Difference between revisions of "Planescape (2015)"

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| name        = Planescape Nights
 
| name        = Planescape Nights
 
| logo        = Lady_of_pain_logo.png
 
| logo        = Lady_of_pain_logo.png
| logo_caption = "Why would we want to go to the same place all the time?"
+
| logo_caption = "What can change the nature of a nerd?"
 
| image        =  
 
| image        =  
 
| image_size  =
 
| image_size  =
 
| alt          =  
 
| alt          =  
 
| caption      =  
 
| caption      =  
| status      = Active
+
| status      = Ended
 
| genre        = Planescape
 
| genre        = Planescape
 
| system      = Hackmaster
 
| system      = Hackmaster
 
| began        = {{start date|2015|12|16}}
 
| began        = {{start date|2015|12|16}}
| ended        = <!-- {{start date|YYYY|mm|dd}} -->
+
| ended        = {{start date|2016|07|13}}
| time_active  = {{age in years and months|2015|12|16}}
+
| time_active  = 7 months
| game_master  = [[User:Benjamin|Benjamin]]
+
| game_master  = [[User:Sage|Sage]]
| players      = [[User:Andrew|Andrew]], [[User:Jeremy|Jeremy]], [[User:Luke|Luke]], [[User:Rob|Rob]]
+
| players      = [[User:Andrew|Andrew]], [[User:Jamie|Jamie]], [[User:Luke|Luke]], [[User:Rob|Rob]]
 
}}
 
}}
  
''Planescape Nights'' - The Planescape campaign setting with Hackmaster 4th ed bolted onto it. GMed by [[User:Benjamin|Benjamin]].
+
''Planescape Nights'' - The Planescape campaign setting with Hackmaster 4th ed bolted onto it. GMed by [[User:Sage|Sage]].
  
 
Our players wander the Planes in search of adventure, treasure, or to fulfill their own private ambitions.  
 
Our players wander the Planes in search of adventure, treasure, or to fulfill their own private ambitions.  
Line 25: Line 25:
 
== Characters ==
 
== Characters ==
 
* [[Grodd]] - [[User:Andrew|Andrew]]
 
* [[Grodd]] - [[User:Andrew|Andrew]]
* [[Hikari]] - [[User:Jeremy|Jeremy]]
+
** [[Steve]] - Protege
 +
* [[Hikari]] - [[User:Jamie|Jamie]]
 
* [[Jaxson]] - [[User:Luke|Luke]]
 
* [[Jaxson]] - [[User:Luke|Luke]]
 +
** [[Zevine]] - Protege
 
* [[Marby Fizzlesprocket]] - [[User:Rob|Rob]]
 
* [[Marby Fizzlesprocket]] - [[User:Rob|Rob]]
 +
** [[Larissa Karras]] - Protege
  
 
== General Information ==
 
== General Information ==
 
[[File:Ingress_folly.jpg|thumb|left|It is good to be cautious of unknown portals.]]
 
[[File:Ingress_folly.jpg|thumb|left|It is good to be cautious of unknown portals.]]
 
* The current year is 3440. This is not extremely important, but someone asked. Time can be weird on the planes.
 
* The current year is 3440. This is not extremely important, but someone asked. Time can be weird on the planes.
* Refer to [[User:Benjamin#House_Rules|Benjamin's house rules]], especially [[Benjamin's Hackmaster House Rules]]. Some of the 3.5 rules will also apply under Hackmaster as well (especially the section on The Planes, this is the Planescape setting after all).
+
* Refer to [[User:Sage#House_Rules|Sage's house rules]], especially [[Sage's Hackmaster House Rules]]. Some of the 3.5 rules will also apply under Hackmaster as well (especially the section on The Planes, this is the Planescape setting after all).
 
* I reserve the right to change the rules basically whenever, but I promise it will be for good reasons, and to account properly for any changes this makes to the mechanical operation of anyone's character.
 
* I reserve the right to change the rules basically whenever, but I promise it will be for good reasons, and to account properly for any changes this makes to the mechanical operation of anyone's character.
  
Line 52: Line 55:
 
==== Worlds of Note ====
 
==== Worlds of Note ====
 
* [[Datha]] - Home plane to Jaxson, Grodd, and Marby.
 
* [[Datha]] - Home plane to Jaxson, Grodd, and Marby.
 +
* Hombarien - Somewhat less developed than some other worlds. There is known to be a dwarven society which is beset by undead from marshes to the north.
 
