Sigil has shattered in The Milling
No one could foresee what happened next …
Episode 0
SIGIL SHATTERED
The war between FACTIONS has escalated! Battles rage across the streets of SIGIL. Opposing sides vie for control of the SIGIL SPELL.
The LADY OF PAIN is nowhere to be found. Without her guidance the DABUS can only attempt to restore order to corners of this nexus at the center of the multiverse, while interested parties gather from every plane of existence to sway the outcome.
Meanwhile, sensing profit to be made in salvaging the wreckage, the opportunistic AUTOGNOME TRADE ALLIANCE gathers forces to collect what remains from the ashes...
The camera pans down and zooms slowly in on a prisoner transport knitted from an ent’s roots with lemons bobbing in its boughs. Gliding majestically through the astral sea driven by a prisoner-powered etherstatic wheel under the watch of two Giff, flying cows frolic in its wake. In the sterncastle, a flameskull with a scarecrow slung from its tricorn operates an upright crystal, while a patch-eyed beholder sings a shanty and swabs the deck with it’s one remaining eye-stalk. Prisoners line up midships to receive gruel from a two-headed orc after finishing their turn on the wheel.
The party sits around the table meeting one another for the first time. Greenbeard the chef approaches the table and engages the party in conversation, revealing secrets about the crew and letting them know that he wants to get out of there.
The Captain uses his Planar Plan to plot a course and the Spectrum accelerates through the Astral Sea until it reaches Sigil. Or what should have been Sigil. Instead they find what remains, shattered, and the remains being picked over by the vicious Autognome Trade Alliance. The Spectrum is beset by these pillagers and the party engages them in battle. After a hard won battle, the Spectrum is struck! The Autognome vessel crashes into the Spectrum knocking loose its Spelljamming helm crystal, crew and prisoners are flung from the Spelljammer into a dimensional pool…
On the other side they emerge under a vast amount of water. Fortunately Phillipe, the dolphin delighter is there to drag survivors to shore.
You wake...
A few moments pass… You open your eyes. The shackles seem to be missing, and blinking you look out across the shore... in the distance the sun is just on the horizon, the sky a deep red fading to purple and a crescent moon in the sky. The cove has a sandy beach a few miles across. After about 10 yards, the strip of dunes slopes gently upwards and gives way to a field of tall grasses bound on both sides by steep hills coated in large trees. The hills form a tightening valley that closes about a mile inland. To your left, near the center of the beach, a gently flowing stream reminds you of the taste of saltwater on your lips and the thirst in your throat. You also realize, there are others on the beach. What do you do?
There are other prisoners from the Spectrum all along the beach, in various states of injury and consciousness.
Beside you is a corked bottle, there appears to be a piece of paper rolled up inside it.
You become aware that further up the beach, standing at a distance watching the people wash ashore is a medium sized feline.
Opening the corked bottle, the party discover a page of Kylie’s Clues for the Clueless.
The Score:
The Chant:
Sigil is pronounced with a hard G, that’s how you can spot the clueless
Greenbeard was once a planeswalking cutter until he took an arrow to the knee
Peggy lost her eyestalks to her long-lost lover, a medusa
There’s something wrong with Captain Vancouver
Autognomes are vicious scavengers and have formed a trade alliance
Treasure:
Sturdy Scroll Tube
Wonderous item, common
This ornate scroll case is etched with arcane symbology. Scrolls inside this case are immune to damage and are protected from the elements, as long as the scroll case remains closed and intact. The scroll case itself has immunity to all forms of damage, except force damage and thunder damage
Potion of Healing x2
Potion, common
You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.
Master Angler’s Tackle
Wondrous item, common
This is a set of well-worn but finely crafted fishing gear. You have advantage on any Wisdom (Survival) checks made to catch fish or other seafood when using it.
If you ever roll a 1 on your check while using the tackle, roll again. If the second roll is a 20, you still fail to catch anything edible, but you pull up something interesting or valuable—a bottle with a note in it, a fragment of an ancient tablet carved in ancient script, a mermaid in need of help, or similar. The GM decides what you pull up and its value, if it has one.
Hudson’s Keepsake
Keepsake, attunement
The gear seems to be engraved with strange symbols that change as they fall across its surface
Cantrip: Shocking hands, 1st level: Magnify gravity, 3rd level: Lightning bolt