The Rule of Threes

[Planescape]

Omar's Planescape Camapaign

Omar et al


Contents

The Lost Harpsichord

Arrival in Sigil

I'm against that place.
-Aleph, upon hearing of the Abyss

The Bogwaite Five (hereafter unimaginatively called, once Kusk has joined them, ``the party'') had lately been pulled into a portal that rather unexpectedly appeared in the just as unexpected basement beneath Mr. Trellic's ballroom.

It's a long story.

But, suffice to say that the other end of this portal was in an abandoned warehouse in the Lower Ward of Sigil. The Sigil end of the portal was a hole in the ceiling of the first floor of this warehouse, through which was a rope attached to a pulley hanging from the ceiling of the second floor of the warehouse. (Garrett would later inspect the pulley to determine that while it was rusted and hard to turn, it and the rope were still quite sturdy.) Waiting for them in the warehouse were four people. Kylie, an attractive spunky young redhead with tail and a one-eyed four-limbed raccoon-sized mammal on her shoulder. Another was Lissandra, a taller and broad shouldered Nordic looking woman. The other two were boring guards. Lissandra seemed rather interested in where the Bogwaite Five had come from, and took notes in a book she was carrying around about where they were from and their description of their trip. Once she was satisfied, she left with the two thugs.

During some of Lissandra's interrogation, Garret and Aleph wandered about inspecting the warehouse, leaving Reynald and Varrin to do the talking (leaving Ironclaw mostly sitting there looking stupid). The second floor of the warehouse was abandoned, though there was a full-length window on the second story that opened out underneath an overhang, on which was mounted another pulley (though no rope).

Kylie told the Bogwaite Five that she'd been hired by ``a cutter'' to bring them to him. After some confusion as to just why a ship's boat might want to see them, our intrepid wanderers, deciding that they didn't have any other sort of direction, went along with Kylie. Exiting the warehouse and passing through the alley that led to the street gave them their first look of Sigil. None of them were impressed with the air quality, for the air was foul and brownish in color, and caused a slight sting when breathed. Garrett and Aleph were in particular unhappy with the air, the lack of open sky, and the crowded and oppressive architecture of the city. They were even more distressed when, upon questioning Kylie, they learned that you couldn't just walk outside the boundaries of the city; Kylie seemed to be claiming that there was only ``the void'' there. She did say, however, that there were many portals (or gates, similar to the one the Bogwaite Five evidently used to arrive in Sigil) leading out of the city.

As they wandered the streets of Sigil, they saw creatures of all shapes and descriptions. They got their first look at the goat-like centauroid Bariaur; they saw others like Kylie who seemed to be mostly human but who had some sort of unnatural feature; they saw several members of what seemed to be a race of humans who had sallow skin, prolonged features, and a tall and thin build; they saw a few elves, dwarves, gnomes, and the like; they saw the Dabus, the mysterious tall silent levitating creatures who maintained the city, fixing walls and streets, and trimming back the razorvine that always threatened to overrun the city; and they saw creatures such as orcs, ogres, and even gargoyle-looking sorts of things.

As they passed out of the Lower Ward into the Lady's Ward, one of the first things they saw was the Temple to the Abyss. Hanging from one of the huge tarnished silver blades on the building (blades being something of an architectural style in Sigil) was the remains of yesterday's sacrifice, a gored but still barely living human. The Bogwaite Five were a little surprised that an open display of what sure appeared to be wanton murder would be tolerated under the law of Sigil.

Two Meetings

At one point as they crossed the Lady's Ward, the party suddenly heard around a corner ahead the sound of breaking glass. Moments later, a disheveled and poorly clad kid came tearing around the corner. As he did, voices from whence he came were heard shouting, ``Stop, Thief!'' Kylie identified these voices as likely belonging to the Hardheads (aka Harmonium, who function as the city guard). The kid ran up to Varrin and, grabbing the Miere Goblin, implored him for help. After only a few moments of thought, Varrin cast an illusion about the kid to make him look like an adult gnome. He did this none to soon, for a patrol of three Harmonium guards came running around the corner, asking the party where the kid had gone. They pointed the guards off in the direction where the kid had been heading; after they disappeared, the kid ran off himself, though not after surreptitiously dropping a tiny pouch with a handful of silver pieces at Varrin's feet.

Declaring that it was ``just after peak'' (and referring to a peculiar Sigil clock), Kylie suggested that they all stop for lunch. At Reynald's request, she steered them to a tavern named ``L'Estomac du Cheval,'' which could serve them a nice bit of tea. At the recommendation of Mominid, the barkeep, Reynald had a serving of the silverfish (advertised to be fresh from the River Oceanus), topped with a mild sauce, and the Kriglian Green Tea. Garrett and Aleph eschewed the silverfish in favor of a more traditional stew, though Aleph did venture far enough as to try the ``Abyssal Spices'' that the barkeep told them was available; the rather tongue-searing nature of these spices seemed to confirm Aleph's first impression of his personal philosophical relationship with the Abyss. Meanwhile, Reynald's interest in the tea attracted the attention of Bernardino Ruiz, the one other patron in the bar, and the two of them engaged in a protracted discussion about tea. Among other things, Ruiz indicated that he was hoping to procure a certain specific interesting tea, available only (so far as he knew) in the burg of Yeoman on Bytopia. Ruiz left Reynald with his calling card, telling Reynald to call on him any time he wished to learn more about the finer beverages available in Sigil.

Kusk Fatewalker

Kylie took the Bogwaite Five the rest of the way through Sigil. They passed from the Lady's Ward, on into the Market and Guildhall Wards. They passed through the Great Bazaar, seeing the huge and bustling melange of commerce and trade which is the hallmark of that largest of market squares. From there, they went on into the Clerk's ward, where Kylie dropped them at a tavern named the Scroll Case. There, they met Kusk Fatewalker, who was a member of that race of humanoids who were tan to yellowish of skin and long of feature. Kusk paid Kylie for bringing him the Bogwaite Five and got her to sign a bill of sale for the transaction. After this, Kylie left.

The newcomers spoke for some time with Kusk. He explained to them something about the planes in the mulitverse. He said that the plane that they had come from was known as the Prime Material Plane, explaining why people referred to them as ``primes.'' He also said that many on the planes didn't respect primes, calling them Outsiders or Clueless. He told of how Sigil was overseen and protected by a mysterious and largely hands-off figure known as the Lady of Pain. He described how the politics of the Cage (a name for Sigil) were dominated by the fifteen Factions. Kusk revealed himself to be a member of the faction known as the Fated.

Finally, Kusk told the party why he had been looking for them. He'd been hired to track down the whereabouts of a missing caravan, which was shipping a fine and rare harpsichord from Bytopia, the plane of its crafting, to a town on the Outlands (another of the outer planes). He told the party that he had consulted a seer, who had told him that he would have need of the services of a group of primes newly arrived in Sigil. For this reason, he had hired Kylie to find and bring him such a group of people. Kusk agreed that he would use his knowledge of and contacts in Sigil to help the others achieve their goals, whatever they might be, if they assisted him in this mission.

The Civic Festhall

The Bogwaite Five agreed to assist Kusk. Kusk arranged lodging for them for the night, and then the entire group decided to sample the grandest of the grand in what passes for night life in Sigil: the Civic Festhall, a huge center of entertainment in the Clerk's Ward, run by the faction known as the Society of Sensation (also called just the Sensates). Eschewing the offerings of the three larger theaters, the party went to inspect some of the bars, gambling halls, and other entertainments which are throughout the structure of the Civic Festhall. Varrin wandered off to do some gambling; he found that the stakes weren't huge, but that there was a large variety of games available. Luck was on his side, and he earned a few coins. After that, he watched some small time magical entertainers, who used both illusion and hand-craft to entertain onlookers. Varrin joined in with his own skills in these areas, and added to the entertainment; the illusionist with whom he was riffing told Varrin to come back sometime, so they might do it again sometime.

Meanwhile, Reynald was working the dance floor. A talented dance instructor himself, he was in fine form, and made a huge impression. Indeed, a couple of Sensates asked Reynald to come back, and even suggested that they might want to have him teach some dance classes in the future. By the end of the evening, Reynald was in such fine carousing form that he didn't need the room which Kusk had arranged for him....

Kusk was cool and quiet, smoking a little not-to-strong pipeweed wrapped in paper, keeping an eye on the proceedings. Aleph sampled a huge variety of drinks, and also did a little dancing himself; he didn't make the splash that Reynald did, but for a brief time he had the crowd dancing a country jig. Finally, Ironclaw and Garrett tried to sit in the corner and eat and drink. Reynald decided that it was his duty to corrupt Garrett, and for a time Garrett found himself talking to a young lady whom Reynald has selected for him.

A good time was had by all, and everybody except for Kusk was rather slow getting out of bed the next day.

Aleph's Dream

Overnight, Aleph used his sometimes prophetic dreaming powers. He asked to receive information about what happened to the harpsichord Kusk had hired the rest of the party to help him find. He did in fact have a dream which seemed relevant, though perhaps a bit mysterious.

At the beginning of the dream, Aleph is in a hall of some sort. It has a high ceiling, a wooden floor, and enough windows to make the whole place seem light and airy. It is abandoned. At one end sits a keyboard instrument of fine manufacture. Aleph tries to walk towards the keyboard instrument, but as he does so, the hall seems to stretch, and no matter how much he walks, the instrument at the end stays the same distance away.

