I really enjoyed some of the previous threads that offered ideas to enhance an possibly improve some of the other WoTC Adventures. Considering that Planescape is one of my favorite settings, I'd like to offer a similar thread to brainstorm ideas to possibly improve and enhance the setting's introductory module, "Turn of Fortune's Wheel."
So, I will start with a brief assessment of the module. Warning, there are spoilers ahead.
Ok...I do have a lot of problems with the story here. While there are some good bones, there's some story elements that don't make a lot of sense. Why are the players the only ones affected by the glitch? Shemeska's motivations are weak (she wants to use the Modrons to start a new Multiversal war so that she can sell weapons to both sides), and her reasons for "helping" the party are even weaker. While the adventures in the Outlands are pretty cool, it feels almost disconnected as it only means that the party continues to follow the MacGuffin.
So, in my next post, I will outline some of the changes I would like to make, and I would love to hear your thoughts as well.
So, I will start with a brief assessment of the module. Warning, there are spoilers ahead.
The premise behind the module is that the player characters are "victims" of a multiversal glitch that prevents them from dying. Whenever a character dies, an alternate version of them soon appears and can continue the adventure. This means that at the start of the adventure, the players create 3 separate characters that all share some physical or mental trait, but can be different classes or even different species. These characters will all level together, and the players can rotate these characters in the case of death.
The party awakens in The Mortuary, where they meet the floating skull Morte. While it's a cool callback to Planescape: Torment, the only thing he's there to do is tell them where they are. The party must then proceed to escape The Mortuary and reach the streets of Sigil.
Once out in the open, the group gets a brief tour of the city's wards before they run into a troupe of Harmonium, who want to arrest the party for crimes against reality. The group must either fight, flee, or get captured. Either way, they eventually are rail-roaded toward the casino of a Yugoloth named Shemeska. The group can explore and play around in the casino, but eventually they meet the owner, who offers a deal to the party; go to the Outlands and search for a former accountant, a Modron named R04M, and in return, she will look into what is going on with the Characters' glitches. When they accept, she offers them a gate key to the Outlands.
The group emerges and begin their exploration, coming across a strange castle that is under attack by fiends. If the group helps with clearing out the castle, they discover that it can walk, and the owner of the castle offers to let the party use it as a base of operations as they explore. They also learn that R04M had been here and left a broken Mimir (a skull that stores information). The castle's owner suggests that if the players were to repair the Mimir, they could possibly trace R04M's steps and track him down. To repair the Mimir, they must go to 7 gate towns and observe and report on the gates they find there.
This chapter then really opens up, allowing the players to choose which gate town to visit, each providing their own set of cool little side adventures. Eventually, the players restore the Mimir and come to the conclusion that R04M is likely near the Spire. Tracking him down, the group comes to Dendradis, a city near the Spire that is ruled by beings of absolute neutrality known as the Rilmani. After meeting one of these creatures named Ascetelis, who offers to help the party find R04M. The group enters the Spire so that they can finish tracking down the wayward modron.
Upon finally discovering R04M, Asceletis attacks them; as a being of pure neutrality, she recognizes that the party, along with R04M are threats to the multiverse, so therefore, the Rilmani have requested that the party be destroyed. R04M then informs the group that he was a member of the Great Modron March, which normally occurs every 289 years, but for some reason began early last cycle. R04M explains that he was captured by Shemeska, and that she was trying to disassemble him. She has several modron captured in her casino.
Upon returning to Sigil and the casino, the party finds a secret area, where they must eventually meet up with Shemeska again. Here, they discover what happened to their characters; because of the disruption of the Great Modron March, there were glitches occuring throughout the multiverse, and for some reason, the party were victims of this. Each of the party members had run afoul of Shemeska in their previous lives, and she had attempted to kill them, only to discover that they kept coming back to life. So, she imprisoned their original forms, only to find them resurrected in new, weaker forms. She then dumped them in the Mortuary in the hopes that they would get lost in Sigil.
