What do you do when the adventures run out?

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#1

zombiegleemax

Feb 06, 2005 23:14:07
Hi everyone! I have been running a Planescape campaign for a while now and have burned through several of the published adventures for my current group. I am already wondering though, what do I do when I have run the last adventure. I realize I will have to come up with my own, but I am wondering what everyone else has done? Do you have any memorable adventures or adventure ideas that you have come up with that you would like to share? I would love some good ideas for my campaign. I think the Planescape setting has more color than most others and would like to keep it fresh as long as I can.
-Aphyosemion
#2

Cyriss

Feb 07, 2005 2:51:23
There's a bunch of PS modules and some of them are really big. You've ran them all? Dead Gods, Great Modron March, Faction Wars, and Infinite Staircase are huge.

You can always try some of the non PS 2e modules that have PS material. the TSR JAM has an adventure in the planes. Die Vecna Die ends up in Sigil (I plan to run that eventually). Some people complain about DVD though because of the way the Sigil scenario is handled. But if it's a big deal, figure out how to make it work. Any good DM can make anything work. There's another module called Tales of the Outer Planes that has several planar adventures in it based in both outer and inner planes. Another is the Vortex of Madness which has planar adventures. A Paladin in Hell is based on Baator I think.

That's all I can think of right now. I use a mix of PS and non planar modules in my PS game. For example, I plan to run a part of Night Below on Ysgard's underground layer. I want to do Eye to Eye in the Beholder realm on the Outlands. And I want to try sticking Baba Yagas Hut in random places while the PC's travel the planes. I thought it would be a fun/interesting running side quest for them to keep running into the hut as she travels the planes looking for magic items. Each time the PC's will be a little stronger and a little braver, so they might get a kick out of trying their hand at the hut each time.
#3

zombiegleemax

Feb 07, 2005 4:40:45
Hmmmmm, let us see now: the Forgotten Realms adventure "For Duty and Deity" is set in the Abyss, and it includes a potential start for Planescape players. Dungeon Magazine # 55 and # 60 hold a Planescape adventure each.

In the "Planes of..." trio of guides to the Outer Planes, one finds a set of semi-developed adventures (add stats and shake!) as well as a number of potential adventure starters in the descriptions of the various planar settlements (usually these fall under the "local news/current chant" section, as they do in "A Player's Primer to the Outlands"). Sources such as "The Factol's Manifesto", "On Hallowed Ground" and "Uncaged: -The Faces of Sigil" also mention various pieces of planar intrigue that could be elements of an adventure (although much of it is stuff that one likely could not include more than a handful of pieces of in a campaign before things would just get too megalomanical).

As for making ideas more "from scratch", I have not much advice to give. But one general idea (that I am currently working on myself in my campaign) is available if any of your players is inclined to develop a bit of a past for their character. Letting an adventure tie into that (and the things the players have been doing during the campaign) may well make for some great fun (unless the player accuses you of steamrolling over and misrepresenting his ideas, and you all break out into a shouting match and he leaves in a fury, never to return. But hey, at least you tried... :angelhide ).
#4

aquarius_alodar

Feb 08, 2005 16:15:37
And here's a link.... http://boards1.wizards.com/showthread.php?t=119218 Try that.
#5

zombiegleemax

Feb 09, 2005 6:34:44
You can take almost any adventure and turn it into a Planescape adventure. Choose a plane as the setting. Change the dominant race in the adventure to another race appropriate to the plane and/or apply templates to any creatures as appropriate for the plane...axiomatic, anarchic, celestial, fiendish, elemental, half-celestial, half-fiendish, half-elemental (from Return to the Temple of Elemental Evil. Keep encounter levels in mind, and adjust accordingly to accomodate level adjustments for the templates. Run the adventure!

Need an example? Let's try The Sunless Citadel. (Most people should be familiar with this adventure by now, since it was the first one published for 3rd edition.)

Setting: Hmmm...a rift in the earth with a fortress at the bottom? Sounds like Ysgard, Gehenna, a stable demesne in Limbo, or a hitherto nameless layer of the Abyss. Out of consideration for the players, let's choose Ysgard.

Creatures: The dominant creatures are kobolds and goblins. You can leave them and add the anarchic templates, change them to khaasta and bariaurs, or even change them all to humans and make them members of the Ring-Givers and the Fated, respectively.

NPCs: Give natives the anarchic template, and give the druid the half-fiend template. If your two warring groups are the Ring-Givers and the Fated, make the druid a member of the Doomguard.

Go for it!
#6

sildatorak

Feb 09, 2005 8:09:59
One thing to keep in mind when designing PS adventures is to include the opportunity for exploring various shades of grey. Say you're running a campaign that involves the Blood War spilling over onto a clueless prime world. When your players finally get their bearings about Sigil and decide to start looking for other prime worlds where similar things have happened and then deal with it, perhaps

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Noack...even your phoenix shaman doesn't have enough overflow boxes to deal with a double-tap from Riddle if he's already down