Character-work
We’re back in Sigil, dear reader, and it feels like coming home. Long has it been since my players had their characters sneak around its darkened byways and razorvine-choked alleys, avoiding the Hardheads. Years have passed since they were introduced to the Cage’s many factions, wards, points of interest, cranium rats, and, of course, deranged NPCs.
Back then, I took a peculiar pleasure in populating the City of Doors with the sorts of unusual cutters that one might expect from such a cosmopolitan, diverse crossroads. There was the BDSM dwarf who served them up cocktails and information in a leathery sort of club, the down-on-their-luck founding members of the Mundane, a faction who took great pride in their rejection of magic despite its ubiquity, and the gnome mage who filled the street outside his bookshop with lava to prove a point.
The first of those was all me. Pulled him out of thin air when the party said they went into the nearest pub to ask for info. The other two were inspired by one of my player’s characters and by a character presented in the excellent AD&D 2E Planescape sourcebook, Uncaged: Faces of Sigil.
With our latest foray into the city, I have continued on form. I am still taking inspiration, of course, but have particularly enjoyed making the people and places my own.
The first was Trunfeld Three-teeth, (a delightful tongue-twister, particularly for those of particularly Hibernian dialect.) Trunfeld is a “vile-tempered creature of disgusting personal habits,” according his description in the adventure, The Eternal Boundary. He is also a peculiarly intelligent ogre, and he runs the notorious den of scum and villainy known as the Butcher’s Block. The adventure gave me, I think, just enough to build a voice and personality for this character and, let me tell you, I really went for it. Trunfeld stank to high-heaven of sweat, picked his nose and wiped it on the paladin’s breastplate, breathed his hot, rotten breath on them and offered them some unidentifiable stew. Our cleric, Devansh Rao, used a spell to purify their drinks when they were served, and this was entirely apropos. Trunfeld was hanging out with an honest-to-gods demon when the PCs walked in, and they were lucky not to provoke its ire when they made the mistake of interrupting their conversation. I bellowed at them from the depths of my chest for Trunfeld’s voice. It felt good. He cursed them in his cockney rumble and eyed the priest and the paladin suspiciously. Luckily, the presence of the holy-joes was tempered sufficiently by their companions, the necromantic witch and the thieving tiefling, who were regulars in the ogre’s bar. So they managed to strike up a bargain. As he promised to keep an ear to the ground for them, I am relishing the prospect of getting to play this rancid brute again.
The second was Mourner Tom, another NPC given a brief description in the adventure. He is the leader of a band of Collectors. These poor unfortunates scrape an execrable living on the streets of the Cage by locating, looting and transporting corpses they find to the Mortuary. They have a deal with the Dustmen (the faction that runs the Mortuary, also known as the Dead.) He is described only as a down-on-his-luck thief, but the text does provide a few quotes of his. These are what led me to voice him almost exactly as Danny, the drug-dealer from Withnail and I. So if you know that character and his many famously quotable lines, you’ll understand why quotes like this drew me to him:
It’s like they fall asleep and don’t wake up. Very peaceful, that
We might’ve seen ‘I’m but our memory’s none too good.
Hopefully you get the idea. If not, here’s a link to a helpful YouTube clip of Danny:
I didn’t lean quite as heavily on the speech impediment, but I think you get the idea.
Of course, its not just speech-patterns and accents that make an NPC, Mourner Tom was also dressed in a battered top-hat and tatty tails, all stolen from corpses he’d found on the job. And he had his motivations. Unsurprisingly, his was jink, gold, money. He was another helpful one, explaining, after he’d been paid, that the barmy the PCs were looking for was one they’d picked up recently and brought to the Mortuary, since he was dead.
We have a lot more NPCs to meet. There is a good chance that the PCs are going to be interacting with a few more factions and other non-affiliated weirdos over the coming weeks so I’m looking forward to coming up with more unlikely voices and mannerisms.
To the Adventure!
Honestly, it took us a while to get really started with the first session. Some characters were not quite finished. This was largely due to the arcane (pun intended) categorisation of priestly spell spheres and the added complication of choosing an appropriate faction. But, I also wanted to establish some background and motivation for the PCs.
