Challenge #1

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WithoutNationality's picture
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Challenge #1

In order to get the ball rolling here in UPS and get some more people involved, I thought it'd be interesting to set some challenges basically anyone even only remotely familiar with UPS can contribute. If this is successful, I'll set some other challenges for people.

So my first challenge to everyone is to come up with a location in Sigil where a new adventuring party can meet. In other words, a good place for a GM to begin a campaign. Bars, government agencies, or guilds are good examples of such places, or the cesspit all the players happened to fall into at once. Feel free to put in as much or little detail as you want, or as many entries as you want. I'll make an entry myself soon.

WithoutNationality's picture
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Challenge #1

Debtor's Project of Sigil

Sigil has no lack of scum and villainy outside and inside Sigil's many jails, but the true tragedy are those citizens whom committed no crime except stupidity or bad luck. These debtors have challenged the patience of their loaners for the last time, and either they are taken off the streets to clean their debts or pay the interest with blood.
However, regular prisons are far too rough for such transgressors, and in an attempt to keep debtors separate from rapists and murderers the Harmonium engineered a Debtor's “Project” in the heart of the Hive. Standing as a contrast to the sea of slums as a sharp, obsidian box, the Project was just recently built to house such transgressors. So early in it's inception, the prison is already overcrowded with desperate and hopeless Cagers.
In order to make to make room for new prisoners, each debtor works in sweat-shop conditions sewing Harmonium uniforms until they make up the cost of their debt in hard labor. Since interest is frozen on the debtors, the prisoners can eventually pay off their debt, but a few prisoners are so far in the hole they will never expect to leave in their lifetimes doing mere minimum-wage labor.
For those prisoners who want an earlier leave or whose debts are so massive they could never expect to leave in a reasonable time, there is a second option: becoming a Harmonium Auxiliary. Auxiliaries do dangerous tasks that regular Harmonium could not do, such as gain the trust of individuals the Harmonium usually wouldn't associate with, jobs requiring methods Harmonium would not normally sully themselves with, or simply routine tasks that Harmonium can't complete for a simple lack of manpower. Despite rumors, the Harmonium actually give auxiliaries missions they expect them to survive, trying to tailor each mission to the strengths and weaknesses of each Auxiliary group.

Debtor Auxiliary
Most debtors are wastrels or incompetent and thus make bad adventurers. However, skilled individuals occasionally go into debt, and it is these men and women the Harmonium makes use of. Tough prisoners are put on street under strict supervision to augment patrols into rougher neighborhoods. Those that prove themselves really resourceful (like the players) are sent on undercover work into criminal organizations or patrolling into very dangerous areas.
Auxiliaries are provided with batons and light armor to take down unruly folks non-lethally. During dangerous missions auxiliaries are given heavier armor with firearms. NPC auxiliaries are equivalent to low-level thugs in the d20 Modern core rulebook.

Lieutenant Durain Brask Strong Hero 3/Charismatic Hero 3/Soldier 3: CR 9; Medium-sized humanoid (Dwarf); HD 3d10 + 3d8 + 3d6 +21; hp 70; Init +1; Spd 15 ft.; Defense 22, Touch 16, Flatfooted 21 (+6 tactical armor, +5 class, +1 Dex); BAB +6/+1; Grap +9; Atk +10/+5 Melee (1d6+4/20 Baton); Atk +8/+3 Ranged (2d10+2/20 10 Gauge Shotgun); Atk +8/+3 Ranged (2d6/20 9mm Autoloader); SQ Dwarf Traits; AL LG; SV Fort +8, Ref +6, Will +5; Str 16, Dex 13, Con 15, Int 10, Wis 11, Cha 13.
Occupation: Law Enforcement (Intimidate, Knowledge (Tactics))
Skills: Diplomacy +7, Gather Information +4, Intimidate +10, Knowledge (Streetwise) +6, Knowledge (Tactics) +6, Listen +6, Spot +6.
Feats: Iron Will, Personal Firearms Proficiency, Power Attack, Toughness, Weapon Focus (Baton), Weapon Focus (9mm Autoloader), Weapon Focus (10 Gauge Shotgun), Weapon Specialization (10 Gauge Shotgun)
Talent (Strong Hero): Extreme Effort, Melee Smash,
Talent (Charismatic Hero): Coordination, Inspiration
Possessions: 9mm Autoloader, 10 Gauge Shotgun, Metal Baton, Tactical Armor, 3 Handcuffs, Pepperspray.

