the while
narrating the ways it plans to prepare and consume its prey. If Ascetelis is with the party, she doesn't aid the characters in fighting the darkweaver.
R04M, S ' M W
R04M is a neutral good monodrone with an Intelligence of 8. He speaks Common and Modron. R04M is earnest, naive, and desperate to leave the
Spire. He shares the following details once out of peril:
His name is R04M.
He says he fled Sigil because "a fancy fox fiend was trying to disassemble him."
This fox fiend is holding modrons hostage in a secret prison. The modrons are doing things that are bad for the planes (he can't expound—
it's just bad).
He escaped this secret prison but was captured and taken to a fancy place. He used a platinum casino chip he found and escaped through a
portal behind a big wheel. He still has this chip.
R04M traveled through Sigil and the Outlands to hide but also to follow the path of the last Great Modron March, hoping to complete the
march he started long ago and learn how the trapped modrons are disrupting the planes.
R04M can tell the characters are affected by the disruption the fox fiend's modrons are causing.
The modron doesn't know where to go, but he'd like to leave the Spire. He won't go to Sigil, where he's afraid the fox fiend will get him.
R04M's story contradicts what Shemeshka told the party, and he has never been her accountant. The easiest way to reconcile these discrepancies
is to confront Shemeshka (see the following chapter). The modron gives the characters the platinum casino chip he used to escape Fortune's
Wheel (see area F12 on map 3.1).
E S
Once they've conversed with R04M, the characters can leave the Spire however they like. On their way out, Ascetelis attempts to ambush and kill
the characters and then R04M. She attacks whenever is most opportune, perhaps when the group again crosses the Whisker (detailed in this
chapter).
While attacking the characters, Ascetelis makes it clear that this is just a job and that her betrayal is nothing personal. The glitches affecting the
characters make them threats to the planes, and the rilmani have decided the characters' deaths are the surest way to end their menace.
After contending with Ascetelis, the characters aren't readmitted to Dendradis. However, R04M can show them a tunnel that connects the Desert
of Rust with the exterior of the Spire. The characters can also find this tunnel after 1 hour of searching for an exit from the Desert of Rust. This
chapter ends when the characters leave the Spire. Each character gains a level on escaping.
P 3: S R
C 14: B W
Having learned that Shemeshka might not be dealing with them honestly, the characters return to Sigil and Fortune's Wheel. There, R04M's
platinum chip grants the characters access to the casino's hidden Platinum Rooms and Shemeshka's private sanctum.
Shemeshka admires a captive soul in her secret Abyssal realm, the House of Liars
✏ Andrea Piparo
R S
How the characters return to Sigil from the Outlands is up to them. The portal they initially used to reach the Outlands remains open, but if the
party wants to use a different portal, one can be found within a day's travel of any gate-town or near any other Outlands site. R04M, the Castellan,
or another NPC can provide this information.
If the characters haven't put together from R04M's story that Shemeshka is up to no good, Zaythir or another ally can suggest the group should be
wary on returning to Fortune's Wheel.
When they arrive in Sigil, the characters find it unchanged from when they departed. They can explore the city for as long as they please but should
eventually return to Fortune's Wheel. Following R04M's vague directions, they can find the portal behind the fortune's wheel game. A character
who questions one of Shemeshka's employees at the casino and succeeds on a DC 16 Charisma (Intimidation or Persuasion) check can also learn
there's a portal behind Fortune's Wheel, but most employees don't know how to open it.
“"Where's the center of the multiverse? Me. I'm the center of the multiverse. And not because of some philosophical brainteaser. Because I'm
making it so."”
— Shemeshka the Marauder
T P R
Hidden through Fortune's Wheel's high-roller rooms lies a demiplanar hub that links to the multiverse's highest-stakes games of chance. Here,
powerful beings and entities forbidden from entering Sigil gather to place bets on events where lives and the fates of worlds hang in the balance.
Amid this network of hidden games of chance, Shemeshka keeps her personal sanctum and the true riches of Fortune's Wheel: the arcanaloth's
trove of secrets.
S V
The Platinum Rooms are staffed by approximately a dozen lawful evil tieflings who use the assassin stat block. They politely mingle amid the
gambling areas, facilitating betting and fetching visitors refreshments. This staff is directed by Colcook, Shemeshka's personal aide, who oversees
the Platinum Rooms from area P1. These staff carry no treasure, but they can pay out a character's winnings at booths similar to that in area P1.
The Platinum Rooms attract a diverse crowd of strange and powerful players. These beings are focused on their entertainment. They have no
interest in the characters or the characters' plans, and they won't use violence unless attacked. Use the Platinum Rooms Visitors table to inspire
who the characters might meet in the Platinum Rooms.
G
Two warden archons (see Morte's Planar Parade) monitor the Platinum Rooms from area P5. Shemeshka won an eon of these archons' service in
a deal with a Celestial lord, and the bearlike archons—one black-furred and the other white—obey her dutifully. The warden archons visit areas P1–
P4 only if a disruption the tiefling staff can't handle occurs or if a patron is clearly cheating at the games. Any individual who wins at three or more
of the games in the Platinum Rooms is considered a cheater. When the archons appear, they politely ask whoever's causing the disruption to
come with them to area P6, where they lock away culprits. Characters can access area P5 only by having the warden archons open the portal from
that area.
I S
Shemeshka's staff are under orders to keep visitors happy and busy gambling while also listening for useful information. The staff have no interest
in sharing information about themselves or Shemeshka. Through roleplaying or by succeeding on a DC 16 Charisma (Intimidation or Persuasion)
check, a character can convince Colcook or another staff member to share the following information:
An unmarked portal in Fortune's End (see below) leads to Shemeshka's personal retreat, called the House of Liars. The unmarked portal is
one-way and can be opened only from the opposite side.
Guards on the other side of the portal monitor the Platinum Rooms for problems and cheaters.
Any who win too many of the Platinum Rooms' games are considered cheaters. The guards open the portal to Fortune's End and take
cheaters through it, where offenders are never seen again.
P R F
Platinum Razorleaf Casino Chip
✏ CoupleOfKooks
The Platinum Rooms share the following features:
Ceilings. Enclosed areas have 15-foot-high ceilings.
Climate Control. All the Platinum Rooms have breathable air, normal gravity, and a constant temperature of 70 degrees Fahrenheit.
Light. Sconces lit by continual flame spells or sourceless overhead illumination fill each area with bright light.
Realms Beyond. Each of the Platinum Rooms is on a different plane. The features here affect the areas on map 14.1 and 50 feet beyond that area.
Beyond that, the plane functions as detailed in the Dungeon Master's Guide.
P R L
The following locations are keyed to map 14.1.
Map 14.1: Platinum Rooms Player Version
✏ Jared Blando
P1: F ' E
Read or paraphrase the following text when the characters first enter the area:
This roughly circular room is made of pitted bone. Along its perimeter stand several alcoves, four of which hold swirling portals. Two
large hollows provide a view of vast, roiling nebulae beyond. At the room's center, a tiefling with barbs protruding from his scalp
stands behind a desk of polished bone.
"Welcome to the Platinum Rooms, illustrious guests," the tiefling says. "I'm Colcook, your concierge. If there's anything I can do to
make your stay more comfortable, please let me know."
The portal from Fortune's Wheel connects to the hollow skull of a dead god of misfortune floating at a far-flung edge of the Astral Plane. From
here, portals connect to locations across the multiverse.
Colcook. Colcook (lawful evil, tiefling assassin) is friendly and eager to serve. If the characters run out of platinum chips, he offers them one in
exchange for a valuable secret, such as details about the attacks on Rigus from chapter 10 or anything the Scholar in chapter 13 told the
characters. Colcook determines what counts as a valuable secret.
If coerced, he behaves as detailed in the "Interrogating the Staff" section. If compelled to aid the characters, Colcook encourages them to play and
win at the Platinum Rooms' games to gain access to Shemeshka's chambers with minimum disruption.
Platinum Room Portals. Three portals here connect to the gaming events that currently occupy the Platinum Rooms. The portals are permanently
open, but opaque energy prevents creatures from seeing or hearing what lies on the other side. Each of these portals has a placard overhead,
naming the event beyond. These placards and their portals are as follows:
Shemeshka's Portal. An unopened, golden portal stands in an empty alcove to the north. This portal leads to Shemeshka's refuge. This portal can't
be opened from this room; only creatures in area P5 with the proper portal key can open it. Once opened, the portal remains open for 10 minutes.
P2: D
An eclectic crowd of onlookers cheers as an image in a floating crystal depicts a knight being ravaged by a violet-striped saber-
toothed tiger. Several similar drifting crystals display other armed individuals exploring ruins and engaging in death-defying feats.
Beneath, on an island of bare stone floating amid a misty expanse, stands a plain archway and a circular desk attended by a well-
dressed tiefling. Luminous symbols on a placard above the desk spell out "Bets," "Submissions," and "Enjoy Dungeonland!"
Dungeonland is a game that takes place on a rocky cluster drifting in the Ethereal Plane. Participants watch a group of adventurers navigate a
deadly dungeon and place bets on whether the adventurers will survive or die. The characters can influence the game by submitting magic items,
which appear in the dungeon for the game's adventurers to find.
Crystals. Four sizable, floating crystals drift about 8 feet off the ground. Each displays a scene from a lethally whimsical dungeon. The creatures
depicted in the crystals are unaware they're being watched. Roll on the Dungeon Scenes table to determine what scene a crystal is depicting at
any given time.
Dungeon Scenes
d4 Scene
A beast with the body of a turtle and the head and appendages of a monstrous bovine breathes noxious gas at an
1
adventurer.
2 An adventurer slowly reaches toward a lurid green sculpture of a yawning, fiendish face.
A bag-like monster that looks like an executioner's hood wraps around an adventurer's head. The adventurer struggles as
3
they begin to suffocate.
An adventurer runs, holding an armful of jeweled sculptures that resemble various desserts. Behind them, a furious
4
woman in crimson regalia screams, "Off with their heads!"
Dungeonland Results. It takes an hour for a game of Dungeonland to play out, after which the adventurers exploring the dungeon either escape or
meet terrible ends. Roll on the Dungeonland Results table to determine how the game concludes.
“"You ever get the feeling you're being watched? Not by, like, something sinister, but by throngs of drinky, otherworldly weirdos. No? Me either."”
— Aliss of Arabel, Dungeonland contestant
Dungeonland Results
d10 Conclusion
1 Adventurers Lose. They're all slaughtered in one grisly encounter.
2-3 Adventurers Lose. They're picked off during events in the dungeon and by betrayal within the party.
4-7 Adventurers Lose. They're killed by traps and monsters.
8-9 Adventurers Win. Some adventurers escape the dungeon.
10 Adventurers Win. All the adventurers escape the dungeon.
The results of this roll can be influenced by submitting magic items at the betting booth.
Betting Booth. Knol Knockturn (neutral, tiefling assassin) runs the betting booth, a desk at the center of the island. Knol can explain the rules of
Dungeonland and take any bets the characters place. The standard entry is 1 platinum chip with a bet on whether the adventurers will escape the
dungeon. If a participant chooses correctly, they double their entry bet. If they bet wrong, they lose the chips they bet.
Knol places the chips bet in a plain-looking lockbox. Anything placed in box is teleported to Shemeshka's personal vault. He can also withdraw
legitimately won winnings from the box.
Magic Item Submissions. Knol also accepts magic items to be added to the dungeon, which can influence the game's results. A bettor can send a
magic item to the dungeon. The magic item must be in the bettor's possession and be of at least uncommon rarity. Knol takes the item, then has
an attendant magically deliver it into the dungeon, where it falls into the adventurers' hands. Once a magic item is delivered to the dungeon, it can't
be returned. After the magic item is submitted, roll twice next time you roll on the Dungeonland Results table and use the higher result.
Portal. This permanently open portal connects to area P1.
P3 : S A E
A sharp tiefling in a stylish gown stands behind a black podium in this stark, white room. On the wall behind her stands an archway
filled with violet energy. A similar arch provides entry to this blank space.
Amber Atwert (lawful evil, tiefling assassin) welcomes anyone who enters the room to the Supertemporal Arena. She explains that through the
portal behind her, two unfathomably ancient beings are about to conclude an eons-long struggle: Bowolg the Cosmic Rot and Volsheez the Ever-
Empty.
Amber notes that a character can place a bet of 1 platinum chip on either of these primordials. If the chosen primordial wins, the character wins 2
chips. If they choose the wrong primordial, the character loses their chip. If a character places a bet, Amber accepts it and invites them to pass
through the portal to area P3b.
She can also explain everything in the "Time in the Arena" section of area P3b, but she doesn't volunteer this unless asked.
Portals. The portal to the southwest leads to area P3b. The portal to the northeast connects to area P1.
P3 : S A
All manner of strange immortals fill rows of seating inside a gigantic glass viewing sphere floating amid swirling energy. An
unfathomable distance away, two incredible beings composed of stars and crackling magic are locked in the throes of a cosmos-
shaking battle while the audience shouts and cheers. A single gate filled with violet light exits the orb.
The Supertemporal Arena drifts at the edge of the Elemental Chaos in an infinity of dissipating energies.
