Difference between revisions of "The Broken Cycle"
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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. | 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 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 | + | 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'''. | + | 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. | + | 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. |
</div> | </div> |
Revision as of 22:47, 13 August 2024
Contents
- 1 Campaign Information
- 2 Current Player Characters
- 3 Previous Player Characters
- 4 Session Logs
- 5 The Story So Far
- 6 Interleaved Official Modules (2e)
- 7 Interleaved Official Modules (5e)
- 8 Custom Playable Content
- 9 NPCs
- 9.1 Faerûn: Rashemen and Thay Border
- 9.2 Faerûn: Thay
- 9.3 Faerûn: Calimshan
- 9.4 Faerûn: Lirensk
- 9.5 The Astral Plane
- 9.6 The Outlands
- 9.7 The Outlands: Ribcage
- 9.8 Sigil: The Hive Ward
- 9.9 Sigil: The Market Ward
- 9.10 Sigil: The Grand Festhall
- 9.11 Sigil: The Velvet Harness
- 9.12 Sigil: Undersigil
- 9.13 The Elemental Plane of Air
- 10 Locations
- 11 Past Encounters
- 12 References
- 13 Planescape Factions
- 14 Maps
Campaign Information
Campaign Background and Character Creation
Current Player Characters
Octavius - Owlin Divination Wizard
Cedani Amastacia - Winter Eladrin Archfey Warlock / Wild Magic Sorcerer
Glenn - "Human" Champion Fighter
Diedric Doppleblough - Human Twilight Cleric of Selûne
Uchu Buredo - Simian Soulknife Rogue
Previous Player Characters
Chai - Changeling Bard
Cove Lazuli - Mud Genasi Circle of Spores Druid
Session Logs
Campaign: The Broken Cycle
- Act I: The Forgotten Turn
- Chapter I: Memory
- Session 1: Capture at Ironjaw's Mirth (2023-10-23)
- Session 1b: The Near Escape at Ironjaw's Mirth (2023-11-15)
- Session 2: Journey Across Lake Mulsantir (2023-11-19)
- Session 3: Star Souls Awaken (2024-01-07)
- Session 4: Circling The Outlands (2024-02-18)
- Session 5: Dealing in Ribcage (2024-03-17)
- Session 6: The Blood War (2024-04-28)
- Session 7: The City of Doors (2024-07-28)
- Session 8: Chasing the Sensate (2024-08-11)
- Chapter II: Convergence
- Chapter III: Apotheosis
- Chapter I: Memory
- Act II: The Fractured Orbit
- Chapter IV: Rise of the Triad
- Chapter V: Divergence
- Chapter VI: Respite
- Act III: The Reversing Spiral
- Chapter VII: The Empty Battlefield
- Chapter VIII: The One They Fear
- Chapter IX: Ascent
- Act IV: The Final Revolution
- Chapter X: Piking Dabus
- Chapter XI: Frontlines
- Chapter XII: Endgame
The Story So Far
Chapter 1: Memory
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.
Now mired in the conflict between Thay and Rashemen and 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
- Planescape Faction Power System
- Order of the Coiled Serpent
- Wizard Feature: Arcane Innovation
- Bard Subclass: College of Names
- Arcane Cantrip: Ray of Flame
- Bonus action: Shove
- Main action: Throw
- XP for Skill Checks
- Playable Race: Bariaur
- Bonus action: Drinking a potion
NPCs
Faerûn: Rashemen and Thay Border
- Hulmarra Ironjaw, The Tavern Keep
- Soveliss Naïlo, The Jaded Bard
- Lureene Amblecrown, The Vengeance Paladin
- Vezim Sepret, The Lieutenant Red Wizard
- Breezewhisker, The Flying Squirrel
- Imzel Ulmokina, The Rescuing Druid
- Thenn, The Charmed Guard
Faerûn: Thay
- Tharos Orakul, High Diviner, Tharchion of Surthay
Faerûn: Calimshan
- Azhar Al-Farid, The Calimshite Prince
Faerûn: Lirensk
- Dorogar and Voromir, The Rashemi Brothers
- Neribion, The Apprentice Wizard
- Galdren Murendar, The Red Wizard Rebel
The Astral Plane
- Aristeus Aionios, The Mathematician
- The Astral Maw, The Memory Borrower
- Kith'rak Gaath, The Githyanki Elder
- Viran, The Githyanki Student
The Outlands
- Kyrrex, The Welcoming Bariaur
- Gutterjaw and Slygrip, The Imp Burglars
- Grakka, The Sharer of Water
- Unit 1247, the Marching Duodrone
- Unit 137, the Rolling Monodrone
The Outlands: Ribcage
- Smokescale, the Conniving Indentured Imp
- Kraxx'Tor, the Chain Devil
- "Fingers" McFinney, the Gnome Artificer
- Xylara, the Drow Alchemist
- The Moss Hag, the Purveyor of Secrets
- Saa, the Feather Mistress
- Zog, the Droopy-Hatted Mage
- Tikvik, the Armored Grasshopper
- Gristle & Bone, the Fused Goblins
- Scabs, the Watching Imp
- Xarannos, the Slaad Advocate
- Zelza Zurkbane, Duchess of Ribcage
- Vekesh, the Proprietor of The Gymnasium of Steam
- Alarra, the Enthralled Servant
- Scampers, the Murdered Imp
- Hilt, the Innocent Gem Salesman
- Luciel, the Obsidian Cambion
- Sparax, the Proprietor of The Bleeding Horn
- Vyrshara, the White Abishai
Sigil: The Hive Ward
- Skraal, the Vrock Merchant
- Vrax Coilbone, the Lightning Fist (Alley Reapers)
- Mira Vex, the Razorwire (Alley Reapers)
- Tobin Scraggle, the Living Map (Alley Reapers)
- Zelpha Grist, the Shadowveil (Alley Reapers)
- Atrus, the Writer
- Krig, the Ink Merchant
- Krugg, the Leader of the Alley Reapers
Sigil: The Market Ward
- Aula, the Summer Eladrin
- Shadowfeather, the Proprietor of The Fat Candle
- Torsan "Ogre Whisperer" Gray, the Sedan Chair owner
Sigil: The Grand Festhall
- Eliomar Fex, Human Namer of The Sign of One
- Zyra Nightshade, Tiefling Namer of The Sensates
- Eraphina Lightborn, Aasimar Namer of The Transcendent Order
- Zath'kar the Unbound, Githzerai Namer of The Athar
- Garrick, the Knife Juggler
- Luwa, the Water-Limbed Sensate
- Factotum Niara, the Bariaur Sensate Seeking Ember
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
- The Outlands
- Ribcage, the gate-town to Baator - The Nine Hells
Sigil, the City of Doors
- Snapped Fingers
- Nana's Tea House
- The Fat Candle
- The Civic Festhall (Society of Sensation HQ)
- The Velvet Harness
- The Hall of Speakers (Sign of One HQ)
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.