Plane Escape - Homebrew in progress, any and all feedback VERY much appriciated


Homebrew and House Rules

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Greetings everyone, I am currently working on a homebrew in my free time. I'm not a great writer, nor abundantly familiar with the ruleset - so I don't have too high expectations. It is quite obvious that I could use some help, especially in creating maps, so if you find this interesting - please post constructive feedback.

To get you into the nit-and-gritty world, here's the opening for the first chapter in my homebrew adventure path.

Plane Escape: Chapter 1

Part one: Stranded

The heroes all arrive at Jaren Crall's office inside the pathfinder lodge in Prism. Plane Escape assumes that all the players have completed the Pathfinder tests in their respective hometowns with very high marks, as specified by their campaign trait. Whether some of the players know each other or not beforehand, is up to the GM to decide. The players all appear inside the office simultaneously, as they were all teleported from Absalom by the mage Abduris.

A flash of light sends you crashing through the planes, echoes and images of creatures and areas you have never seen before greet you as you tumble through reality. As your body is ripped from the Material world, you are barely able to control it as it bends and twists through what seems to be a blue-green wormhole. The colors and images all fade to black, before you are forcefully thrown into a room quite similar to that of the venture-captains in Varisia. The room is filled with varisian artwork, and wanted posters – mostly depicting tieflings and aasimars, the text written in abyssal. Behind a desk cut out of a type of oak you find familiar, stands a tall and quite attractive, muscular man with his arms crossed – smiling evidently as you are thrown onto the floor. He wears a suit of dark brown high-quality leather, probably magical in nature, with matching boots and bracers. His hair is dark brown, shaved on both sides and slicked backwards – leading to a tiny knot at the back of his head. On his left hip hangs a high-quality dagger, and you can easily see that the hilt is fashioned with remarkable skill. He applauds you as you get back on your feet and you can see the four adventurers you where teleported alongside stand next to you in a line.

"Congratulations, pathfinder-hopefuls! Welcome to Prism and the City of Door! I am certain you have many questions, but please – allow me to properly introduce myself. My name is Jaren Crall, venture-captain of Door and an expert on this particular crossroad-plane. As you probably know already, Prism is a gateway to the other planes – travelers from distant worlds and realities pass through this plane in order to cross over to other planes. Door is inhabited primarily of Aasimars, Tieflings, Humans and Demons – and just to be clear: this is not varisia. You get in trouble in Door, there's not much I can do to aid you, as the Triumvirate; a faction of high power and the main police-force in Prism – given power by our ruler: The Lady Dreamer – are purely law-aligned. If you're arrested for a crime, whether you committed it or not – you can and probably will be sentenced to death. Mark my words: thread carefully." His emphasis on the word almost echoes in your head, perhaps you are just fatigued by the journey or perhaps there is more to this man than it appears.

"But seeing as how you're all probably weary after the journey, I'll not waste our time any further. In case you have forgotten, you've all been sent here to investigate the 'planar-plague' ravaging Prism. Put in simple terms: you are to find out how far the plague has spread, who is behind it and stop the person or persons responsible. If you are unaware of the effects of the plague, allow me to elaborate." Jaren draws his breath, leans forward and places his left index finger into the palm of his right hand. "The planar-plague is deadly, an illness of unknown origin that manifested upon the poorest inhabitants of door and has now spread to at least half the city's population. At first those infected turn cold. Not their body-temperature, no – but they feel cold. It's hard to explain. Then a deep, guttering cough follows suit – and that's before the illness really settles. Next, the infected, depending on both their knowledge of the arcane arts and their intellectual level, begin rambling. Not your every-day-doomsayer ramblings, no – they have a hard time constructing sentences that make any sense. Lastly, the infected flay themselves and turn into shadows, which some of you might have seen if you've traveled to the negative plane. This, of course, makes us believe that someone from the negative plane is responsible – leading to your first assignment. Make your way to the Inn of the Hanged Man, ask questions but don't tell anyone where you are from or who you're working for – we're not a prominent faction in Door and unwanted attention isn't something we want. Look for a man named Red-Jack, a notorious tiefling adventurer – known to hold information most people shouldn't have. You're on your own from here on, but be sure to report to me and no-one else; if you find something important. Now get going, we don't have much time."

Jaren leaves through a door at the left side of the room, shooing you away with his hand before closing the door. There is a door behind you that leads out to the main hall of the building, followed by a small stairway and a large door leading out to the streets of Door.

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Also worth noting: my first language is not english, so I apologize if my sentences are constructed with seemingly poor craftsmanship.

Questions: Does the setting and opening make any sense? Is it intruiging? How do you picture the opening? Does it feel alive? Is the opening boring, or dull? Does it lack anything? Does it make you want to ask questions, and if so: what questions?

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Shameless bump


Sounds promising. I like the idea of the planar-plague - it is definitely intriguing (I like the negative plane angle) and Red Jack sounds like an appropriately dodgy and iconic villain/ally.

For a non-native speaker I'm impressed... :)

* "thread carefully" should be "tread carefully"

* is City of Door supposed to by City of Doors?

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Thank you for the feedback, Oceanshieldwolf. Both the plague and Red-Jack are diversions, there to lead the players along the first chapter. I have a hand-drawing of the city, currently containing some landmarks for the city: In Door: Pathfinder Lodge, Triumvirate Castle, Several Cloisters and temples (Prism is mostly Lawful to Chaotic Neutral). In the middle of Door is 'the City Within', a district surrounded by tall walls (errected to effectivly 'wall-in' and imprison a large group of thugs and thieves loyal to Rylak Shaw (chapter two's main adversary and chapter 1's boss' boss - located at the 'Temple of Shapeless Shadows inside 'The City Within'.

Phew.

Thank you for the kind words and correction, it is both appreciated and noted.

The city is named 'Door', so 'the city of Door' would be the correct term.