Time in the Arena. The arena moves rapidly through time. Every minute in the arena equals 100 years in Sigil. Any mortal creature in the arena
ages 10 years every 6 seconds (1 round). If a creature in the arena ages past its maximum age (as determined by you), it is reduced to dust.
Unless noted otherwise, a character's life expectancy is around 100 years. If a character is killed in this way, the multiversal glitch causes them to
reappear somewhere out of the other characters' sight, such as area P1.
Winning the Contest. There is a 50 percent chance for either Bowolg or Volsheez to win their ages-long battle, but which of these fantastically
slow-moving entities will triumph won't be known for hundreds of years. In the sped-up time of the Supertemporal Arena, though, the battle plays
out in 3d6 minutes. A creature needs to spend approximately 10 rounds (aging 100 years) to witness the end of the battle. On seeing the battle's
end, a creature can use the gate to return to Fortune's Wheel and collect any winnings they've earned from Amber.
Losing the Contest. If a character bets on the loser, the character can't place another bet until 24 hours later, after Shemeshka's agents have found
another improbable event to witness using temporal hyper speed, like the deaths of stars or which gate-town will be consumed by a plane next.
Portal. This passage travels through both space and time. Any creature that uses the portal returns to area P3a moments after they entered but
aged by however long they spent in the arena.
P4: F ' A
A lone archway stands atop a cliff overlooking the scorched cities and scourged terrain of a war-wracked world. Nearby, a ring of
onlookers keeps a wary distance from a massive, scaled devil and a fiery demon playing a game of cards. Thousands of stars in the
night sky bear red or green nimbuses.
Tiefling attendants moving amid the crowd can explain that the gamblers here are Vixsheer the pit fiend and Bholmaz the balor, two generals of
fiendish armies locked in the eternal Blood War. The Fiends are indifferent to the characters and the nearby audience. On the table is a deck of
indestructible iron playing cards and several hundred similarly indestructible iron tokens. In the skies above are thousands of stars magically
limned in fiery red or crackling green auras.
The Fiends are playing a variation on the game three-dragon ante. The stakes are Material Plane worlds—those of the nimbus-marked stars. Every
token corresponds to one of the worlds, and the token's bearer has the right to lead legions in conquest of that world. The stars glowing with red
flames have invasion rights claimed by the Nine Hells' armies, while the stars with crackling green auras are claimed by the Abyss's hordes.
The world beyond the game table is a lifeless planet. It was once lush and populated, but it has been globally ravaged by the Blood War.
Buying into the Game. A character can buy into the game with 1 platinum chip, which a tiefling attendant exchanges for several dozen iron tokens.
Dozens of stars in the sky are then highlighted in a new color of the character's choice.
Playing the Game. After every 10 minutes of playing, a character can make a DC 18 Dexterity (Sleight of Hand) or Wisdom (Insight) check. If they
succeed, they double their number of tokens. If they fail, they lose half their tokens. If they fail twice, they lose all their tokens and are out of the
game. While the table is large enough to keep a character playing the game away from Bholmaz's Fire Aura, Vixsheer's Fear Aura might affect
them.
Goading the Fiends. Any character can goad the Fiends into attacking each other by succeeding on three DC 16 Charisma (Deception) checks.
These checks can be made once every 10 minutes during the game. A character doesn't need to be playing the game to goad the Fiends.
Winning the Game. A character wins the game if they succeed on three checks to play the game. The Fiends might attack the character if the
character has been rude or is obviously cheating. A character is also deemed the winner if the Fiends slay each other, or if the character is
otherwise the only one remaining at the table. A character who wins the game can collect 3 platinum chips from a tiefling attendant—even if one
of character's incarnations was slain by the Fiends—along with an infernal document noting their right to invade the worlds they won as part of the
game.
Portal. A permanent portal connects to area P1.
Shemeshka's uniformed bodyguards, a maelephant and an eater of knowledge, defend the House of Liars
✏ Chris Seaman
P5: S ' G
Characters can only access this area if the portal here is activated, creating a connection with area P1 (see the "Guards" section earlier in this
chapter). On entering this area, read the following description:
Colorful silks and mosaic patterns cover the walls of this airy entry chamber. Several shallow alcoves line the room's perimeter, and to
the north stands a platinum double door. At the center of the room, a crystal sphere hovers over an ornate, burbling fountain.
This area serves as a guard post for Shemeshka's inner sanctum. If they haven't been dealt with already, two warden archons (see Morte's Planar
Parade) stand watch here and review scenes from elsewhere in the Platinum Rooms that flicker on the crystal sphere. The archons order anyone
who clearly isn't in Shemeshka's employ to leave. They attack 1 round later, fighting to the death.
Crystal Sphere. The crystal sphere shows scenes of areas P1–P4, scrying on them as if it were a crystal ball of true seeing. The scene in the
sphere changes to a different scene every 10 seconds. If removed from where it hovers, the sphere functions as a normal crystal ball.
Portal. A one-way portal here connects with area P1. It requires a powdered fox tooth to open—both archons here carry a vial of such powder.
Once opened, the portal remains open for 10 minutes. See the "Guards" section earlier in this chapter for details on how to open this portal from
area P1.
P6 : H L
Faint music and sharp perfume drift on the breeze blowing amid the columns and alcoves of this lavish chamber. Gemstone mosaics
and platinum gilding glimmer amid hanging silks and furnishings heaped with cushions. The eyes of dozens of vulpine visages,
sculpted on columns and decorative statues, stare in your direction.
Behind a narrow standing desk, a familiar, red-furred figure sighs and looks up from her work. "I've been expecting you," Shemeshka
says, "but not quite so... still alive. I've never had gofers who've needed such convincing to just stay dead."
Shemeshka (see Morte's Planar Parade) wants the characters dead and gone. She calls on her two invisible bodyguards lurking in alcoves near
the door: an eater of knowledge (that has consumed 5 brains) and a maelephant (see Morte's Planar Parade for both stat blocks). Shemeshka has
dressed them in Fortune's Wheel uniforms and doused them in perfume. The bodyguards attack when called.
Shemeshka avoids battle, as she considers it beneath her. However, she won't retreat and uses defensive spells, her Teleport bonus action, and
her Fell Counterspell reaction while she mocks intruders and uses her domain to act against foes (see below). Once her bodyguards are
dispatched, Shemeshka calls for a truce (see "What Shemeshka Really Knows").
Shemeshka's Domain. The House of Liars is among Shemeshka's favorite safe houses, a layer of the Abyss she conned away from its previous
owner, the demon Alrunes. Shemeshka can will the semiliving domain to defend her. During any battle that takes place in area P6 while
Shemeshka is present, roll on the House of Liars Defenses table each round at initiative count 0.
