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Enhancing Turn of Fortune's Wheel
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<blockquote data-quote="briggart" data-source="post: 9226917" data-attributes="member: 6805135"><p>I'm still reading through the adventure, and it will be quite some time before I'll run this, but my general plan is to have the adventure take place in the 5e version of PS, but the PCs will originally be from the 2e version. When they get flashbacks of their old life, some details will not completely match with the reality they are currently experiencing. The PCs, the modron, and possibly somebody else, came from the 2e Sigil by walking a path that runs outside of the torus (and the modron is the only one who knows how to navigate it). The break in reality has been caused by a chunk of black stone lodged into the outside of Sigil, to possibly tie this into the obelisks stuff.</p><p></p><p>Shemeska doesn't know anything of this, but somehow knows something is off with them and the modron seems to be the key to it all (possibly due to some cryptic guidance from a Baernaloth). Any form of divination magic/power by 5e creatures won't work on somebody from the 2e reality, so Shemeska must use regular means to track the rogue modron, and she figures she can get the PCs to do that for her, hoping that their special connection to it will give them some kind of advantage.</p><p></p><p>Regarding the specific bits I've read, I'll definitely change the Faunel and Sylvania chapters. I find the Sylvania plot a bit cheesy, and I think my players will do too, and I don't like the Beastlands as the concept for the Neutral-Good-Chaotic plane in the first place. I think it would be more suited for a realm in the Outlands.</p></blockquote><p></p>
[QUOTE="briggart, post: 9226917, member: 6805135"] I'm still reading through the adventure, and it will be quite some time before I'll run this, but my general plan is to have the adventure take place in the 5e version of PS, but the PCs will originally be from the 2e version. When they get flashbacks of their old life, some details will not completely match with the reality they are currently experiencing. The PCs, the modron, and possibly somebody else, came from the 2e Sigil by walking a path that runs outside of the torus (and the modron is the only one who knows how to navigate it). The break in reality has been caused by a chunk of black stone lodged into the outside of Sigil, to possibly tie this into the obelisks stuff. Shemeska doesn't know anything of this, but somehow knows something is off with them and the modron seems to be the key to it all (possibly due to some cryptic guidance from a Baernaloth). Any form of divination magic/power by 5e creatures won't work on somebody from the 2e reality, so Shemeska must use regular means to track the rogue modron, and she figures she can get the PCs to do that for her, hoping that their special connection to it will give them some kind of advantage. Regarding the specific bits I've read, I'll definitely change the Faunel and Sylvania chapters. I find the Sylvania plot a bit cheesy, and I think my players will do too, and I don't like the Beastlands as the concept for the Neutral-Good-Chaotic plane in the first place. I think it would be more suited for a realm in the Outlands. [/QUOTE]
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