Wednesday, August 28, 2024

Guide to Running Planescape: Turn of Fortune's Wheel, Part 2 Released on DM's Guild!

Attention 5e Planescape enthusiasts! I'm excited to announce the release of my latest title on DM's Guild: DM's Guide to Planescape: Turn of Fortune's Wheel, Part 2. This comprehensive guide will make running Part 2 of Turn of Fortune's Wheel much easier by outlining the adventure and providing guidance on how to improve the adventure.
Cover page with art by Dean Spencer


What's Inside?

  • Over 20 pages of in-depth content
  • Guides to all chapters in Part 2, including the bookend chapters and each Outlands chapter.
  • Advice pulled from actually running the campaign

From Blog to Comprehensive Guide

For those who have been following my blog, you'll know that I've been sharing snippets of this guide over time. Now, with this new release, you can get all the past and future posts collected in one convenient PDF. No more searching through multiple blog entries or waiting for the next post – everything you need is right at your fingertips!

Why You Need This Guide

Whether you're a seasoned Planescape DM or just starting your journey through the planes, this guide will save you time and help you avoid potential pitfalls in the adventure. The Outlands are a pivotal part of the Planescape setting, and with this guide, you'll be well-equipped to bring these fantastic locations to life in your games.

Get Your Copy Today!

Don't miss out on this essential resource for your Planescape adventures. Head over to DM's Guild now and grab your copy of DM's Guide to Planescape: Turn of Fortune's Wheel, Part 2. Elevate your game and immerse your players in the wonders of the Outlands!

DM's Guide to Planescape: Turn of Fortune's Wheel, Part 2

Happy gaming, and may the Lady of Pain smile upon your adventures in the multiverse!

#Planescape #DMsGuild #DungeonsAndDragons #RPG 

Sunday, August 25, 2024

Planescape: Turn of Fortune's Wheel Chapter 7 - Excelsior

 Chapter 7: Excelsior

Excelsior

I'm picking back up posting my in progress guide to running Turn of Fortune's Wheel. I am planning on posting a new gate town each Sunday. I'll have an outline of informatin about each time (including anything useful from 2e) and an outline of the adventure as written with any of my own tweaks.

·    Before starting this adventure, make sure you have each character’s Intelligence (Investigation), Wisdom (Perception) and Wisdom (Insight) scores.

·    Notes about Excelsior

o    Keeps float around the city on clouds. Some well-known owners of the keeps:

§  Nimbron, overseen by Thotasis, a stiff necked paladin of Tyr who wants Excelsior governed by a firmer hand.

§  Thunder’s Reach, storm kind fortress ruled by Tygrant, an empyrean banished from Mount Celestia.

§  Zephyr Stables, Cassandra Caeneus’ floating Pegasus ranch.

o    Forum: Town square for debate.

o    Heart’s Faith: This is confusing, but I think Heart’s Faith existed on the plane of Mount Celestia, but got pulled into the Outlands over time, and the citadels float above it.

o    The Order of the Iron Lantern is a watchdog group, always on the lookout for evil and overzealously accusing citizens of misdeeds.

o    There’s also chant of a thieves’ guild in Hearth’s Faith known as the Holy Shadow. The group’s relatively minor misdeeds may be the thing keeping Heart’s Faith from being pulled into Mount Celestia…or is it the Iron Lantern zealotry?

·    Exploring Excelsior

o    Read box text. Lantern archon shows up to guide them around.

o    Characters can go to the gate at the Godstrand. Mile of stairs to climb. Evil characters must make checks.

o    Warden archons question the characters but allow them to approach the gates if they are reasonable.

o    Varrel, Hound Archon member of city watch, asks characters to help him with a problem. Read the associated box text.  

o    Basically, he suspects a tiefling named Sincerity is responsible for missing people but has no proof and is hampered by the rules. He wants the characters to investigate for him.

o    Varrel offers characters 2,500 gp and a brooch of shielding if they can get to the bottom of the missing people.

o    He can lead characters to the Excelsior guards’ headquarters or Sincerity’s home.