Mosaics. The walls are covered in geometric patterns formed by gemstones. Each of the thousands of gems holds a tiny figure. These individuals
are spies, scholars, and foes of Shemeshka whom the arcanaloth keeps bound using the Resplendent Cage (see area P6b).
Treasure. A character who searches the room finds curios worth 15,000 gp, a dagger of venom, a suit of demon armor, and an instrument of the
bards (Anstruth harp), all designed with vulpine shapes.
“"As followers of the Soothing Spirit, never speak above a whisper, never wear orange, and never, ever mention the House of Liars."”
— Precepts of the demon lord Alrunes, former ruler of the House of Liars
P6 : R C
A circular mosaic of tiles on this alcove's floor depicts tormented faces caged beneath a lattice of razorvines.
Shemeshka uses this magical mosaic to lock away her foes and ensure certain secrets stay secret. Any creature with the incapacitated or
restrained condition that spends 1 minute within the mosaic's circle is affected by the minimus containment effect of the imprisonment spell and
is trapped within a randomly colored gemstone that appears on the floor of this area. Any gemstone created by the mosaic that is returned to this
area for 1 minute shatters, ending the spell and releasing the creature imprisoned within. This would affect each of the gems in the mosaics in
area P6a. The alcove can be used to imprison or free a creature 10 times every 24 hours.
The detect magic spell reveals that the mosaic sheds an aura of abjuration magic.
Prisoners. Shemeshka tries to dissuade the characters from freeing random imprisoned creatures, many of which are evil or dangerous.
W S R K
Once Shemeshka's bodyguards are dispatched, she exasperatedly offers to tell the characters everything they want to know if they swear to leave
and never bother her again. If they agree, she shares the following details:
Each character independently ran afoul of Shemeshka some time ago. She was responsible for their deaths but, to her surprise, they
returned.
She has killed each character dozens of times, only to have them reappear. She finally trapped each using the Resplendent Cage (area P6b).
The characters still returned, but they were diminished and had their memories fractured. She had her servants dump the characters at the
Mortuary.
When the characters appeared again, she sent them to find R04M in the hope they'd never return.
Shemeshka still has imprisoned incarnations of the characters. She can retrieve them for the characters (a character who searches area P6a
for 10 minutes also finds them).
She believes that the characters' unique situation is a result of a planar imbalance caused by a group of modrons lost in the Outlands. She
hopes that by manipulating the data these modrons record, she can profitably influence the workings of their home plane, Mechanus.
As soon as she has shared this information, or if she is forced into battle after relating this information, Shemeshka uses an amulet of the planes
to escape. If she doesn't convey any of this information, the characters can learn it from meticulously kept documents stashed in Shemeshka's
desk.
U S
Each character has another incarnation of themself imprisoned in a gem amid the walls of Shemeshka's sanctuary. If these gems are found and
placed in area P6b, the incarnations are freed, and the following things happen:
Lost and Found. Each freed incarnation appears and then swiftly vanishes, dropping one or more magic items (see the "Heroic Equipment"
section). The associated character receives a flood of sensations and their memories as this missing piece of themself returns. Among these
are any other details about the character the player wants to be true—such as how the character ran afoul of Shemeshka (see the following
section).
Incarnations Reunited. Every player whose character's incarnation is freed must choose one of their character's incarnations or a new one they
create now. This is now their one and only character—who they truly are and have always been. The other incarnations aren't used again, and
the details in the "Glitch Characters" section in the introduction no longer apply. Each character is now a regular character who lives and dies as
normal.
Level Jump. The character gains multiple levels, advancing to 17th level and remembering their former, more powerful self.
If a character doesn't release their lost incarnation, it might make the following chapter more challenging. Let each character decide what to do
with their trapped incarnation. If they decide to release it later, they can do so by returning to the House of Liars or by magical means available in
Sigil.
“"You never stop being a hero. You might take a break, you might settle down, you might even forget for a little while, but everything you've striven
for–all the ways you've worked to be great–never really changes."”
— Kheiron, hero trainer of Glorium
R M
When the characters' memories return, they're once again aware of the exploits of their 17th-level selves and how they ran afoul of Shemeshka's
plots. Players can detail these memories however they please. They can fill in their characters' backgrounds all at once, or they can take time to
process their characters' memories, recovering details a little at a time—potentially over multiple sessions.
Use the following questions to help players detail their characters' pasts:
Did others consider you a hero or a villain?
Did you have a home on the Material Plane, or did you travel many planes?
The characters' pasts don't have any bearing on the rest of this adventure, but use these details to inspire where the campaign leads next.
H E
Trapped with each incarnation in the House of Liars are magic items each character possessed when they were at the height of their power. Now
that the characters have regained that power, their lost magic items return. Each player should choose one of the following options, then select
magic items of these rarities from the Dungeon Master's Guide:
Option A: One magic item of legendary rarity
Option B: Two very rare magic items
Option C: Four magic items of rare or lesser rarity
As the DM, you must approve any magic items a player selects. Encourage any player who selects a cubic gate to make another choice (as one
appears in the next chapter). Feel free to also exclude unique magic items, like the sword Blackrazor, or items you find disruptive, like the deck of
many things or a ring of three wishes.
F M
With their memories restored, the characters are whole once more. However, they're now aware that they're not the only victims of Shemeshka's
schemes. How they might put an end to this interplanar disruption is detailed in the following chapter.
End this chapter with each player deciding which of their character's incarnations is their true self, and advancing the characters to 17th level as
described above.
C 15: E D
With their memories and capabilities restored, the characters are prepared to face any threat in the multiverse. The modron R04M has their first
challenge in mind, though: freeing its lost modron brethren and putting an end to the disruption in the Outlands that caused the characters to
become unmoored from reality.
After the characters leave the Platinum Rooms, where they go next is up to them. Shemeshka will avoid them for the rest of the adventure. To
continue with this chapter, the group should meet with R04M, either by returning to the walking castle or by having the monodrone seek them out.
There's no rush to move on with these events, though. Feel free to run other events inspired by Sigil and the Outlands.
Modrons marching endlessly through Tyrant's Spiral pass the skull of the former archdevil Beherit... again
✏ Andrea Piparo
M M
When the characters meet with R04M again, the monodrone assesses that they can now do what it couldn't: correct the multiversal disruption that
affected the party and caused other glitches across the Outlands. R04M provides the following information:
R04M was part of the last Great Modron March. The contingent he belonged to became lost in the Outlands.
R04M has deduced that the modrons are caught in the shifting realm of Gzemnid, a beholder god of deception, gases, and obscurement.
Shemeshka discovered the modrons in Tyrant's Spiral, an ever-shifting part of Gzemnid's Realm. There she exposed the modrons to fiendish
influences, convincing them the Outlands are overrun by evil beings.