It’s a rather unlikely story, so I think it’s worth telling here. Our paladin, Galermond, having recently completed his training, was asked to leave his temple and, being a little on the innocent and simple side (read “thick-as-plank”) decided he wanted something to spend his small reservoir of coin on. He encountered Devansh Rao, the cleric of Varuna and they went about finding a ruined old temple to that god in the Lower Ward of the city. Small, dirty and crumbling though it was, they decided to devote their efforts to restoring it, as not another temple to Varuna existed in the city anymore. Glaermond was happy to have discovered such a noble endeavour to pursue, but neither he nor Devansh knew anything about money, and they would need that… Enter Trance, the tiefling accountant (thief.) She told them she could help them manage their gold and brought in Aurora, the bariaur witch, who would be happy to occupy the basement and use it to conduct her necromantic experiments (not that she told them that!) And so, out odd party was born!
To begin the adventure proper, I had a typical cockney urchin approach Trance with a message from one of her fellow faction members and ask her to bring friends to the headquarters of the Society of Sensation, the Civic Festhall. There, they met Bendon Mawl, a tiefling with some influence in the faction, who told them they wanted to find a barmy in the Hive who is said to have the key to a very important portal in Sigil. This barmy’s name was Eliath and it seemed like he might have been a wizard. They were offered a cut of the profits gained from this portal. Since the PCs had a church to restore, and they were all out of donations, they jumped at the chance.

They went immediately to the Hive. The adventure provides a point-crawl-style map of the ward on the inside of the DM screen that came with the adventure.
I have to say, this is an old-school design element that is sorely missed from newer modules. It was not at all unusual to get an adventure specific DM screen in the pack with the adventure back in the old days. Wizards of the Coast now want you to pay another £15 or more for the privilege. I have really been appreciating this DM screens actually. Not only does it have several key maps, but it also has all the stat blocks for the major NPCs and encounters in the adventure! Invaluable, tbh. My only dilemma is whether to use the adventure-specific screen or the utter treasure that is the one from he Planescape boxed set. Its got all the Planescape tables you might need, like how the various factions might react to one-another and how spells are effected on various planes, and on top of that, it also has stuff like ThAC0 tables and saving throws.






Back to the Adventure! Their first port of call was the afore-mentioned Butcher’s Block where they interacted with Trunfeld Three-teeth, to my utter delight. He was able to tell them that barmies (lunatics) and bubbers (drunks) have been turning up dead more than usual and said he would keep an ear out for news of Eliath.
Then they decided to split up. Why? Well, Aurora the witch is a member of the Dustmen, so it seemed like a good idea for her to go and see if their barmy had turned up at the headquarters of that faction, the Mortuary…
Meanwhile, the others wandered the streets in hopes of finding a clue. Before long, they did. They turned onto an alley and found a disturbing scene, a ragged collection of men, gathered over the dead body of some poor berk on the ground, talking about how they should loot and transport him. Before it could come to blows, they discover that this was a crew of Collectors led by Mourner Tom. As I mentioned above, I had a great time playing him and he was able to tell them that they had collected someone matching Eliath’s description recently. Should be in the Mortuary.
Speaking of which, Aurora, perhaps a little nervous traversing Sigil’s most infamous ward on her own, had an encounter of her own. She was faced with a gangly, dancing man bounding down the street towards her, shouting and mumbling and singing the names of the Princes of the Ba’atezu fiends. She noted the names he was chanting but was about to go about her own business when she heard a shriek from the alleyway he had entered. Investigating, she discovered his fresh corpse lying on the cobbles, not a mark on him…
Conclusion
My conclusion so far is that I am having a ball with Planescape,
As I expected. It is one of my all time favourite D&D settings and it gives me free-rein to invent the most deranged little cockneys I can think of.
But we have only barely interacted with the mechanics so far, no more than a spell cast and a non-weapon proficiency attempted, so I am very interested to see how smoothly that goes.
Stay tuned, dear reader!



























