Sunday, September 8, 2024

Planescape: Turn of Fortune's Wheel Chapter 9 - Glorium

 Chapter 9: Glorium

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.

Nice try chatGPT


·    Notes about Glorium

o    Everyone is about competition and glory here.

o    Everyone has a weapon and knows how to use it.

o    Creatures in Glorium have advantage on death saving throws.

o    Any time a battle starts, a horn gets blown that anyone within 300 feet can hear.

o    House of Glory: Massive gymnasium home to many games of athletic prowess.

o    Sacred Well: A well frequented by a coven of hags who can give clues about the future.

·    Read box text as characters approach Glorium.

·    NPCs approach the characters and challenge them to games. Flyting is basically old school Scottish rap battling. Here’s some slightly more fleshed out NPCs:

o    Bjorn Ironhand (Arm Wrestling): Bjorn is a burly dwarf with a thick red beard braided with small metal rings. His muscular arms are covered in intricate tattoos of his past victories. Known for his strength and good-natured competitiveness, Bjorn greets the characters with a booming laugh and a hearty clap on the back. "Think you have what it takes to beat a dwarf at arm wrestling?"

o    Thistle Quickfingers (Pin Finger): Thistle is a lithe and nimble halfling with quick, darting eyes and a mischievous grin. She has short, curly brown hair and wears a vest full of pockets, each containing small, shiny trinkets. Thistle is known for her dexterity and challenges the characters to a game of pin finger with a wink. "Fancy a game of nerves? Let's see how steady your hands are!"

o    Greta Goldhorn (Goat Milking): Greta is a sturdy human woman with sun-tanned skin and a warm smile. She wears practical clothing, fit for tending animals, and a straw hat that keeps her dark hair out of her eyes. Greta has a gentle demeanor and a knack for handling livestock. She waves the characters over to a group of goats, ready for a friendly milking competition. "Care to try your hand at milking? Let's see if you can keep up with my goats!"

o    Erik Silvervoice (Flyting): Erik is an eloquent and charismatic half-elf with a melodious voice and a sharp wit. His long, silver hair flows freely over his shoulders, and he wears a finely crafted tunic adorned with embroidered patterns. Erik is a local bard, famous for his verbal duels and poetic prowess. He approaches the characters with a challenging smirk. "Think you can out-rhyme me in a contest of words? Prepare to be bested in a battle of wits, you twits!"

·    Approaching the Gate

o    The Gate to Maelstrom is a mile offshore. Fly or water walk are options, but a boat is the safest route.

o    Asking around leads characters to Bkol Steelbane, captain of the Courier, a jokester giant raven/longboat. I’m not sure how this works – I would treat it more like a living ship with a raven figurehead.

o    100 gp for a ride to the portal or 50 gp if a character beats him in a sea urchin eating contest. Just participating gets his price down to 50 gp.

o    Bkol and the Courier can leave whenever the characters are ready.

·    Whirlwyrm Attack

o    DC 20 Wisdom (Perception) check to notice two shapes swimming towards the boat in the water: whirlwyrms (use giant crocodile stat block).

o    Once the whirlworms are defeated a character can update the Mosaic Mimir.

o    On the way back, Bkol shares that the whirlwyrm attack is unusual and could bode ill for the bariaur community of Grakenok. He wants the characters to come with him to talk to the town leader, Tyrza Bonebreaker, when they get back to town.

·    Hero Among Heroes

o    Read the box text. Basically, Tyrza issues a call for heroes to go save Grakenok from potentially rampaging whirlwyrms.

o    Two other heroes step up: Sytri, a masked Doomguard with a carpet of flying, and Tol Frostmane, a boasting equinal with a sailboat.

o    Bkol offers to pilot the characters, and all the heroes take off for Grakenok immediately.

·    Perils at Sea

o    Along the way are distractions that might let the other heroes beat the characters to Grakenok.

o    Lost Dingy: Wisdom (Perception) DC 14 to see a sailor lost at sea on a sinking dinghy. Characters can save them and lose time to the other adventurers or convince one of them to go help him with a DC 16 Charisma (Persuasion) check.

o    Whirlwyrm spotted: Characters automatically spot a whyrlwyrm as the near Grakenok. They can avoid it with a DC 10 group Dexterity (Stealth) check or get another hero to battle it with a DC 16 Charisma (Persuasion) check. If they can’t avoid it, they are delayed.

·    Beast of Grakenok

o    Read box text. A huge whirlwyrm is attacking Grakenok. Use behir stat block with a swimming speed of 60 feet and a breath weapon that does thunder damage.

o    Track damage separately, with Sytri and Tol doing 10 damage per round, and up to a 2 round head start. I tracked each character’s damage individually. If you want a tougher challenge, max the creature’s hit points and have the other heroes do 15 points of damage each round.

o    Once the whirlwyrm is defeated, the characters, especially whoever did the most damage, are lauded as heroes.

o    If the characters do the most damage, Tyra gives them a silver horn of Valhalla and your choice of one of the following:

§  Hat of disguise

§  +1 weapon

§  Cloak of protection

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