Omiy wants to try and get firearms from the Knights of the Crosstrade, correct? So Hondo will go with her to help negotiate and afterwards perhaps find lodgings.
Yep! Omiy would like to go to Fortune's Wheel and meet Shemeshka of the Knights.
Actually the rivalry between Shemeshka and Estavan that A'kin just mentioned might be helpful. Can she ask more about that? Who's Zadara? And is Estavan still with us? If we could help Estavan squeeze out Shemeshka, we might just be able to get some firearms out of it.
Gearbox relates to you the following information: "Estavan is never seen walking about the streets and can usually be found in the office of the Planar Trade Council, but as a member of the Fraternity of Order (now based on Mechanus) he will sometimes be found at the Hands of Time or dealing with people in his capacity as Lord of the Trade Council (one of 3 three). The Trade Council is threatened by the illicit trade of goods, known as the cross-trade. The Knights of the cross-trade is mostly funded by this movement of illegal goods, but has come to encompass the majority of organized crime in Sigil. Shemeshka runs this organization. It is a poorly kept secret and she does little to hide the fact herself. Being one of the wealthiest and most powerful residents of Sigil, she has for a millennium twisted the factions to her whim, and outlived most of them. Thus it is never in any factions interest to eliminate her."
"Zadara is a Titan who lives in Sigil, one of the Golden Lords with unfathomable wealth (and she's a member of the Merkhant sect). She fled to Sigil from the world of Rublia, where she had set herself up as a god until a real god, the greater power Skeartim, chased her off the planet, intending to kill her. Zadara has remained in Sigil ever since. She is the titan of potential. She has the ability to access others for their potential for greatness. As such, she backs financially those she thinks will be good allies to have on her side, including Estavan, the Githyanki Djhek'nlarr, Rowan Darkwood of the Fated."
Leann watches the group split up in multiple directions, her tactical concerns going crazy as she worries that splitting up is not a good idea. Seeing the various entities walkign around, she feels an itch between erh shoulderblades at every intersection. Trying to ignore it, she goes to the magic shop the group already was at, and trades out her winged boots, her sun blade, and then reequips with a cloak of protection, a ring of protection, and a magical shield, to go with the magical armor and magical longsword she already possesses.
Feeling a bit better she moves to regroup with her companions, not wishing to get too far away from each other as they make their way through this strange city.
You hear all of this as you travel through the city on foot, to the Lady's Ward, home of Fortune's Wheel. As you enter the Lady's Ward, Gearbox tells you about your destination: "The tavern/inn called Fortune’s Wheel is where the high and mighty come to engage in the kriegstanz that makes their lives interesting - and to eat and drink the very finest while they do it. The Wheel also attracts a large proportion of fakes and sharpers, so a basher with a heavy purse would do well to consider bringing along a few bloods as guards to keep his money out of the hands of the Fated or the fiends who also make their fortune - in the streets just outside the Wheel. Looking at the lot of you, I'd say we haven't got much to fear."
The Wheel is an old building that leans on its neighbors, and its creaking floors are layered with thick carpets to muffle their creaks and groans. A second floor passageway connects the Wheel to the Azure Iris, a tiny inn run for those high-ups who have drunk a bit more than they should and decide to retire for the night in safety. Others use the Iris as a discreet locale for their assignations and even for business dealings; the chambers are magically warded so tightly that even an unwanted roach can’t find its way in. Costs are 40 gp a night and up, when a room is available.
OOC: You're all here, you can go to your other places afterward, Huarache crafting, the rest of you scouting items or information. For now, pick a room on the map. You enter from the first floor through the main door on the North side.
Leann watches the group split up in multiple directions, her tactical concerns going crazy as she worries that splitting up is not a good idea. Seeing the various entities walkign around, she feels an itch between erh shoulderblades at every intersection. Trying to ignore it, she goes to the magic shop the group already was at, and trades out her winged boots, her sun blade, and then reequips with a cloak of protection, a ring of protection, and a magical shield, to go with the magical armor and magical longsword she already possesses.
Feeling a bit better she moves to regroup with her companions, not wishing to get too far away from each other as they make their way through this strange city.
Sam also see this and tells Leann “dum people we are with” at the magical shop he will trade his archer bracers for a ring of jumping
Costs are 40 gp a night and up, when a room is available.
Welp that is hella expensive. Omiy looks at Gearbox with a confused, puzzled look, "I think you overestimated us. Just budgeted adventures, haven't that much to splurge on a room. 40 gold? I'd rather sleep on the street. But the rich always wants to feel rich I guess. A'ight, let's talk to Shemeshka then find somewhere else for the night."
Omiy will come up to the Dragon Bar and order some ale. Is Shemeshka inside? I'm assuming a snobby arcanaloth is pretty easy to spot.
Huarache, when rejoining the group after his first crafting adventure, will suggest finding a cheaper inn, or perhaps just returning to the garage for the night.
You never know, what if we get on the good side of Shemeshka and she pays for the night? Though that’s wishful thinking. We should probably find somewhere cheaper to stay after.
Omiy’s in no rush to go back to the garage because she just remembered they’ve left the undead kenku there. Who is most likely just a pile of corpse water by now. Plus she’s got her new helm of teleportation so she can get back whenever she wants.
As Sam makes his magical item exchanges at the Friendly Fiend, Akin strokes the fur of his chin, thinking something through. "Excellent choice, my scaly friend! I am certain to have a buyer for these bracers in no time. When you walked in the door I said to myself, 'Now there is a hunter if ever I saw one,' but a hunter wouldn't trade these, at least I wouldn't think so. Now that I've had a second to consider it, you strike me as someone who's handy with traps and such. I have something here - they're common enough here in Sigil, theMercykillers must have made thousands of these - but for a Prime's eyes, they might be something to behold. Just a second." he extends an apologetic finger, before walking over to a wooden filing cabinet, tall and narrow with many small drawers. Quickly he finds what he seeks and returns to Sam holding the item in one hand, then extending it with the other to reveal a set of shiny manacles. "They may look like any other set of cuffs, but there is something about these that might be of use to you. They're called shifter's manacles; they'll keep a berk on the plane where he stood when you slapped these on him. Take them, my gift to you."
Shifter’s manacles prevent whoever’s wearing them from plane shifting away from their troubles. These cuffs were designed by the Mercykillers long ago, when they got tired of seeing berks who could shift at will fly out of their birdcage. Members of the faction vowed to lose no more prisoners and set their mages to work on devising manacles that could hold against any type of plane-shifting or teleporting magic. The thing is, the mages had to produce the manacles quickly and in bulk, so they didn’t have the time to throw in all the small details. Therefore, the manacles are big and heavy and do not shrink or expand to fit the being wearing them. Fortunately, the Mercykillers have a lot of them lying around the Prison in Sigil, to fit creatures of almost any size. The metal of the manacles is resistant to rust and magic, preventing a captive from bursting its bonds by either means. The metal is also specially enchanted to resist psionics. Whenever a body tries to use a shifting power while wearing the manacles, not only does the power fail to operate, but the prisoner also suffers Id10 points of damage as fiery pain races up and down its nerves. The would-be shifter might even pass out from the pain (a 2% chance for each point of damage). Unconsciousness lasts 1d3 turns or, if the creature regenerates hit points, as long as it tries to regain those it lost.
Meanwhile.. at Fortune's Wheel: Upon entering you find yourselves in a large common room known as the Dragon Bar, a vast chamber of mystery and decadence. The size of a great hall and twice as opulent, the Dragon Bar is named after an enormous carved dragon’s head that arches over the bar’s mirror and descends to the corner of the bar itself, where the head entertains the Wheel’s patrons with tales of its life on the Prime. "Most bashers who care guess that some necromantic spell controls the thing." remarks Gearbox.
In a more secluded room lies the tavern's namesake, Fortune's Wheel. The Wheel began as the iron rim of an enormous cartwheel, decorated with nails and gilded with payoffs right on the weathered iron. The whole wheel is mounted vertically and spun until a clicking strip of boiled leather brings it to a stop, indicating a square between two of the nails; bets placed on the wooden table before it are then paid off. The odds are terrible, but a unique golden square pays 1000 to 1.
