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Planescape: Tale of the Clueless ~OOC
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<blockquote data-quote="Nalfeshnee" data-source="post: 3002300" data-attributes="member: 27130"><p>The Great Wheel, while claimed by many to be the hub of the multiverse, remains unknown to most. These unassuming people are more often than not natives of the material plane... home to humans, elves, dwarves and other prime creatures. </p><p></p><p>From time to time these cluless folk find themselves in an alien world, where the laws of nature seldom work in the manner they know; and where everything they know about the world is turned round on its head. The Rule of Threes means nothing to these people, and the long and bloody history of the Factions is as alien to them as the notion of an intelligent goblin. Worst of all, they know not the consecuences of displeasing the Lady, the guardian (some say Gaoler, other prisoner) of the Cage... Sigil, the centre of it all.</p><p></p><p>These primers - or clueless, as they are called in the Cage, much to their displeasure - rarely survive for long unless they can find mutual support. This can take many forms and more often than not is just a mask for some evil plan to hide behind. But those who get on their feet often find that there is much... MUCH more to life than the Prime Material. There is an infinity of planes out there to saviour, an infinity of creatures to meet and interact with... and an infinate ways to die as one travels the planes. But the risks are wel lworth it, and an adventurer can find far more than wealth and infamy. Those who seek knowledge find themselves against an array of options. Those looking for insight find far more than they bargained for and a few even find out what it like to become a god, first hand.</p><p></p><p>Welcome to Planescape, berks!</p><p></p><p></p><p>Some of you may have read about this already. I was planning on running two Planescape campaigns; each with its own flavour. and now its turn to begin the second campaign idea.</p><p></p><p>as the intro above should hopefully convey, the idea is to have all the PCs be Primers, and hopefully, the less the players know about the Great Wheel cosmology and Planescape specifically, the better. This campaign should be about experincing extraordinary things that would be though too outrageous for campside stories.. .first hand! The chained orbs of Carceri, the relentless grinding of Mechanus's cogs and the insidious evil that is the Abyss. </p><p></p><p>The emphasis will be on roleplaying, with 'epic' combats and smaller skirmishes scattered throughout the adventure. While not looking for any cahracter types, appropiate characters would be rogues, fighters, rangers (urban and normal), arcane spellcasters, warlocks and favoured souls.</p><p></p><p>Basically, PCs should be PH races and be native to basic Prime worlds (Eberron, Forgotten Realms, Greyhawk etc). apart from that there are no restrictions.</p><p></p><p>Level is 3, starting wealth etc is all standard. Resources should be PH1 and PH2, DMG1 and DMG2, all complete books and all races books, Spell Compendium. No more, no less. of course, as you gain exerience in the planes, you will gain access to the Planar Handbook (when you go up to level 5)</p><p></p><p>Lets see what you come up with...</p></blockquote><p></p>
[QUOTE="Nalfeshnee, post: 3002300, member: 27130"] The Great Wheel, while claimed by many to be the hub of the multiverse, remains unknown to most. These unassuming people are more often than not natives of the material plane... home to humans, elves, dwarves and other prime creatures. From time to time these cluless folk find themselves in an alien world, where the laws of nature seldom work in the manner they know; and where everything they know about the world is turned round on its head. The Rule of Threes means nothing to these people, and the long and bloody history of the Factions is as alien to them as the notion of an intelligent goblin. Worst of all, they know not the consecuences of displeasing the Lady, the guardian (some say Gaoler, other prisoner) of the Cage... Sigil, the centre of it all. These primers - or clueless, as they are called in the Cage, much to their displeasure - rarely survive for long unless they can find mutual support. This can take many forms and more often than not is just a mask for some evil plan to hide behind. But those who get on their feet often find that there is much... MUCH more to life than the Prime Material. There is an infinity of planes out there to saviour, an infinity of creatures to meet and interact with... and an infinate ways to die as one travels the planes. But the risks are wel lworth it, and an adventurer can find far more than wealth and infamy. Those who seek knowledge find themselves against an array of options. Those looking for insight find far more than they bargained for and a few even find out what it like to become a god, first hand. Welcome to Planescape, berks! Some of you may have read about this already. I was planning on running two Planescape campaigns; each with its own flavour. and now its turn to begin the second campaign idea. as the intro above should hopefully convey, the idea is to have all the PCs be Primers, and hopefully, the less the players know about the Great Wheel cosmology and Planescape specifically, the better. This campaign should be about experincing extraordinary things that would be though too outrageous for campside stories.. .first hand! The chained orbs of Carceri, the relentless grinding of Mechanus's cogs and the insidious evil that is the Abyss. The emphasis will be on roleplaying, with 'epic' combats and smaller skirmishes scattered throughout the adventure. While not looking for any cahracter types, appropiate characters would be rogues, fighters, rangers (urban and normal), arcane spellcasters, warlocks and favoured souls. Basically, PCs should be PH races and be native to basic Prime worlds (Eberron, Forgotten Realms, Greyhawk etc). apart from that there are no restrictions. Level is 3, starting wealth etc is all standard. Resources should be PH1 and PH2, DMG1 and DMG2, all complete books and all races books, Spell Compendium. No more, no less. of course, as you gain exerience in the planes, you will gain access to the Planar Handbook (when you go up to level 5) Lets see what you come up with... [/QUOTE]
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