Eventually, Aleph does reach the keyboard. When he does, however, he's no longer in the hall. Rather, he's outside, in a forest. As he stands right next to the instrument, he suddenly sees it attacked. Two strong arms, bearing a wicked looking polearm (a glaive), start hacking at the keyboard instrument, breaking and destroying it. Aleph's field of view is such that he cannot see what person or creature has the arms holding the weapon. Aleph draws his sword, trying to stop the attack, but to no avail. He tries hacking at the arms, but no matter how well he hits, no matter how solid of a blow he lands, he cannot damage the arms.

The keyboard instrument is destroyed, broken into small pieces, and then the dream ends.

Bytopia

Well, that's not very useful.
-Varrin, on the philosophy of the
Order of the Planes-Militant

Traveling to Yeoman

The next day, after the party had put together what traveling rations they needed, Kusk led the others on their first conscious trip through a portal. The Sigil end of the portal was at the archway protruding around the back door of a uninteresting bookseller's shop in the Clerk's Ward. Kusk activated it using the bill of sale he'd obtained from Kylie the previous day (after he paid her for bringing the others to him); this gate key was consumed as he activated the portal. He led the others through it to the gate town of Tradegate on the Outlands.

Aleph and Garret, in particular, preferred Tradegate to Sigil. There was, at the very least, blue sky over their heads. The burg (or town) was bustling with activity, much of it commerce. A notable fraction of the population were gnomes, and industrious ones at that.

From Tradegate, Kusk led the party through another gate that took them to Bytopia. This gate had a slightly different key. One portion of the key was a verbal component, the spoken words ``to Bytopia.'' The other was that the people attempting to use the gate must have some legitimate business on the plane. Evidently, the goals of either Kusk or the party were sufficient for whatever mysterious force controlled the gate, as it worked for them.

Bytopia (or the first ``layer'' of the plane, called Dothion, as Kusk explained) turned out to be a pleasant, pastoral plane. There were gentle, rolling hills, wide fields, light forest, and a wide expanse of sky over head. Looking carefully overhead, one could see what looked like mountains and valleys in the distance. Kusk explained that Shurrock, the second layer of Bytopia, was actually upside-down and hanging over Dothion. The tallest mountains on each plane were seen to connect in spires that joined the planes like stalactites and stalagmites may join the floor and ceiling of a cave.

Arrival in Yeoman

It was a pleasant spring day as the party traveled towards the burg of Yeoman. They paused for fishing and swimming at lunchtime on the banks of the River Splendor. Finally, before sunset, they arrived in the town of Yeoman. Yeoman itself was like Tradegate, only more so. The town had the air of a British country village, only much larger. Several mills lined the river all the way to the outskirts of town. Most houses were small and comfortable, and several were under construction. The center of town was a bustle of commerce, evidently an important trading nexus of the plane. At least half of those present were gnomes.

The party saw, in several places, the symbol of a sect (a sect being a faction that doesn't count as one of Sigil's fifteen Factions) Kusk identified as the Order of the Planes-Militant (also known as the Bretheren). At the center of town, where around a large fountain several speakers proselytizing for their cause. One of the largest crowds was around a speaker spouting Bretheren dogma. Kusk observed that this group seemed to be very annoying, but ultimately harmless. Another symbol the party noticed was displayed on a good fraction of the caravans about town. Some inquiries revealed that this symbol, a depiction of a caravan winding through several planar portals, represented the Planar Trade Consortium. Varrin some time later tried asking a caravan who was not displaying this logo what the story was, but they didn't seem to be particularly inclined to speak with him, merely stating that they were feeling particularly grouchy about the growing influence of the Consortium.

As evidently obvious tourists, not long after arriving in Yeoman the party was approached by a young gnome named Arazmus, who wanted the party to hire him as a guide. However, his prices for daily service were too steep, so they settled for asking him to recommend an inn and to describe the location of Borin Nimiger's shop (Nimiger being the craftsman who had made the harpsichord the party was looking for). The party secured rooms at the Wooly Baku Inn. After that, they went to pay Borin Nimiger a visit.

Nimiger's house was on the outskirts of Yeoman, a pleasant two-story house, with the ground floor a couple of feet below ground level, and a handful of stairs leading down to a small front porch. Nimiger himself did not answer the door; instead, a not particularly communicative humanoid who had features that reminded one of a deer (complete with antlers) answered. This individual said that he was watching the house for his friend Nimiger, that he didn't know anything Nimiger's business, and that Nimiger was out of town awaiting a shipment from Shurrock. When Nimiger got back would depend on how far out of town the shipment arrived. He told them that they should come back in a couple of days.

Frustrated, the party headed back into the center of town, and each did various different things to finish out the day. Kusk acquired a new buckler, while Reynald secured for himself some tea recommended by Bernardino Ruiz. Aleph negotiated a deal with the proprietors of the Woolly Baku Inn to earn his keep, by helping them the next day paint the outside back wall of the inn. Garret wandered out of town, where he (as is his habit) spoke with the forest. Much to his surprise, this time the forest spoke back, in the person of Whisperoak, a treant who was happy to see a human who seemed to be friendly with the forest. Whisperoak told Garret of Centerspire, the largest mountain that connects the two layers of Bytopia, suggesting that Garret might use this as a landmark to anchor his direction sense. He also told Garret of the Wandering Treant, a large member of his kin who had a tavern built in its upper branches.

At the end of the day, everybody went to sleep.

Borin Nimiger

The next day, while Aleph spent the day working hard helping the gnomes paint the back of the Woolly Baku Inn in order to earn his keep, Kusk and some of the others went back to Nimiger's house. The gnome craftsman still wasn't home; the dear-like humanoid was no less grouchy, and told them to go away. He said that Nimiger might be back as early as that evening, ``depending on how far out of town the shipment arrived.'' Varrin and Reynald went to speak with a neighbor, and found a gnomish woman who was, while perhaps not as nosy a neighbor as they would have liked, did remember seeing the harpsichord shipped away some four weeks ago. As she told it, a large, sturdy, blue-skinned humanoid with a naginata (the same sort of weapon that Kusk carries), together with there or four other human-sized people, showed up and loaded the instrument into a cart.

The party spent the rest of the day in town, either doing some work, doing some shopping, or digging for information. Kusk earned a little bit of cash doing some stonework (fixing a foundation for a very satisfied customer) in his capacity as a Earth mage. Varrin questioned some of the local caravaners as to whether there seemed to be a pattern of disappearing caravans recently; nobody indicated noticing anything to be particularly worried about. Varrin [?] spoke with a merchant in town, a tall, strange-looking blue-skinned fellow who did not turn out to be the same blue-skinned person that Nimiger's neighbor referred to. This individual introduced himself as Sir Arakyne, and was running a curiosity and magical potion business, in a tent in a central market square in Yeoman. He told Kusk that he was an Arcane, an uncommon race many of the members of whom are traveling merchants on the Outlands. He knew of, but wasn't particularly concerned with, the Planar Trade Consortium. His shop was one of a few not displaying the symbol of the Order of the Planes-Militant.

That evening, the entire group went back to Nimiger's house; this time, the elderly gnome was home. He invited them into his workshop. The ceiling was low enough that the tallest members of the group had to duck, or at least watch their head. The workshop had a look of organized chaos; wooden musical instruments, mostly keyboard instruments, where hanging and scattered about the single large room. Nimiger dug through some boxes at the back to find what records he had about the harpsichord. ``Ah, yes, I remember this one,'' he said. ``Estivan himself arranged it.'' When asked who Estivan is, Nimiger explained that he was a blue-skinned ogre of some sort, a high-up (if not the high-up) in the Planar Trade Consortium. Estivan was occasionally seen in Yeoman on Bytopia making deals for the PTC, but he was usually found in his office in Sigil. The harpsichord had been custom made, and paid for by Estivan who was acting as an agent for unknown parties. It was to be shipped to the Thirrus, a small burg on the Outlands. Estivan arrived with several others to pick the harpsichord up some three and a half weeks ago. With him were two or three sturdy looking lifter and hauler types, and what seemed to be three mercenaries, free lance adventurers who were evidently to be the caravan's guards. This latter group included a female Githzerai, a short and stocky well-armored male human with a scarred face, and a female tiefling with vestigial horns, pointed ears, and longish curly black hair.

Leaving Yeoman

That evening, in town, Reynald [I believe it was- memory fails] practiced his carousing. In a tavern, speaking with some of the other caravaners in town, he inquired if anybody knew anything about the caravan. He did find somebody who knew the drivers described by Nimiger. They were Brond, Siggur, and Hallvard, three strapping large brothers from Ysgard. This caravaner (a member of the PTC) said to have worked with them in the past, and found them to be very reliable. He said that they left Yeoman three or four weeks ago, in a caravan with three carts with a cargo including the harpsichord, but mostly loaded with farm implements destined for the trading village of Beynon, at the edge of Mag Mall on the Outlands. From there, the caravan was going to proceed to Thirrus. Reynald's contact didn't know any more of the caravan. He hadn't heard from the three Ysgardian brothers since, but as it had only been a few weeks, and since the PTC has routes everywhere, he wasn't especially worried.

The party decided that their only lead was to retrace the path of the caravan. In order to reduce the time it would take them to find Mag Mall, they hired a guide (a human drifted named Corey), who offered to lead them across the Outlands.