Brask was a veteran beat cop before suddenly promoted to lieutenant and put in charge of the Debtor's Project. It's a definite change of pace, one that Brask isn't sure is a good one. He's already felt that he's compromised his rather strict ethics enough in order to keep the operation running somewhat smoothly, but, he's a surly sort and wouldn't trust even fellow Harmonium to run it: he's seen far too much corruption for his lifetime.

Lubaf's picture
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Challenge #1

The Regulator's Guild

Let us say you are of the sort to look for "freelance work either in the security or investigative fields", i.e., mercenary work of one sort or another. Let us further assume you find the work found at the Minder's Guild a bit too... "pragmatic", or "actively amoral", or even "too likely to have a dagger in the back as part of the payment plan". You could hire yourself out to a corporation, but even then, you need to go someplace to go to in order to meet your future employers. Enter the Regulator's Guild, a spin-off of the Order of Knights Errant (not all members of the former are members of the latter; however, in theory, all members of the Order who sell their services can be hired through the Guild).

Now, the preference of the Guild is to give jobs it's been hired to do to its own members, but any upstanding citizen can find work here. (And some not so upstanding ones, if they're trustworthy.) And the Guild has been known to recruit outsiders for "odd jobs", sometimes very odd.

Thanks
Luc "I almost included a repentant Vampire NPC named Carmilla Drake in this, but decided not to for reasons of not knowing how badly the cliche would grate" French

Jem
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Challenge #1

Lady Shalah's Home for the Keyless

Hey there, Clueless. Where ya looking for? Eh? A Clueless is someone with that blank look on their face. You're really new to Sigil, ain't ya? ...Sigil? That's where you are. In the Outlands. ...the Outer Planes. ...oh dear. Listen, you're gonna want to try to find a way back home, I guess, and I'm betting a place to stay for a while after that. There's a house for folks like you...

Lady Shalah was once a Keyless herself. She adjusted to the loss not only of her home, but of her title and wealth, and dedicated herself to interplanar mercantile, using her trained business and interpersonal skills to amass a comfortable fortune and retire. Of course, the entire time she wandered the planes, she was also hoping to find some clue as to a way back home. Now that she has retired to Sigil (with long stints at a country villa on Bytopia), the elderly tradeswoman has established and advertised a house for Keyless like she once was.

The Home for the Keyless serves two functions. Naturally, it provides a few days of room and board for people who legitimately appear to be Keyless and completely without connections on the planes, although this charity doesn't last long. More fruitfully, it maintains a vast collection of narratives concerning the innumerable Prime Material worlds from which Keyless have hailed, listing histories, major landmarks, famous personalities, and the like (if the arrival knows of some religions common to the planes, he can be put in touch with the clerical hierarchy there, although this is often no guarantee). Whenever a new portal to the Prime is found somewhere, the Home is interested and compares the features of the destination against the narratives provided; sometimes they find some previous guests' homes, and can thereafter tell an arrival how he can get back. This compilation of locations of portals to the Prime is itself a useful resource that non-Keyless planewalkers occasionally drop by to use, for a small donation to the Home. Even if they can't locate a portal or known route to a given Prime, if a narrative matches up with someone else's they can at least put a Keyless in touch with his countrymen.

More often than not, of course, the Prime world hasn't been located, and the Keyless needs to adjust, quickly. The Home gives him a place to get his feet on the ground while a kip is scrounged up for him elsewhere; a staff member or two is always giving daily lessons major features of life in Sigil and on the Planes, such as the cant, the nature of various hazards, and the like. In the meantime, the new arrival's skills are assessed and matched up with job opportunities -- the Home isn't a long-term flophouse. A few businesses that need particular skillsets also provide a small amount of support to the House in exchange for directing employees their way; not all of these businesses are entirely on the up-and-up, and some of them have high employee turnover rates, but the staff at the Home are fairly pragmatic about husbanding Lady Shalah's endowment, and the good-hearted old ex-noblewoman doesn't keep that close an eye on the Home's outside dealings.

