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Cyre 1313 Ideas
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<blockquote data-quote="RoiC." data-source="post: 8399524" data-attributes="member: 6886752"><p>I'm planning for a Planescape campaign, with the party originating in two smaller groups from different Prime Material Plane worlds, each being thrown into Sigil by some kind of a freak planar incident. I want to give the party an origin point that would discourage them from wanting to go back - I'm thinking of going with Dark Sun for one, and I'm locked on Eberron for the other. </p><p></p><p>The Eberron group is going to start in the Mournland - either having witnessed the Day of Mourning from just outside the borders and having to travel through the wasteland and survive until they get to safety, or possibly as a scavenger team sent to retrieve something from the ruins (I'm leaning more towards the first option, because I don't think they'll want to return to Eberron all that much after what they just went through, especially if they'll be Cyreans). </p><p></p><p>Now, my plan is to have the party somehow board the Cyre 1313 lightning rail (a new, barely expanded on Dark Domain from Van Richten's Guide to Ravenloft ), realize that they boarded the wrong train, and somehow get off in Sigil, or possibly in some other spot and accidentally get to Sigil from there. </p><p></p><p>Thing is, I'm short on ideas. Not sure how would the party even board the train, what they should expect to see in there (especially what will have them realize that everything is wrong), nor how would they reach Sigil (I can imagine the train stopping in a lot of planes and planar locations, but for some reason I can't imagine Sigil being one of them).</p><p></p><p>Basically, any ideas and tips you have, based on plans, actual experience, other works of fiction or whatever comes to mind would be wildly appreciated. Thanks!</p></blockquote><p></p>
[QUOTE="RoiC., post: 8399524, member: 6886752"] I'm planning for a Planescape campaign, with the party originating in two smaller groups from different Prime Material Plane worlds, each being thrown into Sigil by some kind of a freak planar incident. I want to give the party an origin point that would discourage them from wanting to go back - I'm thinking of going with Dark Sun for one, and I'm locked on Eberron for the other. The Eberron group is going to start in the Mournland - either having witnessed the Day of Mourning from just outside the borders and having to travel through the wasteland and survive until they get to safety, or possibly as a scavenger team sent to retrieve something from the ruins (I'm leaning more towards the first option, because I don't think they'll want to return to Eberron all that much after what they just went through, especially if they'll be Cyreans). Now, my plan is to have the party somehow board the Cyre 1313 lightning rail (a new, barely expanded on Dark Domain from Van Richten's Guide to Ravenloft ), realize that they boarded the wrong train, and somehow get off in Sigil, or possibly in some other spot and accidentally get to Sigil from there. Thing is, I'm short on ideas. Not sure how would the party even board the train, what they should expect to see in there (especially what will have them realize that everything is wrong), nor how would they reach Sigil (I can imagine the train stopping in a lot of planes and planar locations, but for some reason I can't imagine Sigil being one of them). Basically, any ideas and tips you have, based on plans, actual experience, other works of fiction or whatever comes to mind would be wildly appreciated. Thanks! [/QUOTE]
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