* Unknown plane - Sits below the Wandering Temple of Celestian.
 
* Unknown plane - Sits below the Wandering Temple of Celestian.
 
** The Wandering Temple of Celestian - A temple set on floating islands high above a plane below. The islands float through the sky just fast enough to be in an eternal night. On the island is at least one observatory temple, with a dome of enchanted glass which magnifies the night sky.
 
** The Wandering Temple of Celestian - A temple set on floating islands high above a plane below. The islands float through the sky just fast enough to be in an eternal night. On the island is at least one observatory temple, with a dome of enchanted glass which magnifies the night sky.
Line 59: Line 63:
  
 
=== Outer Planes ===
 
=== Outer Planes ===
 +
[[File:Outlands.jpg|thumb|The Outlands, with Gate-towns and connected planes listed.]]
 
Planes based on the ideals, philosophies, and gods of the multiverse.  
 
Planes based on the ideals, philosophies, and gods of the multiverse.  
  
* The Outlands - The neutral plane, Sigil sits atop the great spire in the center. Arrayed around the spire are the Gate-towns, which tend toward the manner of the outer plane whose permanent gate they surround.
+
* The Outlands - The neutral plane. [[Sigil]] sits atop the great spire in the center. Arrayed around the spire are the Gate-towns, which tend toward the manner of the outer plane whose permanent gate they surround.
 +
 
 +
* The Beastlands is a plane of nature and animals, and is also known as the Happy Hunting Grounds. Peaceful alpine forests and groves of giant mushrooms can be found here. A varied climate exists across the plane, providing a suitable environment for many species of animals and plants. The number of traditional settlements is very small, with most inhabitants living beneath the trees out in the wilderness. The mortal souls that come to this plane after death take on animal traits soon after they arrive, developing pelts of fur and growing horns or pointed ears or other such features. Over the course of centuries they continue to slowly change, becoming celestial beasts.
 +
 
 +
* Arborea - The chaotic good plane. Arborea is a peaceful plane of natural beauty with a multitude of thriving environments. Much of the plane is dominated by vast tall forests, but also includes glades of wildflowers and fields of grain. As a plane that also embodies chaos, it has a wild and often sudden nature. The weather can change drastically at short notice, changing from warm sunshine to raging winds and back again in just a few minutes.
 +
 
 +
* Limbo - The chaotic neutral plane. Limbo is a place of pure chaos where everything is in constant motion and change, especially the landscape, which can shift unpredictably and randomly rolls over upon itself like liquid. Very few places in Limbo are stable enough for normal travel.
  
 
== NPCs ==
 
== NPCs ==
Line 71: Line 82:
 
=== Misc ===
 
=== Misc ===
 
* Priestess Nahira - Githzerai priestess and seer met in the Wandering Temple of Celestian.
 
* Priestess Nahira - Githzerai priestess and seer met in the Wandering Temple of Celestian.
* Norendal - Dwarf/Planetouched Ranger, mentor to Hikari. He is often found wandering the Outlands between Tradegate and Faunel, sometimes making journeys into Bytopia or the Beastlands from these gate towns.
+
* Norendal - Dwarf/Planetouched Ranger, mentor to Hikari. He is often found wandering the Outlands between Tradegate and Faunel, or making journeys into Bytopia or the Beastlands from these Gate-towns.
 +
* Ko'nahn the Barbarian - Barbarian found in the Cobalt Forest on Datha after accidentally falling through a portal. After a friendly fist-fight, Grodd took him to the now stabilized portal, and he returned to The Beastlands.
  
 
== Special Items ==
 
== Special Items ==
 
* The Portal Device - A magical device about a foot long and flanged at either end. It has several small gemstones of various colors that light up. It can be used to study a portal and open some portals without their specific key. It is also being used right now by the party to help triangulate the material plane that Jaxson, Marby, and Grodd are from.
 
* The Portal Device - A magical device about a foot long and flanged at either end. It has several small gemstones of various colors that light up. It can be used to study a portal and open some portals without their specific key. It is also being used right now by the party to help triangulate the material plane that Jaxson, Marby, and Grodd are from.
  