In a very modern setting, the Home basically runs the same way, except that the collection is a database that includes images and the like, and the communications nets are crawled for news on various Primes. Some of the staff have recently become interested in whether various physical features of arrivals can pin down a given Prime, and the Home has begun taking DNA samples that are sequenced and kept on file; the working hypothesis, once they get enough of them to do comparisons, is that perhaps some sequences in a given world's DNA, possibly in the introns or "junk" DNA held over from the evolutionary past, will identify a given Prime's world of origin with some statistical significance. Law enforcement organizations are interested in this idea and are funding it as a joint project with a population of persons from better-known Prime worlds for comparison.

WithoutNationality's picture
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Challenge #1

I like both these entries, thanks. The "Home for the Keyless" would be good for players who've never played in UPS. I'm also enamored with the idea of calling a mercenary group the "Regulator's Guild". Overall, good job. If I do some more writing, I'll try and incorporate some of your work.

This was pretty good. I'll do this again.

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Challenge #1

This is more of a mission set towards gaining a staging point- this could be a relatively early mission (depending on starting level), used to attain an HQ for the party within the City of Doors.

I see this as being a good second or third mission for a group of lvl 10 PCs, at least 4 strong.

The Academy

This massive structure, located in the sandstone district (within sight of the Slags) is believed to have been constructed in hopes of using the structure as a training facility for those entering the Cage. Sadly, things did not go as planned.

The academy rivals any building in Sigil for sheer mass- its heavy stone walls and jutting towers make it easily visible, even from across the Slags. The building itself is a cube-shaped complex, 1,000 ft. to a side. Few entrances can be found, short of underground entrances that are still, somehow, in operation (and even these are often trapped).

The passages inside vary greatly in size and composition, but most entrances lead to the Great Hall- a massive, chathedral-ceilinged masterpiece. Book cases abound, stocked with tomes and articles from all over Sigil and detailing any number of interests. Many an adventurer has braved the Academy in search of an out-of-print text; of which the Great Hall contains many. A dusty bar, still stocked to capacity, stands against one wall. Tables of varying sizes and dimensions litter the Hall, some upturned or broken, as do a number of computers, televisions and other electronics. Doors of varying substance and achitecture line the walls; each leading deeper into the forgotten facility. The only activity is that of the surveillance cameras, littered throughout the facility (some visible, others hidden), which slowly scan left to right- whether someone or something watches the feeds these cameras send is uncertain; but despite the fact that Sigil Power cut off its electricity years ago, the surveillance cameras continue to operate.

Beyond this, very little is known as to the construction of the Academy or its layout (see below).

History:

After witnessing the amazing feats accomplished by many of the Clueless within the cage, Ishar'vak (NG half-dragon{black} kobold Fgtr4/Rogue4/Clr2) decided to make a large complex in which to house these individuals; hoping to eventually establish a missonary/academy for wayward travelers who stumble upon the Cage, and use these lost souls to offer goods and services to Sigil at large. However, short after construction of the citadel was complete, an unwitting laborer within the depths of the citadel opened a hidden tunnel; which in turn lead to an ancient catacomb deep within Undersigil.

Here, it is said, an evil presence was awakened. Deep in the UnderSigil, a war rages- Four Great Minds clash, sending their armies to swarm and gnaw upon one another for the greater glory of their respective hive mind. It is said that one of these Great Minds was awakened fully and released once more into the world of the living- some claim it to be an ancient undead, others say it is an Elder Brain that was left behind by Illithid long ago and which sought out new servants within the depths of the Cage. Whatever the case, cranium rats in numbers unheard of began to spew forth out of the tunnel, followed closely by a number of twisted monstrosities bearing evidence of exposure to the Far Realm.

