u/Gnunups-216

A murder mystery in Sigil – Alternate Web’s Edge

A murder mystery in Sigil – Alternate Web’s Edge

Following a previous post here that explains the basis of this adventure. Of course, you may use this as standalone too.

https://www.reddit.com/r/VecnaEveofRuin/comments/1tih997/dmgnups_modified_and_expanded_veor/

My players are now alone in the Sanctum of Sigil with almost full access to it and the city too.

After a couple of days of expected exploring and frolicking, two letters arrive at the Sanctum, brought by a person working at a shop with magical pastries owned by Mordenkainen (Mordenkainen’s Magnificent Munchies, idea by mimir.net).

The following letters were made to fit their supposed writer’s style by AI and then cleaned up for inconsistencies and nonsense.

Mordenkainen,

I trust this reaches you before some well-meaning fool decides it ought not.

A curious matter has presented itself. A name has gone missing from the world, though not, it seems, from the world itself. Conversations slide away from it, records refuse to hold it plainly, and most minds—otherwise respectable minds—behave as though the absence were natural.

I would have dismissed this as some fashionable collective delusion, were it not for an item I recently acquired which I believe was meant for your attention. It is an old text, unremarkable to most eyes, yet it insists upon a single subject no one else appears capable of reading correctly. You would recognize the name immediately.

I find myself wondering whether you have noticed the same absence, or whether I am being afforded the rare privilege of singular inconvenience.

If your memory remains your own, I would appreciate the courtesy of confirmation.

—A’kin

And this is the second letter.

Mordenkainen,

You have not yet called at the shop, nor has my previous note disappeared, which I take as a rather poor sign.

I have continued my inquiries, discreetly where possible. The results have been less than encouraging. Certain names produce not ignorance, but discomfort—as though the mind recognizes a wound even when it cannot recall the blade.

That alone would be troubling enough.

Tomorrow, I have arranged to meet a githzerai psychic by the name of Dravax Thorn at the Styx Oarsman. He claims some talent for identifying injuries of memory and the sort of tampering polite company prefers not to discuss. I am not in the habit of trusting such claims, but one works with the tools available.

If you receive this and retain sufficient interest in the continued integrity of reality, I suggest you join us.

Try not to be late. It encourages optimism in the wrong people.

—A’kin

A’kin, the Friendly Fiend is an arcanaloth and owner of a magic shop introduced at Uncaged: Faces of Sigil book, from 2e and very popular in Sigil campaigns ever since. In this case he actually succeeded in locating and acquiring the Eye of Vecna. Knowing better than to use it, he has sealed it in a secret vault under his shop. He was protected by the effects of the Great Occluding and still remembers Vecna, which has actually earned him the attention of a cult cluster hiding in the Undersigil.

The Styx Oarsman is essensially the Sigil hangout for creatures from the hells. You will find enough info to populate this tavern on mimir.net

The PCs arrive to the Oarsman to find it besieged by two squads of Harmonium agents, mostly baring their teeth but not daring to act on their words, not with the bouncer being an actual cambion. The reason, there has been a murder in the Oarsman.

The players may choose to diffuse the situation and they can actually enter with a proper bribe. Tieflings and other demonic races enter freely, of course.

Otherwise, the arrival of Third Mover Special Investgator Harvm Ghex (yep, that’s also a NPC from mimir.net) changes the mood. Ghex is much more subtle, he tells the Hardheads to go away and claims jurisdiction over the case. He then has a talk-and-bribe with the bouncers and enters, while taking the players with him, especially if they mention A’kin.

Inside, they find the githzerai A’kin was supposed to meet, murdered.

- The gith is sitting on a chair with their back to the wall. They have fallen on the table.

- Medicine checks show they bear a puncture wound to the chest, probably dagger or bolt (the size of the table indicated it would be hard to reach them with a dagger from the other side while seated)

- Medicine and Poisoner’s checks indicate the presence of powerful poison. Something akin to dragon bile but also akin to spider venom. Unidentifiable.

- A hard investigation check reveals deep strap marks on the right forearm of the deceased.

- The barman claims A’kin arrived first. He also thinks they were seated on the opposite sides when he served the drinks. If the players miss this clue, Ghex might mention that it is strange for A’kin to enter the establishment and choose a seat that has him facing the wall instead of the room. He is after all an overly cautious demon. Which means there was probably a switch-up.

The next place to investigate is A’kin’s shop:

The front part of the shop has many magical objects and baubles, scrolls, contracts, potions. Valuable things are locked in chests. When foreign hands touch the chest a snout appears on the lid warning "I wouldn't do that if I were you, berk." The chests are obviously trapped.

The back of the shop is even more serious. It is protected by a magically locked door with multiple locks (to protect against the “Knock” spell, its important). When someone attempts to open it, the snout appears on the door saying "Its locked, master. Are you sure you are supposed to enter?" Beneath lies half a golden tray embedded in the door.

• The players may enter if they place Akin's letters to Mordenkainen on it. It simply opens without a word.

• If things from the shop are placed, the answer is "That's mine and not yours, cutter."

• If another person's belongings are placed It says "No. Not interested in things that are yours and not mine."

• If money is placed it says "You can buy many wonderful things here. But nothing as wonderful as entrance to a forbidden room."

• If trash or other disgusting things are placed: "Do you often find such antics to open doors for you, berk?"

As soon as they manage to enter the locked office they find the following clues:

• white feathers behind some furniture (Ghex will confirm A'kin has an erinyes assistant)

• a wrist crossbow on top of the main desk. The straps match the marks on the dead gith's arm. The crossbow has clips to hold two bolts on its body (artisan's tools check) but none of the bolts are present.