The modrons' belief is skewing the underpinnings of the Outlands and the planes beyond, creating multiversal anomalies.
Shemeshka planned to eventually release the modrons to Mechanus, where they would skew the workings of that plane. She would then take
advantage of the chaos.
R04M wants the characters to go to Gzemnid's Realm; find the group's leader, the hexton modron called X01; and help the modrons escape.
R04M can also reiterate any details he provided in chapter 13. While the multiverse might contort to keep R04M alive, if the modron is dead,
Zaythir can provide this information as the result of her studies and investigations into Shemeshka's dealings.
R04M notes that, as is customary in such dealings, he has compensation for the characters: a bag of gemstones the modron had stashed in the
Outlands, valued at 15,013 gp. He will give the characters the bag if they help the modrons escape (see the "Unity of Rings" section later in this
chapter for details). R04M can't haggle or offer any greater reward, but he can hypothesize on the dire ramifications of the modrons' long-term
entrapment.
B O
Once the characters agree to aid R04M, they'll need to find a way to reach Gzemnid's Realm. R04M shares the location of the portal he originally
used to escape into Sigil. This portal's location is up to you. Use this opportunity to return to a favorite site in the adventure or to help characters
acclimate to their new powers. The R04M's Portal table suggests a few locations for the gate to Gzemnid's Realm.
“"'Anything's possible!' That's what they say. And it's true! Absolutely anything. It's all possible. In the infinite infinities, whatever you can think of is
out there. And if you think about it hard enough, it'll come thinking for you!"”
— Iyaz Eyaz, Sigil philosopher
R04M's Portal
d4 Location
1 In an innocuous but easily accessible alley in Sigil
2 The headquarters of a faction, like the Mortuary
3 In a dangerous area, like the Hive or Undersigil
4 An extreme location, like outside Sigil's ring or in one of the Lady of Pain's Mazes
P P
The characters have gained considerable power since their last adventure, and the challenges in the following section will test that power.
Consider giving characters an opportunity to familiarize themselves with their new powers. Unused portions of this adventure, Sigil and the
Outlands, Morte's Planar Parade, or even another anthology of D&D adventures can provide level-appropriate threats. When the characters are
ready, proceed with the following section.
T ' S
The realm of the beholder deity Gzemnid lies beneath the Outlands. Most entrances into these mysterious, gas-filled caverns are found near
chaotically aligned gate-towns—like Bedlam, Sylvania, or Xaos—but Gzemnid's Realm is elusive, even by the mutable standards of the Outlands.
The portion of the Great Modron March that R04M belonged to became lost in a magically shifting cave system known as Tyrant's Spiral. These
gas-filled caverns change constantly, trapping the modrons in an ever-contorting circle that exposes them to the same grim visions over and over
again.
T ' S F
Tyrant's Spiral has the following features:
Ceilings. Unless noted otherwise, caverns have 30-foot-high ceilings.
Gaseous Light. Harmless, luminous gases shed dim light throughout the caverns. Strong winds, such as those created by the gust of wind spell,
cause the gases to dissipate for 5 minutes before they refresh. During this time, a cavern is dark.
Modron Tracks. A rut of tracks marks the course of the lost, marching modrons. Any creature that enters this area on foot is affected as described
in the "Marching Modrons" section.
Tyrant Fungus. Beholder-like fungi cover the cavern walls. See the "Fungal Observers" section for details.
Planar Uncertainty. Gzemnid veils his realm in uncertainty. Only portals and permanent teleportation circles allow reliable transportation into his
realm.
F O
Gzemnid's Realm is covered with fungal growths bristling with eyestalks and harmless maws. The beholder deity Gzemnid sees through these
fungi and threatens intruders by whispering through countless lichenous mouths. This effect can't be dispelled. Improvise how the arrogant god
comments on the characters' situation. Gzemnid always refers to itself in the third person. Examples of the beholder god's commentary are
provided here:
When a character misses with an attack. "How can you expect to hit anything with so few eyes?"
When a character takes damage. "Cast away your disgusting limbs! Embrace Gzemnid's globular perfection!"
When a character kills a monster. "Unworthy, but we accept your offering!"
When a character calls on the power of a deity or patron to cast a spell. "You beg for power from a weakling! Their pathetic magic is nothing in my
realm!"
M M
Thousands of modrons march through the caves, unaware that they're traveling in an endless loop. The modrons are indifferent to other creatures
and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like bridges
or towers) by linking their bodies or dig around impediments. No matter how many modrons are destroyed, more take their place.
Any non-modron that enters the path of the marching modrons on foot is trampled. The creature must make a DC 18 Dexterity saving throw. On a
failed save, it takes 44 (8d10) bludgeoning damage and has the prone condition in the closest unoccupied space outside the modrons' path. On a
successful save, it takes half as much damage but is otherwise affected the same.
Modrons are unaffected by the march and can move through it unimpeded.
P P
Before running this part of the adventure, familiarize yourself with the characters' new class features. These powers should make the characters
feel potent, but if you find the party overpowering encounters in this chapter, consider adding the following additional challenges after a round or
two of combat:
Additional Foes. If an encounter features several of the same creature, have one more of that creature or up to three beholder zombies (mindless,
chanting followers of Gzemnid) appear after 2 rounds.
Gzemnid's Gaze. One of Gzemnid's massive, aberrant eyes opens on the celling. It is a Huge object with AC 14, 60 hit points, and vulnerability to
piercing damage. Every round at initiative count 0, the eye focuses on a different random character it can see. That character must succeed on
a DC 16 Strength saving throw, or the eye emits a ray that moves the character up to 30 feet in any direction—typically into pits, the path of the
marching modrons, or other threats. The character has the restrained condition until initiative count 0 of the next turn or until the eye is
destroyed.
T ' S L
The following locations are keyed to map 15.1. This map is divided into six smaller maps depicting sites along the modrons' endless march. The
distance between areas varies from yards to miles. Feel free to add additional encounters between areas, to change their order, or to have the
characters come across the same areas multiple times to reinforce the space's surreal nature.
T1: L E
Read or paraphrase the following text when the characters first enter the area:
You arrive on a ledge overlooking a massive cavern. Behind you is an archway of fungal stalks covered in eyes and chattering teeth.
Eerie clouds of thin vapor drift through the space, emanating from narrow cracks in the floor and several giant holes in the ceiling.
Through the space echoes the clangor of thousands of metallic feet. Countless modrons follow a deliberate route through the cave.
Each of the geometrically shaped beings scans the strange terrain around them before vanishing into tunnels ahead.