Across the Land

Beynon

The party, led by Corey, went back to the gate to Tradegate on the Outlands, and from there traveled over land to Mag Mall. On the way, each night Kusk used his skills as an Earth mage to make a small, domed structure in which everyone could sleep. One night, there was a commotion, as Aleph [was it?] awoke, believing that Corey was trying to go through the group's possessions. Corey denied the charge, and indeed was angry and insulted that it would be brought against him. Kusk resolved this in a manner which the flaky GM cannot remember two months later; Corey guided the group the rest of the way to Beynon, but parted company with them there. Kusk was able to restore some small portion of Corey's respect by reminding him that for his trip back to Tradegate, there were a series of structures in place ready for his use....

Beynon was a very small village, surrounded by farmland, with only one Inn to speak of in what was loosely called the center of town. The group was put in touch with a man named Adam, who claimed to have been the one who negotiated and receive the shipment of farm implements from Yeoman. He described the members of the caravan in much the same way as had the folks the party questioned back on Bytopia. He also described to them the route to Thirrus (or, at any rate, to the River Ma'at). The most significant geographic feature between Beynon and Thirrus was a large forest, through which there was something of a pass.

Without much else to learn in Beynon, the group set out for Thirrus, following the directions given them by Adam.

The Wrecked Caravan

Part way through the aforementioned forest, the party came across the remains of the caravan. They found, in the forest pass, a wrecked cart, bearing the symbol of the Planar Trade Consortium. Somewhat further was the roughly 2-week old drying corpse of a horse, with rents in the skin in its side suggesting (though it was hard to tell at this late date) lacerations from a large cutting implement. Inspecting the forest off to the Spireward side of the path near the wrecked cart, Garrett found a broken branch, and a deep rut, which suggested that the second cart may have gone careening off the road. Off of the road some twenty or thirty yards in that direction, there was a gully, with a small stream at the bottom. There were the other two carts, also wrecked, complete with the wreckage of the harpsichord (and a few residual farm implements for good measure). There were bodies of two horses, and four people. Three of the bodies proved to be consistent with the description of the three Ysgardian drivers; the fourth matched the description of the black haired tiefling. The bodies of two of the drivers had arms visibly broken; the bones were all but smashed. The third one was (the party discovered upon moving it) covering the body of a small (roughly 4' tall) leathery green skinned gargoyle-like creature. Kusk said that he believed that this creature was a Tanar'ri (Demon) of some sort. Sticking out of the throat of the creature was a blunted silver dagger. The leather armor on the body of the tiefling had rents consistent with slashes from a large cutting blade. Further down the stream, in the gully, was the body of the sixth horse.

The remains of the harpsichord seemed to indicate that it had been an instrument of fine craftsmanship. Although it was impossible (for obvious reasons) to judge its musical qualities, the carving and woodwork on the larger fragments were quite masterfully done. The keys, scattered about, were made two kinds of wood; a jet black wood, for the wider natural keys, and a gentle brown heavy wood for the narrower sharp/flat keys.

As they were searching the area, Reynald found a small box, a short distance away from the two smashed carts. When he opened the box, it leaped out of his hands, several yards away, and 8 yards into the air. Two light blue beams opened out from the ground, and in between them was a swirling opaque ``wall of light,'' blue in color, which looked for all the world like a portal.

Fighting the Fiends

Sure enough, moments later, fiends started to emerge from the portal. Foul, humanoid creatures, with clawed hands, long tails, moist and scaly skin, and snaky, disgusting beards started appearing, one-by-one, every few seconds. They were carrying glaives, and attacked immediately, as berserkers.

Reynald, being furthest away, began to retreat; as he did so, Kusk called after him, ``Don't run away, you're the one with the magic sword!'' While this surprised Reynald, he took it in stride; in any event, he was simply putting enough distance between him and the fiends so as to most effectively lunge with his rapier. Meanwhile, Kusk, Ironclaw, and Aleph approached the combat to assist Reynald. Garret and Varrin, further away, heard the commotion and came running.

While the creatures were clearly capable of a fair amount of mayhem, the party was able to handle them without too much trouble. Reynald was able to hit them effectively with his rapier, and did a fair amount of damage. Aleph hit them several times with mighty swings from his broadsword, taking full advantage of his supernaturally enhanced strength (although the swings did not appear to do as much damage as they ought to have, even considering the creature's thick skin and leathery armor). Indeed, right after the third creature emerged, Aleph whacked the thing solidly right back through the portal.

Kusk attempted to knock down the box with a Lightning Bolt, but unfortunately missed. Meanwhile, Ironclaw started shooting at the box with a Flame Jet. Eventually, the box caught fire, and after several seconds was consumed enough that its magic stopped functioning, closing the portal and causing the box to fall to the ground. By now, two of the creatures had been killed, and the third one pushed back through the portal. None of the party were seriously wounded.

Several mysteries remained. It seemed apparent that somehow, somebody had used the box, intentionally or inadvertently, to summon those creatures, which in turn had attacked the caravan. However, nobody seemed to think that the lay of the caravan wasn't entirely consistent with an ambush. What's more, there were at least two bodies missing (the short and stocky human, and the female Githzerai, who were described as having been mercenaries guarding the caravan).

Kusk sent a Wizard Eye up into the air, and found one of the missing bodies. Across the gully was the body of a short human in chain mail, and near to him was a mace. In the back of the chain male were more rents consistent with the glaives of the fiends. Other than that, they party was able to glean nothing more from the caravan.

Back to the Cage

Since the caravan clearly never made it to Thirrus to deliver the harpsichord, the party decided that there was no point in continuing to Thirrus. Rather, they decided that it made the most sense to return to Sigil, where they might find Estivan and seek to obtain more information about the caravan from him.

The trip back to Tradegate was uneventful. Because they knew the way (having done it once), they retraced their steps to Mag Mall, and then out to Tradegate. Once in Tradegate, they did a little commerce, both for it's own sake, but also with the ulterior move of obtaining a bill of sale, the necessary gate key to activate the gate Kusk knew that would return them to Sigil.

Showdown in Sigil

Well, you haven't met all the members of my race...
-Reynald, spoken with some implied disdain

Note: Because I delayed many weeks before writing this part of the summary, my memory has gone fuzzy and as such there may be omissions and/or errors in what remains.

Tracking Estivan

Upon returning to Sigil, the party returned to their (largely temporary) domiciles. Kusk got in contact with the people who had hired him, to find out if the information they had already was enough to satisfy their contract. Unsurprisingly, the response came back that more was needed: who was responsible for setting up the caravan to be sacked? What was their motivation?

While Kusk was doing this, Reynald got in touch with Bernardino Ruiz, to discuss the finer aspects of tea. Ruiz told Reynald about the faction known as the Society of Sensation (which Reynald already had some experience with, given his earlier exploits at the Civic Festhall). Meanwhile, Varrin spent some time hanging around the Market Ward, trying to get a better feel for the city. He learned that many of the merchants and small traders in the city (as well as others) belonged to a faction known as the Free League- and that this faction has recently been harassed by the Harmonium in their role as the city guards. The Hardheads, it seems, believe the Indeps (slang for Free League members) to be troublemakers.

After Kusk reported his findings to the others, they discussed what to do next. Believing that there was some chance that Estivan was behind it all, and not wanting to tip their hand to him, the party was reluctant to confront Estivan directly. Kusk and Varrin went to the offices of the Planar Trade Consortium, to speak with a functionary there. This woman wasn't able to help them. She was very defensive at the suggestion that a PTC caravan didn't reach its destination, asserting that the PTC was very reliable, and that any reports that the PTC was having trouble getting its caravans to their destinations were spurious and slanderous. When asked about records of that specific caravan, the woman couldn't find them; she told them they'd have to speak with Estivan directly. When asked for an appointment with Estivan, the woman disappeared for ten minutes, and came back saying that Estivan would speak with them immediately.

After a brief regrouping, Varrin and Kusk went in to speak with Estivan. The blue skinned Ogre was sitting in a very ornately and expensively decorated office, and was quite polite. He had the records of the missing caravan on his desk. He told them that it had become a sensitive matter within the PTC, for obviously the PTC didn't want to go around advertising information about its caravans which met with foul play.

After some back and forth, Estivan gave the party the information he had about the caravan. All save one of the members of the caravan were accounted for (i.e. the party had discovered bodies for them at the gully on the Outlands where the caravan had been attacked, evidently by Barbazu). The one additional member of the caravan was one Bizereth, a female Gitzerai mage. Estivan told the party the ``employment agency'' which had put him in contact with Bizereth in the first place. In parting, Estivan asked the party to tell him anything that they might learn about the fate of his caravan, for naturally he was concerned.

Tracking Bizereth

The party sought out the ``employment agency,'' which turned out to be a rather sleazy sub-street-level dive. The elderly tiefling woman who ran it at first thought that the party were adventurers coming to look for employment. Although she claimed to vouch for the people she recommend, it because clear that her standards for performing background checks were very lax. Indeed, she seemed to specialize in finding positions for people who had reason to get out of Sigil, and fast. She didn't have a whole lot of repeat business, either; it seemed that the people she was able to successfully place, and who succeeded in their placement, where thereafter either able to find more reputable employment agents, or were able to ply their own reputations.