At this point, the party springs from level 10 to level 17. They learn that the missing Modrons are in the realm of the beholder god Gzemnid. The glitches are occuring due to the fact that the Modrons there are experiencing a collective belief that the Outlands is shifting toward evil and disorder. The party must traverse the Tyrant's Spire, find the missing Modron, and download the data from the Mimir they collected to the Modron leader X01 to restore order to the Multiverse.
The party awakens in The Mortuary, where they meet the floating skull Morte. While it's a cool callback to Planescape: Torment, the only thing he's there to do is tell them where they are. The party must then proceed to escape The Mortuary and reach the streets of Sigil.
Once out in the open, the group gets a brief tour of the city's wards before they run into a troupe of Harmonium, who want to arrest the party for crimes against reality. The group must either fight, flee, or get captured. Either way, they eventually are rail-roaded toward the casino of a Yugoloth named Shemeska. The group can explore and play around in the casino, but eventually they meet the owner, who offers a deal to the party; go to the Outlands and search for a former accountant, a Modron named R04M, and in return, she will look into what is going on with the Characters' glitches. When they accept, she offers them a gate key to the Outlands.
The group emerges and begin their exploration, coming across a strange castle that is under attack by fiends. If the group helps with clearing out the castle, they discover that it can walk, and the owner of the castle offers to let the party use it as a base of operations as they explore. They also learn that R04M had been here and left a broken Mimir (a skull that stores information). The castle's owner suggests that if the players were to repair the Mimir, they could possibly trace R04M's steps and track him down. To repair the Mimir, they must go to 7 gate towns and observe and report on the gates they find there.
This chapter then really opens up, allowing the players to choose which gate town to visit, each providing their own set of cool little side adventures. Eventually, the players restore the Mimir and come to the conclusion that R04M is likely near the Spire. Tracking him down, the group comes to Dendradis, a city near the Spire that is ruled by beings of absolute neutrality known as the Rilmani. After meeting one of these creatures named Ascetelis, who offers to help the party find R04M. The group enters the Spire so that they can finish tracking down the wayward modron.
Upon finally discovering R04M, Asceletis attacks them; as a being of pure neutrality, she recognizes that the party, along with R04M are threats to the multiverse, so therefore, the Rilmani have requested that the party be destroyed. R04M then informs the group that he was a member of the Great Modron March, which normally occurs every 289 years, but for some reason began early last cycle. R04M explains that he was captured by Shemeska, and that she was trying to disassemble him. She has several modron captured in her casino.
Upon returning to Sigil and the casino, the party finds a secret area, where they must eventually meet up with Shemeska again. Here, they discover what happened to their characters; because of the disruption of the Great Modron March, there were glitches occuring throughout the multiverse, and for some reason, the party were victims of this. Each of the party members had run afoul of Shemeska in their previous lives, and she had attempted to kill them, only to discover that they kept coming back to life. So, she imprisoned their original forms, only to find them resurrected in new, weaker forms. She then dumped them in the Mortuary in the hopes that they would get lost in Sigil.
At this point, the party springs from level 10 to level 17. They learn that the missing Modrons are in the realm of the beholder god Gzemnid. The glitches are occuring due to the fact that the Modrons there are experiencing a collective belief that the Outlands is shifting toward evil and disorder. The party must traverse the Tyrant's Spire, find the missing Modron, and download the data from the Mimir they collected to the Modron leader X01 to restore order to the Multiverse.
Ok...I do have a lot of problems with the story here. While there are some good bones, there's some story elements that don't make a lot of sense. Why are the players the only ones affected by the glitch? Shemeska's motivations are weak (she wants to use the Modrons to start a new Multiversal war so that she can sell weapons to both sides), and her reasons for "helping" the party are even weaker. While the adventures in the Outlands are pretty cool, it feels almost disconnected as it only means that the party continues to follow the MacGuffin.
So, in my next post, I will outline some of the changes I would like to make, and I would love to hear your thoughts as well.