* Vaeril's ''Structure of the Planes Vol. I'' - Volume one of a set of books written by a wizard approximately 100 years ago about how the planes work. This volume mostly concerns portals and the connections between planes.
+
* Vaeril's ''Structure of the Planes Vol. I'' - Volume one of a set of books written by a wizard approximately 100 years ago about how the planes work. This volume mostly concerns portals and the connections between planes. The tome is written in Axiomatic, the language of Law.
: His unorthodox, and frankly evil, research methods have tainted the work for many. Finding that the books were enchanted against many methods of destruction, some groups have sought to hide the books because they either don't support his research methods, or believe the results to be offensive to the Lady in some way. They may have a point, since Vaeril was ultimately Mazed when he used an artifact to mind control thousands of Hive dwellers and focus their belief on changing Sigil.
+
: His unorthodox, and frankly evil, research methods have tainted the work for many. Finding that the books were enchanted against many methods of destruction, some groups have sought to hide the books because they either don't support his research methods, or believe the results to be offensive to the Lady in some way. They may have a point, since Vaeril was ultimately Mazed when he used an artifact to mind control thousands of Hive dwellers and focus their belief on changing Sigil for his experiments.
 
: It is suspected that up to 5 or 6 volumes were produced by Vaeril, but only volumes II and III were copied and distributed until Vol I was located recently by an adventuring party. Other volumes are entirely unknown.
 
: It is suspected that up to 5 or 6 volumes were produced by Vaeril, but only volumes II and III were copied and distributed until Vol I was located recently by an adventuring party. Other volumes are entirely unknown.
  
Line 87: Line 99:
  
 
The Group:
 
The Group:
 +
 +
Main:
 +
* Find and punish the army which marched through Ezethae and Fairmond and attacked their people.
 +
** Word is that the horde has marched west of Fairmond, into the Sunburnt Sea.
 +
 +
Side:
 
* What was that shifty group in the Plane Crazy tavern up to?
 
* What was that shifty group in the Plane Crazy tavern up to?
* Find a way for the Datha folk to return to their home plane. (with Joran's assistance)
 
** <strike>Divination magic could be used to assist in identifying the plane.</strike>
 
** Readings need to be taken with the experimental portal device from several other planes.
 
*** At least two Outer Planes.
 
*** At least two Inner Planes.
 
*** At least two other material planes. <strike>One down.</strike>
 
** <strike>There is a "dark and evil" book in a crypt in the Hive that could assist with this quest.</strike>
 
*** Joran is currently studying the book.
 
 
* What is this Stone Egg thing?
 
* What is this Stone Egg thing?
 
+
* Shaamikh, proprietor of an upscale travelling magical item shop, has offered payment in exchange for information.
Marby:
+
** A solid lead on the (fake?) hidden riches of Lady Winfrith.
* Collect samples from the Cobalt Forest and return them to Tabi in Silvermist.
+
** A copy, preferably the original, of Vaeril's ''Structure of Sigil''.
 +
* The party located a site of historical, religious, and magical significance on Datha: The Shrine of Saint Dabius. Here is interred the evil sorcerer Marin the Faceless, defeated and sealed by Dabius, a figure of note in the mythic history of the church of Ajahn.
  
 
=== Completed! ===
 
=== Completed! ===
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* Pacify the bear and assist Hikari and Larissa in getting home.
 
* Pacify the bear and assist Hikari and Larissa in getting home.
 
* Return to the Elf outside the crypt and give him closure on the invasion of his wife's burial site.
 
* Return to the Elf outside the crypt and give him closure on the invasion of his wife's burial site.
 +
* Find a way for the Datha folk to return to their home plane. (with Joran's assistance)
 +
* Take Joran on a tour of Ezethae.
 +
* Assist the Realm of Ezethea.
 +
** The royal family +servants has been cured and are all recovering.
 +
** Abbot Norry directed the peasant farmers of the midlands of the country to return the farmlands and work with the monastery to ready the village and fields for planting season.
 +
** Rector Aldis has headed up an effort to beef up the guards/soldiers of Ezethae.
  
 
Hikari:
 
Hikari:
 
* Return the portal device to Joran in the Civic Festhall.
 
* Return the portal device to Joran in the Civic Festhall.
 
** Find a way to return home.
 
** Find a way to return home.
 +
* Track down whoever cut down trees from the Wise Oaks Grove.
 +
** Abbot Norry mentioned he purchased the wood from merchants operating out of Fairmond.
 +
 +
Marby:
 +
* Collect samples from the Cobalt Forest and return them to Tabi in Silvermist.
  