The Dicing Cup is the most dangerous of the tavem’s entertainments, for some of the rich and powerful are very poor losers, and the patrons of the Dicing Cup play as much against one another as against the house.
Guest rooms are upstairs. Shemeshka the Marauder has a private table in the common room. She is dining with a Deva, while three tieflings stand nearby, guarding the table, it would seem. Strangely, the one standing opposite the arcanoloth holds a tall narrow mirror facing the fiend.
Omiy’s in no rush to go back to the garage because she just remembered they’ve left the undead kenku there. Who is most likely just a pile of corpse water by now. Plus she’s got her new helm of teleportation so she can get back whenever she wants.
From the teleport spell: "The destination you choose must be known to you, and it must be on the same plane of existence as you." You are definitely not on the Prime Material Plane right now, but you could teleport back to the portal that takes you there.
Omiy makes her way to the Fortune's Wheel, she takes a look at the giant wheel and the loud of crowd of patrons. She holds her stein of ale and waits for the round the wrap up before she approaches the table. She took a swig of ale, wipes her mouth, feels around her pockets to throw a few gold coins on the table. "So how do you place bets?" She asks.
Leann stood for a long moment, just inside the door to this place, taking in the various entities around the place. She had a feeling this was going to be almost like going home, full of side dealing and power brokering. She hated the place at once. She stays with the group as they move through the place, trailing at the end of the group.
Omiy ... throw a few gold coins on the table. "So how do you place bets?" She asks.
It's basically roulette with one tiny half square - the golden square, which pays out the Mage's Prize: a magical item that is changed biweekly, usually magical rings, wands, or potions (for adventurers with less generous DM's, this might be a real draw. LOL). Trying for the Mage's prize has a minimum bet of 10gp. Since it's stated as a minimum, I assume it also pays out the 1000:1 odds the rest of the numbers do. This also means that the rest of that square is empty space, and since we're using dice, let's call it 1-999+1000 for the golden square, and forget any 0 or 00 of a traditional roulette wheel. There is no mention of red or black, or any other color, so its probably just numerical.
*(Does anybody know if D&D Beyond's dice roller will accept a D1000 or if it has to be entered as a d10 + a d100?)
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Omiy wants to try and get firearms from the Knights of the Crosstrade, correct? So Hondo will go with her to help negotiate and afterwards perhaps find lodgings.
Yep! Omiy would like to go to Fortune's Wheel and meet Shemeshka of the Knights.
Actually the rivalry between Shemeshka and Estavan that A'kin just mentioned might be helpful. Can she ask more about that? Who's Zadara? And is Estavan still with us? If we could help Estavan squeeze out Shemeshka, we might just be able to get some firearms out of it.
Does Omiy know how to use firearms? Huarache would be happy to teach her if she doesn't.
Shonisaurus, Artificer Enthusiast
Lol no.
Omiy’s totally gonna badger Huarache until she learns how to use them.
He's starting her off with a palm pistol, then. Also, I thought you were an STR fighter, not a DEX one.
Shonisaurus, Artificer Enthusiast
Yeah.. she’s not trying to be efficient. Guns just look fun.
Gearbox relates to you the following information: "Estavan is never seen walking about the streets and can usually be found in the office of the Planar Trade Council, but as a member of the Fraternity of Order (now based on Mechanus) he will sometimes be found at the Hands of Time or dealing with people in his capacity as Lord of the Trade Council (one of 3 three). The Trade Council is threatened by the illicit trade of goods, known as the cross-trade. The Knights of the cross-trade is mostly funded by this movement of illegal goods, but has come to encompass the majority of organized crime in Sigil. Shemeshka runs this organization. It is a poorly kept secret and she does little to hide the fact herself. Being one of the wealthiest and most powerful residents of Sigil, she has for a millennium twisted the factions to her whim, and outlived most of them. Thus it is never in any factions interest to eliminate her."
