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Being a Pageant of the Varied Citizenry of the City of Doors, Including a Handful of Friends Most True, a Clutter of Fiends Most Vile, and a Gathering of Fellows Who Trade in Both Weal and Woe, as Suits Them.

CRtDI + S Designer: R.V. Vallese • Editor: Michele Carter Creative Direction: Andria Hayday Art Direction: Bruce Zamjahn • Conceptual Artist: Dana Knutson Cover Artist: Robh Ruppel • Interior Artist: DiTerlizzi Cartographer: • Dabus Pictograms: Diesel Electronic Prepress Coordinator: Dave Conant • Typography: Angelika Lokotz Border Art: Robert Repp • Graphic Design: Dawn Murin

Special thanks to Rich Baker, , Tim Beach, Michele Carter, , "Zeb" Cook, Dale Donovan, Dori Hein, Colin McComb, J.M. Salsbury, Bill SlavicsekSample, Lester Smith file, and Rick Swan.

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ADVANCED DUNGEONS ft DRAGONS, ADftD, DUNGEONS a DRAGONS, DRAGON, , MONSTROUS COMPENDIUM, and the Lady of Pain logo are registered trademarks owned by TSR, Inc. , ENCYCLOPEDIA MAGICA, MONSTROUS MANUAL, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. ° 1996 TSR, Inc. All rights reserved. Made in the U.S.A. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the express written consent of TSR, Inc. AN INTRODUCTION 4 FELL 36 Including a cautionary Tale of the dangers A Dabus defrocked by the Lady of Pain for of Sampling minds, an Overview of the taking up the Robes of her hated Foe. faces laid Bare in these pages, a Word concerning their sundry Relationships, and JUDGE GABBERSLUG 38 Notes on working them into a Campaign. A capricious and stinking Fiend who sits in Judgment at the dreaded Court of Woe, a A'KIN 8 house of Dead and Undead alike. A yugoloth of a most dubious Disposition and a Shop of most curious Magic. THE GRIXITT 42 A Terrorist who risks her eternal Spirit in AUTOCHON THE BELLRINGER 10 order to slam shut the Portals of the Cage. A master of Couriers who paid a Dear price for Bargaining with Dark forces. HARYS HATCHIS 44 A wizardly Crier of Commerce whose BLACK MARIAN 12 campaigns and handbills mean Business. A lyrical Priestess who hears the Future in the Waters of the Singing Fountain. IARMID 46 An aasimar of soothing Word and gentle KESTO BRIGHTEYES 16 Touch who runs a house of Restoration. A busy gnome who tries to part the Veil for the masses with a well-stocked Bookshop JEMORILLE THE EXILE 50 and mystifying Illusions. A rilmani of the Spire, a being of no little Power - and no little Modesty. ClRILY 20 A fiery eladrin with a Distaste for primes - KOE 52 and the Inklings of a new . A Rogue asuras who seeks to Defeat the fiends by Arming them. WOOLY ClIPGRASS 22 An eccentric (some say Mad) bariaurSample who KYLIfileE 56 knows all manner of Liquid - by taste. A tout of few Years but much Experience infilling Wants and Needs. DJHEK'NLARR 24 A githyanki who sells illegal Maps of the LlSSANDRA THE GATE-SEEKER 60 Lady's Mazes, and sends the Foolish and An Anarchist who means to chart the the Greedy to Mazes of their own. Doors ofSigil, so that such Knowledge might rest with the People. ADAMOK EBON 28 An icy Bladeling who makes her Living as LY'KRITCH 62 a Hunter of prey, animal and Otherwise. A Shadow fiend desirous of Trapping the finest Minds in the Cage. ESTAVAN 30 An ogre mage and merchant lord who deals MILORI 64 in every sort of glittering Treasure and dirty A lillend Diplomat and translator of foreign Cargo. Tongues, including the airy Pictures of the dabus. FARROW 32 A shadow Spy who tried to break the Factions, but played his Roles too well and broke only his Mind. CeN+EN+S

MORVUN AND PHINEAS 68 TARHOLT 100 Twinfensir Trolls who fancy themselves A dwarf who Left his family's Smithy to Bleak artists of music and Verse — though forge his own Path as a canny trader. few Others do. TRIPICUS 102 Y" NYE 72 An ursinal Scholar who has made a A Chaotic tiefling who defends the poor Comfortable living from the Prime — and and the Clueless in the City Court. from the Blood War.