The party did learn (although I forget where...) that Bizereth did have substantial gambling debts, and that this was probably why she'd signed on with the Planar Trade Consortium. They also found Bizereth's residence, and went to speak with her landlord, an elderly pot bellied human. The landlord didn't have a whole lot of use for Bizereth; she had been chronically late in her rent payments. However, he said that a few weeks ago, she'd shown up, settled her rent in gold, and moved out, telling the landlord that she'd gotten herself a case better than the dump he was running. Good riddance, the landlord said. Varrin asked if she had left behind any personal belongings; the landlord didn't think so, but took them to speak with the current resident of her room, a very depressed dwarf. The dwarf had found, under a loose floorboard, a rag with a continual light spell on it, which had evidently belonged to the mage Bizereth. Varrin used a seeker spell on this, and was given a view of Bizereth's new residence; it was the same size as the old one, but looked to be in better repair. A view of the architecture outside the window made it clear that this new residence was in the Lady's Ward.

Given her history with gambling debts, the party decided that their best bet was to start looking for Bizereth in the gambling houses in the Lady's Ward. The best known of these was the Fortune's Wheel, but given the extremely high stakes that are reputed at that place, they decided to start with more modest establishments. The point people in this investigation were the two with the best social skills, Reynald and Varrin. Each took a different approach. Reynald spoke the owners of the establishments, stating that he was representing a consortium of gambling house owners who were concerned patterns of cheating and other ways for customers to ``beat the system''; he mentioned Bizereth (by description) in particular. He was able to convince a few owners that he was legitimate, and to let him know if they saw this Githzerai in their establishments. Meanwhile, Varrin went in to different places, played in some low stakes games, and got talking with some of the dealers. The other four (Kusk, Garrett, Ironclaw, and Aleph) went along with those two, ready to provide any backup support that might be necessary should they come across the mage Bizereth.

It was Varrin who struck pay dirt first. He found a place where Bizereth had been coming in, late at night, for several days over the previous week. He came back later that night, and saw a Githzerai matching her description. He approached her and mentioned the topic of the PTC caravan; at first she pleaded ignorance, claiming to have no idea what Varrin was talking about. When Varrin got her outside, she tried to bolt. Reynald and the others had gotten the word that Bizereth had been found, and were present; Reynald was fast enough that he was able to keep up with Bizereth, and keep her from getting away. She struggled with him, but became very compliant when Varrin cast a Daze spell on her. The party took her to an alley, where they questioned her more thoroughly. She was very reluctant to speak at all, and it took a lot of coaxing and threatening in order to get her to divulge her information. Eventually, she told the what had happened.

A deva had contacted her, giving her the box which (as the party had learned) would open a gate to Baator and summon Barbazu. Bizereth didn't know this, however; she said that she'd just been told to open the box, and then use a one-time teleport device to escape herself. She was paid 2,000 pieces of gold to perform this, which was more money than she'd ever seen in one place her entire life. The deva had also told her that she was to reveal to nobody what she had done, and who had hired her to do it. She was clearly very frightened of the deva's ability to get revenge upon her for spilling the beans. In exchange for divulging this information, the party agreed to help her get away from Sigil, that night. After they'd learned everything from her which they could, they took her to Kusk's gate to Tradegate, and sent her on her way.

At this point, the party's mission was in fact complete. Kusk recognized, from Bizereth's description, that the deva was in fact Zipporath, a high-ranking member of the Fated. Kusk reported back to his employers, and was paid. He distributed the share of the payment to the rest of the party members. Although, in an absolute sense, it was a lot of money, it didn't seem like so much once it had been divided up. The party decided that the expenses of adventuring, coupled with the lifestyle that certain members among them hoped to maintain, would require them to find somewhat more lucrative employment in the future...

Epilogue

During the next month, the party settled into Sigil. Kusk and Ironclaw each spent time performing some odd jobs as a mage for hire. Reynald began teaching dancing lessons (of the literal sort) at the Civic Festhall. Garrett, with Kusk's help, moved away from Sigil to Ysgard, a plane which was more to his liking. Aleph doubtless found some work to support himself, and continued his search for the Order of Anok. Varrin sought out Kylie, the tout who had first greeted the party in Sigil, and convinced her to train him as a tout and let him join her ``crowd.'' Varrin joined the Free League (the faction to which Kylie also belonged). Reynald became a probationary (not full) member of the Society of Sensation. Ironclaw professed to be intrigued by the Fated, and wanted to hear more about it from Kusk, but did not join straight away.

At some point during their month off, Kusk took the party to The Friendly Fiend, a magic shop in the Lower Ward run by an acquaintance of Kusk's, an arcanoloth named A'kin. A'kin was seemingly friendly, as promised by the title of his store. However, Kusk was, as always, suspicious that the Arcanoloth knew more than he was letting on, and had an agenda beyond running a small magic shop in Sigil and being friendly with all of his customers. An Arcanoloth is, after all, a Yugoloth.

Time passed.

Rescue from Carceri

Preparations in Sigil

Sir Gericog

A month after the completion of the party's previous mission, Kusk was approached by an elderly gentleman who introduced himself as Sir Gericog. This man wished to speak with Kusk and his companions, about performing a possible task for him. Kusk gathered the others (except for Garrett) from the various locations around Sigil to which they had scattered, and they all met with Sir Gericog the next evening. The first thing that became apparent was that Sir Gericog had a rather inflated impression of the party's capabilities; the reports he had heard were that the party had singlehandedly held off a ``legion'' of Barbazu, without suffering nary a scratch themselves. The party disabused him of this notion, but he still wanted to hire them. After some negotiation, the party agreed.

Sir Gericog wanted to the party to find and rescue a person being held prisoner in the Red Prison (a slang name for the plane of Carceri). Her name was Lyxellyn; she was being held on Cathrys, the second layer of Carceri, somewhere near the town of Fetaphon. Sir Gericog did not know any more about her location than that. He gave the party a description of Lyxellyn: a tall, quite attractive, lithe woman, with long, wavy brunette hair, piercing green eyes, high, aristocratic cheekbone on a heart-shaped face, full lips, a narrow nose, and small ears set closer to her head. Around her right eye is a tattoo of a green, writhing snake. Lyxellyn, Sir Gericog said, was something of a mage, specializing in the college of Fire, but he suspected that the conditions of her imprisonment had prevented her from practicing her art.

Sir Gericog said that he believed that Lyxellyn was being held by fiends-- probably Tanar'ri, perhaps aided by Yugoloths.. He didn't say why, but merely that evidently he and his organization had managed somehow to acquire a group of fiends as an enemy, and that Lyxellyn was being held as a result. Indeed, Sir Gericog was very circumspect, and resisted answering many questions about himself. This was for two reasons; first, because he had evidently made an enemy of a group of fiends, he wished to be careful as to how much information he revealed about himself. Second, the less the party knew, the less they could give away if they were captured, and the less likely they were to be recognized by these fiends as his specific agents.

There had been attempts to scry upon Lyxellyn's position. Most of them had been unsuccessful; one success showed her unconscious, shackled to a wall in what looked like a small, humid cave. One other piece of divination revealed her location near Fetaphon, and while her exact location was not pinpointed, Sir Gericog had learned that there is a petrified viper tree somewhere outside of Fetaphon, and that that viper tree does in fact know the location of the place (encampment? fortress?) where Lyxellyn is being held.

After some negotiation, Sir Gericog agreed to pay the party 2,000gp immediately; they would receive another 3,500gp upon the completion of their mission. He only actually gave the 1,000gp, promising to come back the next day with the rest of the payment. Varrin asked if he could find any item of Lyxellyn's, which might be used to aid him in the casting of spells such as Seeker; Sir Gericog told Varrin he would do his best. Finally, Sir Gericog gave the party several items of magic, to help them in their mission:

Villiquid's Rapier

A rapier of fine quality, enchanted on Carceri by a Gerheleth enchanter. It has the enchantments Accuracy +1, Puissance +2, and Icy Weapon. The latter enchantment is coupled with a Bane that makes it only effective against Yugoloths. The base of the handle of the rapier is carved in the shape of an Arcanoloth's skull. Inscribed on the blade, the words ``Villiquid Lothslayer.'' Because of the uniqueness and power of this weapon, Sir Gericog was only willing to lend it to the party, and stated that it would need to be returned upon the completion of their mission.

Melli's Wrath

A sturdy stabbing broadsword, of normal quality and competent but unremarkable construction. The only enchantment on it is Puissance +1. Sir Gericog gave this to the party outright as part of their payment for the mission.

Earring of Warning

A simple gold loop earing, with a Sense Danger enchantment. Sir Gericog considered it to be an ``ordinary'' magic item. This was given to the party as payment.

Boots of Elvenkind

Sir Gericog scoffed at the traditional name for these boots, for they had nothing to do with elves. They have a Hush and a single Power enchantment. The boots are leather and of solid construction, although somewhat worn.

Casraeil

Before meeting with Sir Gericog the next day, Varrin told the party that in his current job as a tout-in-training working for Kylie's crowd, he had come across another clueless prime arriving in Sigil who might be able to help the party. Although her talents did not match those of the departed Garrett, she still might be of some use. The party agreed that they would meet her; if they did decide to ask her to join, she would only get a limited cut of the ``down payment'' Sir Gericog had given them, but would be given a full cut of the spoils of the mission and the final payment that they were due to receive.

Later, Varrin brought Casraeil to the Scroll Case to meet with the others. She was an attractive, dusky-skinned half-elf who carried about her an air of reserved dignity. It turned out that she had some magical skills which Kusk, nor Varrin, nor Ironclaw could provide. She was quite skilled with the magical healing arts, and had some knowledge of the Mind Control college of spells. This sounded useful enough to them that they agreed that she could join the party on their mission for Sir Gericog.