·    The Missing

o    An Intelligence (Arcana) DC 16 is enough for each character to realize all the missing folk are not from the Outer Planes. It probably won’t be immediately obvious why that matters (iron flasks only work on primes). What follows are some backgrounds for each missing person.

o    Adorae, a dedicated warrior and a former member of the Order of the Gauntlet, had recently returned from a mission in the Beastlands. She was last seen in her home, meticulously documenting her latest encounters with wildlife and jotting down tactical insights for her fellow paladins. Adorae was known for her bravery and strategic mind.

o    Changle, a curious and inventive gnome from Krynn, was known for her fascination with the intricate magical artifacts found throughout Excelsior. She often wandered the alleys near the Godstrand, scavenging for interesting items and parts. Her last known location was an alley where she was seen examining a peculiar glowing shard she had discovered.

o    Irruwabi, a human cleric devoted to the deity Pelor of Greyhawk, spent his days offering guidance and healing to the citizens of Excelsior. He was known for his serene demeanor and deep wisdom. He was last seen performing a late-night ritual at the Shrine of the Amaunator, seeking divine intervention for a troubling vision he had experienced involving his own death. His absence has left the Shrine’s followers in a state of unrest​​.

o    Wobeke, a retired adventurer and scholar on sabbatical from Candlekeep, was working on a comprehensive history of Excelsior and its surrounding realms. He was last seen at home, surrounded by ancient tomes and scrolls, deeply engrossed in his research on the Modron March and its impact on the town. His unexplained disappearance has alarmed his neighbors and fellow historians.

o    Yoi, a charismatic tiefling bard and orator who learned from the best at Morgrave University in Sharn, frequently held court at the Forum, where he entertained and enlightened the citizens with stories and debates. His latest series of discussions on the philosophical implications of the Modron March had drawn considerable attention. He was last seen at the Forum, engaging in a heated debate on the nature of free will versus predestination. His sudden disappearance has left his regular audience and peers in a state of confusion and worry​​.

·    Just the Facts

o    What’s really happening: Sincerity is trapping folks who aren’t from the Outer Planes in an iron flask that gets delivered by her sunflies to the night hag Uncle Longteeth. She has a supernatural glibness ability that has let her evade detection and spells that detect untruths. Uncle Longteeth is turning the victims into larvae.

o    The characters can question Sincerity, but because of glibness, it’s going to be hard to catch her in a lie. I would roll the character’s Wisdom (Insight) checks behind a screen, or skip rolling them altogether. This lets Sincerity even avoid the effects of zone of truth.

o    The investigator in the room with them is named Rolm.

o    The bullet point questions in the adventure summarize how the conversation with Sincerity will go. Probably the characters will learn little from her.

·    Sincerity’s Home

o    Varrel takes characters to her apartment but gets called off on guard business so characters can search on their own.

o    The front door is locked, DC 14 Dexterity check with thieves’ tools to open. Varrel wouldn’t approve of the characters breaking in, but what he doesn’t know won’t hurt him.

o    Not much of note in Sincerity’s home except 5 gp and a cage holding 8 sunflies on her terrace.

o    If the sunflies’ cage is opened, one will offer to carry a tiny item – the characters can follow and be led to Uncle Longteeth’s wagon. The sunflies are the most likely way the characters will crack the case.

·    Questioning Locals

o    Sincerity is nice but keeps to herself.

o    Different locals saw Sincerity near the scene of disappearances.

o    Sincerity has unusual pets – sunflies.

o    DC 14 Intelligence (Investigation) check or asking about colorful lights leads a local to mention they saw some near one of the disappearances.

·    Night Hag’s Wagon

o    Read box text.

o    Uncle Longteeth is recalcitrant and attacks if implicated in the crimes. He flees via plane shift if reduced to 30 hp or fewer.

o    I actually had Uncle Longteeth flee via etherealness as soon as it was clear the characters were on to him – there isn’t a lot of reason for the hag to stick around and fight once his culpability is proven.

o    In the wagon is a chest that can be unlocked with DC 16 Dexterity check using thieves’ tools. Inside are ten iron flasks that only work in the Outlands.

o    The five individuals detailed earlier can be freed from their flasks.

