Zappo
Explorer
Should any of my players be so sneaky to lurk these boards without telling me, he should stop reading now and report for termination as soon as possible.
I am writing a long adventure (or short campaign) entirely set in the Abyss. While the adventure is designed with Planescape in mind, it could really be played as standalone, or plugged into any campaign. Since the five chapters I've (almost) completed are already almost 200 pages, and there are four more to go, the end result is going to be a very long trip.
The PCs, while on a relatively easy mission, get trapped in the Abyss. As the complex plot unfolds, they meet many weird NPCs, visit a number of twisted locations, fight hordes of insane monsters, and eventually escape. And, if I am halfway decent at writing this stuff, vow to never come within three planes of the Abyss ever again.
The Abyssal Campaign is designed to appeal to both roleplayers and rollplayers, and to scare the hell out of each. There are complex NPCs, dangerous deals to be done, hard moral choices, and mature themes. There are tough fights requiring smart tactics, outright unwinnable fights, and a choice of horrible fates for the foolish.
Nevertheless, many encounters are more scary than deadly (don't tell this to the players
).
There are sidebars designed to help the DM integrate the adventure in his campaign, and to help getting the adventure back on track if the PCs stray too far.
Link in this post.
I welcome any opinions and suggestions. I am especially afraid of having left plot holes, so if you spot any feel free to point them out.
I've also got another, normal-sized, Planescape-style adventure titled Matter of Opinion. It needs some filing here and there, but it's mostly complete.
http://wwwstud.dsi.unive.it/~fpolo/moo.zip (DOC)
edit:
The adventure is done, although shorter than anticipated. I'm afraid RL issues prevented me from fully fleshing out the ending. Final pagecount is 260 pages, 7 chapters.
Link in this post.
I am writing a long adventure (or short campaign) entirely set in the Abyss. While the adventure is designed with Planescape in mind, it could really be played as standalone, or plugged into any campaign. Since the five chapters I've (almost) completed are already almost 200 pages, and there are four more to go, the end result is going to be a very long trip.
The PCs, while on a relatively easy mission, get trapped in the Abyss. As the complex plot unfolds, they meet many weird NPCs, visit a number of twisted locations, fight hordes of insane monsters, and eventually escape. And, if I am halfway decent at writing this stuff, vow to never come within three planes of the Abyss ever again.
The Abyssal Campaign is designed to appeal to both roleplayers and rollplayers, and to scare the hell out of each. There are complex NPCs, dangerous deals to be done, hard moral choices, and mature themes. There are tough fights requiring smart tactics, outright unwinnable fights, and a choice of horrible fates for the foolish.
Nevertheless, many encounters are more scary than deadly (don't tell this to the players

There are sidebars designed to help the DM integrate the adventure in his campaign, and to help getting the adventure back on track if the PCs stray too far.
Link in this post.
I welcome any opinions and suggestions. I am especially afraid of having left plot holes, so if you spot any feel free to point them out.

I've also got another, normal-sized, Planescape-style adventure titled Matter of Opinion. It needs some filing here and there, but it's mostly complete.
http://wwwstud.dsi.unive.it/~fpolo/moo.zip (DOC)
edit:
The adventure is done, although shorter than anticipated. I'm afraid RL issues prevented me from fully fleshing out the ending. Final pagecount is 260 pages, 7 chapters.
Link in this post.
Last edited: