Regulator Requiem Release


The Regulator item that was opened a few days ago releases it's magic in the dreams of all players during the rest of sessions 4 and 5. Revealing the knowledge contained in this blog and via playlists to your own memories and interpretations for roleplay. What you read can and should be used in whatever capacity you can imagine related to your characters in upcoming sessions. 

Clarifications

  • Memories previous to arriving in Sigil cannot ever be retained clearly for Grisland or Gauthak 
  • Memories that remain entrapped are the 24 hours previous to session 1 
  • Your previous incarnation powers and abilities remain caged (in some cases, as high level as 15 or more)

Check out your character's backstory page and any other pages you find the time for.

Apprentices:



Players will be asked to have a non-roleplayed shopping hour where they can negotiate lower-priced goods by crafting a list together. If you succeed within the hour everyone will be granted a magic item from their wish list at no cost. Players can purchase non-magic and magic items defined in the DMG or PHB that they find they need with their 700 gold each. Zigga retains a 500 gold piece pouch. 

1d4+1 days will have passed between Sessions 4 and 5. 

Assumed narrative threads: 

  • Players safely sleep; however, they slowly recover their memories and background points of interest as well as relations during their first hours of being awake; you all can narrate that together when we begin our Session Review  
  • Players can add or edit traits and background notes on their character sheets as they desire during this phase
  • Kayne safely stayed and left the casino (he can name the girly and define the time he had in his nice room) 
  • Due to the chaotic and spread out nature of the overly-sized Merchant Ward of Sigil it is safe to assume there was little time to meet and discuss details with important NPCs, and is far too crowded to have run into the Iron Pursuit
  • Players would have identified several Factions throughout Sigil and recovered memories they had with them previously (assumed) 
  • Halla is your primary tout for the Days of Shopping and provides places of rest and reassurance as the players process individual realizations and perhaps have some time independently from each other, as much or as little as you define
  • Errands that permit roleplay requirements by the DM will be deferred to the (1d4) days of shopping for narrative continuity 
  • Custom items or crafting requests to DM need to be made before table-game-day to save us table time (this is not a bastion-turn-downtime-crafting-permitting story guys, sorry). 
  • Cheevos have to be earned during roleplay rather than downtime activities (you can't purchase a subscription to DS or find unlimited jerky) 

You are welcome to discuss plans or motivations with your players before we begin our sessions in or outside of discord. 

Nearly anything can be found or tracked down in the City of Doors; anything official-content can be considered for purchase, gold permitting. Both Day and Night Merchant Ward areas are available to you (safely). 


Spoiler: When you step into the Outlands you will reach your next level up (likely by the end of Session 5 or the first moments of Session 6). You will reach Level 20 before Halloween. But how many times will have have glitched by then?


Chat GPT for Pricing Guidance in Sigil:

how much does common, uncommon, rare, and very rare items in Sigil cost in general for buy and sell at 0%. Then give me a 10% off and 25% off rates for each buying amount of each item rarity. Craft a table

In Sigil, prices fluctuate wildly depending on factions, planar availability, and the seller (especially in the Market Ward), but most DMs anchor pricing to the guidelines from Xanathar's Guide to Everything and Dungeon Master's Guide.

Below is a clean baseline economic model many planar campaigns use. It assumes:

  • Buy price = market price

  • Sell price = ~50% of market (typical merchant resale margin)

  • “0%” = normal market price

  • Discounts apply to buying price only

This works very well in planar trade hubs like Sigil, where magic items are more available than on most material worlds.


Baseline Sigil Magic Item Market

Item RarityBuy Price (0%)Sell Price (0%)
Common100 gp50 gp
Uncommon500 gp250 gp
Rare5,000 gp2,500 gp
Very Rare50,000 gp25,000 gp

These are simplified mid-range averages within the normal 5e ranges.


Discounted Buying Prices

Item Rarity0% Price10% Off25% Off
Common100 gp90 gp75 gp
Uncommon500 gp450 gp375 gp
Rare5,000 gp4,500 gp3,750 gp
Very Rare50,000 gp45,000 gp37,500 gp

Quick Reference (Buy vs Sell)

Item RarityBuy (0%)Sell (0%)Buy (10% Off)Buy (25% Off)
Common100 gp50 gp90 gp75 gp
Uncommon500 gp250 gp450 gp375 gp
Rare5,000 gp2,500 gp4,500 gp3,750 gp
Very Rare50,000 gp25,000 gp45,000 gp37,500 gp

Why Sigil Prices Often Differ

Because The Lady of Pain allows trade but discourages domination, Sigil has a hyper-competitive market. That leads to some special pricing situations:

Items that become cheaper in Sigil

  • Planar travel items

  • spell scrolls

  • extraplanar creature bindings

  • portal keys

Items that become more expensive

  • artifacts tied to specific planes

  • relics from dead gods

  • unique faction items


Typical Discount Sources in Sigil

You might see 10% discounts from:

  • faction membership

  • repeat customers

  • bulk purchases

You might see 25% discounts from:

  • black market sellers in the Lower Ward

  • faction sponsorship

  • political leverage

  • dangerous quests for merchants


Typical Sigil Merchant Markups

Many shopkeepers actually sell at:

SituationPrice
Neutral buyer0%
Faction enemy+20–50%
Bulk purchase−10%
Political ally−25%

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