 
== The Story So Far ==
 
== The Story So Far ==
Updated my journal.
+
See [[Planescape_Chronicle|the journal]].
 
 
=== 2016-01-27 -  ===
 
The party continues into the crypt.
 
 
 
After ruining a ritual circle and smashing skeletal bodies which were set aside to be animated, Hikari gets Jaxson to stop playing his lute long enough to hear what sounds like non-undead people talking. They find a room, barred from the inside. It turns out to be full of the workers that were hired to excavate parts of the crypt and do other work for the necromancer who is operating out of this crypt. Jaxson lets them know that the party is totally not skeletons, and they open the door, relieved to be able to return to their homes and lives of abject poverty. One of the workers is a woman with ashen skin and the slight hint of smoke about her. She tells the party about a secret door she discovered while working in the crypt, which leads to the room the necromancer is using as his study.
 
 
 
The party continues on their way into the crypt, coming quickly to the door described by the workers as leading to the necromancer's study. Jaxson uses his partially-keen half-elven senses to locate the secret door, and Hikari slips into the passage. At the end of the passage she finds another door, leading to the study. She listens at the door and hears the necromancer practicing the monologue he intends to give when the party breaks down his door.
 
 
 
Hikari returns to the party and they make a plan to attack the necromancer from both doors, with Hikari, Marby, and Larissa surprising him from the secret door at the back of the study. The plan works absurdly well.
 
 
 
From a journal and other books on his desk, the party learns that he was a member of the Dustmen who was dissatisfied with Mortuary life, and ran away after stealing some books and other items. He planned to set himself up with an army of undead and totally get back at all the people who had wronged him in his life.
 
 
 
Among the other items in the room, a book the color and texture of char, with silver inlaid design and text on the cover. The text on the cover and inside the book is in a script unknown to the party.
 
 
 
Hikari makes a brief side trip to the Mortuary to return some items the necromancer stole, and then they all meet back at the Civic Festhall. They find Joran in the middle of a magical experiment, but when his assistant, Lily, shows him the book, he drops everything to study it and speak to the party.
 
 
 
Everyone but Grodd seems to have learned a lot from this experience, and they feel ready to reflect on what they have learned and absorb new instruction in their skills and abilities.
 
 
 
=== 2016-01-20 - Which Table Do I Use to Find My Save Versus Tables? ===
 
The group gathers and ventures forth into the catacombs. After putting down a couple of groups of skeletons, the party is taken by surprise by another set of skeletons which seemed to be ready and waiting for them. Strange sounds from somewhere haunt the party occasionally.
 
 
 
They continue deeper into the crypts.
 
 
 
=== 2016-01-13 - Visions in the Dark ===
 
After Hikari joins them at the bakery for breakfast, the group then goes to Joran's office to collect the portal device and get started on the quest to return them to their home.
 
 
 
When they get to his office, they find that Larissa is already there, with an offer for Jaxson. If he can ensure that their clerics are allowed to wander his realm, the Church of Celestian will offer divination services that may assist in stabilizing the portal to Datha. Jaxson states honestly that he has no authority to make promises, but doesn't think it would be a problem.
 
 
 
The group then follows Larissa, with the portal device, to a portal in the Lady's Ward. Using the key of the feeling of wonderment about something greater than yourself, they enter the portal to the Wandering Temple of Celestian. They walk in this partially outdoor temple of perpetual night to a special building where Priestess Nahira awaits them.
 
 
 
She answers three questions for them using Divination:
 
# Jaxson asks broadly about finding the way home: Nahira tells him of a dark book imbued with evil, in the City of Doors under the stones that run with poverty.
 
# Grodd asks how he can find his family again: He is already on a path to return to his homeland, he could find them west of the empty vault of silver, being swept about the land as the wind itself sweeps the land.
 
# Marby asks how they can acquire the book mentioned in answer to Jaxson's question: With blood and crushed bone they will find the book.
 
 
 
Additionally, Hikari questions her on what her favorite food is. It is a food from Limbo whose taste changes based on the belief of the eater, and the vagaries of the plane itself.
 
 
 
Afterwards they wait out the portal device's scan of the plane and return to Sigil. It is night, even though they left in the morning and were only gone about three hours. They go to bed.
 
