Quickleaf
Legend
For fellow Planescape enthusiasts I'm going to post notes from my campaign and ask for feedback here. This consolidates several other posts I've made, the most recent one http://www.enworld.org/forum/d-d-4t...s-fleeing-thru-sigils-sewers-friday-13th.html.
We're only a couple sessions into the game, and it's sort of a big experiment for unusual ideas and adventures in a planar sandbox.
Last adventure the PCs jumped thru a portal into Mechanus, navigating it's clockwork labyrinth until following a strange magic mouth sent by the Hollow Woman who they were tracking.
The way I've "structured" the sandbox is with a portal map that looks a little like a circuit board. Every location has multiple access/exit points and has a list of quests associated with it.
They made a group orienteering check, which is a mechanic I intent to use a lot. Each successful check meant a benign description of the plane, while each failed check meant a roll on a random encounter table. The group had 2 successes, 2 fails, and 1 seeking out a safe and sound resting place (which I treated as requiring facing a random encounter to secure).
They began with a benign description, a decaton searching for a haywire unit of moderns lost in the labyrinth due to the influences of the Hollow Woman. The PCs negotiated payment from the decaton if they returned the haywire modrons, though that didn't pan out so well.
Their first random encounter was "Terrified Monodrone Stampede". As expected, it did not go as expected. After dealing with the stampede the PCs found a floating silver face (a magic mouth which the monodrones were fleeing) which offered to lead them to the Hollow Woman. Surprisingy they agreed! So they shortcuted the clockwork labyrinth and were transported to the Hollow Woman's cog.
I had some monster stats for heavily modified warforged resounders and a vague idea of a gladiatorial game in an "unstable" matter zone which could be modified with sufficient will (as detailed in the MotP), but I was already in full-on improv mode. One of the players compared it to Tron. Heh. Only in Planescape can a DM get away with that.
Next: The party has just parlayed with the Hollow Woman, though we ended the night as negotiations were getting underway about whether they could forge a temporay alliance. Though it's just as likely that negotiations will break down and they'll fight the monstrous Hollow Woman... I could use some help with figuring out the Hollow Woman fight - she would definitely be a 3-phase solo (FWIW my initial inspiration was the 2e parai).
Here's the mini I'm thinking of using for the Hollow Woman:
She also has control of the Orrerry, a "sacred" modron artifact which appears as a immense planetarium of the planes extending up some 175' to where she resides in a mechanical cocoon above. Here's a picture of the Orrerry from te front cover of Planes of Law:
I'm thinking of constructing a simple paper/foam core version, either pinning it to the ceiling and letting it hang, or supporting it somehow with my plastic Combat Tiers.
We're only a couple sessions into the game, and it's sort of a big experiment for unusual ideas and adventures in a planar sandbox.
Last adventure the PCs jumped thru a portal into Mechanus, navigating it's clockwork labyrinth until following a strange magic mouth sent by the Hollow Woman who they were tracking.
The way I've "structured" the sandbox is with a portal map that looks a little like a circuit board. Every location has multiple access/exit points and has a list of quests associated with it.
They made a group orienteering check, which is a mechanic I intent to use a lot. Each successful check meant a benign description of the plane, while each failed check meant a roll on a random encounter table. The group had 2 successes, 2 fails, and 1 seeking out a safe and sound resting place (which I treated as requiring facing a random encounter to secure).
They began with a benign description, a decaton searching for a haywire unit of moderns lost in the labyrinth due to the influences of the Hollow Woman. The PCs negotiated payment from the decaton if they returned the haywire modrons, though that didn't pan out so well.
Their first random encounter was "Terrified Monodrone Stampede". As expected, it did not go as expected. After dealing with the stampede the PCs found a floating silver face (a magic mouth which the monodrones were fleeing) which offered to lead them to the Hollow Woman. Surprisingy they agreed! So they shortcuted the clockwork labyrinth and were transported to the Hollow Woman's cog.
I had some monster stats for heavily modified warforged resounders and a vague idea of a gladiatorial game in an "unstable" matter zone which could be modified with sufficient will (as detailed in the MotP), but I was already in full-on improv mode. One of the players compared it to Tron. Heh. Only in Planescape can a DM get away with that.
Next: The party has just parlayed with the Hollow Woman, though we ended the night as negotiations were getting underway about whether they could forge a temporay alliance. Though it's just as likely that negotiations will break down and they'll fight the monstrous Hollow Woman... I could use some help with figuring out the Hollow Woman fight - she would definitely be a 3-phase solo (FWIW my initial inspiration was the 2e parai).
Here's the mini I'm thinking of using for the Hollow Woman:

She also has control of the Orrerry, a "sacred" modron artifact which appears as a immense planetarium of the planes extending up some 175' to where she resides in a mechanical cocoon above. Here's a picture of the Orrerry from te front cover of Planes of Law:

I'm thinking of constructing a simple paper/foam core version, either pinning it to the ceiling and letting it hang, or supporting it somehow with my plastic Combat Tiers.