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Bouncing some Planescape campaign ideas
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<blockquote data-quote="squibbles" data-source="post: 8978188" data-attributes="member: 6937590"><p>Reading your summary gave me a "globetrotting adventurers, chasing a leads about a grab bag of factions, not really knowing what's going on and trying to figure it out" sort of vibe.</p><p></p><p>You might start your group off doing normal adventuring things but have agents of the various factions want something in the part of the outlands where they get started, i.e. at the bottom of the local treasure-filled dungeon is a breadcrumb that says where the knowledge of the location of the macguffin can be found (but doesn't explain what the sphere of annihilation is)--it points them to the beastlands. Well, once the party knows this, the arcanaloth, a being that is covetous of information, wants them killed. And the only lead the party has about why they are suddenly being attacked by assassins is to go to the beastlands and investigate.</p><p></p><p>In the beastlands they encounter more agents of the arcanaloth's faction, but also the asura's faction, the revolutionary league (with its two factions), and the doomguard--and they don't know for certain what these factions are trying to accomplish or which of them is sending the assassins.</p><p></p><p>And then it's off to the races, chasing macguffin leads/pieces/keys/etc. across the planes.</p><p></p><p>So, what makes these insignificant no-names pick up the quest to deal with such a great threat while lots of other forces have more resources? Well, same logic. Arcanaloths are covetous of information, and this one wants to eliminate everyone who knows <em>anything</em> about the sphere. This includes the residents of the PC's home base in outlands, possibly their family members, all the NPCs they met along the way, and, of course, the PCs themselves. If it succeeds, the arcanaloth will have a <em>very</em> powerful tool to make that happen. And while the other factions face similar threat from the arcanaloth, they have greater means to prevent him from getting to them and don't particularly care about the NPCs in outland, the beastlands, and so on.</p></blockquote><p></p>
[QUOTE="squibbles, post: 8978188, member: 6937590"] Reading your summary gave me a "globetrotting adventurers, chasing a leads about a grab bag of factions, not really knowing what's going on and trying to figure it out" sort of vibe. You might start your group off doing normal adventuring things but have agents of the various factions want something in the part of the outlands where they get started, i.e. at the bottom of the local treasure-filled dungeon is a breadcrumb that says where the knowledge of the location of the macguffin can be found (but doesn't explain what the sphere of annihilation is)--it points them to the beastlands. Well, once the party knows this, the arcanaloth, a being that is covetous of information, wants them killed. And the only lead the party has about why they are suddenly being attacked by assassins is to go to the beastlands and investigate. In the beastlands they encounter more agents of the arcanaloth's faction, but also the asura's faction, the revolutionary league (with its two factions), and the doomguard--and they don't know for certain what these factions are trying to accomplish or which of them is sending the assassins. And then it's off to the races, chasing macguffin leads/pieces/keys/etc. across the planes. So, what makes these insignificant no-names pick up the quest to deal with such a great threat while lots of other forces have more resources? Well, same logic. Arcanaloths are covetous of information, and this one wants to eliminate everyone who knows [I]anything[/I] about the sphere. This includes the residents of the PC's home base in outlands, possibly their family members, all the NPCs they met along the way, and, of course, the PCs themselves. If it succeeds, the arcanaloth will have a [I]very[/I] powerful tool to make that happen. And while the other factions face similar threat from the arcanaloth, they have greater means to prevent him from getting to them and don't particularly care about the NPCs in outland, the beastlands, and so on. [/QUOTE]
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