Sunday, September 22, 2024

Planescape: Turn of Fortune's Wheel Chapter 11: Sylvania

Chapter 11:Sylvania

Editor's note: This autopublished on me before I got a chance to finalize it. This is the corrected version!

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. 

An empyrean partying with some feywild creatures.


Notes about Sylvania

  • Gate-town to Arborea
  • Ruled by seven spiritors that are hard to find and exemplify things like passion, nostalgia, and relaxation.
  • Regional effects
    • Everyone knows each other’s name automatically and seems to remember each other.
    • Inanimate objects make noise along with the beat of the music that pervades the town.
    • All creatures have advantage on saving throws against the poisoned condition.
  • Notes on running this part of the adventure:
    • This gate-town is heavy on role playing. It’s got some fun elements but can feel a bit like a railroad as characters follow the giantess’ whims.
    • I used both the drunken cranium rat encounter and the high fiving priests encounter. Both played well with my party and worked to set the stage and provide a break from dealing with the dramatic empyrean.
  • Introduction
    • Read Titanic Problem box text.
    • Spiritor Danai, currently occupying a willing satyr host, wants the characters to babysit Kopoha, and petulant child of a god of storms that is trying to crash her party.
    • The characters recognize the spiritor on their own (see above) and know she represents revelry.
    • If the characters distract Kopoha from the event Danai is hosting, she will lead them to the gate to Arborea.
    • Danai doesn’t know or care about the origin of the empyrean’s mood – she just wants to keep her from crashing the party.
  • Kopoha
    • Characters first encounter her trying to talk her way into the party at the Yearning Timbers. Characters need to succeed on a DC 12 Charisma (Persuasion) check to lure her away from the party.
    • As the characters spend time with her and gain her trust, Kopoha will reveal some of the things that upset her:
      • She’s expected to become a god someday, and it’s a lot to live up to.
      • She’s very jealous of her sister Alethira, who is better at everything than Kopoha.
      • Kopoha dreads becoming a god. What if she becomes a god of something lame, like smelly winds? This could be a great recurring bit of Kopoha imagining herself the god of various lame things, from poor fashion, to smelly feet, to dung sweepers.
  • Celebrations: As the characters attempt to preoccupy Kopoha, they attend various celebrations where the characters must manage her mood and size.
  • Dryad Dance
    • Kopoha and the characters join a group of dancing dryads. The characters must make DC 14 Dexterity (Acrobatics of Sleight of Hand) checks to keep Kopoha from stepping on the dryads.
    • If the characters succeed, Kopoha has a great time dancing and shares a “Titanic Pain”.
  • Pixie Parade
    • The Pixies of Goodberry Grove and partying hard, and if the characters and Kopoha join them they are shrunk down to pixie size (halfling size in Kopoha’s case).
    • Kopoha uses her size to show off, and the characters need to make DC 12 Charisma (Persuasion) checks to make her boasting come off as funny or good natured, otherwise the pixies ask them to leave.
    • If the characters succeed, the pixies encourage Kopoha, she takes a break after an hour, and shares a Titanic Pain.
  • Skull Bocce
    • A bunch of undead and goths play bocce in a graveyard with skulls, presided over by Jergal, the enigmatic former god of death in the Forgotten Realms.
    • Characters need to succeed on a DC 14 Strength (Athletics) or Charisma (Persuasion) check to help Kopoha win.
    • Jergal is a useful tool here. He is a minor god in the Realms who pulls the strings of the major gods. He has a wry sense of humor and seems to always be one step ahead of even the major powers. He could refer to the characters’ predicament or mention an encounter he had with a character in one of their other incarnations. He can also foreshadow Gzemnid or Shemeska’s betrayal.
  • Widow’s Henge
    • A ring of stones around a fallen menhir topped with a scrumptious feast. DC 12 Intelligence (Arcana or History) to know anyone that eats from the Widow’s Henge will disappear.
    • Characters can convince Kopoha to eat the feast with a DC 18 Charisma (Intimidation or Persuasion) check, but it is an evil act.
    • Characters who eat disappear and are replaced with another incarnation.
  • Closing Time
    • If the characters get Kopoha to share all the information in “Titanic Pain”, she reflects and resolves to go talk to her sister after rewarding the characters with a periapt of wound closure. Danai happily escorts the characters to the gate.
    • If Kopoha disappears, Danai is displeased but still escorts the characters to the gate.
    • If Kopoha goes on a rampage, again Danai is disappointed but escorts the characters.
    • I would change this to Danai giving the characters the periapt if they are successful, so that the outcome isn’t the same with the spirit no matter what.

#Planescape #DMsGuild #DungeonsAndDragons #RPG 

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