Boss’s Warehouse
Boss’s storage facility, separate from his storefront at Fork Off. The warehouse drifts (or rather, the entrance drifts) between the Market Ward and the Clerk’s Ward—it has a mind of its own, seemingly unable to decide which ward is more appropriate for itself.
Most folk in Sigil avoid it. The hum it produces has given it a reputation for being haunted.
Sentience
The warehouse is sentient, though it cannot communicate in any conventional sense. It has no language, no way to express itself beyond its physical behavior—drifting toward or away from places, humming loudly when it wants to be found, arranging or rearranging its contents in subtle ways.
This sapience wasn’t designed. Over millennia, countless magical items have circulated through the warehouse, and enough residual consciousness has accumulated in the walls and floors and shelves that the building itself has developed a rudimentary awareness. It knows it belongs to Boss. It knows when it is lost. The hum it produces when lost is, in its way, a cry for its owner.
The Hum
The warehouse emits a distinct hum audible from blocks away whenever it has drifted and is waiting to be found. The pitch shifts depending on which ward it’s currently in—higher and sharper near the Clerk’s Ward, lower and deeper near the Market Ward. The hum stops once someone it recognizes enters.
Most residents who have heard it assume the building is haunted. They are not entirely wrong.
Physical Layout
- Multiple rooms and levels connected by narrow corridors
- Shelves throughout stocked with tuning forks and strange objects
The Dynamic Hallway
Somewhere within the warehouse is a hallway unlike the others. Every time it is re-entered, the doors lining the walls have changed—some gone, new ones appearing, the order rearranged. Each door is a portal to a different plane. The destinations shift with the doors. There is no map that stays accurate.
The hallway always has exactly five shifting doors, arranged the same way: two along the left wall, two along the right wall, one at the far end. The entry door—the one you came through—is the sixth and never changes. It always leads back into the warehouse.
Whether the warehouse does this deliberately or whether it is simply an artifact of the building’s accumulated planar energy is unclear. Possibly both.
The End Door
A circular metal door, riveted and heavy, like the hatch of a diving bell. It always occupies the same position at the far end of the hallway and never changes.
Beyond it is the interior of a sealed adamantine sphere. Port windows line the curved walls. Outside them is absolute blackness—no stars, no light, no movement of any kind. The cold is immediate and severe. The plane, if it is one, is unidentified.
The Four Shifting Doors
The destinations change each time the hallway is re-entered. The four known destinations are:
Mechanus — A sealed cubic maintenance chamber of polished steel, just large enough for the party. A single porthole looks out onto interlocking gears turning in every direction, lit by the ambient glow from between the cogs. The grinding shifts between faint and tooth-aching. No exits. The room is a dead end that happens to be on another plane.
Elysium — A small grassy island in the middle of a wide, perfectly calm river. The far banks are lush and visible but not inviting—the current beneath the surface is subtle and persistent. The air smells of flowers. The light is perfect. Sitting here feels like being forgiven for something. There is nowhere to go but back through the door.
Pandemonium — A carved stone alcove set into the wall of a tunnel. The moment the door opens, the wind is deafening—conversation requires shouting. Beyond the alcove, the tunnel plunges in both directions into absolute darkness. Venturing out is possible but punishing. The alcove fits a few people. That is all.
Acheron — A narrow iron ledge on the face of one of Acheron’s massive drifting cubes. Wide enough to stand on, not wide enough to venture far. In the gray distance, other cubes drift slowly toward each other. The sound of a distant collision rolls across the plane like catastrophe. The ledge ends in sheer drops on both sides.
Portal Network
Some of the warehouse’s portals are stable and intentional, connecting to locations Boss uses regularly:
- Bashers for Bashers (Jedediah’s smithy in the Market Ward)
- Alluvius Ruskin’s shop
- Various other landmarks throughout Sigil
The Party’s Quarters
At some point after the party’s first visit, the warehouse rearranged itself. A new wing appeared that wasn’t there before—a suite of rooms clearly intended for the party. The warehouse has made a decision.
The Suite
The new wing contains:
- The Den — A comfortable common room with mismatched furniture the warehouse has assembled from across its storage. Chairs and sofas that don’t match but somehow work together. A low table. Shelves of odd objects that seem to change between visits, as if the warehouse is curating a display for the party’s benefit.
- The Kitchen and Pantry — A functional kitchen stocked with staples that replenish on their own, drawn from the warehouse’s planar connections. The food is eclectic—ingredients from multiple planes sitting alongside each other without much logic—but edible, and occasionally excellent.
- Individual Rooms — One room per party member, each shaped by what the warehouse has sensed about them. The rooms are personalized in ways that are slightly uncanny—the warehouse doesn’t know the party well yet, but it has picked up impressions from their items, their energy, and their behavior on first entry. The rooms will continue to adjust over time as the warehouse learns more.
The suite is permanent. Even when the warehouse drifts, the suite remains intact and accessible.
Layout
[6]-[5]-[7] <- UPPER
|
[1]-[2]-[3] <- GROUND
| \
[8] [4] <- BSMNT / GROUND
- Entry Hall
- Main Storage Floor
- Boss’s Workspace
- Dynamic Hallway
- Overflow Room
- Corvus’s Bunk
- Party Suite
- Deep Storage
Ground Floor
- Entry Hall → Main Storage Floor. A narrow foyer with a heavy door that opens from the outside only when the warehouse allows it. Hooks on the walls for weapons and gear. Always slightly warmer than outside.
- Main Storage Floor → Entry Hall, Boss’s Workspace, Dynamic Hallway, stairs up, stairs down. The largest space. Floor-to-ceiling shelves of tuning forks organized by plane, crated planar goods, stacked inventory. The shelves rearrange occasionally. Wide enough to move large crates.
- Boss’s Workspace → Main Storage Floor only. A cluttered desk, a large chalkboard covered in planar diagrams and inventory notes, and a locked cabinet. Boss does his cataloguing and research here. Off-limits to the party unless invited.
- The Dynamic Hallway → Main Storage Floor (entry door, never changes), plus five shifting portal doors to other planes. See above for details.
Upper Floor
- Overflow Room → Stairs (to Main Storage Floor), Corvus’s Bunk, Party Suite. Secondary storage for items that don’t fit below or that Boss is keeping separate for unknown reasons. Some crates here haven’t been opened in decades.
- Corvus’s Bunk → Overflow Room only. A spartan room with a cot and a weapon rack covering one entire wall. Corvus has been sleeping here on and off for years.
- The Party Suite → Overflow Room only. The new wing. Den, kitchen, individual rooms.
Basement
- The Deep Storage → Stairs (to Main Storage Floor) only. Cold, dim, and rarely visited. Houses items Boss considers dangerous or sensitive. Heavy wards on the door. The warehouse seems reluctant to let anyone linger here.
Related Locations
- Fork Off — Boss’s storefront in the Market Ward
- Damroodleboss Delimimus — proprietor