• specific books are left on the office desk or seem disturbed in their position on the otherwise neat bookcase. These involve different kinds of dragons, a couple of books on mundane poisoncraft and an oppened box with an infernal symbol on it (symbol of the Red Shroud, non identifiable from someone who is no expert on demons). The item is missing from the velvety interior. (A’kin is currently investigating the poison’s origins and is visiting a Red Shroud agent. The players might follow this trail to find him but I have not written anything on that direction yet).

• inside a locked display case lies a book about Vecna (the book A’kin spoke of in his letter). An arcana check reveals the case is trapped by an alarm spell. (A'kin will know if anyone opens the case)

I thought these clues were enough to solve the murder case. My players had a really hard time and eventually did not solve it, so part of the reason I made this post is to see what people think of it.

What follows is the solution of this case so read no further if you would like to think about it first.

A’kin met with the githzerai psion at the Styx Oarsman without knowing the gith was an agent of Vecna. The gith only wanted to confirm that A’kin remembers Vecna and tried to shoot him with a poisoned crossbow bolt from the wrist crossbow strapped on his arm and hidden in his sleeve. A’kin, always suspicious and always ready, reacted by using transpostion and swapping places with the gith (this idea came from an ability given to arcanaloths by Conflux Creatures). The gith took the bolt and died instantly while A’kin stole the crosbow as well as the spare bolt on it and set off to find the poison’s origins. Let me note the origin of the poison is actually Ker’Arach the spiderdragon, hiding in a cult of Venca hideout in the Undersigil instead of the Underdark.

As I said, my players did not even get close to this. I intended to let them simply reach the hypothesis that A’kin swapped places with the gith and Ghex was ready to offer a way to confirm that. Arranging a meeting with Shemeshka the Marauder (the only other permanent resident arcanaloth in Sigil) and subtly forcing her to use that ability.

In the end, my players decided to exclude any magical solutions because “the possibilities are too many”. I had Ghex solve the case, to everyone’s disappointment, including mine.

Before moving to the second part of this adventure, where I explain how the players were supposed to have Shemeshka reveal her abilities and what happens when they try to follow after A’kin who by this point has tracked the cult of Vecna into the Undersigil, I would like to ask for everyone’s opinions on this mystery. I feel like it has enough depth but my players really struggled with it and it could surely be better without becoming too easy.

u/Gnunups-216 — 2 days ago

DMGnups Modified and Expanded VEOR

I have been running a modified version of VEOR and I am about to begin sharing my changes and additions. This post is for context for anyone interested to use everything I did or who would like to understand everything on my following posts.

There were some parts that I knew would not sit well with my players in the original campaign, most of all was the railroading and the use of the rod of seven parts as mc guffin. I decided to use an early idea by DmofNone where Vecna succeeds in completing a smaller rituals from the start that makes most of the world forget about him.
https://www.reddit.com/r/VecnaEveofRuin/comments/1d4ct0j/complete_vecna_eve_of_ruin_remixed_outline/

The main changes are:
- Vecna has used the Obsidian Obelisks for Faerun to call his cult members from different places and times. He has thus exponentially increased the divine energy he receives from their worship. (This ties to a modified version of LostMines of Phandelver and Shattered Obelisk that we played up to level 10)

- The Wizards Three decide to counter the surge of cultists by hiring as many adventurers as possible and send them all over the planes to stop them. This is where out players come in, as opposed to being brought as saviors at lvl10 by a wish spell.
- During chapter 1 in Neverdeath Graveyard the ritual of Vecna’s cult is actually the Great Occluding made to mask Vecna, linked to simultaneous rituals from many different planes as well as to Vecna himself. This is why the ritual is completed whether the players defeat the cultists or not and a rift opens to Evernight.

- Everyone forgets Vecna and looses the ability to recognize his name or information about him. Books about Vecna seem to be telling different stories and hearing about him doesn’t seem to make sense. Exceptions are the people who were present at the rituals (that’s also the players), people too closely linked to Vecna like Achererak, Kas etc as well as those who posses the Hand and Eye of Vecna. To that list we can add people personally marked by Vecna to have potential for future player characters.

- At the end of chapter 1 the players receive a letter from Mordenkainen (sent prior to the ritual) with a portal key leading to the sanctum. By the time the PCs arrive, the Wizards Three have left with no intention to return, as they have forgotten all about their quest to stop Vecna. If they are somehow reminded by the players, they do remember hiring them but believe they sent them to disband some obscure cult which they have done successfully. They otherwise retreat to other places and don’t communicate much (for now). There are to be three side quests that can bring the wizards back as helper allies if the players go after them. In the meanwhile, the Sanctum's magical defenses keep recognizing the players as guests with access to the library and other facilities.

- The players are alone in the Sanctum and have access to Sigil now. They are free to use the Sanctum’s resources to study Vecna and figure out how to stop him, as well as explore Sigil. Their research will offer several means to undermine Vecna while he gathers power meant to fuel the Ritual of Remaking. Vecna’s and the PC’s successes are to be counted from now on and eventually affect the balance of power during the final fight.

I have made a post some time ago with an overview of how researching Vecna can work, it is early stage but here it is:
https://docs.google.com/document/d/1zcpEn0Frn6gXJgtZl5Zg3p2xiYzuZsG5UzgXE9OvKLs/edit?tab=t.0

I am following with some posts on the expanded chapters.
https://www.reddit.com/r/VecnaEveofRuin/comments/1tihct1/a_murder_mystery_in_sigil_alternate_webs_edge/

u/Gnunups-216 — 2 days ago