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City of Doors, City of Lies - Planescape
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<blockquote data-quote="Ruined" data-source="post: 6738" data-attributes="member: 113"><p>The Year of the Broken Wheel </p><p>Spar 11th [ Day 1 ] </p><p> </p><p>[ DM’s note: This is a variation of the module ‘To Baator and Back’ from Well of Worlds and ‘Hot Time in Darkspine’ from the Planes of Law boxed set. I would have prepared a well-crafted, homespun entrance into the campaign, but the game was a last-minute idea we put together. ] </p><p> </p><p>The tale begins, surprisingly enough, in a backwater town on an unknown Prime world. We see a young woman enter the Grumpy Goat, a local tavern. She blends with the populace, being tan-skinned with straight dark hair. She has a bow and arrow with her, which draws a few looks but no one is terribly concerned. They have other matters to gossip about. </p><p> </p><p>Such as the figure that’s been seated in the corner for the past two hours. The barmaid has seen nothing but the odd traveller’s cloak and gloves. He paid for his drinks with local silver coins, but everyone in the bar knew he was an outsider. The female notes the mysterious figure in the back and moves to sit at his table. </p><p> </p><p>The female is named Tira. She has been in the town for a matter of days, learning the lay of the land and picking up pieces of chant here and there. The cloaked figure is named Killian Darkweaver. She alone knows why he is cloaked – no one in this town had likely ever seen an elf, let alone a black-skinned Drow. Their plan has been for her to find as much information as possible, and when he arrives, they would act on it. Their mutual ‘mission’ is to locate a magical item, a spoon, that had been held by a wizard here. Tira has a good idea of where they need to look. </p><p> </p><p>Leaving the tavern, they have more freedom to speak. Tira had found no information regarding a magical spoon, but other news interested her. One of the local farmboys had gone missing the day she arrived, and had not returned. She had spoken to a friend of his and learned that they used to play out by an old ramshackle building an hour’s walk away from town. He spoke of some odd things that happened around the building. So the two of them head out of the town and to this building. </p><p> </p><p>Amongst overgrown grass, they find a dilapidated building that could be over a hundred years old. Everything is quiet, so the two carefully investigate. Killian throws back his hood, revealing lengthy, silver hair. From under the cloak, he draws a short sword, just in case. Tira has a spear that she retrieved from her room. They move through the ancient house, splitting up to check different rooms. Within, there is no sign of the boy that disappeared earlier. </p><p> </p><p>Tira finds a closet from which she can hear shuffling movement. She opens the door and finds two bizarre forms emerging – Demons! She stabs one of the lemures, then retreats a few steps before skewering the other. She calls out to Killian, but there is no answer. </p><p> </p><p>While she was checking the closet, Killian entered another room where paper and great amounts of dust coated the floor. As he disturbs the dust, it begins to rise and rotate around the room, revealing an inscribed circle on the wood beneath. As Killian begins to utter a curse, he is transported out of the room. </p><p> </p><p>Tira leaves the melting demon corpses and moves through the house to the kitchen. Searching through the cupboards, she does run across a spoon of some note. It is undecorative, but it has no stains or rust on it from over the years. She pockets it and goes to find Killian. She locates the room where he had went and catches a few papers settling. At that instant, she makes her decision and walks in, and is subsequently transported to… </p><p> </p><p>A blasted landscape under a blood red sky. Baator, the plane of Order and Evil. Once there, they began to meet the natives and brave the hazards of that foul land. They encounter a rude barbazau that guards the portal. They pay him to stay, but he flies up after they’re out of sight. Sensing that he plans to betray them, Tira shoots him down out of the sky. </p><p> </p><p>Continuing on, they find an old cave with a hut inside. As they approach, they are webbed by a spell by Hexla the witch. She threatens to burn the webs and them unless they answer her questions. After finding out that they’re not fiends, she releases them and invites them inside. She acts very congenial, and asks them if they could bring her some special ingredients or herbs that could help her transport her way off of this plane. She tells them that they could question the Pillar of Skulls and see if it knows a way for them to leave the plane. After they leave, she sends messages informing the pit fiend Bel of the travellers in his realm. </p><p> </p><p>They run across and speak with the Pillar of Skulls, the undying heads of sages who betrayed the trust of others. They witness the pillar arguing amongst itself, and different heads trying to make bargains for information. In exchange for information on a portal home, they give it a few books they found in the wizard’s mound. The pillar directs the heroes towards the town of Darkspine. </p><p> </p><p>Further hazards in Baator include them traversing the River of Blood, and avoiding the marching fiends from Bel’s fortress. Eventually they come to the town of Darkspine. Darkspine is a former Gate-town from the Outlands. It slid over to Baator a while back, but the resistance still fights there to keep the fiends from completely overrunning the town. The two adventurers are aided by this resistance in escaping the fiends. While waiting in the resistance’s makeshift headquarters, Killian figures out what is so special about the spoon, and uses its ability to produce food for the dwindling supplies of the resistance. They bypass the layer of fiendish guards at the Gate, through and back to the Outlands. In exchange for this help, the two agree to return sometime in the future and see about bringing weapons back to fight with. </p><p> </p><p>The adventurers weasel their way through Ribcage, the new Gate-town. As they first arrive, they run across a guard and fool him by pretending to be lovers that had hid there to be alone. They talk him up some, and he gives some suggestions about making their way around. They shill out some jink to get the new symbol of the week for Ribcage, so patrols won’t stop and arrest them. Eventually, the two make their way back to Sigil. It’s nighttime when they arrive, so they plan to meet at the ‘workplace’ in the morning.</p></blockquote><p></p>