OMOTT 74 UNITY-OF-RINGS 104 A naive linqua, Shorn from its god, who A deva of Grace and Charity who counsels now seeks Power from a new deity. the good Citizens of the Cage - whether they Welcome it or not. PARAKK THE RATCATCHER 76 An Ambitious githzerai who serves a THE Us 106 Hundred masters. A secret Swarm of vermin that find in their swelling Numbers both incredible Wisdom PATCH 78 and fantastic Power. A sentient Growth of razorvine that Trades its knowledge for Blood. VERDEN 108 An alluring elf who Prolongs her own life QAIDA 80 by stealing that of Others. A radiant Dustman who seeks to fill her Mimir with knowledge — and her fiendish THE WILL OF THE ONE 110 Patron with victims. A gathering of Signers who tout the One and look to Revive a dead God. i E-OF-THREE 84 A tanar'ri Wise man (or Beggar) who XlDEOUS 114 delights in Vexing those who seek his Aid. An erudite Gehreleth who seeks to sell the Sample Hatedfile yugoloths into eternal Slavery. ALLUVIUS RUSKIN 86 A Seeming tiefling who sells the Keys for YLEM 116 the Pathways of the planes. A modron that Thinks itself a — or a slaad that Thinks itself a modron. SAURE 90 A Gautiere rescued from exile and prodded ZADARA 118 by the Athar to champion their Cause. A hale and Hearty titan who uses her vast Wealth to fuel much Enterprise. SEAMUSXANTHUSZENUS 92 A dust mephit of Fickle mood and tongue AN APPENDIX 122 who sells items most Unwholesome in the A passing Glance at a handful of other darkest Depths ofSigil. Faces in the Cage, and a profile of the Ties that bind the principal Faces in this SHEMESHKA THE MARAUDER 96 volume. A fiendish Cross-trader whose impeccable Grooming masks a core of Evil. INDEX 127 How much can a person see in a single lifetime? How many roses can he smell, how many elegies can he hear, how many mountains can he climb, how many faces can he touch? The multiverse beckons with too many fingers — a bittersweet agony. No mortal being can ever truly know a fraction of its immeasurable trea- sures. But we in the Society of Sensation have sworn our lives to the attempt. And we desire to fill others with as much as their trembling forms might hold. We collect memories here at the Civic Festhall. We buy them from the citizens of Sigil, from the peoples of a hundred strange worlds, from the endless stream of planewalkers who pass through our city between exploits. We store them in en- chanted recorder stones, so that we - and any who desire - may know experiences the like of which were never dreamt possible. I work in our Festhall's sensoriums, guiding the curious to the sensations they seek, to one of the millions of recorders that hold the accumulated experi- ences of the planes. The semiprecious stones are not unlike mimirs. But whereas those magical skulls merely store and dis- gorge factual knowledge, a person who holds a recorder feels his body swell with the full sensation of an experience, the full composure of a memory, as if hurled into the reality that swirls within the stone. With a recorder, you can feel the stinging gales of Carceri flay the skin from your face, feel yourself drown blithely in the silver sea at the base of Mount Celestia — and revel in the secret sins of all those who have traded their memories for gold. That is my greatest pleasure. Every moment I have to spare is spent in the sen- soriums, absorbing the lifetimes of humans, , devas, fiends — anyone and anything that has ever imparted a piece of themselves to a recorder. / cannot count the number of times I have come back, and still the memories lie sleeping in stones so plentiful that I weep at the thought of being unable to try them all. I would smuggleSample them out in their file boxes if I could, ferret them away in my empty home, THE SECRE+S there to sample them at my leisure. But the enchantments fade if taken from the ®F AN0+HER ARE Festhall, the memories fleeing the recorders like doves from an opened cage. SWEE + ES+ FRUI+ eF ALL. Thus, the sensoriums have become my world, my all, a silent museum whose forgotten live again in me. I scrape the moss from their white marble — A busts, exposing their triumphs and sorrows, their pride and shame. I feast on that IN +HC which they would keep hidden, partaking of their secrets as if they were laid bare CIVIC on the illicit pages of stolen diaries. It is far more intoxicating than the diamond meads ofArborea, and infinitely more fulfilling. There is always another monument to be uncovered, another memory to be ingested, and each is as sweet as the last. Here in the womb of the Festhall, I lead a thousand lives except my own. The fantastic city beyond these walls holds many riches indeed, but its sensations are laced with peril, and the denizens of the so-called Cage are too eager to bestow upon others the final experience. But here I delight in their secrets, too, and I need reveal nothing of myself, need not put myself at risk. I choose which spirits to un- leash from the recorders. / decide which shall live for a precious few moments in my mind, and which shall remain buried in another small box in a mountain of boxes. Perhaps one day I, too, will sell my memories, my experiences, to the Festhall. Perhaps one day others will come to a sensorium, take up my recorder stone, and know what it is to be me. Perhaps one day another will know more of me than he does of himself, as I do of those now contained in these stones. For now, though, I am content to remain in my lurid museum, the curator of this house of secrets, a sponge in a sea of faces.

