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

#Planescape #DungeonsAndDragons #RPG 

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