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3.5e Planescape - Cold Black Mask OOC Thread
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<blockquote data-quote="Cage-Rattler" data-source="post: 3851020" data-attributes="member: 52785"><p><strong>The Premise</strong></p><p></p><p>An introduction that offers a better hint at the opening premise. It's written for a prime-centric audience, but I don't doubt you'll get the gist of it. Also, this'll be the last time I sound like I'm passing out tour-guide brochures, I promise. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p><em>It always starts out simply, doesn't it? You're engaged in casual treasure-hunting -- not even really expecting to find anything of real value -- when Fate grabs you by the scruff of your neck and drags you, kicking and screaming, into a maelstrom of intrigue and adventure. There you are one moment, minding your own business -- and suddenly you find yourself somewhere far, </em>far<em> away from home. Hounded by vicious thugs and hellish monstrosities, aided by enigmatic beings with their own agendas, and burdened by an artifact that seems inexplicably unwilling to leave your side, your struggle to understand your strange circumstances will take you from the shores of heaven to the brink of hell, with stranger places in between.</em></p><p></p><p>======================================================</p><p></p><p><strong>About the Adventure:</strong> I like to keep things diverse and dynamic. Essentially, that means I try to accomodate for combat, conversation, and problem-solving in equal measure, and that there will always be multiple solutions to any particular dilemma. (In other words, I'm not going to railroad ya into thinking there's a "right answer" and a "wrong" one.)</p><p></p><p>As players, you can also look forward to visting a variety of locales around the Great Ring, rather than being cooped up in Sigil the whole time. Don't get me wrong; I love the Cage, but I don't want it to get so familiar that it becomes boring.</p><p></p><p>Let me see; what else? There are a couple of great Planescape resources I can recommend for the curious: Jon Winter's <a href="http://mimir.net/main.shtml" target="_blank">Mimir</a>, and, of course, <a href="http://planewalker.com/index.php" target="_blank">Planewalker</a>. Keep in mind that Planewalker's material focuses on Post-Faction War Planescape, which is a different continuity than what I follow. </p><p></p><p>In fact, for simplicity's sake, just pretend that the "Faction War" supplement never existed. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p></p><p>In the next post, I'll put up a few Creation guidelines.</p></blockquote><p></p>
[QUOTE="Cage-Rattler, post: 3851020, member: 52785"] [b]The Premise[/b] An introduction that offers a better hint at the opening premise. It's written for a prime-centric audience, but I don't doubt you'll get the gist of it. Also, this'll be the last time I sound like I'm passing out tour-guide brochures, I promise. ;) [i]It always starts out simply, doesn't it? You're engaged in casual treasure-hunting -- not even really expecting to find anything of real value -- when Fate grabs you by the scruff of your neck and drags you, kicking and screaming, into a maelstrom of intrigue and adventure. There you are one moment, minding your own business -- and suddenly you find yourself somewhere far, [/i]far[i] away from home. Hounded by vicious thugs and hellish monstrosities, aided by enigmatic beings with their own agendas, and burdened by an artifact that seems inexplicably unwilling to leave your side, your struggle to understand your strange circumstances will take you from the shores of heaven to the brink of hell, with stranger places in between.[/i] ====================================================== [b]About the Adventure:[/b] I like to keep things diverse and dynamic. Essentially, that means I try to accomodate for combat, conversation, and problem-solving in equal measure, and that there will always be multiple solutions to any particular dilemma. (In other words, I'm not going to railroad ya into thinking there's a "right answer" and a "wrong" one.) As players, you can also look forward to visting a variety of locales around the Great Ring, rather than being cooped up in Sigil the whole time. Don't get me wrong; I love the Cage, but I don't want it to get so familiar that it becomes boring. Let me see; what else? There are a couple of great Planescape resources I can recommend for the curious: Jon Winter's [url="http://mimir.net/main.shtml"]Mimir[/url], and, of course, [url="http://planewalker.com/index.php"]Planewalker[/url]. Keep in mind that Planewalker's material focuses on Post-Faction War Planescape, which is a different continuity than what I follow. In fact, for simplicity's sake, just pretend that the "Faction War" supplement never existed. :uhoh: In the next post, I'll put up a few Creation guidelines. [/QUOTE]
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