"Zadara is a Titan who lives in Sigil, one of the Golden Lords with unfathomable wealth (and she's a member of the Merkhant sect). She fled to Sigil from the world of Rublia, where she had set herself up as a god until a real god, the greater power Skeartim, chased her off the planet, intending to kill her. Zadara has remained in Sigil ever since. She is the titan of potential. She has the ability to access others for their potential for greatness. As such, she backs financially those she thinks will be good allies to have on her side, including Estavan, the Githyanki Djhek'nlarr, Rowan Darkwood of the Fated."
Leann watches the group split up in multiple directions, her tactical concerns going crazy as she worries that splitting up is not a good idea. Seeing the various entities walkign around, she feels an itch between erh shoulderblades at every intersection. Trying to ignore it, she goes to the magic shop the group already was at, and trades out her winged boots, her sun blade, and then reequips with a cloak of protection, a ring of protection, and a magical shield, to go with the magical armor and magical longsword she already possesses.
Feeling a bit better she moves to regroup with her companions, not wishing to get too far away from each other as they make their way through this strange city.
You hear all of this as you travel through the city on foot, to the Lady's Ward, home of Fortune's Wheel. As you enter the Lady's Ward, Gearbox tells you about your destination: "The tavern/inn called Fortune’s Wheel is where the high and mighty come to engage in the kriegstanz that makes their lives interesting - and to eat and drink the very finest while they do it. The Wheel also attracts a large proportion of fakes and sharpers, so a basher with a heavy purse would do well to consider bringing along a few bloods as guards to keep his money out of the hands of the Fated or the fiends who also make their fortune - in the streets just outside the Wheel. Looking at the lot of you, I'd say we haven't got much to fear."
The Wheel is an old building that leans on its neighbors, and its creaking floors are layered with thick carpets to muffle their creaks and groans. A second floor passageway connects the Wheel to the Azure Iris, a tiny inn run for those high-ups who have drunk a bit more than they should and decide to retire for the night in safety. Others use the Iris as a discreet locale for their assignations and even for business dealings; the chambers are magically warded so tightly that even an unwanted roach can’t find its way in. Costs are 40 gp a night and up, when a room is available.
OOC: You're all here, you can go to your other places afterward, Huarache crafting, the rest of you scouting items or information. For now, pick a room on the map. You enter from the first floor through the main door on the North side.
Sam also see this and tells Leann “dum people we are with” at the magical shop he will trade his archer bracers for a ring of jumping
Welp that is hella expensive. Omiy looks at Gearbox with a confused, puzzled look, "I think you overestimated us. Just budgeted adventures, haven't that much to splurge on a room. 40 gold? I'd rather sleep on the street. But the rich always wants to feel rich I guess. A'ight, let's talk to Shemeshka then find somewhere else for the night."
Omiy will come up to the Dragon Bar and order some ale. Is Shemeshka inside? I'm assuming a snobby arcanaloth is pretty easy to spot.
Huarache, when rejoining the group after his first crafting adventure, will suggest finding a cheaper inn, or perhaps just returning to the garage for the night.
Shonisaurus, Artificer Enthusiast
You never know, what if we get on the good side of Shemeshka and she pays for the night? Though that’s wishful thinking. We should probably find somewhere cheaper to stay after.
Omiy’s in no rush to go back to the garage because she just remembered they’ve left the undead kenku there. Who is most likely just a pile of corpse water by now. Plus she’s got her new helm of teleportation so she can get back whenever she wants.
As Sam makes his magical item exchanges at the Friendly Fiend, Akin strokes the fur of his chin, thinking something through. "Excellent choice, my scaly friend! I am certain to have a buyer for these bracers in no time. When you walked in the door I said to myself, 'Now there is a hunter if ever I saw one,' but a hunter wouldn't trade these, at least I wouldn't think so. Now that I've had a second to consider it, you strike me as someone who's handy with traps and such. I have something here - they're common enough here in Sigil, theMercykillers must have made thousands of these - but for a Prime's eyes, they might be something to behold. Just a second." he extends an apologetic finger, before walking over to a wooden filing cabinet, tall and narrow with many small drawers. Quickly he finds what he seeks and returns to Sam holding the item in one hand, then extending it with the other to reveal a set of shiny manacles. "They may look like any other set of cuffs, but there is something about these that might be of use to you. They're called shifter's manacles; they'll keep a berk on the plane where he stood when you slapped these on him. Take them, my gift to you."
