Difference between revisions of "The Broken Cycle"

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(The Story So Far)
(The Story So Far)
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En route to a slave camp, the party escaped with aid from Imzel Ulmokina, a Wychlaran druid. A letter on Vezim revealed orders from Tharos Orakul, High Diviner of Surthay, to slay "the owl" and capture "the amphibian" for study.
 
En route to a slave camp, the party escaped with aid from Imzel Ulmokina, a Wychlaran druid. A letter on Vezim revealed orders from Tharos Orakul, High Diviner of Surthay, to slay "the owl" and capture "the amphibian" for study.
  
Imzel directed them to Lirensk to meet Galdren Murendar, an ally against the Red Wizards. After a perilous journey across Lake Mulsantir, they met Galdren, a rebel Red Wizard working to reform Thay. He tasked them with acquiring a Grand Sensory Stone from Sigil, the City of Doors, casting their souls into the Astral Plane.
+
Imzel directed them to Lirensk to meet Galdren Murendar, an ally against the Red Wizards. After a perilous journey across Lake Mulsantir, where they battled quippergulls and a Gelatinous Cube, they met Galdren, a rebel Red Wizard working to reform Thay. He tasked them with acquiring a Grand Sensory Stone from Sigil, the City of Doors, casting their souls into the Astral Plane.
  
In the Astral Plane, they helped a mathematician retrieve a variable stolen by a benign memory entity. Then, they escaped githyanki pursuers through a color pool to The Outlands after stealing their silver. Guided by a kind bariaur's words, they journeyed towards Sigil, encountering various planar entities (including water-sharing petitioners, imps, and a Rogue Modron) and ultimately reaching Ribcage, the gate-town to the Nine Hells.
+
In the Astral Plane, they helped a mathematician retrieve a variable stolen by a benign memory entity. Then, they escaped githyanki pursuers through a color pool to The Outlands -- after stealing their silver. Guided by a kind bariaur's words, they journeyed towards Sigil, encountering various planar entities (including water-sharing petitioners, imps, and a Rogue Modron) and ultimately reached Ribcage, the gate-town to the Nine Hells.
  
In Ribcage, they engaged in various intrigues: upgrading a Rogue Modron with infernal silver, indenturing an imp into servitude with the help of a slaad advocate, aiding a falsely accused man, uncovering a cambion's scheme, and participating in a Blood War skirmish. They finally found passage to Sigil beneath a bar stool.
+
In Ribcage, they engaged in various intrigues: upgrading a Rogue Modron with infernal silver, binding an imp into servitude with the help of a slaad advocate, aiding a falsely accused man, uncovering a cambion's scheme with a hag, and participating in a Blood War skirmish. They finally found passage to Sigil beneath a bar stool.
  
In Sigil, they discovered Cedani's grandmother's ruined poetry shop and defeated the Summer Eladrin responsible. After recovery, they met with faction representatives and negotiated with Niara, a Sensate Factotum, for a Grand Sensory Stone in exchange for locating Ember.
+
In Sigil, they discovered Cedani's grandmother's ruined poetry shop and defeated the Summer Eladrin responsible. After recovering from near-death, they met with faction representatives and negotiated with Niara, a Sensate Factotum, for a Grand Sensory Stone in exchange for locating Ember.
  
Their search led them through The Velvet Harness inn, where a pegasus and deva led them to a vortex to the Elemental Plane of Air. There, they survived a harrowing fall with Ember's help, learning to navigate a realm where direction is a matter of perception. They landed in the courtyard of the Palace of the Winds, a majestic djinn stronghold.
+
Their search brought them to The Velvet Harness inn, where a pegasus and deva led them to a vortex to the Elemental Plane of Air. There, they survived a harrowing fall with Ember's help, learning to navigate a realm where direction is a matter of perception. They landed in the courtyard of the Palace of the Winds, a majestic djinn stronghold.
  
 
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Revision as of 22:34, 13 August 2024

Campaign Information

Campaign Background and Character Creation

Current Player Characters

   Octavius.png
   Octavius - Owlin Divination Wizard
   Cedani-amastacia.png
   Cedani Amastacia - Winter Eladrin Archfey Warlock / Wild Magic Sorcerer
   Glenn.png
   Glenn - "Human" Champion Fighter
   Diedric Doppleblough - No Sword.png
   Diedric Doppleblough - Human Twilight Cleric of Selûne
   Uchu Buredo.png
   Uchu Buredo - Simian Soulknife Rogue

Previous Player Characters

   Chai.png
   Chai - Changeling Bard
   Cove Lazuli.png
   Cove Lazuli - Mud Genasi Circle of Spores Druid

Session Logs

The Broken Cycle Campaign

Campaign: The Broken Cycle

(Session Template)

The Story So Far

A group of diverse adventurers, each on their own path, found themselves at Ironjaw's Tavern on the Thay-Rashemen border. Their chance meeting was interrupted by the Red Wizards of Thay, led by Vezim Sepret, who captured everyone in retaliation for losses at the Grove of Stars.

En route to a slave camp, the party escaped with aid from Imzel Ulmokina, a Wychlaran druid. A letter on Vezim revealed orders from Tharos Orakul, High Diviner of Surthay, to slay "the owl" and capture "the amphibian" for study.

Imzel directed them to Lirensk to meet Galdren Murendar, an ally against the Red Wizards. After a perilous journey across Lake Mulsantir, where they battled quippergulls and a Gelatinous Cube, they met Galdren, a rebel Red Wizard working to reform Thay. He tasked them with acquiring a Grand Sensory Stone from Sigil, the City of Doors, casting their souls into the Astral Plane.