[QUOTE="Ruined, post: 6738, member: 113"] The Year of the Broken Wheel Spar 11th [ Day 1 ] [ DM’s note: This is a variation of the module ‘To Baator and Back’ from Well of Worlds and ‘Hot Time in Darkspine’ from the Planes of Law boxed set. I would have prepared a well-crafted, homespun entrance into the campaign, but the game was a last-minute idea we put together. ] The tale begins, surprisingly enough, in a backwater town on an unknown Prime world. We see a young woman enter the Grumpy Goat, a local tavern. She blends with the populace, being tan-skinned with straight dark hair. She has a bow and arrow with her, which draws a few looks but no one is terribly concerned. They have other matters to gossip about. Such as the figure that’s been seated in the corner for the past two hours. The barmaid has seen nothing but the odd traveller’s cloak and gloves. He paid for his drinks with local silver coins, but everyone in the bar knew he was an outsider. The female notes the mysterious figure in the back and moves to sit at his table. The female is named Tira. She has been in the town for a matter of days, learning the lay of the land and picking up pieces of chant here and there. The cloaked figure is named Killian Darkweaver. She alone knows why he is cloaked – no one in this town had likely ever seen an elf, let alone a black-skinned Drow. Their plan has been for her to find as much information as possible, and when he arrives, they would act on it. Their mutual ‘mission’ is to locate a magical item, a spoon, that had been held by a wizard here. Tira has a good idea of where they need to look. Leaving the tavern, they have more freedom to speak. Tira had found no information regarding a magical spoon, but other news interested her. One of the local farmboys had gone missing the day she arrived, and had not returned. She had spoken to a friend of his and learned that they used to play out by an old ramshackle building an hour’s walk away from town. He spoke of some odd things that happened around the building. So the two of them head out of the town and to this building. Amongst overgrown grass, they find a dilapidated building that could be over a hundred years old. Everything is quiet, so the two carefully investigate. Killian throws back his hood, revealing lengthy, silver hair. From under the cloak, he draws a short sword, just in case. Tira has a spear that she retrieved from her room. They move through the ancient house, splitting up to check different rooms. Within, there is no sign of the boy that disappeared earlier. Tira finds a closet from which she can hear shuffling movement. She opens the door and finds two bizarre forms emerging – Demons! She stabs one of the lemures, then retreats a few steps before skewering the other. She calls out to Killian, but there is no answer. While she was checking the closet, Killian entered another room where paper and great amounts of dust coated the floor. As he disturbs the dust, it begins to rise and rotate around the room, revealing an inscribed circle on the wood beneath. As Killian begins to utter a curse, he is transported out of the room. Tira leaves the melting demon corpses and moves through the house to the kitchen. Searching through the cupboards, she does run across a spoon of some note. It is undecorative, but it has no stains or rust on it from over the years. She pockets it and goes to find Killian. She locates the room where he had went and catches a few papers settling. At that instant, she makes her decision and walks in, and is subsequently transported to… A blasted landscape under a blood red sky. Baator, the plane of Order and Evil. Once there, they began to meet the natives and brave the hazards of that foul land. They encounter a rude barbazau that guards the portal. They pay him to stay, but he flies up after they’re out of sight. Sensing that he plans to betray them, Tira shoots him down out of the sky. Continuing on, they find an old cave with a hut inside. As they approach, they are webbed by a spell by Hexla the witch. She threatens to burn the webs and them unless they answer her questions. After finding out that they’re not fiends, she releases them and invites them inside. She acts very congenial, and asks them if they could bring her some special ingredients or herbs that could help her transport her way off of this plane. She tells them that they could question the Pillar of Skulls and see if it knows a way for them to leave the plane. After they leave, she sends messages informing the pit fiend Bel of the travellers in his realm. They run across and speak with the Pillar of Skulls, the undying heads of sages who betrayed the trust of others. They witness the pillar arguing amongst itself, and different heads trying to make bargains for information. In exchange for information on a portal home, they give it a few books they found in the wizard’s mound. The pillar directs the heroes towards the town of Darkspine. Further hazards in Baator include them traversing the River of Blood, and avoiding the marching fiends from Bel’s fortress. Eventually they come to the town of Darkspine. Darkspine is a former Gate-town from the Outlands. It slid over to Baator a while back, but the resistance still fights there to keep the fiends from completely overrunning the town. The two adventurers are aided by this resistance in escaping the fiends. While waiting in the resistance’s makeshift headquarters, Killian figures out what is so special about the spoon, and uses its ability to produce food for the dwindling supplies of the resistance. They bypass the layer of fiendish guards at the Gate, through and back to the Outlands. In exchange for this help, the two agree to return sometime in the future and see about bringing weapons back to fight with. The adventurers weasel their way through Ribcage, the new Gate-town. As they first arrive, they run across a guard and fool him by pretending to be lovers that had hid there to be alone. They talk him up some, and he gives some suggestions about making their way around. They shill out some jink to get the new symbol of the week for Ribcage, so patrols won’t stop and arrest them. Eventually, the two make their way back to Sigil. It’s nighttime when they arrive, so they plan to meet at the ‘workplace’ in the morning. [/QUOTE]
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