The Demonweb Pits have a deep-rooted history within the game, and now you can join others at the gaming table to revisit several classic adventures in Expedition to the Demonweb Pits. This adventure puts a different spin on the classics, though, so even if you did play through the classics mentioned in the Introduction (below), you'll still have a few surprises in store.
As we did with past adventures, we're providing the some of the excerpts for Expedition to the Demonweb Pits in downloadable, zipped PDF files so that you can better see what you're getting in this adventure. Take a look at the Introduction, some other introductory excerpts, and a few encounters and a monster, which you can download. (You will need Acrobat Reader to view the PDF documents.)
Sigil, City of Doors
The most famous planar metropolis in all existence is the city of Sigil. Located at the center of the Outer Planes and built on the inner surface of an enormous ring, Sigil claims to be the true crossroads of the multiverse. The city is ruled by the dreaded Lady of Pain, a mystery credited with enormous power -- including the ability to bar divine beings from her realm.
Bards call Sigil the City of Doors due to its large number of portals, but the locals aren't that poetic. They just call it the Cage, a name suited to a city that's tough to get into and tough to leave. Not just physically -- though unless you know a little something about portals, even that's a challenge -- but emotionally. After all, what could you ever need that you couldn't find in Sigil? The place has everything and then some. It's a filthy, noisy place, with smoke-choked alleyways and crowded streets, but Sigil is alive in a way that no other city could ever hope to be.
As befits its paradoxical nature, Sigil is located in the center of an infinite plane (the Concordant Domain of the Outlands), floating above an infinitely tall spire and built inside a gigantic hollow ring of unknown material. The place has no sun or moon (see Illumination, below) and no real "horizon," and only naïve visitors wonder aloud about what's on the other side of the ground.
The only way in or out of the Cage is through its interplanar portals. Locals claim that you can get anywhere from Sigil if you know the right portal. While that might be an exaggeration, it isn't far from the truth. See Entering and Exiting Sigil, below, for more on the portals that give the city its reputation as the gateway to everywhere.
Traveler's Tip: Of all the planar cities, Sigil is the least inimical to travelers, no matter how extreme their philosophies. If you can reach Sigil, it can serve as the launching pad for further explorations, or as an end in itself; Sigil is known for its strange inhabitants, services, and distractions.
Newcomers should hire a guide (a tout, in local parlance). As with any large city, Sigil has its bad areas, and wandering without guidance could lead into dark alleys -- or worse. A tout can help travelers find fair-priced inns, places to buy essential materials, and contacts who can provide needed information . . . all for a fair fee, of course.
Sigil (Metropolis): Nonstandard; AL LN; 200,000 gp limit; Assets 250,000,000 gp; Population: 250,000 (37% human, 20% planetouched [aasimars, mephlings, neraphim, tieflings, and the like], 10% elves, 10% halflings, 3% dwarves, 20% other).
Authority Figures: The Lady of Pain (LN female, unknown race); Arwyl Swan's Son, leader of the Sons of Mercy (LG male human paladin 12); Rhys, member of the Sigil Advisory Council (N female tiefling fighter 2/wizard 15); Shemeshka the Marauder a.k.a. King of the Cross-Trade, information broker (NE female arcanaloth).