·    Resolution

o    Sincerity comes clean if:

§  Captives are released and confront her;

§  Uncle Longteeth is brought before her;

§  Characters build a compelling case and succeed on a DC 20 Charisma (Persuasion) check.

o    Varrel will let the characters have one iron flask.

o    Rolm seeks the characters out before they leave town and gives them a lantern of revealing.


#Planescape #DMsGuild #DungeonsAndDragons #RPG 

Sunday, August 18, 2024

Planescape: Turn of Fortune's Wheel Chapter 6: Curst

 

Chapter 6: Curst

Curst

I'm picking back up posting my in progress guide to running Turn of Fortune's Wheel. I am planning on posting a new gate town each Sunday. I'll have an outline of informatin about each time (including anything useful from 2e) and an outline of the adventure as written with any of my own tweaks.

·    Notes about Curst

o    Curst is the gate-town to Carceri, plane of prisons.

o    Curst is ruled by Burgomaster Viligus Bazengar, a shator demodand. No 0ne can leave Curst without his approval.

o    Maelephants guard the walls of the town, but they only watch for people trying to leave Curst.

o    The gate to Orthys, first layer of Carceri, is in the center of town. It has no guards, and it’s believed to be one way as no one has ever exited it.

o    All crimes and trespasses are forgotten in Curst, but anyone who breaks the city’s laws is chained and thrown through the gate, a practice known as second exile.

o    Regional Effects

§  Creatures’ movement is reduced by 5 feet.

§  Teleportation and any form of extradimensional travel don’t work. The only way to leave is through the gate or with the Burgomaster’s approval.

·    Locations in Curst

o    Burgomaster’s estate: Three story manor that dedicated to corrections. It looks like a grinning red face thanks to glaring red windows. Faratsu demodands linger about the estate. The burgomaster delights in making everyone in Curst miserable and edging the town closer to Carceri.

o    The Dump: Multiversal junkyard owned by a green hag named Dolores. Rust monsters roam the yard, and an adult brass dragon named Tudhog the junk worm creates corroded art from the misplaced equipment. A hairless cranium rat swarm floats about the junkyard, claiming to have escaped being mazed by the Lady of Pain and railing against her.

o    Traitor’s Gate: Roadhouse that looks like a big bucket turned upside down, ran by Tainted Barse.

o    The Quartered Man: This alehouse’s clientele has many exiled rulers in it. A key person to a character’s backstory might be found here.

·    Meeting Valder and Fellik

o    Characters quickly discover they are not allowed to leave without Burgomaster’s permission, who won’t even meet with them.  

o    Before characters try elaborate escape, Valder approaches. Read box text.

o    Valder wants characters to lead his son, now a petitioner (deceased ghost looking for final rest) out of Carceri.

o    Valder takes the characters to his house where he introduces his son, the ghostly Fellik.

o    Valder wants Fellik delivered to his rightful afterlife in Mount Celestia.

o    Valder knows a secret escape route through the dump. The way will be dangerous, and he cannot go for fear of attracting the Mercykiller’s attention.

o    You can have the escape start immediately or send characters out till nightfall if you want some more encounters in the gate-town.

·    Great Escape

o    The junkyard is dark at night. Characters will need a way to see in the dark or a light source.

o    C1. Junk Heaps

§  Two otyughs will most likely attack the characters unless they can find a way to communicate with them.

§  Fellik knows to exit through the dragon skull’s eye sockets.

o    C2. Hidden Tunnel

§  DC 12 Wisdom (Perception) check to see footprints leading into sludge.

§  Sludge is gross but safe to swim in to fund exit tunnel.

o    C3. Escape Route

§  Amod Ka and Lot Sheng, two Mercykiller bloodhounds, are waiting for the characters when they emerge.

§  They followed Fellik hoping to use him to track down Valder.

§  They want Fellik to use to get to Valder.

§  Characters can use a DC 20 Charisma (Deception) check to convince the Mercykillers Valder is already dead or not in Curst.

§  Failing this, the characters either give up Valder or fight.

§  If the characters take the tunnel, they find the portal. Its key is an electrum piece that Valder gave Fellik.