The Triumvirate is a faction ruled by three powerful houses, required to bring an equal number of troops to each of the three cities in Prism, to act as guards and police. Each family is based in the three cities; Door, Gallow's End and The City of Fleeting Dreams (capitol), given authority by the Lady Dreamer.

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Other notes: no guns (though this can be implemented by a GM). The journey begins in Door, where Thugs and Thieves seem to move about the city untouched by the Triumvirate (hinting to that the first 'villain' has the city's police force in her pocket) - operating through her base in a dungeon located under the city. Door is inhabited of mostly Humans, Tieflings, demons and half-demons and Aasimars. It is designed to have 6 chapters, each with a boss at the end that are all connected through the story. It is intended to be an investigative campaign - think Shadowrun for the SNES or Planescape: Torment.

Players selecting Abyssal and Celestial should have benefits in investigating Prism.

I have the 'red-string' from begining to end fleshed out, the main locations for each chapter, the bosses and the ending. I still need to make maps for everything, work out every encounter and loot tables, as well as writing the entire campaign like the opening post located here. The campaign is designed for level 1 characters.


My only real question/gripe is why wouldn't Prism's own police handle this? Surely between the demons, angels, assimar, tieflings and other inhabitants, there would a detective squad.

Other than that, I found it interesting and liked the idea.

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That's a very good question, Vin. Why aren't the Triumvirate involved? Perhaps they already are involved, perhaps they are busy trying to maintain order in the city and spreading word that it's all a ruse, that those infected are not diseased, but rather invaders from the Shadow Plane - seeking to put the law-enforcment in poor light. That those the Shadows replaced are held captive in the Shadow Plane?

All lies of course - or are they? Is the Shadow Plane even involved? These are questions I'd like the players to ask themselves.
Did it answer your question Vin? And do you like the approach?

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Actually, that doesn't make enough sense, as it isn't common knowledge that the illness might be man-made. The common belief is that the illness only affects those of poor stature in the community. The noble district is sealed off tight - with only a few incidents arising, whom are quickly put in quarantine. The illness seems to flourish in arcane societies, making it hard for the triumvirate diviners to operate and investigate. Some doom-sayers believe that (of course) the end is nigh, and the deity known as 'The Shapeless Shadow', whom has a temple in the 'The City Within', will return and swallow the city of Door and merge it with the endless void - a black, constantly changing sea surrounding the island-city of Door.

The Triumvirate are, as you noted, investigating, quarantining incidents and attempting to keep the community calm. They're efforts are being halted by a group of aasimar and tiefling thugs working for Ihren Taldrisair - the villain in chapter 1: an Aasimar Rogue puppeteered by Rylak Shaw.

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To go more in-debth on the whole planar-plague dilema, the illness was created by a sorcerer named 'Graius the Bleak' - a prominent member of House Gral, the Triumvirate family in Door, and a very capable arcanist. The reason why the heroes end up going after Shaw, believing that HE is the one pulling Ihren's strings (since the heroes think she was behind it in chapter 1) is that as chapter 2 begins, Jaren sends the heroes to Abduris' house in door, the wizard that opened the wormhole to Prism for them in the first place, only to find him abducted by the Boneless Hands - followers of Graius and loyalists to 'the Shapeless Shadow'.

After the heroes defeat Rylak Shaw in 'the Cloister of Shapeless Shadows', they find the room holding Abduris - only to watch helplessly as Graius kills their only hope to return home to their plane. Graius escapes through a wormhole, stranding the heroes in Prism. Luckily, Abduris has kept a journal - explaining how to create a similar wormhole (which is a perfect task for the party's arcanist to figure out. The heroes do find Red-Jack and can free him, making him vow to aid the heroes later on. He can give them hints on how to create the wormhole and that time is nigh, Graius has simply used Prism as an experiment - and he has transported himself back to Absalom to release the plague upon the Material Plane. So ends chapter 2.

What do you guys think so far?

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Another shameless bump

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Factions currently established in Prism:

The Triumvirate, as explained above.
Pathfinder Society
Arcane Academy
The Shadelings - Ihren and Rylak's Thugs
The Boneless Hands - Graius' loyalists, led by the Boneless Man
The Society of Fleeting Dreams, a faction led by the Lady Dreamer
The Changelings - a faction believing that "Through change comes true reality".

I still need some more factions, work out the basics of each one - and blend them all into the story.

Chapter 3 begins as the heroes return to Absalom, beset by the Boneless Hands and ruled by Graius the Bleak atop a newly errected spire within the city. Time has passed quicker than in Prism, though the heroes seem unaged. The party was cursed with the Planar-Plague by Graius before he fled - and they figure out that through his death, the plague will end. Graius works his power as a conduit to the Shadow Plane: earning him the power to spread the plague.

Once the heroes defeat Graius atop the spire, the plague is gone; but he manages to send the heroes back to Prism as he dies.
Chapter 3 ends as the heroes find themselves outside The City of Fleeting Dreams.

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Upon entry to the city, the heroes are approached by Jaren Crall - the venture-captain in Door, explaining that he believes the Lady Dreamer, the half-demon ruler of prism, is the one behind Graius and all the troubles in the crossroad-plane. (This is hintes to throughout the campaign). As the heroes investigate, they realize they need to find several items to weaken her to be able to defeat her. This is an excellent opportunity to allow the players to explore rhe capitol, and journey to the Shadow Plane and Limbo to find the artifacts needed. In the end of chapter 4, the heroes defeat the Lady Dreamer in her halls.

Jaren and a cadre of triumvirate troops arrive after the battle, arresting the heroes for murdering the ruler of Prism and throw them in the dungeon beneth the Citadel of Dreams. So ends chapter 4.

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To keep it all interesting, I wont post chapter 5 & 6 - and rather use the feedback I get from chapter 1-4 to build and flesh out the two last chapters.

Thoughts and questions or suggestions so far? Do any of you think the campaign is interesting and would you want to play it? If not, what factors throw you off?

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Bumpetty bump!

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Working on the campaign traits, I'm planning to make this mandatory for the characters and create somewhere between 6-8 traits to pick from - each of the changing the character somewhat to make them appear less 'human' or whichever race they pick - as I am considering Prism to a much more hostile place towards the 'regular' races.

Perhaps the City Within should be where 'regular' people live, as the tieflings, aasimars and other planar inhabitants of Prism might think of those races as inferior to themselves. I would also like to make the whole thing more interesting through the power of 'names', meaning that the heroes should never speak their true names to anyone - as everyone knows that knowing something or someones name equals power over said person/being. That, in terms of gameplay, means that the heroes need to pick both a true name, a 'fake' name (something they learn from Jaren Crall) and a trait that changed them once they stepped through the wormhole to Prism. I also need to figure out WHY they where changed, and what happened to the portal they used to make it 'malfunction'.

Is this too complicated, or is it interesting?

Scarred
The wild surges you experienced when stepping through the portal to Prism ripped and cut your body as it passed through the planes. Deep scars riddle your body, leaving your entire body marked with dagger-like wounds. The injuries do not hamper you in any way and while some people might find you grotesque and ugly, others might come to fear you more.
-1 Charisma, +4 Intimidate

Transparent
The tumble through the portal to Prism touched upon the Negative plane, leaving you changed somehow. Your body seems to flicker, lose its humanoid glow and blink in and out of reality. You appear to have one foot in the negative plane, making you less aware of your surroundings but harder to hit.
-1 Spot, Listen +1 AC

Planetouched
The wormhole ripped out some of your racial benefits, merging you with the soul of a being from the planes. You no longer feel like a true member of your race, as something else lingers within your bodily shell.

Pick one racial trait from Aasimar, Tiefling, Fetchling, Ifrit, Oread, Sylphs or Undines and remove one of your racial traits.

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Two more traits:

Haunted
Something delved into your mind as you were tossed through the planes, eating away at your thoughts and memories. The ordeal shook you to your core – and it has made you cautious, alert and deeply disturbed. You no longer cast a shadow.

+1 Listen, Spot – Something seems to follow you in the shadows, haunt you in your dreams and speaks to you when you are alone. Whatever it was, it is always watching. Watching YOU.

Bargain
Before you emerged in Prism, you briefly ended up in the Abyss – appearing inside the home of a demon. To survive the encounter, you made a deal with the demon before he would send you on your way. Allowing the demon to touch your soul, he drained some power from you and gave you some of his own – but the price was high. Should you perish or ever venture to the Abyss – he would find you and your soul would be claimed by the demon. The smoke and fire from the demon’s home has touched you in some way, and you now reek of the Abyss.

+1 Strength, -1 Intelligence.

If anyone has any ideas as to other traits to add, I am all ears!

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This is a very interesting campaign idea and like Oceanshieldwolf I can't help but wonder if you were influenced by the AD&D campaign setting Planescape? Plane Escape/Planescape, Door/City of Doors, factions, The Lady Dreamer/Lady of Pain are all so similar to the hallmarks of the PS setting.

Definitely want to keep up with this thread!

--Vrock & Key

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Thank you for the response King of Vrock!

I have to admit, I am quite fond of Planescape - and the names used for both Door and the Lady Dreamer are too similar to be a simple coincidence, even if it was not my intention. That said, I am not basing the story nor the locations on that particular setting, I am trying to create something that perhaps feels like Planescape made me feel when I first played it.

Like, it's hard to explain, I want whomever that plays the campaign to feel like they are in Prism, like they are cut off from what they know and instead want to explore the Pathfinder Planes, to yearn for more information about everything and to in all aspects have one helluva time playing it.

I'm quite aware that writing a solid campaign that would become popular is for much more skilled people than I, but I feel like there is so much to do with the Planes that the possibilities are endless - and as such, why shouldn't I when I've managed to make up a story that I find interesting.

I just hope I can create something for people to enjoy.

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Last traits I've made thus far:

Forgotten
Crashing through the portal ripped your mind apart, only to put it back together again - changed. You have no memory of who you where, what you have done in your life or where you are from. The man or woman you might have been is no more and perhaps you have been given a chance to forget the wrongdoings of your previous life. Your eyes seem to have lost the glow they once held, and now appear as deep black voids.

-1 Wisdom, +2 Perception.

Unraveled
As you soared through the wormhole, the planes opened up to you and told you all their mysteries and secrets. You were a god soaring above, transcended – made whole like no man or woman should be made whole. In the end it was too much to take in, and you fell from the skies, burning as you crashed back into reality. Some of the secrets stayed with you, but your body has somehow weakened – making your skin appear brittle.

+1 Intelligence, -1 Constitution.

Separated
When your body left the material plane, your soul was wrought from your body – only to manifest as some kind of tattoo on your skin. The tattoo moves and shifts as your mood changes, revealing your intentions. The seperation has made it harder to affect your will.
-2 Diplomacy, Bluff, +1 Willpower

So, question: Any suggestions to make the benefits and drawbacks of each trait more 'balanced'? I feel like I threw some numbers out there, without really considering the power it and setbacks they give.

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Player's Guide:

In this Adventure Path, you and your fellow adventurers help unravel the Planar-Plague ravaging the crossroad-plane of Prism, do battle against some of the countless inhabitants of the city of Door and do battle against one of the more prominent members of Prism. But before you set off on this quest, this guide will prepare you for the challenges you and your companions will surely face. Pay close attention to the wisdom contained herein, for it may save not only your life, but your very soul.

Adventurers
Prism is a crossroad-plane of deception, hate, passion and lies. The city of Door homes some of the vilest creatures to ever walk the planes, in addition to planar-adventurers seeking to pass through towards one of the other planes. Plagued by the Planar-Plague, the city is in dire need of assistance, before all hope is lost and panic and disharmony will rule the streets. The following section presents information on the most common races and classes that might rise to glory during the course of Plane Escape.

Races
Door is primarily inhabited by Aasimars, Tieflings, Human, demons and other planar creatures, but other humanoids of any type can be found in the crossroad-realm. Seeing as how your character presumably hails from Varisia, ask your GM for permission to play one of the slightly more powerful races listed.

Dwarves
Very few dwarves find themselves upon the crossroad-plane of Prism, and even less so in the city of Door. The few that do make their way into the city are usually captured and sold as either slaves or used as gladiators in the Grand Arena – valued for their tenacity and strength of arms.

Gnomes
Gnomish adventurers with a flair for magic sometimes pass through the crossroad-plane in the hopes of learning ways to learn magic native to the planes or to amass the knowledge to summon and bind powerful devils. Some gnomish wizards hire out their aid to various planar-travelers or set off to explore the wastelands surrounding the cities of Prism.

Halflings
Like dwarves, very few Halflings make their way to Prism and especially Door, as they are the favored slaves of House Gral. The few native Halflings are often descendants of freed slaves, having paid for their freedom through secretly spying for House Gral or one of the lesser noble houses.

Half-Elves
The Plague quickly consumed most of the Half-Elves living in the City, and the few that survived find themselves broken and lost inside the City Within.

Half-Orcs
Valued for their strength and power, the Half-Orcs that end up in Prism tend to work as bouncers or bodyguards for several noble families across the crossroad-plane.

Humans
Human adventurers seeking to learn more about the planes find themselves scattered across Prism, and many native humans are descendants of planar travelers. Though outnumbered by both the tieflings and aasimars, humans are tolerated and not treated nearly as badly as the other races.

Tieflings
Many tieflings call Prism home, and many of them are descendants from one of the noble families. The Triumvirate forces mainly consist of Tiefling soldiers, though their bloodlines have been severely watered down through the ages.

Aasimars
Like the tieflings, many Aasimars are born in Prism and an agreement was formed long ago between the two races. Many Aasimars have prominent positions within the cities of Prism, though their good nature has somewhat changed. Most of them are neutrally aligned, leaning more towards lawful than good.

Campaign Traits
Campaign traits are tailored to a specific Adventure Path, and give your character a built-in reason to allow passing through Prism seemingly unnoticed. All of the following traits resolve around elements that are important to the Plane Escape Adventure Path. You can look at these traits to get a general idea of how your character changed when you ventured through the wormhole leading to Prism.

Scarred
The wild surges you experienced when stepping through the portal to Prism ripped and cut your body as it passed through the planes. Deep scars riddle your body, leaving your entire body marked with dagger-like wounds. The injuries do not hamper you in any way and while some people might find you grotesque and ugly, others might come to fear you more.

-1 Charisma, +4 Intimidate

Transparent
The tumble through the portal to Prism touched upon the Negative plane, leaving you changed somehow. Your body seems to flicker, lose its humanoid glow and blink in and out of reality. You appear to have one foot in the negative plane, making you less aware of your surroundings but harder to hit.

-1 Spot, Listen +1 AC

Planetouched
The wormhole ripped out some of your racial benefits, merging you with the soul of a being from the planes. You no longer feel like a true member of your race, as something else lingers within your bodily shell.

Pick one racial trait from Aasimar, Tiefling, Fetchling, Ifrit, Oread, Sylphs or Undines and remove one of your racial traits.

Haunted
Something delved into your mind as you were tossed through the planes, eating away at your thoughts and memories. The ordeal shook you to your core – and it has made you cautious, alert and deeply disturbed. You no longer cast a shadow.

+1 Listen, Spot – Something seems to follow you in the shadows, haunt you in your dreams and speaks to you when you are alone. Whatever it was, it is always watching. Watching YOU.

Bargain
Before you emerged in Prism, you briefly ended up in the Abyss – appearing inside the home of a demon. To survive the encounter, you made a deal with the demon before he would send you on your way. Allowing the demon to touch your soul, he drained some power from you and gave you some of his own – but the price was high. Should you perish or ever venture to the Abyss – he would find you and your soul would be claimed by the demon. The smoke and fire from the demon’s home has touched you in some way, and you now reek of the Abyss.

+1 Strength, -1 Intelligence.

Forgotten
Crashing through the portal ripped your mind apart, only to put it back together again - changed. You have no memory of who you where, what you have done in your life or where you are from. The man or woman you might have been is no more and perhaps you have been given a chance to forget the wrongdoings of your previous life. Your eyes seem to have lost the glow they once held, and now appear as deep black voids.

-1 Wisdom, +2 Perception.

Unraveled
As you soared through the wormhole, the planes opened up to you and told you all their mysteries and secrets. You were a god soaring above, transcended – made whole like no man or woman should be made whole. In the end it was too much to take in, and you fell from the skies, burning as you crashed back into reality. Some of the secrets stayed with you, but your body has somehow weakened – making your skin appear brittle.

+1 Intelligence, -1 Constitution.

Separated
When your body left the material plane, your soul was wrought from your body – only to manifest as some kind of tattoo on your skin. The tattoo moves and shifts as your mood changes, revealing your intentions. The separation has made it harder for one to affect your will.

-1 Diplomacy, Bluff, +1 Willpower

Prism Environs
Door lies on an island in the middle of the crossroad-plane of Prism, surrounded by the Shifting Sea and the Endless Void. Ruled by the Triumvirate, a faction of high power in Prism – the city seems troubled not only from the plague – but the constant harassment from the City Within, where a large group of thugs called the Shapeless dwell. The House Gral, the largest noble house in Door have the highest authority in Door, as the Triumvirate is based on the three largest noble houses in the three Cities.

A day’s ride north of the city of Door, lays Gallow’s End, home to House Bralesh. Ruled with an iron fist, few travelers venture to the City, and instead trade at the gigantic market located outside the city’s walls. Lord Bragyn Bralesh is known for his notorious love for Aasimar women, and keeps a large harem filled with the celestial-touched women.

To the south lies the City of Fleeting Dreams - the capitol of Prism, ruled by The Lady Dreamer – a Half-Demon woman of House Mier. Many travelers make their way to the City to experience what the Society of Fleeting Dreams has to offer. It is said that one can experience all ones dream’s desires within their halls. The Lady is feared for her power over the dreams of those inhabiting the crossroad plane, and rumors tell of people forever lost in their dreams for crossing her.

Between the three cities of Prism lies the Wastelands, where shadows, demons and other vile creatures pray upon the unwary. Triumvirate forces patrol the Lady's Roads between the three cities, and travel beyond the roads is generally not adviced.

Thoughts and suggestions? I feel like I'm pestering those that do read this thread, but as long as I am not tormenting anyone - I guess it should be fine.

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Chapter one almost complete

Plane Escape: Chapter 1

Part one: Stranded

The heroes all arrive at Jaren Crall’s office inside the pathfinder lodge in Prism. Plane Escape assumes that all the players have completed the Pathfinder tests in their respective hometowns with very high marks, as specified by their campaign trait. Whether some of the players know each other or not beforehand, is up to the GM to decide. The players all appear inside an office located in Prism simultaneously, as they were all teleported from Absalom by the mage Abduris. Something seems to have gone wrong with the wormhole Abduris created, leaving the heroes somewhat changed.

'A flash of light sends you crashing through the planes, echoes and images of creatures and areas you have never seen before greet you as you tumble through reality. As your body is ripped from the Material world, you are barely able to control your arms and legs as they bend and twist through what seems to be a blue-green wormhole. The colors and images all fade to black, before you are forcefully thrown into a room quite similar to that of the venture-captains in Varisia. The room is filled with varisian artwork and wanted posters – mostly depicting tieflings and aasimars, and you recognize the text to be written in abyssal. Behind a desk cut out of a type of oak you find familiar, stands a tall and quite attractive, muscular man with his arms crossed – smiling evidently as you are thrown onto the floor. He wears a suit of dark brown high-quality leather, probably magical in nature, with matching boots and bracers. His hair is dark brown, shaved on both sides and slicked backwards – leading to a tiny knot at the back of his head. On his left hip hangs a high-quality dagger, and you can easily see that the hilt is fashioned with remarkable skill. He applauds you as you get back on your feet and you can see the four adventurers you where teleported alongside stand next to you in a line.'

"Congratulations, pathfinder-hopefuls! Welcome to Prism and the City of Door! I am certain you have many questions, but please – allow me to properly introduce myself. My name is Jaren Crall, venture-captain of Door and an expert on this particular crossroad-plane. As you probably know already, Prism is a gateway to the other planes – travelers from distant worlds and realities pass through this plane in order to cross over to other planes. Door is inhabited primarily of Aasimars, Tieflings, Humans and Demons – and just to be clear: this is NOT varisia. You get in trouble in Door, there’s not much I can do to aid you, as the Triumvirate; a faction of high power and the main police-force in Prism – given power by our ruler: The Lady Dreamer – are purely law-aligned. If you’re arrested for a crime, whether you committed it or not – you can and probably will be sentenced to death. Mark my words: thread CAREFULLY." His emphasis on the word almost echoes in your head, perhaps you are just fatigued by the journey or perhaps there is more to this man than it appears.

"But seeing as how you’re all probably weary after the journey, I’ll not waste our time any further. In case you have forgotten, you’ve all been sent here to investigate the Planar-Plague ravaging Prism. Put in simple terms: you are to find out how far the plague has spread, who is behind it and stop the person or persons responsible. If you are unaware of the effects of the plague, allow me to elaborate.” Jaren draws his breath, leans forward and places his left index finger into the palm of his right hand. “The planar-plague is deadly, an illness of unknown origin that manifested upon the poorest inhabitants of door and has now spread to at least half the city’s population. At first those infected turned cold. Not their body-temperature, no – but they feel cold. It’s hard to explain. Then a deep, guttering cough follows suit – and that’s before the illness really settles. Next, the infected, depending on both their knowledge of the arcane arts and on their intellectual levels, begin rambling. Not your every-day-doomsayer ramblings, no – they have a hard time constructing sentences that make any sense. Lastly, those few infected that survived for long periods of time flayed themselves and turned into shadows. This, of course, makes us believe that someone FROM the Shadow Plane is responsible – leading to your first assignment. Make your way to the Inn of the Hanged Man, ask questions but don’t tell anyone where you are from or who you’re working for – we’re not a prominent faction in Door and unwanted attention isn’t something we want. Furthermore, most of the races native to varisia aren’t welcome here, and most of them live in the City Within. At the Hanged Man, look for a man named Red-Jack, a notorious tiefling adventurer – known to hold information most people don’t. You’re on your own from here on, but be sure to report to me and no-one else; if you find something important. Now get going, we don’t have much time."

Jaren leaves through a door at the left side of the room, shooing you away with his hand before closing the door. There is a door behind you that leads out to the main hall of the building, followed by a small stairway and a large door leading out to the streets of Door.

As the PC’s pass through the doorway, they find themselves in the dirty streets of a massive, unfamiliar city. The street stretches far in each direction, and some of the crossroads lead to nothingness. Every once in a while, loud creaking noises boulder through the city as the cityscape changes – towers change form and walls shift and bend to open new passages. You can see multiple strange individuals walk about, some stepping through portals and others materializing on the plane. A flock of demonkin and tieflings stand mesmerized around a ragged old man, chanting on about how ‘the Shapeless Shadow’ is coming to consume everyone – and that only through change can one ever become whole. A group of drunken braggarts stumble past the group, ranting on about how ‘newcomers better watch their step’ before they disappear around the bend.

A group of heavily armed guards march through the street, their silvered armor reflecting the bright light shining from what seems to be this realm’s sun. One of them notices the group and points towards them - and before long – three towering men stand before the PCs.
“State your business in Prism, newcomer.” One of them bellows, his voice enhanced by the large, spiked helm he wears.
After the discussion, the guards leave – pointing the PCs towards the Hanged Man (if the heroes asked for directions and passed a Diplomacy DC 10 check). The guardsman can also describe the cityscape if asked (Diplomacy DC 15) – but will not elaborate. The encounter is only there to give the PCs the feeling that the Triumvirate is in charge of this city.

At this point, the PCs are free to explore the city. Allow them some time to get to know each other, describe their characters and set about the city. If they attempt to pass through some of the areas they have seen people enter portals, explain to them that they do not hold the key required to pass through. There are several creatures inhabiting the city, and if the players seek to speak with either devas, devils or demons – have the creatures simply dismiss the players, as most of them do not have the time or patience to converse with mortals.

The eastern path leads to the end of the street, where the city wall halts their path. A couple of tiefling thugs stand around and about this corner, and if approached simply ask the PCs to mind their own business before they walk away.

The sky is filled with different colors, changing form as time passes. In the middle of the sky hangs something similar to a sun, and time passes like on the Material Plane.

The Marketplace
Following the road westward, multiple shops and stands greet them as they enter a large marketplace. Beasts and monstrosities are traded between demonic creatures, items of wonder offered and purchased by others – and a group of slaves stand shackled to a pillar, guarded by a pair of rowdy ogres. On the left-hand side of the marketplace, a couple of drunkards stand cursing at one anothe, before a couple of Triumvirate guards intervenes and splits the two. A large sign hangs crooked over the tavern they were standing outside, reading: The Hanged Man.

The Hanged Man
Several groups of tieflings, aasimars, fetchlings and other creatures enjoy beverages and games of strength and intelligence inside the large main-hall of the tavern. Behind the counter stands a large, muscle-bound woman – probably Shoanti in origin - tending to the bar (her name is Rythari, her tribal name lost to her and of no matter to the story. If the players pay off Red-Jack’s tab, he’ll tell them more about the Plague (20 GP)). Next to a fireplace burning bright purple stands a handsome-looking man with deep red skin. A pair of horns rise from his forehead, and his dark brown hair covers half his face. He wears a suit of red leather armor, covered with a gray overshirt of valuable fabrics and a dark brown belt hangs from his waist carrying a shortsword encrusted with gems. His red, demon-like tail beats gently to the sound of drums echoing throughout the tavern, and his golden eyes are set in stone towards a puzzle box he is holding in his hands. (This is Red-Jack). The players can attempt to solve the puzzle box (Perception or Sleight of Hand DC 15), which only reveals a piece of red glass shaped like an emerald. Red-Jack lets the players keep it, and it is worth roughly 35 GP – Red-Jack is too furious concerning the man that traded the puzzle box to him, and does not want to keep the ‘piece of blasted glass’.

Red-Jack explains that since the plague first erupted in the ‘City Within’, he believes that Ihren Taldrisair and her thugs might know more about this plague than anyone else. He also explains that her hideout should be somewhere within the sewers running underneath the City Within.

The PCs will be adviced to set up kip at the Hanged Man, and Rythari gives them free stay for a week if they can get Red-Jack to pay his tab (Diplomacy DC 15 with Red-Jack). If not, it’s 5 GP a night. The Hanged Man will be used as the PCs base of operations, as when they return to Jaren Crall – he is nowhere to be found. Red-Jack will stay at the Hanged Man for the remainder of the chapter.

Feel free to explore Door alongside your PCs, using the following landmarks.

The Pathfinder Lodge
The Hanged Man
The Marketplace
Arcane Academy
Hunter’s Lodge
The Pleasing Plane (another Tavern)
Triumvirate Castle
House Gral
Abduris’ House

The City Within
Located in the middle of Door, the city within is a gigantic walled-in town, home to the poorest people of Door. Multiple gangs, cutthroats and cutpurses live alongside the poor in this district.
As the players are about to enter the City Within, they are adviced not to enter by two Triumvirate guards standing watch outside the gate. It is apparent that the Triumvirate respect Ihren’s gang, and that those inflicted with the Plague have all been thrown inside the compound-city.

Once inside, they can see a filthy, damp and dirty part of the City – filled with coughing beggars, sick people and men in hooded dark clothing picking up the dead and scuttling them away on wagons, headed for the Cloister of Shapeless Shadows. If the PCs ask anyone who the hooded figures are and where they are being taken, a diplomacy 10 check will explain that the priests of the shapeless shadows are burying them at the cemetery under the cloister to halt the plague from spreading. The gates leading into the cloister is barred, making entry from the street impossible.

If asked about Ihren’s gang and where to find her, a DC 15 check with a beggar or a thug will give the PCs information as to which sewer grate the thugs usually use to disappear off the streets. Not all the thugs here are affiliated with Ihren, as some crime lords have their own gangs. They do not interfere with each other though, and this would be a good opportunity for the group to be attacked by a few thugs, either from asking questions or randomly.

3 Tiefling Rogues CR 1 / 2
XP 200
NE Medium Outsider(native)
Init +3, Senses Darkvision 60 ft; Perception +5
AC 16, Touch 13, FF 13 (+3 Armor, +3 Dex)
HP 10 (1d8+2)
Fort +2, Ref +5, Will +1
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee Short Sword +3(1d6+2/19-20)
Ranged Light Crossbow +3(1d8/19-20)
Special Attacks sneak attack +1d6
Spell-like Abilities (CL 1st)
1/day – darkness
Str 13, Dex 17, Con 14, Int 12, Wis 12, Cha 6
Base Atk. +0; CMB +1, CMD 14
Feats Weapon Finesse
Skills Acrobatics +6, Bluff +4, Disable Device +6, Escape Artist +6, Intimidate +2, Perception +5, Sense Motive +5, Sleight of Hand +6, Stealth +8; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Infernal
SQ fiendish sorcery, trapfinding
Treasure NPC gear (studded leather armor, short sword, light crossbow with 20 bolts)

The Sewers
The sewer system in the City within used to run throughout the entire city, but has been sealed off after the plague hit on the Triumvirate’s orders. They seem ancient, reeking of filth, decay and death. The passageways are huge, 15 ft. wide and 30 ft. tall – allowing three adventurers to walk side by side down the passages. The PCs encounter Otyughs, Dire Rats and Vargouilles before they reach Ihren’s lair, guarded by groups of 2-4 tieflings and an aasimar cleric. Resting inside the sewers can prove fatal for a group, but give the PCs the chance to rest within a boarded up room they pass by if need be. Depending on how long the journey has lasted, after the fight with Jasciera, this would be a good opportunity to allow the players to level up.

Mini-boss
Jasciera Nathiste
Aasimar Cleric CR 3 and two tiefling rogues

After defeating this group of Ihren’s thugs outside what seems to be a dead end, the PCs find a ring held by Jasciera that has a symbol of a shadow. If examined, they find that the ring draws towards the wall previously noted as a dead end, and once the ring touches the wall a doorway manifests, leading into a passageway that ends up inside Ihren’s lair.

Ihren's Lair
The passageway opens up into a large room, containing tables filled with old food and cards, chairs and stolen artwork. Chandeliers hang from the roof illuminating the room, and doors leading off to the north and west can be seen from the PCs southern entrance point. There isn’t much to find in the room, but a perceptive PC might notice that there has been someone here not long ago.

The northern passageway leads off into an alchemical alcove, where one of Ihren’s wizards is working on something. He does not notice the PCs at first if they enter the room, as he is too busy talking to himself as he does his work. If the players attempt to talk to him, a bluff check (DC 15) can get him to spill the beans as to where Ihren is located. He can also tell the PCs that Ihren is working for someone else, if the question is asked – and all his answers are ended with ‘you already know this, Jaggard. Stop pestering me!’ If the PCs ask more than 3 questions, he will turn around and recognize that the PC is not in fact Jaggard, and attacks. If attacked, he will also defend himself.

Mini-Boss
Amndal Crydius
Human Wizard CR 3

If the PCs kill Amndal before he reveals anything, that doesn’t really impact anything. If they leave him alone and attack Ihren before his death, he will appear in round 3 of combat to assist his master.
The room contains a potion of Bull’s strength and a potion of Cure Light Wounds, everything else seems to be ruined during the wizard’s experiments. As to what he was doing is not revealed at this point.
The western passageway leads to two new passageways, one leading south and one leading north.

The southernmost passageways leads to a room filled with beds, a few lockboxes at the end of each bed and 4 sleeping tieflings. A trap is located at the entrance (DC 15 Perception, DC 15 Disable Device) – Acid Damage 6, reflex save for half) and the tieflings will awake if the trap goes off.

The lockboxes contain a total of 50 GP, a scroll of magic missile and a gem worth 25 GP.

The northern passageway leads to the kitchen. It is a large room, filled with carcasses, kegs and sacks containing food. It is clear that Ihren’s thugs can last for weeks in this place. Standing over a pot stirring a massive piece of bone, an Ogre is singing a song to himself as he prepares some sort of meal.

‘Stir the beans, still the screams – bone and flesh and blood and meat.
Cook and cut, break and gut – Jaggard loves to chew and eat.
Smash the bone
Crush with stone
Warm and heat
Blood and meat.’

As the PCs enter the room, he will turn around and scream: ‘YOU NOT BELONG HERE!’ before he roars and pulls the massive piece of bone out from his pot, as he attacks the players.

Mini Boss
Jaggard
Ogre

After the PCs defeat Jaggard, they can explore the kitchen. They can find quite a few grotesque sights inside, but nothing of value except for a few trail rations for each.

The room exits into a path leading east, back into the Alchemy room, and another path leading west. A secret door behind a cabinet leads into the treasury, where Ihren has stashed away a suit of Masterwork Leather Armor, a Masterwork Short Sword and 250 GP.

As the PCs move down the passageway leading west, a trap (DC 15 perception & disable device) is sprung ringing the alarm. The PCs can either hurry down the passageway to fight a group of 4 tieflings and an Aasimar cleric, or return to the kitchen to defend themselves. The thugs will not enter the passageway before the PCs has made their decision, as they will hear whether or not the PCs approach or leave the passage.
After the battle (or as they enter the room to fight), the PCs find themselves in a large room, where two sets of stairs each lead to a balcony elevated atop the room. Inside awaits Ihren Taldrisair, two tiefling rogues and two yeth hounds. Ihren and the tieflings will fire their crossbows until the two yeth hounds are dead.

If taken alive, Ihren will refuse to tell the PCs anything – stating that they are idiots for killing her thugs and ruining her plan. She will not explain what her plan actually is, but will reveal that she is only working for Rylak Shaw for the benefit of Door. The PCs can take her back to Jaren, only to find him gone. If they deliver her to the Triumvirate, they will get a reward of 500 GP. If they return her to Red-Jack, the patrons at the Hanged Man will cheer and congratulate the PCs, and Red-Jack will happily take her off their hands for a 300 GP reward.

At this point, the PCs can ask Red-Jack about Rylak Shaw, where to find him and who he is. Red-Jack has some information to give, explaining that he is the Arch-Priest of the Cloister of Shapeless Shadows, and that if he is the one pulling Ihren’s strings, the city is in more peril than he had realized.

With the end of Chapter 1, allow the players some time to recuperate, spend some of their GP and prepare for the next chapter. Rewarding them with a 3rd level is in store.

Alright gentlemen and gentlewomen, what are your thoughts? Should I continue with the campaign? Is there something that I should change? What are your ideas? Would you like to help the campaign by creating maps, as I am useless at that part of the campaign?

Eagerly awaiting responses, even if they simply give me a smackdown!

Sovereign Court

So far I've got this on my to-do list concerning Chapter 1:

Flesh out background stories, personalities, descriptions and how they act in combat (concerning the Mini-Bosses) as well as stat-sheets.

Dialogue for Jasciera and Ihren.

Design the Sewer system and the encounters.

Design loot tables for Jaggard and Ihren.

Further describe Ihren's room.

Some questions for you guys: Are the two dungeons large enough? Should I try to implement a third dungeon, or is this enough? Are the encounters good, or boring or too easy/hard?

