1001 Planescape Adventures and ideas

Post/Author/DateTimePost
#1

Charles_Phipps

Sep 20, 2004 11:12:33
I thought this might be a fun way to pass the time, let's create as many adventures and adventure ideas as we possibly can. Try to mark adventures with PFW or AFW (Pre-Faction War and After Faction War respectively).

Let me set the ball rolling....

1. AFW- "All those who believe in a god, please leave the room"...

The previous Factol of the Athar was very patable for many Athar in that he appealed to the deists amongst them who wanted a distant but probably kindly god. The problem was that he essentially made the Athar into a religion and that was one of the things many of the 'silent majority' of Athar despised. With his Mazing, his religious power seems broken and those who have serious grudges against the "Greater Unknowns" priests are now coming out of the woodwork to take a hammer to his ideas.

The Bleak Cabal's ex-members have many who find this new idea slightly more appealing since they lost their own faction and are intent on getting back to the Athar's 'roots' that the Powers..ALL powers are frauds.

Open war has thus started spilling out between the two sides of the faction.

2. AFW- "Okay, I hope you've all learned your lesson...."

An appearance of the Lady of Pain has caused things to get suddenly very awkward in Sigil as her latest pronouncements don't make much sense. Her first decree was that suddenly Sigil would be open once more to factions and her second that no limit would be to the number of factions in Sigil from this day forward....then that everyone had to wear green on their shirt...and that anyone who said the word "berk" in a sentence could be killed at will.

A suicidal Revolutionary League member with a wand of unbreakable illusions (ones that stand up even to fiend sight) has been creating images of the Lady of Pain.

Already, all the factions have poured back in and no one knows WHAT she's going to do even as she hasn't punished the madman yet or made it known if any of the above are true.

3. AFW- What the Nine Hells is up with the Formians....

The Formians, a formerly nice bunch of berks with maybe just a tad militant tendency, have seemingly gone a bit barmy as they've started to expand across the planes with the significantly less than Arcadian design of conquering the universe in the name of absolute Order. Everyone looks to the Harmonium who wrongfully was blamed for Arcadia being lost in the first place but they don't got that kind of power or they would have used it long ago....

Is the God of the Formians addled? Some wizard's experiments gone alittle whacky, or have the modrones been traded up for by Mechanus...a living plane that may be a beingh even higher than Primus itself.
#2

Charles_Phipps

Sep 21, 2004 0:56:19
4. AFW The New Dustmen Factol

The Dustmen have reformed after some considerable thought that they need to start working on MAKING the world realize death is a bit more necessary. The whole apathy thing apparently only interrupts the realization of things, how ironic.

The first thing that's been done is setting up numerous fortresses on the Negative Material Plane even as they basically then insist that every member of the Dustmen who is about to die is going to serve the faction eternally. It's sort of a trade off basically....you can avoid "higher state of death" but only if you forego death-death for a time. Only about half are taking the offer but its starting to attract alot of people who aren't exactly getting on in their years peacefully to memoryless existence on some outer plane as a petioner.

The next thing is the fact that they're working with the Godsmen about getting petitioners to get their memories and abilities back. They're more or less sticking to gods who don't care and also things like larvae that are in easy purchase.

Finally, the Dustmen have also also increased their ties to the reforming Doomguard by basically saying they're taking a more pro-active stance to the death of all things. The berk "Vecna" is proving quite interesting to the Dustmen, especially after he actually managed to give the Lady a show. They're doing worship of him REAL quiet like though.

All this is in contrast to the fact that their factol is Neutral Good. Specifically, he's a petitioner. A petitioner who HAS regained his memories, specifically when Orcus waxed his deity. The man is taking a fairly proactive stance against the memory loss and his whole support of undeath is part of a larger goal he hopes to basically make death more comfortable.

5. PFW Aoskar's Tree

The Sign of One has stolen the tree of the Athar and are preparing to destroy it when they make a rather FASCINATING discovery (that may be entirely fictious) and that is that Aoskar ISN'T dead. He's darn close to it with his body in the Astral but his spirit has been hiding out in the tree ever since the Lady ALMOST waxed him. He's been gathering energy this entire time and building a religion in the middle of the Athar the entire time.

When he reveals himself it'll be as mysterious as possible with a religion so banal and neutrally mysterious that'll spread all across the planes. He even intends to leave Sigil as soon as he's gotten his priests from the very eager to believe lost Athar.

Now the SoO is happy to destroy the Athar, the fact remains they are in a bit of an unpleasant situation since the God to protect his secrecy has more or less taken over the Factol and all those around her. A Signer acting weird isn't actually unUusual though so...

6. PFW- Someone's damn well going to pay for this....

A group of Baatorians show up with a serious desire to kill a Tiefling weapons merchant from the Doomguard who sold them a faulty set of canons. Problem is that a group of Tanaari have shown up looking for the exact same merchant....and the YUGOLOTHS who've had their reputation smeared (they never just don't WORK-at least they're sabotaged or something) since they bought the same weapons to sell to both sides.

Soon everyone is after the Xaocists to the upper planesmen as the three factions start tearing up the place to find whose behind this insidious plot and how he thought he could away with it.

The irony is for once, its just that it was a design flaw that the tinkerer (a Fraternity of Order member) wanted to fix but his manufacturers overruled him on and he reaaalllyyyy wants protection.

7. PFW- Lord of the Dead

Arawns a strange power, every now and then he likes to switch places with a mortal and escape from his duties. This time, its come to one of the PCs or all of them that he simply randomly makes rulers of his kingdom for an unspecified time...only...no power but the obediance of people who could probably squash them like bugs.
#3

zombiegleemax

Sep 22, 2004 17:45:53
This isn't so much an adventure idea, more of a place:

On one of the battlefields of the Blood War lies a field of bones - much like any other. In the middle of this macabre memento of the war stands a tower formed from the bones themselves by the power of the Baatezu, a tower long since abandoned and forgotten by its fiendish architects. Now it is little more than a high chimney standing over caverns beneath, its floors collapsed and the bones that formed its bedrock drawn up to build the walls.

However, it has not been entirely forgotten. A few groups of mortals - scavengers and would-be planewalkers - became inquisitive, and ventured into the tower, only to find themselves trapped in the caverns. The odd priest among them supplied them with food and water, and they survived.

Within time, they settled down and raised young. Some of the children were taught in priestly ways, so that the next generation would not starve, and they were all told of the great outside.

The generations passed, the people grew in number. The priests forgot the old gods, gradually turning to the worship of the Great Outside instead, and with time it managed to reply to them.

Now a whole society lives beneath the field of bones, oblivious to their situation. They are guarded and kept safe by a weak god, manifest in the form of a cloud of mist around the tower. They live in the shadow of the Blood War, in a niche created by a skirmish between two forces unimaginable to them; though they live in a world born of evil, they are happy, in their way.