In the Astral Plane, they helped a mathematician retrieve a variable stolen by a benign memory entity. Then, they escaped githyanki pursuers through a color pool to The Outlands -- after stealing their silver. Guided by a kind bariaur's words, they journeyed towards Sigil, encountering various planar entities (including water-sharing petitioners, imps, and a Rogue Modron) and ultimately reached Ribcage, the gate-town to the Nine Hells.

In Ribcage, they engaged in various intrigues: upgrading a Rogue Modron with infernal silver, binding an imp into servitude with the help of a slaad advocate, aiding a falsely accused man, uncovering a cambion's scheme with a hag, and participating in a Blood War skirmish. They finally found passage to Sigil beneath a bar stool.

In Sigil, they discovered Cedani's grandmother's ruined poetry shop and defeated the Summer Eladrin responsible. After recovering from near-death, they met with faction representatives and negotiated with Niara, a Sensate Factotum, for a Grand Sensory Stone in exchange for locating Ember.

Their search brought them to The Velvet Harness inn, where a pegasus and deva led them to a vortex to the Elemental Plane of Air. There, they survived a harrowing fall with Ember's help, learning to navigate a realm where direction is a matter of perception. They landed in the courtyard of the Palace of the Winds, a majestic djinn stronghold.

Interleaved Official Modules (2e)

  • As the DM injects them

Interleaved Official Modules (5e)

  • As the players request them

Custom Playable Content

NPCs

Faerûn: Rashemen and Thay Border

Faerûn: Thay

Faerûn: Calimshan

Faerûn: Lirensk

The Astral Plane

The Outlands

The Outlands: Ribcage

Sigil: The Hive Ward

Sigil: The Market Ward

Sigil: The Grand Festhall

Sigil: The Velvet Harness

  • Barnaby, the Bewildered Horse
  • Kai, the Pegasus Proprietor of The Velvet Harness
  • Unknown, the Warrior of Tsunadehoshi
  • Galenthias, the Deva of Discourse
  • Sulphaxus, the Questioning Pit Lord

Sigil: Undersigil

  • Fredd, the Friend with the Gems

The Elemental Plane of Air

  • Ember, the Crimson Sensate

Locations

Faerûn

The Transitive Planes

The Outer Planes

Sigil, the City of Doors

The Inner Planes

Past Encounters

References

Planescape Factions

  • Athar (Defiers): They believe that the gods are not truly divine but rather powerful beings unworthy of worship.
    • Headquarters: The Shattered Temple in the Lower Ward.
  • Believers of the Source (Godsmen): They hold that every being has the potential to become a god, as all life is part of an ongoing process of ascension.
    • Headquarters: The Great Foundry in the Lower Ward.
  • Bleak Cabal (Bleakers): They reject the notion that the multiverse has any inherent meaning or purpose, embracing the chaos of existence.
    • Headquarters: The Gatehouse in the Hive Ward.
  • Doomguard (Sinkers): They believe in the inevitable entropy and decay of the multiverse, considering it their duty to help it along.
    • Headquarters: The Armory in the Lower Ward.
  • Dustmen (The Dead): They see life as a state of decay and believe true existence is found in death, which they consider the ultimate goal.
    • Headquarters: The Mortuary in the Hive Ward.
  • Fated (Takers): They assert that only the strong survive, and that everyone should strive to take what they can and rely on themselves alone.
    • Headquarters: The Hall of Records in the Clerk's Ward.
  • Fraternity of Order (Guvners): They believe that understanding the laws of the multiverse is the key to power and that everything operates according to these laws.
    • Headquarters: The City Court in the Lady's Ward.
  • Free League (Indeps): They value individual freedom above all and refuse to be bound by the philosophies of other factions, believing in personal choice.
    • Headquarters: The Great Bazaar in the Market Ward.
  • Harmonium (Hardheads): They strive to bring peace and harmony to the multiverse by enforcing strict order and conformity.
    • Headquarters: The City Barracks in the Lady's Ward.
  • Mercykillers (Red Death): They see justice as the highest ideal, believing in punishment for all wrongdoing and that true justice is absolute.
    • Headquarters: The Prison in the Lady's Ward.
  • Revolutionary League (Anarchists): They seek to overthrow all forms of authority and government, believing that true freedom comes from the destruction of power structures.
    • Headquarters: They have no fixed headquarters, meeting in secret locations throughout the city.
  • Sign of One (Signers): They believe that reality is shaped by belief and that each individual creates their own universe through their thoughts.
    • Headquarters: The Hall of Speakers in the Clerk's Ward.
  • Society of Sensation (Sensates): They believe that the purpose of life is to experience everything the multiverse has to offer, seeking to gather knowledge through the senses.
    • Headquarters: The Civic Festhall in the Clerk's Ward.
  • Transcendent Order (Ciphers): They value action over thought, believing that true understanding comes from instinct and that individuals should strive to be in harmony with the multiverse's flow.
    • Headquarters: The Great Gymnasium in the Guildhall Ward.
  • Xaositects (Chaosmen): They embrace chaos as the true nature of the multiverse, rejecting order and reveling in randomness and spontaneity.
    • Headquarters: The Hive, specifically in an area of the Hive Ward that shifts unpredictably.

Maps

Map of Faerûn - 3e D&D
Map of Faerûn - Political Borders
Ribcage
Sigil - Full Map
Navigating Sigil
Planescape Cosmology