The characters arrive on a ledge overlooking the path taken by the modrons trapped in Tyrant's Spiral. The arch here is a duplicate of the portal the
characters used to reach Tyrant's Spiral and connects to where they came from. A 50-foot, sheer cliff drops from the ledge to the cavern floor. The
cracks in the floor and holes in the ceiling are winding and stretch endlessly through the depths.
Mummified Beholder. Soon after the characters arrive, a withered beholder called Xabash floats into view and greets them. Xabash has an
Intelligence of 6, is indifferent to the characters, and is highly forgetful. In a dreamy voice, Xabash asks if the characters are here to put an end
to the bothersome noise (the marching modrons) or to ascend in Gzemnid's gaze. The beholder nods with a dull, fanatical gaze no matter how
the characters respond. Xabash can provide general details from the "Tyrant's Spiral" section earlier in this chapter. Once the characters are
done conversing with Xabash or if they attack it, the beholder drifts below one of the holes in the ceiling near the room's center (see the
following section).
Stalks of Gzemnid. Soon after the characters enter the area, an ancient beholder drifts under one of the holes in the room's ceiling, then rasps,
"Great Gzemnid! See me clearly!" This might be Xabash or another beholder if Xabash was destroyed. A round later, the earth shakes, and a
gigantic beholder eyestalk bursts from above. This giant eyestalk uses the purple worm stat block, but instead of Tail Stinger, it has the following
action:
Eradication Gaze (Recharge 5–6). The eyestalk creates an area of magical devastation in a 150-foot cone. Any creature in that area
must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. If this damage reduces a creature to 0 hit
points, its body becomes a pile of fine violet dust.
The eyestalks can bite with fang-like lashes and swallow creatures in its massive pupil.
The stalk devours the ancient beholder and then attacks the characters. If Gzemnid hasn't already spoken to the characters (see the "Fungal
Observers" section), it does so now, decrying them as "more trespassers," "motes in Gzemnid's divine sight," and "vexingly asymmetrical!"
On the second round of combat, a second eyestalk emerges from the hole in the ceiling. Once reduced to 0 hit points, these eyestalks eject any
swallowed creatures, retract into their holes, and don't appear again.
The modrons' path continues, leading past a many-horned skull impaled on a moldy stalagmite. Many of the clockwork beings flinch
away from the sinister remains as they pass.
The skull belongs to Beherit, a deposed archdevil who ruled the layer of Malbolge in the Nine Hells. It was placed here by Shemeshka's servants to
influence the modrons. Although the archdevil is dead, a vestige of its evil remains in its 3-foot-diameter, horned skull. The skull has the following
properties:
Beherit's skull is sapient and lawful evil, having an Intelligence of 22, a Wisdom of 18, and a Charisma of 19. It has hearing and darkvision
within a range of 120 feet.
The skull can speak Common and Infernal, and it can communicate with any creature within 10 feet of itself telepathically. Its voice is a
hissing whisper. It reveals that it can communicate only to a single creature at a time.
The skull can cast the dominate monster spell (save DC 20) three times per day. It orders charmed creatures to free it, carry it to the Nine
Hells, and slay any creature that impedes this. The modrons marching through the caverns are immune to the skull's domination.
Beherit's skull can be removed from its stalagmite. The skull seeks to restore itself to life, which it believes it can do only in the Nine Hells. If the
characters negotiate with the skull, it offers to aid their escape if they promise to return it to the Nine Hells. It knows that somewhere in Tyrant's
Spiral is the maw of the beholder god Gzemnid, which has the power to create a portal out of the misty caverns.
T3: O S
Billowing magenta fog swirls over the crumbling cavern floor. The modrons march up a narrow ramp, as the rest of the cave falls
away into a bottomless pit. Giant rocks sculpted with massive, beholder-like faces float amid the gas, their surfaces bristling with
attentive, fungal eye stalks.
The rocks floating in this room are the petrified corpses of long-dead beholder demigods. Creatures can leap between two floating rocks by
succeeding on a DC 14 Strength (Athletics) check. A creature that succeeds on three of these checks can climb from the area's northern entrance
to the eastern exit. A creature that fails one of these checks falls into the pit below (see the "Pit" section below).
A rock at the northeast edge of the area has a yawning mouth. This mouth holds a portal that opens near the gate-town of Hopeless. To open, the
portal requires a freshly cried tear—a fact characters might learn in area T4.
Beholders. Two beholders drift amid the floating rocks. They ignore the modrons but attack any other creature that moves amid the rocks. The
beholders fight to the death while arguing between themselves whether to devour or to petrify the interlopers.
Pit. The pit is bottomless. Any creature that falls into it plummets for over 200 feet before landing on a ledge and taking 70 (20d6) bludgeoning
damage.
Treasure. An Ioun stone (mastery) is loosely embedded in the sculpted eye of one of the rocks floating over the pit. The first character with a
passive Wisdom (Perception) score of 18 or higher who comes within 5 feet of the rocks, or who checks the rocks with a detect magic spell,
notices the gem.
T4: A ' M
A fetid stench accompanies the sound of the marching modrons trudging through sucking mud. Thick black sludge covers the floor
of the cavern ahead.
The ooze is all that remains of the semidead demon lord Arlgolcheir, a Fiend Shemeshka freed from an Abyssal prison and deposited here to
terrorize the modrons. The muck has the following properties:
The ooze is sentient and chaotic evil, having an Intelligence of 20, a Wisdom of 22, and a Charisma of 17. It has hearing and darkvision
within a range of 120 feet.
It can speak Common and Abyssal. Its voice is a halting rasp that chokes frequently.
When a creature enters the area covered in ooze for the first time on a turn or starts its turn there, it must succeed on a DC 16 Strength
saving throw or take 55 (10d10) acid damage and have the restrained condition. A restrained creature can repeat the saving throw at the
start of each of its turns, ending the effect on itself on a success. Arlgolcheir can choose not to restrain a creature.
T5: G ' M
Along the edge of a ravine, fungal clusters grow in ten-foot-tall stalks crowned by gigantic eyes. Below, rows of spear-length teeth
bristle within the ravine, forming a gigantic, monstrous maw. Gases billow in and out of the crag in massive breaths.
The modrons continue their march over this impossible mouth, crossing it by creating a bridge made from interlocked, living modron
bodies.
The beholder god Gzemnid can see through this area's eyestalks and speak from the depths. Gzemnid encourages creatures to leap into its mouth
or to destroy the modron bridge and send it toppling into its maw.
Any creature that falls into Gzemnid's maw plummets 200 feet before passing through a shimmering black veil, which obliterates the creature and
leaves no remains.
Modron Bridge. Hundreds of modrons form the bridge that spans the ravine while other modrons cross along their backs. These modrons don't
defend themselves, but three nonaton modrons (see Morte's Planar Parade) emerge from the marching throng and engage any creature that
attacks the bridge. These nonatons fight to the death. If the nonatons are defeated, three more nonatons arrive to defend the bridge after 1
minute.