Oh and another question: Would anyone be interested in running this homebrew? I mean, GM it? If so, slip me a PM you scallywags!


Cutler wrote:

Factions currently established in Prism:

The Triumvirate, as explained above.
Pathfinder Society
Arcane Academy
The Shadelings - Ihren and Rylak's Thugs
The Boneless Hands - Graius' loyalists, led by the Boneless Man
The Society of Fleeting Dreams, a faction led by the Lady Dreamer
The Changelings - a faction believing that "Through change comes true reality".

I still need some more factions, work out the basics of each one - and blend them all into the story.

Chapter 3 begins as the heroes return to Absalom, beset by the Boneless Hands and ruled by Graius the Bleak atop a newly errected spire within the city. Time has passed quicker than in Prism, though the heroes seem unaged. The party was cursed with the Planar-Plague by Graius before he fled - and they figure out that through his death, the plague will end. Graius works his power as a conduit to the Shadow Plane: earning him the power to spread the plague.

Once the heroes defeat Graius atop the spire, the plague is gone; but he manages to send the heroes back to Prism as he dies.
Chapter 3 ends as the heroes find themselves outside The City of Fleeting Dreams.

Your changelings may be allied with Wonderlanders. They come from islands floating in limbo. They all have countrodictery forms, such as animals that stand upright, wear fancy clothes, and speak common. They are busy trying to smuggle rods of wonder, bags of beans, and similar items into the city.


The problem I had with Sigil, was the police force trying to find a scape goat. A truly lawful organization would want to find the beings responsible with no regard for why.

Sovereign Court

Now I understand what is going on. I though I had edited that part out. The triumvirate aren't lawful neutral, they are a mix ranging from lawful neutral to neutral. It would not make sense otherwise.

Furthermore, as explained above, Triumvirate forces are filled by House Gral, House Bralesh and House Mier. Graius Gral is a major boss and responsible for the Plague. See the link? Now, even though the Triumvirate take their orders from the Lady, Graius is high enough up in the faction to ruin their efforts through changing evidence and sowing dissarray among the officers.

And thank you, I will change the name for the Changelings.

Also: I believe it is Prism, not Sigil - and yes, I get the joke - but do you really think the setting is that similar? The Harmonium and Triumvirate are nothing alike. The lady of pain and the lady dreamer are far between in terms of power and display. I could go on, and I agree that some parts might be similar, but I haven't tried to make it some form of a copy. The story is very different.


In the X-files, the bad guys would always offer the good guys a way out if they participate in the cover up. Then when the good guys try to take the truth to court, the higher up conspirators do in the lower level bad guys.
If you really want to come out of left field, have the lady dreamer actually be dreaming up the city. The PCs have to stop the bad guys from waking her up, and thus killing everyone in the city. :)

Sovereign Court

That is actually a brilliant idea.

The plan was that when the PCs kill the Lady Dreamer, they find that it is merely her pawn - and that the Lady Dreamer is an entity of far greater power - sleeping within a vault as her powers is being used by her pawn to rule the crossroad-plane. The whole reason someone or something wanted her pawn out of the way, was to use the Lady's power for themselves (for a goal I have not yet explained here). But I really like your idea, perhaps I can weave it in somehow..

I have to consider this, for sure.

Sovereign Court

I think the worst part about writing something, is that it is all too easy to believe that you have explained exactly what you mean and what the point of everything is to someone - but you haven't really done so at all. You're leaving out thoughts that bind everything together, and often take things you haven't really elaborated upon as something the person already knows.

Sometimes I wish we communicated telepathically..

Sovereign Court

Quick question:
I'm busy working on the encounters for chapter one at the moment, and I'm not entirely sure how to build them good and proper.

I've given myself an XP budget of 10000 for the first part of chapter 1 (1 small location, 2 medium-to-large locations) - concluding that this would give 5 players enough XP to level up (2000x5=10000).

That has left me with 13 encounters and a few traps.

The experienced GM's out there, how do you generally solve this? Do you use an XP budget, or do you often build more encounters than this?

Have I used enough locations for the first half of chapter 1? (I'm thinking along the lines that the party will level up to 3 at the end of chapter 1).

My rule-set for leveling up is that I give the players a level after each 'major' plot end. (which usually means they have gone through enough encounters to level up anyways, consulting the XP-budget).

Thoughts, ideas - tips or tricks?

Sovereign Court

So I got my maps done and added a couple more encounters..

For now, for the first part of chapter 1 I'm at about 16 encounters, most of them CR 1 to 3(tops) seeing as how the campaign is designed for 5 players. I'm thinking a CR 4 encounter to end the first part, which should be manageable by 5 level 1 characters, or am I swinging too wide here?

I've been using the 10000 XP budget, but that pretty much leaves me with way too few traps (2 at this point), and I'm guessing I should add a few more to keep the trap-finder player entertained (+ make it more hazardous)?

I'm considering raising the XP budget to somewhere between 13-15000 - but I fear that would leave too many encounters before a level up. Would you say 16-18 encounters is too much before a level up, just right or too little? Those encounters are split between 4 maps (1 minor, 1 medium, 2 large).

Thank you in advance, I'm kind of stuck with this particular part.


If you kill the dreamer's identity focus, they wake up. If the dreamer is in a full coma, maybe not. In any case, the bad guys are often unwittingly trying to cut their own throats. The heros could be put in a position where someone is trying to force them to kill someone, and they are really trying to find a way out of their control. Also, the lady dreamer may have 7 avatars, each a different color and aspect of her personality.

Sovereign Court

I think I have the whole plot figured out now, I did take into effect your take on the Lady Dreamer - so if this campaign ever becomes popular, I'll be putting your name in the credits Guru.

So, I do believe chapter one is complete - sure some tweaks are still to be implemented, but I've decided to run the campaign as I go along - and use what information and feedback I get from the players to polish the campaign.

Thank you, those that aided me thus far. I'll probably come around asking for more help before long!

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