      • Once the characters escape, this is a good segue to have the characters escort Fellik to Excelsior, one of the next gate-towns on their list.
Chapter 7: Excelsior

#Planescape #DungeonsAndDragons #RPG 

Sunday, August 11, 2024

Planescape: Turn of Fortune's Wheel Chapter 5: Automata

Chapter 5: Automata


I'm picking back up posting my in progress guide to running Turn of Fortune's Wheel. I am planning on posting a new gate town each Sunday. I'll have an outline of informatin about each time (including anything useful from 2e) and an outline of the adventure as written with any of my own tweaks.

·    Notes about Automata

o    Automata is mostly populated by modrons.

o    Ruled by the Council of Order

§  Aristimus, captain of the town guard.

§  Juliett-314, auditor.

§  Serafil, priest who represents local temples.

o    Beneath Automata is the Inverse, ruled by modrons called the Council of Anarchy.

o    The Concord Terminus is an interplanar train station. I don’t really like this train station as it could create problems in the adventure and feels a little world breaking for Planescape.

o    Everything clicks in time with the gate.

o    Everything is perfectly symmetrical.

o    Divine Machine is a popular tavern run by a halfling named Belda Beanfoot with a modron operated coffee shop.

o    The Hall or Order is the central government building with forms aplenty to complete.

o    Lots of members of the Fraternity of Order in Automata.

o    I like the idea of each street name being written in binary. First Street is “0001 street”, Second Street is “0010 street” and so on. The cross cutting streets could be Modron Way, Duodrone Way, Tridone Way, and so on.  

·    Approaching the gate

o    Read the box text for approaching Automata.

o    Read the box text describing the line waiting to get to the gate.

o    Characters interact with Modron guards and learn they need approval from the Gate Travel Administration to approach the gate.

o    If the characters go to the Administration, they are faced with a mountain of paperwork. Eventually, Aristimus, a githzerai, notices that they want to access the gate for a reason beyond travel and takes an interest in them.

o    Aristimus asks for their business. He offers to let them skip the line to the gate if they can address a problem for him. Read his box text.

o    Aristimus wants the characters to track down Beltha, a githzerai outlaw who stole logbooks for the Concordant Express (or those who used the gate if you exclude the train from your adventure).

o    Returning the logbook and Beltha alive is worth 2,000 gp to Aristimus, or half as much for Beltha’s dead body.

o    Beltha has a distinctive tattoo around her left idea of a shattered gear.

o    Beltha is hiding in the Inverse, a chaotic underground reflection of Automata.

o    Beltha has been seen around the Divine Machine tavern.

·    Finding Beltha

o    Stake out the Divine Machine: The characters eventually see a dwarf with the same tattoo on his arm. The characters can talk him into telling then Beltha’s location with a DC 16 Charisma (Intimidation or Persuasion) check or by just paying him 200 gp. Or they can trail him with a successful group DC 14 Dexterity (Stealth) check.

o    Explore the Inverse: 2d4 hours and a DC 20 Wisdom (Survival) check to find Beltha’s lair. Failure means a hostile encounter in the Inverse – I’d use 1d3 Blue Slaads.

o    There are incidents in the adventure you can use to add flavor to the search through the inverse.

·    Hideout

o    Box text. Beltha gives characters 1 round to leave then attacks.

o    Beltha will negotiate if a character uses its action to make a DC 14 Charisma (Persuasion check).

o    Beltha will sell the characters the logbook for 1500 gp, or 1000 gp with a DC 20 Charisma (Intimidation or Persuasion) check. If the characters insist on bringing her in, she fights to the death.

o    Treasure: 200 gp in knick knacks, and DC 16 Intelligence (Investigation) check to find precision lens worth 750 gp hidden in the couch.

·    Conclusion

o    Aristimus rewards the characters based on outcome:

§  500 gp watch (1000 gp in Automate or other lawful burgs).

§  2000 gp for Beltha alive, 1000 gp dead.

§  The characters get fast tracked to receiving the permits they need and access to the portal.

§  Don’t forget to have characters record their memory at the gate.

Chapter 6: Curst

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