Damaging the Bridge. Treat the modrons at the base of each side of the bridge as a Large object with AC 14 and 40 hit points. If destroyed,
hundreds of modrons plummet into Gzemnid's maw, and the march halts for 5 minutes as more modrons pile atop one another to create a new
bridge.
Outlands Portal. In addition to being a destructive rift, Gzemnid's maw is also a gigantic portal controlled by the beholder god itself. If Gzemnid
can be convinced to open the portal and suppress the rift, the portal opens to a ravine near the gate-town of Xaos, and matter that passes through
isn't destroyed. See "Escaping Tyrant's Spiral" later in this chapter for details on using this portal.
T6: X01' T
Ahead marches a cluster of modrons. Among them, a quartet of powerful, gear-studded individuals hoist a unique-looking modron on
their shoulders. This singular, elaborately constructed modron—a hulking creature with a single prominent eye—looks damaged.
Nevertheless, flickering green light shines from its eye, scanning the foggy cavern around it.
Four septon modrons carry their fallen leader, the hexton modron X01 (see Morte's Planar Parade for both stat blocks). Three septons attack any
non-modron that comes within 10 feet of them and any creature that tries to interfere with X01. The remaining septon continues to carry X01,
attacking only if X01 is stolen. The septons fight to the death.
Septons carrying X01 move with the other modrons at a rate of 20 feet per round. The septons drop their leader only if they have the incapacitated
condition or take 30 or more damage from a single attack.
X01. The modrons' leader has full hit points and the paralyzed condition. X01 can be interacted with only if it is separated from its septon bearers
and moved away from the marching modrons. If the characters move X01 away and attempt to repair or otherwise interact with it, see the
following section.
B D
The modron leader X01 isn't just damaged—its mind has been overwhelmed. This is a result of flawed orders X01 received when it left Mechanus
during the last Great Modron March, but more so because the misinformation it gathered in Tyrant's Spiral has skewed its understanding of the
Outlands. X01 and the modrons it leads now believe the Outlands are overrun with fiendish horrors and that the gears of Mechanus require major
readjustments to restore balance to the planes.
I X01
A character who spends 1 minute investigating X01 finds a panel on the modron's head leaking green vapor. If the panel is opened or X01 is
deliberately damaged, read the following:
The modron jolts up and, with a voice like a klaxon, shouts, "Wrong! All wrong! Outlands: overrun! Great Wheel: at risk! Advisement: full
planar realignment! Highest alert!" The modron continues issuing such dire reports. As it does, wisps of green vapor leak from its
mouth, eyes, and seams. Gradually this vapor congeals into a nightmarish depiction of the Spire and the surrounding Outlands.
The character with the highest Intelligence who witnesses this realizes the congealing vapor is X01's interpretation of the Outlands, one overrun
with evil Fiends. This becomes clear a moment later when X01's shouting escalates. Proceed with the following section.
C D
The modron's shouting becomes a screech of panicked static, and the image of the Outlands shudders and roars. It undergoes a
terrifying transformation, blooming into a multilimbed, mechanized terror with a single, baleful eye that turns in your direction.
The modrons' belief that the Outlands have been corrupted are so strong that they've shaken the underpinnings of the plane. Now these mistaken
beliefs manifest as a planar incarnate (see Morte's Planar Parade) of a plane that doesn't exist: a Fiend-overrun version of the Outlands (use the
planar incarnate's Fiend form). The planar incarnate is hostile toward non-modrons. The round after appearing, it attacks the characters and fights
until destroyed.
Replacement Data. As the planar incarnate is a manifestation of X01's beliefs, those beliefs can be undermined. A character can present to X01
evidence that the Outlands aren't overrun by Fiends, such as mementos they picked up in the gate-towns or recordings from the Mosaic Mimir. If a
character uses an action to present such information and succeeds on a DC 18 Charisma (Persuasion) check, the planar incarnate has
disadvantage on attack rolls and saving throws until the start of the character's next turn.
L D
Once the planar incarnate is destroyed, X01 collapses. A character with proficiency in Intelligence (Arcana or Medicine) can tell the following:
X01 is alive, but its mind is vacant.
To reactivate, X01 would need to recover its knowledge about the planes.
The Mosaic Mimir has the information X01 needs to reactivate. The characters might come to this conclusion on their own, or a character who
investigates X01's body might realize that within the damaged panel is enough room for the mimir. If a character inserts the mimir into X01, the
hexton reactivates a moment later. This has multiple effects, which are summarized in the following sections.
The distorted beliefs of the hexton modron X01 and its wayward followers manifest as a godlike incarnation of a nonexistent realm
✏ Hinchel Or
R X01
In one possible reality, modrons enter the fray in the endless Blood War between demons and devils
✏ Jane Katsubo
Should the characters reactivate X01 by embedding their mimir in the modron leader, X01's perspective on the Outlands shifts. This view rapidly
disseminates among the other modrons trapped in Tyrant's Spiral. What this perspective is depends on what information the characters recorded
in their mimir during part 2 and whether their reports on the Outlands were accurate, inconsistent, or skewed. Consult the Mimir Restoration
Tracker from chapter 4, and choose which of the following sections best matches the information the character recorded in their mimir. Each entry
details the data's effects on X01's personality and has ramifications in the "Conclusion" section.
A
If the characters' mimir largely details the Outlands in an unbiased way, X01 realizes reality is behaving within expected parameters. It reactivates
as a calm, logical modron that is eager to lead its followers directly to Mechanus, where they can make an unremarkable report.
I
If the characters provided inconsistent details about the Outlands—several accurate and several skewed—X01 reactivates and exhibits dramatic
mood swings. It seeks to lead the modrons to its home plane, but it is uncertain where that is.
S
If the characters' reports on the Outlands reflect their bias for a particular philosophy or alignment, the modrons act in opposition. The Skewed
Data Results table notes X01's personality after being influenced by data skewed along the lines of particular alignments. If the information
characters provided to their mimir strongly reflects the philosophies of a faction in Sigil, choose the result that best corresponds with that faction's
agenda.
E T ' S
If X01 is reactivated, the modron wants to escape Tyrant's Spiral, but it doesn't know about the portals in the nearby areas. Characters might use
the methods here to help the modrons escape.
P H
The portal to Hopeless in area T3 is narrow and a challenge for the modrons to reach. It will take days for all the modrons to pass through, and
likely many portal-key tears to keep the portal open. Beholders also frequent this area and try to pick off modrons as they escape.
P S
The portal in area T1, which the characters used to enter Tyrant's Spiral, still functions. However, like the portal to Hopeless, it is difficult to reach.
