[Planescape] Adventures for 7th-level characters?

Andrew D. Gable

First Post
Hey, my group and I decided mid-campaign that we'd like to try out a semi-Planescape sort of game. It'll be on the Outer Planes, but it won't necessarily have all the Planescape plot points. We decided we'll use the Savage Species rules to allow for more exotic PCs. Anyway, we started at level 7. Are there any adventures set up for 7th-level characters?
 

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Fires of Dis is a good one, I've heard. There's also Harbinger House, but it's a bit railroad-y for my tastes.

Well of Worlds is also supposed to be good. It has nine adventures in it, so you're bound to find one that you like.

If you don't mind playing a longer adventure, though, Dead Gods is widely considered one of the best adventures for 2e ever written, for any setting. It'll require lots of conversion, though. I can't remember what levels it was written for, but I believe a bit higher than 7th. (But this was 2e, so I know it wasn't *much* higher!). Regardless, I remember it was made to be flexible in what level it was for, and since you've got to do conversion anyway, I'm sure you could adjust it for 7th level.

I won't say exactly what it's about, for spoiler reasons, but it sets up a major event that took place in 3e that you can read about in the Book of Vile Darkness. :)
 
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'Well of Worlds' had some VERY nice adventures therein, especially the one revolving around the maze of Vartus Timlin.

'Harbinger House' was very good, but as Hardhead said, it could be railroady at times. However a good DM can easily take care of that to make it flow better (and to make sure Sougad Lawshredder survives the rooftop chase scene *grin*).

I can't say much for 'Fires of Dis' as I've not read it in some time.

And yes, 'Dead Gods' has to rank as not only the best 2e module of all time, but the best 2e/3e module of all time. I'd say best of all time period, but I've not read or played any of the 1e stuff for comparison.
 

Wow, someone having trouble thinking of PS adventures?

Well, here's an idea......look and see what Outer Planar Creatures are about CR 7-9....then, think of what they would be involved in........;)
 

I ran my FR players through Fires of Dis (they were primes from Faerûn who used a gate to get to Sigil) back in our 2e days. We still talk about that adventure to this day...

You can't go wrong with The Great Modron March and Dead Gods. In the Abyss was pretty cool, 'cause the Abyss is well... pretty cool, but you might have to tweak the levels a bit to make it playable for 7th-level characters.
 

Unless you really cheese out and go easy on the players (like a lot of the low level Planescape adventures do), the planes are a pretty dangerous place to adventure. Even the Planescape boxed set recommended the players stick to Sigil till well beyond 7th level.
 

Here's an idea

This is the story that I used when I started a lower level Planescape campaign:

The individual party members are summoned by a powerful trader for a specific job to do. Once all of the members are presented, they are led to a meeting room and left to their own devices for a bit. They soon notice that a strange red gas has started to fill the room, and one by one, the PCs are knocked unconcious.

The game starts with the PCs waking up in chains, surrounded by a motley collection of mid to upper level demons and other creatures of the planes. They soon discover that they are awaiting trial in Sigil for conspiracy to upset the balance of Sigil itself. They also discover that they themselves look like an assortment of lower planar creatures. The judge addresses them by names they have never heard of, and passes sentencing on them for crimes they knew nothing about. They are sentenced to life imprisonment at the Vault, located on Carcera. The PCs are soon shuffled off to a holding cell where they await the opening of the gate to Carcera. There they meet a drow accolyte of Llolith, who says nothing to them, but will later play a huge part in the campaign. The group is then transported via a massive gate to the Vault.

A strange thing happens when they pass through the gate however. All of the PCs now revert back to their original forms. When the warden looks over the list of prisoners, he merely assumes it is a clerical error in the paperwork, and refuses to listen to the PCs pleas of innocence. The PCs are now wrongfully accused/framed prisoners on the plane of Carcera, and it's there goal to escape and get revenge on those that set them up!

I set the campaign in Carcera because of all the lower planes, it alone is probably the most survivable by lower level PCs, and it has a very clear cut goal for the PCs to strive for. By the time your PCs get off the plane of Carcera, they will be high enough level to tackle just about anything!
 

I ran The Deva Spark for my players a while back, and I think it was good for their group of around 7th level. It's not big on combat, in any case.

The only problem I had was that Bebeliths got boosted since 2E, and there is one as a central figure in the adventure. Either way, it's a great module.
 

You could pick up the Planescape adventure The Great Modron March. It has highs and lows, but it is overall a good adventure/anthology, and it gives a good tour of many outer planes. The adventures start from a fairly low level, in a fairly safe place, and progress to fairly high levels. If you enjoy it, Dead Gods (which IMO is a +6 keen adventure of brilliant energy) is its sequel.
 

I second Well of Worlds very cool adventures in there i loved the one with the love story between the Tana'ri and the Baatezeu very cool ;)
 

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