 
 
They start on their way to the Hive the next day when a Tiefling runs into Jaxson and tries to hand off some kind of stone egg to him. He, being paranoid, drops it on the ground and looks around to see the Mercykillers apparently on their way after this guy. Marby collects the egg and they all get out of the way until the Mercykillers pass.
 
 
 
They continue on to the Hive (where the stones run with poverty) and go to a bar called "The Ugly Maid" to see if there is any news that will help them find the book's location. Through various means they uncover that there has been a construction project (or deconstruction) and that there is an elf making an awful lot of noise about what might be going on inside of it.
 
 
 
They find the elf and the construction materials where the rumors said they would, and the elf tells Jaxson that it is actually the entrance to a crypt where his wife, dead for 300 years, lies interred. He warns that there are skeletons of the interred dead wandering the crypt now.
 
 
 
They gather their party to venture forth.
 
 
 
=== 2016-01-06 - I'm at the bear, getting drunk! ===
 
The group makes their way into the forest and find the cave near where the portal had been. Inside they find.. a black bear! Who, it turns out, probably just wants her cubs to be left alone. Hikari calms her, and they set up camp outside where the portal had been.
 
 
 
After a few hours, everyone but Marby and Larissa had gotten drunk. The two are examining the experimental portal device that [[Joran]] gave to Hikari and Larissa. Marby uses her arcane knowledge to start figuring out the device, when suddenly the red crystal lights up again - something that Larissa remembers from when they first used the device to get to Datha. Larissa excitedly tells Marby to activate the device, and she does.
 
 
 
The entire group is pulled into a portal, and find themselves falling to the ground. They are inside a large ballroom, full of well-dressed people obviously in the middle of a party. Hikari recognizes Lady Winfrith, who also recognizes her. Winfrith wants them gone, clearly, but they are saved when Joran appears out of the crowd and tells Winfrith that he had sent them to do a task for him, and something had clearly gone wrong. He takes the portal device, herds them out of the mansion, and tells the group to come see him the next day at the Civic Festhall.
 
 
 
The group is left on the street, and Hikari leads them to her favorite tavern in the Clerk's Ward - Plane Crazy. Inside, they order a round and Jaxson immediately tries to pull a scam on some patrons. The potential marks he selects start threatening violence to him, and he decides to try again some other day.
 
 
 
Eventually they all return to the Civic Festhall and the next morning the Dathans go to Joran's office. After studying the device's readings, he diagnosis the portal as "definitely wandering" and suggests that if they help him with his research, then he can try to stabilize the portal.
 
 
 
They agree, and go get breakfast at The Philosopher's Scone, where they meet Hikari.
 
 
 
=== 2015-12-30 - I'm at the bar, getting drunk! ===
 
[[Hikari]] and her 'friend' Larissa are sent to use an experimental new device to collect information on portal transit for Joran the wizard. After a scuffle in the Hive, they accidentally activate the device and enter an unknown portal. (SPOILER ALERT: It led to [[Datha]].) After encountering a bear, the two run out of the area and head north, lucking upon an old road, and then a small village where...
 
 
 
[[Jaxson]] and his new friend Grodd are heading east into [[Datha#The_Realm_of_Ezethae|Ezethae]] (not into the city proper, the guards might recognize Jaxson!) and to a monastery that Jaxson favors for their excellent beers and wines. At a tavern on the way, Jaxson cons a merchant into purchasing a Snipe from him. A gnome, [[Marby Fizzlesprocket]], comes down from her room and the three most interesting people at the bar get to talking. Marby displays a wink wink nudge nudge interest in going to the nearby [[Datha#The_Cobalt_Forest|Colbalt Forest]] where she thinks she may be able to find some rare magical reagents.
 
 
 
At this point, two women enter the tavern, one of them, the one with fox ears and nine tails, starts asking about portals and cities full of doors. After a bit of convincing, Jaxson, Grodd, and Marby agree to go into the forest with them to help sort out this bear at least, and see what happens.
 
 
 
So, instead, they all set out to sample the monastery's production. Abbot Norry greets Jaxson in the shrine to Ajahn, and takes them to the taphouse. After selling the group some alcohol and drinking a round with them, the abbott has to get back to work, and the group heads south into the forest to see if they can run off or kill this bear.
 
 
 
[[Characters_(Pendragon)#The_Ursine_Brotherhood|Hey wait, is this a callback or something?]]
 