Sir Gericog Again; Shopping; and a Guide

The night after their first meeting with him, the party met with Sir Gericog again. He remained mysterious, and did not want to reveal a whole lot about who he was. When questioned again as to why Lyxellyn should be killed if they weren't able to rescue her, Sir Gericog replied that it was simple mercy; being a prisoner of fiends was doubtless no fun. When asked about time limits for the mission, Sir Gericog replied that he had no specific limit, but that naturally the faster they did it, the better. If it took a few days, or a week, or even a month or two, that was fine; if it took half a year, then things were beginning to drag on too long. Finally, Sir Gericog gave the party the rest of their agreed-upon down payment. He also gave Varrin a pouch which he said had belonged to Lyxellyn. Varrin stashed this away, for potential future use with spells such as Seeker.

Sir Gericog said that he and his associates had tried repeated scryings and divinations, but that they had not learned much. He told the party that they had learned merely what he had already told them, that she was being held on Cathrys, near Fetaphon. They had also seen one fleeting image of her, unconscious and shackled to a wall. When asked if he had a way for them to get to Cathrys, he told them that he understood that they were experienced planewalkers, and that they could take care of such details themselves. Nobody said anything to disabuse him of this notion.

The day after meeting with Sir Gericog for the second time, the party went on a bit of a shopping spree. By and large, they were interested in magic. This included some small miscellaneous items, several healing potions, and (notably) a couple of ``Stone to Flesh'' scrolls which they would need in order to speak with the petrified viper tree which Sir Gericog had told them knew the actual location of the facility where Lyxellyn was being held.

The three party members with faction affiliations used their contacts to seek potential guides who might lead them to Fetaphon. Through his loose ties to the Sensates, Reynald was pointed to Korek, something of an alcoholic Bariaur, who (upon further investigation) seemed too careless for the party's tastes. Kusk, through the Fated, produced the name of Miriva, a member of the Athar who could get them to the first layer of Carceri, and who would then help them find a guide to take them the rest of the way. Finally, Varrin, through his contacts with the Free League, learned of Gorthezern, a well-regarded githzerai planewalker who claimed that he could take them all the way to Fetaphon.

The party agreed that Gorthezern sounded like the best bet. However, when Varrin brought him by, he took one look at Kusk, and instantly both raised his price and demanded all payment up front. Kusk replied that Gorthezern had just made himself look a whole lot less attractive for the job than another candidate; Gorthezern did not seem to care. It seemed that the two had come to something of an understanding, and Gorthezern left. When Casraeil tried to ask Kusk about it, Kusk declined to reveal what had gone on. Varrin asked if this sort of thing was likely to happen often when dealing with members of Kusk's race, but got little more than a ``maybe'' out of Kusk.

And, so, the party settled on Miriva.

Carceri

``What a nasty plane.'' -Casraeil

Miriva knew of a portal to Mt. Othrys on the first layer of Carceri. The portal was in a tavern known as the Ubiquitous Wayfarer, a tavern which is (depending upon whom you ask) in the Lower, Clerk's, and Lady's Ward. (In fact, many argue that it is in all three, even though those three wards are not contiguous. The dark of it is that two of the three entrances are in fact rare intra-Sigil portals.) The gate key was a silver key, worn around the neck, which was not consumed in the passing. Unfortunately, the portal was only one way. To return, Miriva said, they would have to go through one of the portals on Othrys which led to the Outlands (leading to the gate town of Curst). While she would be able to lead them to one, she warned them that most of these portals were guarded. See, most of the residents of Carceri are prisoners on the plane, and cannot leave it even if they have the proper gate key for a portal. They're a treacherous lot anyway, and this tends to make them grouchy enough to keep anybody else from leaving simply out of spite.

Mt. Othrys

Mt. Othrys is the home of the Titans, who were imprisoned in Carceri aeons ago by the Greek powers. This has made them a little touchy. Miriva warned the group not to bother messing with them.

The party arrived in a village outside an entrance to a truly gigantic marble castle. The home of the Titans is built on a scale to remind people that Titans are big. Hanging in the sky- filling the sky- was a huge, ruddy red orb, the next orb over of the first layer of Carceri. The village was at the top of a tall mountain on their orb. The Titans' castle appeared that it was so large that it connected a mountain on this orb with a tall mountain on the next orb.

Miriva led the party to the hostel of one Althea Damaskaros, a contact of Miriva's in the village. Damaskaros told the party that their best bet for a guide was a thin young man by the name of Andreas Inorizias; he wasn't around, but was expected back the next day. After a day of waiting, the party spoke with Inorizias, who told them that he did know of a conduit that would take them to Cathrys near Fetaphon, but that it was on a different orb. He suggested that they hire one of the Marenoloths who ply the River Styx, a river which crosses layers and planes, often without those riding on it noticing the crossover.

Swimming the Styx

The party, together with Miriva and led by Andreas, descended the mountain and came to a branch of the Styx not far from the base of the mountain. Miriva warned them that they had to be careful. Much of the foul-smelling first layer of Carceri is marshland, bogs, and swamps. Often it is difficult to tell a brackish stream natural to the layer from a tributary of the Styx.

The party learned first hand the danger of the Styx while stepping aboard the Marrenoloth's barge, which arrived not long thereafter. The footing was unstable, and Casraeil slipped and fell into the river. A couple of the others tried to catch her, but in vain. Casraeil found her memory completely wiped. She was apportated out of the river by another of the party's mages. So far as she knew, she entered life at that moment, hovering over a river in a stinky bog, sopping wet, being stared at by a bunch of people standing on a barge, people whom she'd never seen before. Her skills, and the spells she knew were intact, but she remembered absolutely nothing of her past or her memory. (Join the club, Ironclaw said, who has no solid memories past 10 years previously; he, however, ``woke up'' on Bogwaite, not in the River Styx.)

Naturally, this was rather stressful for Casraeil, but she coped with the quiet dignity that is her hallmark. The party continued down the river, generally avoiding the quiet and dangerous-seeming yugoloth piloting the boat. Eventually, they reached their destination, and disembarked- with great care.

Trolls

The party traveled overland through the swamps of Othrys. The insects were terrible. Miriva pointed out some of the hazards of the plane, including the quicksand that glows a sickly green (in contrast to the ruddy red that the plane as a whole glows). At one point, passing along a narrow causeway that cut through a very large patch of nearly uninterrupted quicksand, a loathsome, rubbery green hand reached out of the quicksand, grabbing for Casraeil. Shortly thereafter, two other hands reached for other members of the party. Everybody managed to avoid getting grabbed. Aleph, equipped with his slightly magic broadsword, managed to sever the arm reaching for him.

Behind each arm was a troll; three trolls emerged from the quicksand and attacked the party. Although a couple were injured, the party made relatively short work of the trolls. Two of them fell back into the quicksand (one sans head), while the third one was killed on the causeway. Miriva then warned them to burn the trolls, for unless their bodies were completely burned, they would regenerate. The party did that with the one troll that was still on the surface, and quickly made their way onwards.

They did discover one nasty thing about the plane, however. As they cast healing spells on their injured party members, the mages realized that occasionally the energy cost of the healing spell was slightly higher than it normally was. What's more, one mage Ironclaw actually managed to damage the person (Casraeil?) he was trying to heal. As Kusk or Miriva could tell them, all of the planes slightly altered the function of magic, depending on the nature of that plane.

Masonry

The site of Andreas' conduit to Cathrys was at the bottom of a ravine. A small lake covered the bottom of the ravine; Andreas said that the conduit was somewhere near the center of that lake, at the bottom. What's more, he warned, there were stories that sometimes Gerheleths (the fiends native to Carceri) liked to watch the ends of conduits, ready to attack hapless and rich looking travelers popping out of the conduits between the layers of Carceri. Not wanting to arrive waterlogged (and with all their equipment waterlogged), and wanting to be in as fighting trim as possible as they arrived, they discussed ways of finding the conduit, and getting it as dry as possible. There was some brief discussion of draining the lake, but eventually they decided that that was too huge of an undertaking for the amount of power the mages had at their beck and call.

Eventually, they used a wizard eye to locate the position of the conduit. Kusk created a wizard eye, and moved it around the center of the lake until it disappeared. He then used his skills with the Elemental Earth college to raise a stone bridge out of the lake, leading to the position of the conduit. The plane asserted it's nasty nature again, forming a discontinuity in the bridge. As he joined the discontinuity, Kusk succeeded remarkably well with his spell, and created a nicely designed round, railed landing in the middle of the bridge. Finally, at the position of the conduit, Kusk raised a cylinder of stone, and then opened it outwards, pushing the water away and creating a sort of ``dry well'' with steps that led down to the floor of the lake. Although water was slowly running into this well, it gave the party ample time to walk down to the conduit and, one-by-one, make their way to Cathrys.

During this enterprise, Kusk burnt through all of the mana he was able to safely use during the day, and even began flirting with the potential disaster of using too much mana. Fortunately, he did not suffer any ill effects. So that he might be able to do something without risking damage to himself or to those near him, Ironclaw lent Kusk a small powerstone.

Gerheleth Attack

The party wanted to be prepared and careful as they went through the conduit. Varrin cast an invisibility spell on Aleph, perhaps the party's most sturdy fighter, and capable through raw strength of doing as much damage as Reynald is through technique and finesse. Aleph went through, armed and ready. He found himself on the top of a hill or small mountain, in a rocky clearing of what appeared to be a stinking jungle. Yes, this layer too had a foul odor about it, a stench of corruption and decaying vegetation. He occasionally got a whiff of something much stronger.

