help me get my planescape group off the ground

estevans_lackey

First Post
First of all, I'm running a 3E Planescape campaign that takes place during the great Modron March (written by Monte Cook in the 90's). I would be submiting this to the RPG Consortium but I'm running this in a few days and because of work-related time constraints I don't have much time. I have a few ideas already but I want to see if anyone can give some helpful tips:)
I'm not planning on pushing the March (as an adventure) on to the players. Although if they want to go that route they're free to do so. These are the 1st level PC's as of yet:

A male (I can't remember the name right now; 7ft tall, bone spurs growing all over them 'cause of this root that they're addicted to, out of the Mythic Races book from Fantacy Flight Games) barbarian who has journeyed to Sigil with a group of mercenaries to act as bodyguards (so the teifling said) for him. The problem was that right when they arrived at Sigil (in the Hive Ward) he abandoned all of the mercenaries to they're immenent deaths (the berks are in the Hive, after all!). Did I mention the barbarian doesn't speak a lick of planar common? Short-term goal for him right now is to find formal training in the art of battle. Very hard to do with no common language at your dispossal.

A gnome 1/2 level rogue, 1/2 level diviner(using apprentice levels out of the DMG) who stylizes himself as a professor. In what, you ask? I'm not quite sure myself but I'm sure it's going to be getting into trouble. He might be shooting for an investigator type.

A Mercykiller cleric of (not sure of diety worshiped or race yet).

A human psion/fighter (again using apprentice levels).

This is all of the details I have so far. If anybody has any ideas about getting these freaks together in the melting pot of the planes, Sigil, let me know.

thanks
B:)
 

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A random idea:

They all owe money to the same loanshark, and are fetched by his bounty hunters. They meet each other in the waiting room - none of them can pay up, and are on the verge of being ended there and then. At the suggestion of one of his lackeys, the loanshark offers them a (dangerous) group errand that they can complete to buy more time to fulfil their debt, instead of killing them on the spot.

Heavy-handed, but provides all PCs with a motivation to work together, to complete the errand, and to find money to pay off the loanshark over the course of later adventures. The loanshark could also end up in a role as a campaign villain.
 
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