 
 
=== 2015-12-16 - Initial session ===
 
Characters mostly created and preliminary information discussed.
 
  
 
[[Category:Planescape_(2015)]]
 
[[Category:Planescape_(2015)]]

Latest revision as of 22:27, 8 November 2022

Planescape Nights
Lady of pain logo.png
"What can change the nature of a nerd?"
Status Ended
Genre/Theme Planescape
System Hackmaster
Began December 16, 2015 (2015-12-16)
Ended July 13, 2016 (2016-07-13)
Time active 7 months
Game Master Sage
Players Andrew, Jamie, Luke, Rob

Planescape Nights - The Planescape campaign setting with Hackmaster 4th ed bolted onto it. GMed by Sage.

Our players wander the Planes in search of adventure, treasure, or to fulfill their own private ambitions.

As we play, this page and other pages will fill in with information that the players learn in the game; specific locations, people met, and so on. All the pages related to this campaign can be found on this page, which will automatically update as more pages are added. You will also find that link at the bottom of every page related to this campaign.

Characters

General Information

It is good to be cautious of unknown portals.
  • The current year is 3440. This is not extremely important, but someone asked. Time can be weird on the planes.
  • Refer to Sage's house rules, especially Sage's Hackmaster House Rules. Some of the 3.5 rules will also apply under Hackmaster as well (especially the section on The Planes, this is the Planescape setting after all).
  • I reserve the right to change the rules basically whenever, but I promise it will be for good reasons, and to account properly for any changes this makes to the mechanical operation of anyone's character.

Portals

Portals are connections between the planes. Portals may be open to anyone passing by, or they may be locked without the proper key, which could be almost anything. For example; a physical object, a word or words spoken, a tune whistled or hummed, or a thought or emotion in the mind could all be portal keys. Portals take you from here to there without having to depend on a busy and/or short-tempered wizard with the rare combination of knowledge, power, time, and willingness to be your taxi service.

Portals can be also be transient, moving from place to place or only being active at certain times. They may change in a recognizable pattern or may be completely random. They are like the rest of the planes in this way, really.

Factions

The Factions of Sigil run the city at the Lady's pleasure. You are free to join factions once you learn about them and find a contact, but be aware the they don't all get along. You probably won't be able to join a faction opposed to a faction that one of your associates is an active member of, and you can inherit enemies from your faction choices!

Locations

The Planes.

Sigil and the Planes at large. Wherever the story or your own hearts' desires take you.

Material Planes

There are a multitude of earthlike or similar worlds of various levels of habitability by humanoids. Most humanoids are from one of these worlds, and are referred to as "primes" by people who live on the planes.

Worlds of Note

  • Datha - Home plane to Jaxson, Grodd, and Marby.
  • Hombarien - Somewhat less developed than some other worlds. There is known to be a dwarven society which is beset by undead from marshes to the north.
  • Unknown plane - Sits below the Wandering Temple of Celestian.
    • The Wandering Temple of Celestian - A temple set on floating islands high above a plane below. The islands float through the sky just fast enough to be in an eternal night. On the island is at least one observatory temple, with a dome of enchanted glass which magnifies the night sky.

Inner Planes

Planes based on the elements and materials of the multiverse. The major ones are: Earth, Fire, Water, Air, Positive, and Negative.

Outer Planes

The Outlands, with Gate-towns and connected planes listed.

Planes based on the ideals, philosophies, and gods of the multiverse.

  • The Outlands - The neutral plane. Sigil sits atop the great spire in the center. Arrayed around the spire are the Gate-towns, which tend toward the manner of the outer plane whose permanent gate they surround.
  • The Beastlands is a plane of nature and animals, and is also known as the Happy Hunting Grounds. Peaceful alpine forests and groves of giant mushrooms can be found here. A varied climate exists across the plane, providing a suitable environment for many species of animals and plants. The number of traditional settlements is very small, with most inhabitants living beneath the trees out in the wilderness. The mortal souls that come to this plane after death take on animal traits soon after they arrive, developing pelts of fur and growing horns or pointed ears or other such features. Over the course of centuries they continue to slowly change, becoming celestial beasts.
  • Arborea - The chaotic good plane. Arborea is a peaceful plane of natural beauty with a multitude of thriving environments. Much of the plane is dominated by vast tall forests, but also includes glades of wildflowers and fields of grain. As a plane that also embodies chaos, it has a wild and often sudden nature. The weather can change drastically at short notice, changing from warm sunshine to raging winds and back again in just a few minutes.
  • Limbo - The chaotic neutral plane. Limbo is a place of pure chaos where everything is in constant motion and change, especially the landscape, which can shift unpredictably and randomly rolls over upon itself like liquid. Very few places in Limbo are stable enough for normal travel.