Moving ahead towards a small copse of trees not far from the conduit's arrival point, Aleph realized that there were several ugly, misshapen, large, gangly humanoid creatures watching the conduit. They did not seem to have noticed him. He could tell that they were there, but couldn't get an accurate count of their numbers because of their obscuration amongst the trees. Alpeh aimed his crossbow, ready to fire at very short range should anything untoward happened.

When Reynald appeared, after a brief delay four of the gangly humanoids- who would turn out to be of that breed of Gerheleth known as Faratsu- emerged from the copse, charging to attack the fencer. Aleph shot one square in the eye, killing it where it stands. As this attack came out of invisible nowhere, the other two creatures stopped their charge in surprise.

A combat ensued. Varrin appeared next through the conduit, and rapidly levitated himself high enough that he might stay out of the way of the nasty creatures. A ``flash'' spell directed at the Gerheleths did not incapacitate them, but the party did notice after a while that it must have hurt their vision, for they were not attacking as accurately as they might have. The tarry skin on the creatures proved to be an impediment; Aleph, after successfully hitting one, found his broadsword stuck to the creature. This allowed the creature to grapple him. Although he did not take too serious of damage from it, for a part of the combat Aleph was prevented from doing the Faratsu any harm. Meanwhile, Reynald took advantage of the creatures' tarry nature by throwing his cloak over the head of one, causing it a delay while it cleared its vision. He went to work with his pointy thing. The others emerged through the conduit, either to attack or (in the case of Andreas) quickly run in the other direction.

Without taking too much damage, and before the last few members of the party had come through, they managed to defeat or drive off of the Faratsu. At that point, they were attacked again, this time by invisible creatures who smelled utterly foul. Aleph was attacked, by a blow well placed enough that it probably came from something that was able to see him while he was invisible. Some of the others were briefly overcome by the foul smell of these Gerheleths (whom Miriva would later identify as Kelubars). However, despite their invisibility, the party was able to poke them enough to convince them that the party was not easy enough pickings to be worth a continued attack.

A few members of the party were damaged, a couple (including Aleph) quite seriously. However, they all survived, the Gerheleths which had attacked having run away. Kusk missed the fun; he emerged from the conduit, lightning bolt at the ready, just as the invisible Kelubars were breaking off.

The Road to Fetaphon

The party gathered itself together, did what healing it could, and then began to follow Andreas across this orb of Cathrys to Fetaphon. Much of the landscape of Fetaphon seemed to be divided between steaming, stinking jungles, and rolling hills and plains covered with brownish grass. The grass was knee high, and very tough and sharp. Boots were enough to protect your feet from it, but it's not something one would want to fall down in. (The grass may be a distant, weak relative of razorvine.) Andreas told them that the jungles were all but impenetrable, because the plants secrete an acid that makes it hazardous to go anywhere where the jungle is thick. (It's also where a lot of the Gerheleths of the layer hang out.) As he told them about the plane, the young man led the party down a winding trail that led to the base of the mountain, and then through some roads which had been cleared from the grasslands.

The trip took about half of a day. Part way there, they came upon another group of people. As the party got close, they could see that these people were mostly human, and were evidently clearing and maintaining the road. They were very dirty, and there was a greasy, dirty layer of slime on their skin; Reynald did not approve. The party assumed a confident, strong-looking stance, and were able to pass this group of people without being molested. (Indeed, they stood aside to make way for the party to pass.)

Fetaphon

The town of Fetaphon proved to be a very perversely built town. The road through the grasslands ended at a sheer drop into a tar pit. An bluff extended part way out over the pit, at the end of which was a rope bridge (with planks) that led to the first of a large number of buildings on stilts. Fetaphon was built entirely over the tar pit, all of the buildings on stilts. They were connected to each other with many ropes, both to provide passage between the buildings and for mutual structural support.

Before approaching the town, Varrin [?] used the Earring of Warning to determine if they were in any danger. He received a sense from it that they were. Naturally, this made the party paranoid. Was this just a general danger to travelers, or was somebody anticipating them and hostile to their mission? Because of this, they traveled cautiously across the rope bridge to the first building (a tavern named ``The Trapped Mammoth''). There, they did not enter the tavern, but moved around the deck on the outside of it to go further into the town. Some of the people sitting outside at the tavern looked curiously at the party, but there were no mishaps.

The party secured some rooms at an Inn named ``Faratsu's Rest.'' They decided to rest for several days, in order to recover their strength (and so that Kusk might recover his mana tally). While the others were resting, Varrin and Casraeil spent some time trying to get the lay of the land in the town, and trying to learn something that might benefit their mission. They learned that the ``wise woman'' of the town was a half-orc named Borth, and that she was the one most likely to know thing useful to them. Varrin tried talking with her, but she was very reluctant to give information, requiring either exorbitant fees or more information in return than Varrin was prepared to give. She tried to sell him some potions, but he took a rain check. Varrin did learn from her that not too far away from Fetaphon, there is something known as the ``Rock Garden,'' a collection of statues of living creatures. He also learned from her that there was a fiend in town, a cambion named Pilizian, who was most likely to know something about a petrified viper tree (what with cambions being Tanar'ri, who like viper trees are native to the Abyss).

Using Varrin's information, Reynald approached Pilizian, taking the role of an art collector interested in unusual statues. The cambion was hanging out, as evidently he often does, in a tavern known as the Drunken Dwarf, and was doing a good job trying to live up to the first word of the tavern's name. Pilizian wasn't particularly interested in Reynald or in art. He didn't claim any ownership of the Rock Garden. Indeed, he said that he only went there infrequently- every few weeks, or every month. He also said that he'd never seen anybody else there. The viper tree had shown up at the Rock Garden within the last several months. From all of this, Reynald concluded that the Rock Garden wasn't watched too closely, and that perhaps if one statue went missing it wouldn't be immediately missed.

The Rock Garden

A few of the party (Reynald, Varrin, Casraeil and Ironclaw [?]) went to inspect the Rock Garden. It was a few hours' walk away from town; they traveled at first back the way that they had come before first arriving in Fetaphon, but then took a fork in the road that led them off in another direction. Following Pilizian's description of the location, they were able to find the hill to the right of the road, beyond which was the Rock Garden. There were statues of several creatures there, as promised, including a statue of what looked like a tree that had snakes instead of branches: in all likelihood, the viper tree. They returned with this information to Kusk, who was the one possessed of the ``Stone to Flesh'' scrolls.

The party secured some rope and some bags, in order to create makeshift muzzles that they could use to immobilize most of the heads of the viper tree. This in hand, about three days after their arrival in Fetaphon the entire party (minus Miriva and Andreas) made their way to the Rock Garden. Once there, Kusk recognized one of the status as an illithid (or mind flayer), and made a point of breaking the statue into enough pieces that it would not be a living creature should somebody else come along with a ``Stone to Flesh'' spell. He didn't want to expound at length upon his behavior to the others, stating merely that the creature was dangerous.

This bit of business complete, the party covered all but one head of the petrified viper tree, and then stood back at what seemed to be a respectable distance. Kusk cast the ``Stone to Flesh'' spell, and re-animated the viper tree. (I don't recall; did the first attempt fail, and was Kusk required to read his second scroll?) It was clearly unhappy to have its heads covered, and looked like it wanted to eat the party, but it wasn't ambulatory, and they were prepared, so it was not a real threat to them.

However, they did realize that nobody spoke its language. Casraeil, fortunately, knew the Mind Reading spell, which allowed her to get into contact with the tree. She was able to obtain the closest thing to a rapport with the creature that any of the party would. With her spell going, Casraeil was able to act as the translator between the viper tree and the rest of the party.

After negotiations about food for the viper tree had concluded, the party was able to learn something from it about what they were after. The underground facility had an entrance which was a in a clearing that was ``mere'' few miles into the jungle just beyond the Rock Garden.

At some point in the Rock Garden (or in Fetaphon; I've forgotten when this happened), Varrin cast a ``Seeker'' spell to look for Lyxellyn. He used her pouch, which had been given to him by Sir Gericog, in an attempt to help him focus the spell. Although he did not learn anything much about her location from the spell, he did learn something about her. He saw an image of her, in some completely enclosed room with stone walls. The light in the room was a sickly green color. She was hanging from the walls, and looked rather weak, broken, and exhausted. She matched Sir Gericog's description, with one exception: Sir Gericog neglected to mention her large, feathered wings. Naturally, this surprised the party. As Kusk said, Sir Gericog had told them that Lyxellyn was a mage, but not that she was a celestial. (To those in the party who asked, Kusk told them that celestials were to the upper plains as fiends are to the lower planes. Celestials included devas and other powerful supernatural creatures that make up some of the more important ranks of the ``forces of good'' that inhabit the upper planes.)

Securing the Clearing

Varrin flew invisibly to inspect the clearing that the viper tree had talked about. He did not get to close, but he was able to find the clearing without trouble. It was on the side of a hill, a few miles into the jungle as advertised. There were also several guards watching it, including several humans, somebody who looked like a githzerai (the same race as Kusk), and a sleeping hill giant. The humans were sitting around a fire, and the githzerai was sitting away from them, near what looked like a small cage.