• 4 Sample file • WHA + 'S IN THIS • special equipment carried (the DM can equip each NPC with any standard items desired); Uncaged: Faces of Sigil presents 41 nonplayer characters • class, faction, granted abilities, and restrictions (if and groups suitable for encounters and intrigues in Sigil, the they apply); wondrous City of Doors. It's meant to be read and used by • spells and spell-like powers (if any); Dungeon Masters (DMs), nor players. If you plan on playing • the NPCs usual location in Sigil; a character who might run into one of the folks in this book, • tips on role-playing the NPC effectively; don't read any further — why ruin the surprises in store for • tips on how the NPC might act in combat; your hero? • references to other characters in Uncaged tied to the Each nonplayer character (NPC) in this book is fully de- NPCs history or goals. veloped and ready to be introduced into a PLANESCAPE™ cam- paign, or any other AD&D® campaign in which the player A note on the Quick Chant: Not every character ability characters journey to Sigil or the planes. (See "Using the or power noted is available at all times. For example, several NPCs," below, for tips on how to work the characters into a characters have access to gate or teleport powers — but in game.) The NPCs are presented alphabetically on pages 8 the Cage, virtually the only way in or out is through the through 121. portals that the Lady of Pain opens and closes at her whim. The Appendix provides a quick look at 15 addi- Therefore, Verden (pg. 108) can't use her cubic gate to escape tional NPCs, giving DMs even more possibilities for their attackers, and Shemeshka the Marauder (pg. 96) can't call in PLANESCAPE adventures. It also contains a two-page review yugoloth enforcers to defend her — but then again, these that sums up the major storylines woven throughout the bloods probably don't need the help. book and shows how the main characters fit into those di- verse plots. Finally, the Index gives references for the important • THE TI€S THA+ BIND • people, places, and items mentioned in the NPC entries and the Appendix. None of the NPCs in Uncaged are stand-alone characters. Each is connected in some way to one or more other NPCs in the book (and even to some of the quick-sketch characters in the Appendix). Of course, you don't need to make use of a character's friends and enemies every time you decide to work that NPC into a playing session, but the connections help enrich each entry and give players the sense that Sigil is a living, breathing place. • READING +HE Some of the ties are light. For example, "Sly" Nye (pg. Sample72) file, the tiefling legal advocate, occasionally argues a case Each entry in this volume includes the same basic informa- before Judge Gabberslug (pg. 38), a bloated fiend. The two tion about a character: personal history, physical appear- characters figure into each other's entries, but only in a pe- ance, goals, personality, occupation or activities, favorite ripheral manner. hangouts in Sigil, and potential connections or utility to Other ties run much deeper, and the characters cross the player characters. But you won't find these topics set paths in more significant ways. Parakk (pg. 76), a githzerai apart and labeled within the body of the text. Each entry is who bills himself as a trapper of cranium rats, is in reality a meant to be read as a narrative - one that tells you every- servant of the entity called the Us (pg. 106) — a hidden pack thing you need to know about a character without reducing of rats growing in number and intelligence. him, her, or it to a list of facts. Many of the entries are writ- Sometimes, an NPC is important enough to be linked ten from the featured character's own point of view, while with many other characters. Relationships crisscross others present interviews, letters from one person to an- throughout the book, forming intricate webs of duplicity, other, and so on. friendship, and enmity. To get the big picture — to under- Of course, while this approach makes for entertaining stand all the ramifications of such a "well-connected" char- reading, it can be tricky to pull out needed facts during acter's actions — you might have to read a number of other game play. That's why each entry also contains the Quick entries. Chant, a separate column of bare-bones information. In each NPCs Quick Chant, you'll find: SP0 + + ING +HE LINKS • complete game statistics, including notes on special attacks and defenses; The SEE ALSO section of an NPCs Quick Chant refers you to • the source in which the character's race (if unusual) all other relevant characters. But when you come across is described; names that pop up in the middle of an NPCs entry, remem- • a few words that define the NPCs personality; ber these guidelines:

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