Additionally, unleashing thousands of modrons on Sigil is dangerous. Should this happen, the Lady of Pain intervenes quickly and, through a
dabus, informs the characters they have 10 minutes to set things right. How the characters can reconcile this—and avoid the Mazes—is up to you.
P X
The portal in area T5 opens only when Gzemnid pleases. Characters can convince the beholder god to let the modrons pass, but Gzemnid
demands to consume half the modrons first. A character can convince Gzemnid to eat only a quarter of the modrons by succeeding on a DC 20
Charisma (Persuasion) check, or they might bribe Gzemnid with the promise of bringing it a more tempting meal—for example, it has always
wanted to eat a dragon or another god.
R E
It would take hundreds of castings of spells like gate or teleportation circle to relocate all the modrons. You might allow the characters to develop
outlandish schemes or entreat otherworldly beings to help the modrons escape. Debts and ramifications accrued here can provide springboards
to future adventures.
A S
The characters can leave the modrons in Tyrant's Spiral, but eventually Shemeshka or another being will manipulate the modrons to their own
ends. If the characters try to destroy the modrons en masse, X01 commands the modrons to defend themselves. Although annihilating the
modrons would maintain the equilibrium of the planes, doing so might have ramifications on characters' alignments.
C
If the characters release X01 and the modrons from Tyrant's Spiral, their work for R04M is complete, but the ramifications for the multiverse might
be dire.
R M
How the characters contend with the lost modrons has far-rippling effects on the multiverse. The data from the characters' mimir affects not just
X01's perspective but also those of thousands of modrons. If the modrons return home, this data influences the cosmic alignment of Mechanus.
Countless modrons across the multiverse then seek to rebalance the planes in accordance with the new arrangement of the plane of absolute law.
Depending on how the characters' mimir affected the liberated modrons, the axiomatic beings affect the multiverse in one of the following ways.
Choose whichever one corresponds with the result from the "Reactivating X01" section. This determines how the characters' actions and the
released modrons affect the planes.
A
On returning to their home plane, the modrons report their data, which results in incremental refinements to Mechanus's workings. No precipitable
changes to the status quo of the multiverse occur. No other creatures suffer the multiversal glitch the characters experienced.
I
Unless the characters intervene, it takes months for X01 and a much-diminished group of modrons to return to Mechanus. When they do, chaos
ensues. Modrons behave strangely across the planes, and chaotic creatures like slaadi operate unopposed. Numerous creatures experience the
multiversal glitch that affected the characters. Ultimately, the modron leader, Primus, initiates a new Great Modron March to correct the chaos
sweeping the planes.
S
On the modrons' return to Mechanus, the skewed data in the characters' mimir causes all modrons across the planes to react differently toward
different philosophies or types of beings. The Multiversal Effects of Skewed Data table summarizes the new behavior of the vast majority of
modrons.
U R
Once the characters have dealt with the modrons and escaped Tyrant's Spiral, they're free to go where they please. If they find themselves in the
Outlands and seek to return to Sigil, they can find a portal to the city near the closest gate-town. This portal opens within sight of the Mortuary.
Back in Sigil, the characters might seek out any of the following parties.
F O S C
Farrow or another Sigil-based ally is glad to hear the characters resolved the strangeness plaguing them. The ally is well connected and know
others who need accomplished adventurers. The ally also knows of useful portals, including those to Material Plane worlds the characters might
hail from. Use this ally to lead the characters to future adventures.
R04M
Depending on how the characters resolved the situation in Tyrant's Spiral, R04M might be pleased or horrified. Nevertheless, if the characters
helped any of the modrons escape, R04M rewards them with the promised gems. This includes gems worth 15,013 gp as well as an elemental
gem (emerald) and a resin-encrusted ring of regeneration.
If the modron remains on good terms with the characters, R04M might seek to join them and see more of the multiverse. Or, if the characters have
skewed the planes in some way, R04M might seek to set things right, perhaps by pursuing multiversal secrets within the Spire.
S
The arcanaloth is frustrated by the characters' interfering with her plot and avoids them for a time, but she isn't one to let annoyance get in the way
of opportunity. Shemeshka might eventually contact the characters to involve them in future schemes.
Shemeshka might contact the characters sooner if the data in their mimir skewed toward evil, as it's possible the characters produced the results
she was seeking. If they did, the arcanaloth enjoys increased business selling weapons to demons, devils, and modrons embroiled in the Blood
War. Shemeshka sends the characters polite thank-you notes, each with a complimentary platinum casino chip and an invitation to visit Fortune's
Wheel anytime.
S F
A character who reports their exploits to a Sigil faction they're a member of gains the attention of their faction's leaders. If the characters' mimir
changed the multiverse in a way that their faction is in favor of or opposed to, a character's faction leader might have work for the party, either
capitalizing on changes to reality or seeking to set things right.
T L ' G
After the characters have attended to any immediate business in Sigil, read or paraphrase the following text when next they're traveling together in
the city:
It's unclear when or how it happened, but the street around you is empty and still. Before you can ponder the cosmically infinitesimal
chances of a Sigil street emptying, a somber, gray-skinned figure floats into your path. The dabus hovers silently as a string of illusory
images fade in to view around it. Prominent among these symbols is the razored image of the Lady of Pain.
The first character to succeed on a DC 10 Intelligence (Investigation) check deciphers the dabus's message. It reads as follows:
The Lady saw what you did. She has a message: stay out of trouble.
Once the message is deciphered, the dabus points at the door of an empty building nearby and then floats away. If a character opens the door,
read or paraphrase the following text:
The rickety plank door opens easily, revealing a wall of crusty bricks and gnarled razorvine. Embedded at the wall's center is a
perfectly square, metallic brick with a faintly glowing towerlike rune on its surface.
The glowing brick is a cubic gate, which slips from the wall effortlessly. The magic item is keyed to this door in Sigil, a door in the characters'
walking castle on the Outlands, a world on the Material Plane, and three other planes of your choice.
As the cube is removed, the brick wall transforms into the glowing arch of an active portal that leads anywhere you choose.
The adventure ends here, with the characters on the threshold of the multiverse—a place every bit as unpredictable and dangerous as it has
always been.
“"What happens next? Just see where your imagination leads. I find that's where all good things start."”
— Adahn, newly arrived resident of Sigil
On the Cover: Illustrator Magali Villeneuve shares glimpses of the Outlands under the knowing gazes of the arcanaloth Shemeshka and a mimir
full of reality-warping secrets.
✏ Magali Villeneuve
On the Alt-Cover: On this cover by Tony DiTerlizzi, a group of planar adventurers prepare for whatever wonders and wildness the multiverse has in
store.
✏ Tony DiTerlizzi