The party knew that they wanted to get to the clearing either stealthily, or all at once. Varrin carrying people one by one over the jungle to the clearing would not work well, given that there were guards that the party was almost certainly going to have to fight. They decided that the best way to arrive was all at once, convected over by Kusk in the form of an Air Vortex spell. This would allow them to arrive all at once in the clearing, and (hopefully) in a manner in which they would not be expected. Even though the party in the form of the Vortex would move quickly, it would still take them a couple of minutes to cross the distance of the jungle to the clearing; it was a good thing Kusk had spent the time in Fetaphon to regain a good quantity of his mana tally!

The party landed and solidified out of the Vortex near the position of the githzerai- whom, Kusk quickly recognized, was not a githzerai at all, but rather a githyanki. He also recognized that the cage near the githyanki had several astral streakers in it. These are birds which are used as messengers; indeed, as Varrin is well aware, Kylie's crowed (and many other people) use them to keep in touch in Sigil.

Kusk quickly and violently attacked the githyanki, while the other members of the party spread out to deal with the other guards. Kusk was able to disable the githyanki quickly, and continued to attack him until he was thoroughly dead. The other humans were seriously outmatched by the party. One did manage to wake up the hill giant, but the hill giant was seriously wounded by an invisible Aleph before it could pose a real threat to the party. In the end, the guards had all been captured or killed, and none of the astral streakers had been released.

The party questioned one of the surviving humans, a slimy, dirty fellow. From him, they learned that there were in fact Yugoloths in the underground facility. The entrance to the facility was a vine covered opening in the side of the hill; the human told them that it curved back about ten yards into the side of the hill, where it came to a magical elevator at the top of a vertical shaft. The human had never been down the elevator.

They learned from the human that there was at least one arcanoloth (the same race as A'kin the magic dealer in Sigil), who was perhaps in charge of the facility. There were also at least two mezzoloths (warrior yugoloths), and one warrior human. The Githzerai had been the leader of the guards outside, and he was usually the one who communicated with their bosses. A few times a day, he would send an astral streaker into the facility with a status report; the next one was not expected for several hours.

The party decided to let the human go, but told him that he would have to leave- through the jungle. Although he objected to this, it was clear to him that he didn't really have any alternative.

While some of the others were questioning the human, Varrin walked into the cave on the side of the hill, and ascertained that yes, in fact, the cave led back about eight or ten yards, curving to the right until it ended at a shaft, at the top of which was hovering a plank of stone (which didn't completely fill the shaft, so that one could look around it). Kusk sent a Wizard Eye into the cave and down the shaft. The shaft dropped about 30 yards vertically; at the bottom, a passageway continued in roughly the same direction as the passageway at the top. That passageway continued for three or four yards to an intersection. There, inscribed on the floor, was a pentagram. The wizard eye could go no further. What's more, Kusk realized that he also would not be able to cross the pentagram, as he was a planar not native to Carceri.

Extended Battle

As most of the party was comprised of Primes, the pentagram did not prove much of a challenge to them. The Primes were not affected by it, and they were able to ritually cut it so as to allow Kusk to cross it. The party went down exploring, and quickly ran into a patrol of a couple of Mezzoloths (insect like warrior Yugoloths). These were relatively quickly dispatched, but they summoned more. A drawn out combat ensued. The Mezzoloths cast area darkness spells that allowed them to remain hidden from the party, and took pot shots with long weapons and fire jet spells from within the region of darkness. Meanwhile, Kusk sent a wizard eye through to scope out was going on, and saw that there were a couple of humans working with the loths.

Eventually, the Mezzoloths and a human warrior were all brought down, primarily due to the pointy thing of Reynald and the strong arm of Aleph. The party moved forward through the darkness, to encounter a human mage and the Arcanoloth who was evidently running this operation. They did not last long. The Arcanoloth tried to negotiate its way out, speaking threateningly of the Tanar'ri it was working for, but in the end recognized it was outclassed, and tried to teleport out. Kusk, however, was in body of wind form at this point, which gave him great strength, and he was able to fell the Arcanoloth with his ka'lanth.

A quick search of further passageways ensued. Not much of interest was found, except for the Arcanoloth's laboratory. Shortly thereafter, the party ran into a Babau (a major Tanar'ri) carrying Lyxellyn, but rather than stand and fight, it teleported away, leaving behind Lyxellyn.

During the combat, Kusk managed to use enough mana that he passed the limits of what was safe for him. He didn't suffer any major damage, but did endure some metaphysical and psychological wounds. His rate of mana recovery was temporarily slowed, and for a couple of days after the battle he would be continually dizzy, as the whole world appeared to him to be waving around him, as if viewed from under water.

Rescues and Exeunt

While some of the others were battling Yugoloths and such, Casraeil and Varrin explored passageways in another direction, and found a row of cells. Some where empty, but two of them held prisoners. One was a dwarven minor, and the other was a human woman by the name of Zayin. When Zayin and Aleph met, they each recognized each other as a sort of kindred soul, each of whom was the one that the other had been looking for all of their lives. Aleph would learn more of Zayin's story later.

As the party spoke with Lyxellyn, they learned that not only had they been misled about her identity, they had also been mistaken about it when they finally saw what she was. She was not a celestial at all, but rather an Erinyes, a form of Baatezu. Worse, they had been further misled by Sir Gericog; although she knew who he was, she was not an ``associate'' who wished to see him again. Rather, she expected that he would kill her. When asked why, she said it was for what she knew, or rather, for what Sir Gericog thought she knew. Having used mind control magic upon herself, evidently to prevent the Tanar'ri and Yugoloths from figuring out what it was she knew, she no longer knew it...

More relevant was the fact that she refused to go back with them. A plan was quickly fermented to find a way of getting Sir Gericog to pay the party, even though they hadn't brought back Lyxellyn (or a part of her to prove that she'd been killed). In the end, the agreed that they would say that while she was not dead, she had fallen into the Styx, and had had her memory completely wiped. This, Lyxellyn hoped, would at least buy her enough time to find a place in the multiverse to hide from Sir Gericog. The party hoped this would earn them the balance of their paycheck. Kusk didn't want to have anything to do with it, however, since the whole contract was under false pretenses.

After the agreement, Lyxellyn ferried the party over the jungle back to the rock garden. (Kusk was not in a state to perform further ferry services, and Lyxellyn could fly.) When that was done, she disappeared, and the party returned to Fetaphon.

Zayin's Story

In Fetaphon, Aleph sequestered himself with Zayin for several days, while Kusk rested and regained his bearings, and the others enjoyed the very limited tourist attractions of what passes for the garden spot of Cathrys.

Zayin told Alpeh that she had been born to a family of poor peasants, in a Prime world known as the Silent Runelands, in a country known as Clothen. At age 18, she had left home, and entered the service of her country as a ranger and scout. Five years after that, war tore across the Silent Runelands, and Clothen was completely conquered. At that point, Zayin was at something of a loose end, and dedicated herself to learning more about the dreams she'd been having.

Since the age of 14, Zayin had been having dreams much like the dreams of Aleph, which had introduced her however obliquely to the Order of Anok. The ``man of her dreams'' also appeared in these visions, and although he often had different appearances, he was always the same person. When Zayin met Aleph, she recognized that he was that person.

After her country fell to foul invaders, Zayin sought out a wise mage, who told her that what she sought was elsewhere on the planes, and opened a gate for her to the Astral Plane. From there, she arrived on the Outlands, and wandered the Outlands for two years.

Very recently, her dreams became more pointed, and led her to the town of Fetaphon. She got there too late; she was just in time to see a scuffle, in which a man was trapped on a rope bridge between two other men. He was armed with a broadsword, and violent. He was shouting, "Keep them away from me! They are the Borazim! The will imprison me with Anok! Hold them back! I have to stay free, so I can free Anok!" The two men continued to advance, while meanwhile the residents of Fetaphon watched vaguely amused, but ready to cut the rope bridge should they decide that the men were enough trouble. The man refused to yield to the other men, and attacked; a precarious battle ensued on the rope bridge. Eventually, the residents of Fetaphon tired of it, cut the bridge, and watched as all three men were enveloped by the tar underneath.

That night, Zayin received a very specific dream, in which she saw several of the monks of Anok worshiping amongst a series of statues of several different creatures. Investigation led her to the Rock Garden, where she waited, returning every day for two weeks. At the end of that time, she ran into the yugoloth (whom the party had now killed). The loth challenged her, and she fought; the loth incapacitated her with blindness and the withering of her limb. She awoke in her cell. Over the course of the next month, her arm regrew. She was kept well fed; she suspected that her showing against the yugoloth impressed him enough that he decided to keep her as a particularly interesting toy for the Mezzoloths, once she was fully healthy.

Departure from Carceri

Once Kusk was in good enough shape to travel, and perhaps even to use a little magic, the party left Fetaphon. At the conduit back to Othrys, there was a brief combat, as a Shaator (Gerheleth) was waiting for them, demanding that Reynald yield his sword (Villiquid's Rapier). The party made short work of the Shaator. Before they were done, he summoned a Faratsu to fight with him, but the party made even shorter work of that. They were no match for Reynald's rapier, and Kusk's ka'lanth (suitably bolstered by the strength afforded him by his body of air spell).

The party crossed Othrys without incident, led by Miriva to a portal that led to the Outlands. There, there was a small encampment, led by a tiefling, who tried to extort money out of the party in exchange for their permission to pass. His first asking price was exorbitant, but Reynald was able to negotiate him down. (It helped that Kusk assumed the form of a whirlwind, and menacingly moved through the area while Reynald was counting out coins.)