Shifter’s manacles prevent whoever’s wearing them from plane shifting away from their troubles. These cuffs were designed by the Mercykillers long ago, when they got tired of seeing berks who could shift at will fly out of their birdcage. Members of the faction vowed to lose no more prisoners and set their mages to work on devising manacles that could hold against any type of plane-shifting or teleporting magic. The thing is, the mages had to produce the manacles quickly and in bulk, so they didn’t have the time to throw in all the small details. Therefore, the manacles are big and heavy and do not shrink or expand to fit the being wearing them. Fortunately, the Mercykillers have a lot of them lying around the Prison in Sigil, to fit creatures of almost any size. The metal of the manacles is resistant to rust and magic, preventing a captive from bursting its bonds by either means. The metal is also specially enchanted to resist psionics. Whenever a body tries to use a shifting power while wearing the manacles, not only does the power fail to operate, but the prisoner also suffers Id10 points of damage as fiery pain races up and down its nerves. The would-be shifter might even pass out from the pain (a 2% chance for each point of damage). Unconsciousness lasts 1d3 turns or, if the creature regenerates hit points, as long as it tries to regain those it lost.
ooc: Is everybody done in the lower ward for now?
Meanwhile.. at Fortune's Wheel: Upon entering you find yourselves in a large common room known as the Dragon Bar, a vast chamber of mystery and decadence. The size of a great hall and twice as opulent, the Dragon Bar is named after an enormous carved dragon’s head that arches over the bar’s mirror and descends to the corner of the bar itself, where the head entertains the Wheel’s patrons with tales of its life on the Prime. "Most bashers who care guess that some necromantic spell controls the thing." remarks Gearbox.
In a more secluded room lies the tavern's namesake, Fortune's Wheel. The Wheel began as the iron rim of an enormous cartwheel, decorated with nails and gilded with payoffs right on the weathered iron. The whole wheel is mounted vertically and spun until a clicking strip of boiled leather brings it to a stop, indicating a square between two of the nails; bets placed on the wooden table before it are then paid off. The odds are terrible, but a unique golden square pays 1000 to 1.
The Dicing Cup is the most dangerous of the tavem’s entertainments, for some of the rich and powerful are very poor losers, and the patrons of the Dicing Cup play as much against one another as against the house.
Guest rooms are upstairs. Shemeshka the Marauder has a private table in the common room. She is dining with a Deva, while three tieflings stand nearby, guarding the table, it would seem. Strangely, the one standing opposite the arcanoloth holds a tall narrow mirror facing the fiend.
From the teleport spell: "The destination you choose must be known to you, and it must be on the same plane of existence as you." You are definitely not on the Prime Material Plane right now, but you could teleport back to the portal that takes you there.
Lol, that's good to know before I tried it.
Omiy makes her way to the Fortune's Wheel, she takes a look at the giant wheel and the loud of crowd of patrons. She holds her stein of ale and waits for the round the wrap up before she approaches the table. She took a swig of ale, wipes her mouth, feels around her pockets to throw a few gold coins on the table. "So how do you place bets?" She asks.
Leann stood for a long moment, just inside the door to this place, taking in the various entities around the place. She had a feeling this was going to be almost like going home, full of side dealing and power brokering. She hated the place at once. She stays with the group as they move through the place, trailing at the end of the group.
It's basically roulette with one tiny half square - the golden square, which pays out the Mage's Prize: a magical item that is changed biweekly, usually magical rings, wands, or potions (for adventurers with less generous DM's, this might be a real draw. LOL). Trying for the Mage's prize has a minimum bet of 10gp. Since it's stated as a minimum, I assume it also pays out the 1000:1 odds the rest of the numbers do. This also means that the rest of that square is empty space, and since we're using dice, let's call it 1-999+1000 for the golden square, and forget any 0 or 00 of a traditional roulette wheel. There is no mention of red or black, or any other color, so its probably just numerical.
*(Does anybody know if D&D Beyond's dice roller will accept a D1000 or if it has to be entered as a d10 + a d100?)