Ishar'vak fought bravely, but in the end was overtaken; sending the rest of his forces to safety as he stood alone before the flood of underworld terrors. Strangely, as the remaining Sigilians within the Academy fled, the pursuing forces seemed to stop giving chase.

Since then, none have encountered any more of these creatures, though whether this is because they have not survived or because noone has been fool hardy enough to explore the location fully is unclear.

Heavy electromagnetic readings are present in and around the facility, though the cause is unclear- they seem to function on a level very simliar to the alpha brain wave patterns found in most living creatures.

Despite its supposed abandonment, inklings are often heard of flickers of light being seen in or near the Academy, especially from the highest reaching of its 2 towers (which spans nearly 250' upwards). Recently, at the behest of the locals, the City Guard sent one of its newest robotic creatinos into the facility- a combination of bioengineering, ancient construct crafting techniques and cutting edge technology, The Mechiedolons are some of Sigils greatest assets.

However, upon entering the facility, 2 of 3 Mechies (as they have been nicknamed) immediately went off-line and could not be recovered. The last was also disabled, but was recovered just under a week later. It was found in a tunnel under Goatswood; accessible only through a small, Ditch-adjacent crevice between Radagast Street and Waterside. The machine was in shambles and, while its video feed was disabled, audio data was recovered: the tape presents the listen with the sounds of millions of squeaks and chirps, as well as what sounds like the scratching-gait of uncountable numbers of tiny, clawed feets scratching rock. At one point, the chittering stops and what sounds like shallow breathing and a meager voice can be heard vaguely, speaking in nonsensical circles.

The damage to the machine and DNA evidence recovered has led researchers to believe that cranium rats were in fact that cause of the Mechie's removal and destruction; though signs of larger denizens of the Academy show themselves in the bent adamant/steel alloy frame of the small robotic device (which appears much like a purplish scorpion with tank treads). Despite City Hall's denials, rumors have leaked to the press that a combination of illithid and draconic DNA was also found in small traces on the object.

OOC:

Basically, this introduces a villian (who could possibly serve as a long term foe) in the shape of whatever the DM wants really- cranium rat swarms, the Far-Realm warped monsters and, of course, The Administrator.

This is how i basically see this going down- the PCs, in a search for an HQ, learn of the Academy. Thinking themselves the big brave baddies (or because of some other hook) the PCs make their way to and into the Academy.

From here, they must first clear out the ancient structure (finding any number of nifty doo dads in the process) and find a way to seal the tunnel into UnderSigil. They also have to face the Administrator.

Ok, this might get alil confusing, so try to stay with me Smiling

Im not sure if I used the right name, but the Four Great Minds are, basically, the hives minds of the massive cranium rat armies which appear to war with one another beneath the streets. At least one of these Great Minds is, infact, an Elder Brain that was long ago lost to the Illithid race- likely its caretakers were dispatched by adventurers, who were themselves dispatched by the Elder Brain itself.

Seeking new caretakers, the EB reached out to the closest intelligent creature- the cranium rats. For whatever reason, the EB has amassed a great army of these beasts to fulfill various tasks; with the EB itself functioning as the hive mind of the entire 'army'.

When its prison was opened during the construction of the Academy, the EB struck hard and fast, clearing the sentient creatures away for whatever reason. It then sought to make itself a new servant with more mobility and intelligence- enter Ishar'vak. His beaten battered body was taken before the EB and an illithid tadpole (kept alive by eatting the brain matter and even flesh of various cranium rats) was implanted. Though the process did not take its usual route or creating a mindless horror, it did create something new and evil in its own right. The combination of Illtihid and Draconic bloodlines was never truly accomplished in the past, but it appears this has been the first successful experiement of this type- whether because of some new knowledge discovered by this EB or some other result.

Im thinking that, down in their hidey hole, the Illithids had managed to open a portal to the Far Realm directly beneath this EB. However, the arrival of an adventuring party quickly threw a wrench into the program, stopping the ritual and closing the portal- but not before the EB was heavily exposed to the craziness beyond. This may well account for the unusual powers and actions of this particular elder brain.

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