Although Miriva had warned the party that getting out of Curst (the gate town to Carceri in the Outlands, which was the destination of the portal), they found it not to be much of a problem, thanks to Reynald's expert negotiation with the city guards. (He was able to convince them that the party had immediate business elsewhere in the Outlands. The guards do note tend to think that drifters and wanderers are worthy of leaving Curst.)

From Curst, the party traveled to the town of Ironridge, a small burg populated primary by humans and dwarves, and from which Kusk knew a gate that led them back to Sigil. (This was actually the same gate which the party had previously used to travel to Tradegate; the non-Sigil end of the gate oscillates back and forth between Tradegate and Ironridge.)

Fear and Loathing in Sigil

Settling In

After returning to Sigil, various members of the party returned to some semblance of their normal life. Casraeil disappeared for a while, to find out more about this large and chaotic city which (thanks to the dip in the Styx) she had no memory of having ever seen before. Aleph and Zayin borrowed Reynald's place, to sequester themselves and generally have a honeymoon. (Sigil may not be the garden spot, but it's certainly better than ``Niagra Ooze,'' as Fetaphon had been dubbed.) Reynald hid out in Kusk's place, generally staying out of the way, for reasons that will be explained below. Varrin returned to working with Kylie, who was very interested to hear anything about any Yugoloths Varrin had run into. During the week, Varrin noticed that the mood in Sigil was more on edge than it had been when they left, and that tensions between the factions were increased.

Kusk, accompanied by Ironclaw, went on various tax collecting errands for the Fated. Kusk did notice after a week of the errands that there was a slight bias towards collection of taxes from members of the Society of Sensation. One might speculate that this had something to do with the fact that Erin Montgomery, the factol of the Sensates, and Duke Rowan Darkwood, the factol of the Fated, were at political odds in the Hall of Speakers. By the end of the week, Ironclaw also indicated to Kusk that he was interested in joining the fated, and Kusk passed the word back through his contacts that the next time there was an opportunity for Ironclaw to take the faction's entrance tests, he should be contacted.

Sir Gericog

Although Kusk decided not to have anything to do with it, Varrin and Reynald put their heads together and decided that there was a better way to approach Sir Gericog than they agreement they had come to with Lyxellyn. This would involve Varrin using scrolls and spells to wipe Reynald's memory of their real negotiations with the Erinyes, and replace them with a false memory of the party having defeated her in combat. Reynald would then go alone to speak with Sir Gericog. If he tried to read Reynald's mind, he would come across the one token red-herring enspellment Varrin would leave in the dancing master's mind, and then see what Reynald believed was the truth.

Shortly after arriving in Sigil, they left word with the Vepella, the proprietor of the Scroll Case, that she should tell Sir Gericog the next time she saw him that the party would meet with him in one week's time.

Sir Gericog and the Aasimar

The day before the meeting with Sir Gericog, after Kusk had come home and when Reynald was out looking for a bite to eat (but avoiding any of his usual haunts in Sigil), upon entering a tavern in the Clerk's Ward Reynald saw from behind somebody who looked very much like Sir Gericog, talking to an aasimar. Backing out quickly so as not to be seen, Reynald set up vigil across the street from the tavern. Eventually, the aasimar emerged, and Reynald followed her across the city. Although stealth and shadowing is not what Reynald is best known for, his natural grace allowed him to follow her evidently without being suspected. She returned to what appeared to be her house in the Lady's Ward, a modest house in a neighborhood which is nice enough but not where the real high-ups of the ward live. Reynald reported this event to the rest of the party (or, at least, to Ironclaw, Kusk, and Varrin). They did not follow up on it immediately.

Negotiation

The next day, Reynald returned alone to negotiate with Sir Gericog. Although Sir Gericog asked after Reynald's companions, he did not appear to be too concerned that Reynald was alone. Reynald expressed displeasure with Sir Gericog, asserting that the party had been hired under false pretenses. Sir Gericog had led them to believe that Lyxellyn was to be ``rescued'' and brought back, and had been given every reason to believe that she would willingly come back. Instead, he told Sir Gericog, after the party was already weakened from fighting her captors to free her, they then had to battle and kill her. (So far as Reynald knew, he was telling the truth; and, of course, there was some truth in it, up to the party about battling and killing the Erinyes.)

Sir Gericog, however, was not convinced, and despite Reynald's best efforts, did not budge an inch. Reynald suggested that since Sir Gericog had misled then and hired them for a job which turned out to be much more complicated and hazardous than advertised, perhaps they should just keep Villiquid's Rapier in lieu of the promised final payment. In response to this, Sir Gericog laid down a few veiled threats, telling Reynald that he could guess whom Sir Gericog was probably associated with now that he knew what Lyxellyn was. Reynald was no more impressed by Sir Gericog's threats than was Sir Gericog by Reynald's assertions that the contract with the party had been under false pretenses. In the end, Sir Gericog delivered the payment, in gold, to Reynald which had been promised, and Reynald returned the rapier. When Sir Gericog offered his hand to shake and said ``a pleasure doing business with you,'' Reynald did not budge. Sir Gericog shrugged, and left.

Fire

There were other events during the week while Reynald was waiting to meet with Sir Gericog. One such event came to Kusk and Ironclaw in the Clerk's ward, when they were out on an errand for the Fated. From a couple of streets over they heard a commotion, and saw billowing smoke. They went to investigate. They came to the location of Tensar's Employment Service, a well-regarded business run by a widely respected Guvner. Asking a nearby Bariaur what was going on, Kusk was first verbally berated, and then offered a flower. Looking around, he saw a handful of other people behaving similarly; Kusk guessed that this was probably a group of Xaositects out doing what seemed like a good idea at the time, and moved away from them. In so doing, he saw another group of people down an ally looking suspicious and fleeing the scene.

Kusk and Ironclaw decided that they would try to do something about the fire. Not being one to give charity or perform service uncontracted and unasked, Kusk found Tensar (who was rather distraught by the whole affair) and told him quickly that he could help, if Tensar wanted to hire him. Tensar told him to go ahead and do what he could. After that Kusk suggested to Ironclaw that he use his skill with fire to move the fire out of the shop. As Ironclaw prepared to do this, Kusk tried to corral the crowd that had gathered, and get them away from where Ironclaw was going to move the fire. He was also able to convince them, handing out silver pieces, to run and get buckets of water to throw over the embers. (While Ironclaw could use shape fire to move the actual fire out of the building, the wood that had burnt would still be hot and smoldering, and would but liable to easily re-ignite.)

In the end, Ironclaw was able to use his magical ability to bring the fire out into the street, where it was extinguished, and Kusk's efforts were able to ensure that the fire did not re-ignited. About as they had the situation in hand, the city guard finally showed up. A patrol of the Harmonium arrived, asked Kusk and Ironclaw what they had done, and seemed relatively happy that things had been taken care of without too much trouble. Kusk did not volunteer any information to the Hardheads about the suspicious characters he saw fleeing the scene.

Daisaku and Rik Bre'ennis

Two days before Reynald's meeting with Sir Gericog, Kylie asked Varrin to spend the day in the Grand Bazaar, generally acting as a sort of watchful bodyguard for a Bariaur merchant named Rik Bre'ennis. Rik had a cart from which he sold utility knives, axes, crowbars, and other assorted metal tools. There, Varrin met a tiefling, another Indep named Daisaku, who had already been working with Rik for a couple of days. Rik had asked to have some people with him the Bazaar to keep an eye out, as he believed that he was being watched by the Harmonium. During the day he was with the merchant, Varrin concluded that Rik was probably right, as the passing patrols seemed to be just a little bit too frequent, and to look a little bit too often in the Bariaur's direction. Members of the Free League had been telling each other that the Harmonium, or at least a subset of that faction, had been harassing the Indeps, often for no other reason than their affiliation with the League. Even though Rik was an Indep, Varrin thought that he was getting a little too much attention from the Hardheads.

At the end of the second day of this task (the same day when Reynald met with Sir Gericog), Daisaku and Varrin found themselves trapped in the middle of a long alley, with Harmonium guards at either end, demanding that they consent to being searched. Rik whispered to Daisaku that he did not want to be searched, for in fact he was an arms dealer, and there were weapons stored underneath a false bottom on his cart. Daisaku and Varrin wasted no time. The tiefling told the advancing Harmonium guards to stay where they were, and when they did not, launched his bolas at them and drew his sword. Varrin, meanwhile, began to levitate, and started working on a flash spell.

At Daisaku's urging, Rik charged forward. As Rik fought with the Harmonium guards advancing from the front, Varrin's flash was able to blind several of them, and disrupt the vision of the others enough so as to make it harder for them to fight. Varrin continued to levitate, and just in time got out of the reach of the ``planar mancatchers,'' polearm grappling weapons borne by two of the Hardhead guards, which are ensorceled so as to prevent one caught in it from teleporting or plane shifting away.

Daisaku ran forward after Rik. Although the tiefling easily had the speed to outdistance the Harmonium, Rik, tied to his cart, did not. This left Varrin and Rik with something of a dilemma as to what to do. While Daisaku alternatively Skirmished with the Harmonium and ran after Rik, Varrin began working with illusions. First, he created a second ``copy'' of Rik, in hopes of confusing the Hardheads. Next, he summoned up an illusion of some Faratsu's, bringing the Harmonium up short against this fiend evidently summoned by that troublemaker of an Indep.

(We leave Daisaku and Varrin in the middle of this rather untenable situation.)

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