NPCs

Friends, foes, and other characters met along the way.

Misc

  • Priestess Nahira - Githzerai priestess and seer met in the Wandering Temple of Celestian.
  • Norendal - Dwarf/Planetouched Ranger, mentor to Hikari. He is often found wandering the Outlands between Tradegate and Faunel, or making journeys into Bytopia or the Beastlands from these Gate-towns.
  • Ko'nahn the Barbarian - Barbarian found in the Cobalt Forest on Datha after accidentally falling through a portal. After a friendly fist-fight, Grodd took him to the now stabilized portal, and he returned to The Beastlands.

Special Items

  • The Portal Device - A magical device about a foot long and flanged at either end. It has several small gemstones of various colors that light up. It can be used to study a portal and open some portals without their specific key. It is also being used right now by the party to help triangulate the material plane that Jaxson, Marby, and Grodd are from.
  • Vaeril's Structure of the Planes Vol. I - Volume one of a set of books written by a wizard approximately 100 years ago about how the planes work. This volume mostly concerns portals and the connections between planes. The tome is written in Axiomatic, the language of Law.
His unorthodox, and frankly evil, research methods have tainted the work for many. Finding that the books were enchanted against many methods of destruction, some groups have sought to hide the books because they either don't support his research methods, or believe the results to be offensive to the Lady in some way. They may have a point, since Vaeril was ultimately Mazed when he used an artifact to mind control thousands of Hive dwellers and focus their belief on changing Sigil for his experiments.
It is suspected that up to 5 or 6 volumes were produced by Vaeril, but only volumes II and III were copied and distributed until Vol I was located recently by an adventuring party. Other volumes are entirely unknown.
  • The Stone Egg - This item was dropped in front of the party by a Tiefling who was fleeing the Mercykillers. It did not break when dropped on cobblestone. It has an appearance of joined plates and is about 7 inches long. It is a dark grey color. It is just barely warm to the touch.
Lily, an assistant to Joran, stated to Marby that it may be the egg of some magical creature (not one she recognized) or a nonstandard magical item. She recommended showing it to someone more knowledgeable on those topics.

Quest Log

Things your characters said they want to do or were assigned to do by an NPC.

The Group:

Main:

  • Find and punish the army which marched through Ezethae and Fairmond and attacked their people.
    • Word is that the horde has marched west of Fairmond, into the Sunburnt Sea.

Side:

  • What was that shifty group in the Plane Crazy tavern up to?
  • What is this Stone Egg thing?
  • Shaamikh, proprietor of an upscale travelling magical item shop, has offered payment in exchange for information.
    • A solid lead on the (fake?) hidden riches of Lady Winfrith.
    • A copy, preferably the original, of Vaeril's Structure of Sigil.
  • The party located a site of historical, religious, and magical significance on Datha: The Shrine of Saint Dabius. Here is interred the evil sorcerer Marin the Faceless, defeated and sealed by Dabius, a figure of note in the mythic history of the church of Ajahn.

Completed!

The Group:

  • Pacify the bear and assist Hikari and Larissa in getting home.
  • Return to the Elf outside the crypt and give him closure on the invasion of his wife's burial site.
  • Find a way for the Datha folk to return to their home plane. (with Joran's assistance)
  • Take Joran on a tour of Ezethae.
  • Assist the Realm of Ezethea.
    • The royal family +servants has been cured and are all recovering.
    • Abbot Norry directed the peasant farmers of the midlands of the country to return the farmlands and work with the monastery to ready the village and fields for planting season.
    • Rector Aldis has headed up an effort to beef up the guards/soldiers of Ezethae.

Hikari:

  • Return the portal device to Joran in the Civic Festhall.
    • Find a way to return home.
  • Track down whoever cut down trees from the Wise Oaks Grove.
    • Abbot Norry mentioned he purchased the wood from merchants operating out of Fairmond.

Marby:

  • Collect samples from the Cobalt Forest and return them to Tabi in Silvermist.

The Story So Far

See the journal.