To the Market Ward with Brick to find answers in the Great Bazaar and maybe at the Bank
Farrow guides them away from the Dead Nation and finally to the Market Ward.
Arrive through a manhole behind a wood and brick building, coming around this they find themselves next to the Drunken Dabus bar and inn.
Before them opens up the Great Bazaar, to the right is the Gastronome, to the left of the bazaar is the Merchant’s Scale and far beyond through some shops and whatnot you see rising in the distance an impossible large stone structure that can only be the Bank of Abbathor.
**Immediately feel a Mark being Killed. Can’t tell where, but they feel like they have lost something.
What’s the fuckin Point?:
Lots of fun to be had here, but the adventurers need some answers or at least some direction to find some answers. Who has answers:
Balderdash and Ballyhoo: Run by a couple of halflings, this shop’s a peddler of rumours and hearsay. Want to know where the best spiced beetle kebabs are? Or maybe the dark about the Lady of Pain’s ‘latest’ mood? This is the joint. Just remember, you’re payin’ for gossip, not gospel.
- the halflings know: Someone that is not supposed to be here in the cage is hiding out in an abandoned building This is the funhouse encounter if it is done first.
Afterlife Essentials: Run by a being that looks eerily like the death god of Ancient Egyptian mythology. He sells items that promise to ease one’s journey into the afterlife. “Preparation is key,” he’ll tell you with a somber glare. Gives me the willies, but worth the gander.
- The Anubis is confused. He can see that their strands have been shredded.
Sekolah’s Sushi: A sahuagin chef serves sushi made from exotic sea creatures. Mind the wasabi; it’s actually aboleth slime. Don’t say I didn’t warn ya.
- The Sahaugin doesn’t know shit, but he gurgles angrily at the party.
(Don) Quixote’s Questables: This cutter’s a human knight, decked out in shining armour and sellin’ “quests.” The quests are usually mundane jobs disguised as noble pursuits. I’ve heard he’s a sucker for chivalry, but don’t underestimate him. He’s a sharp one with his sword.
- The characters learn that a terrifying war machine is being transported through Sigil for use in conquering a Material Plane world.
- An abandoned house on the edge of town is haunted by Undead because of a cursed item in the house. This is actually the funhouse encounter if they do this first
Possible Encounters
Sahuagin Assault team
Harmonium (to end things for the night and arrest them, have farrow save them)
Core Encounter
Portal to the funhouse
- Entry room – no door back out. Sweating brick walls, with a big demon mouth for an entrance. Sign Exclaiming “Super Happy Blood Wars funhouse and execution parlor”
- Pivot floor room. fulcrum in the center.
- Mirror Maze fight themselves (advantage to fight self albeit in demon form (ask for what they look like), disadvantage to fight others, turn to neutral shapeshifters when bloodied. Each drops a +1 weapon of their choice.
- Platforms, swinging pendulums. over a pit of acid with foul creatures swimming within it, tentacles.
- Blood War room of super happy fun times: Shadar-Kai and two Shadow Hounds they met with the hunter demon watching from a ledge that runs the circumfrence of the room, and is protected by a magic field. Players enter into the pit, looks like carceri (blood red sand, molten lava erups from cracks in the ground, sulfur vents. 2x Bearded Devils fight a Shadow Demon and 2x Quasits. do some damage to each other before they are pointed at the PCS.
The Shadar-kai Yilvenith gives a brief monologue: This will be a lot easier if you just die already. It will be much worse for you if Detrateradon gets you instead of me.
- If the PCs win the battle against the demons and devils, a portal will open up in the wall below where they had entered the funhouse
- if the PCs die, they wake up on a grey on grey earthen shelf, with a light rain and off in the distance ANd have a random encounter to buy time until the next game night.
Either Way, the party will level up after the encounter, alive or dead.
Notes:
