5th edition Planescape Campaign

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KnightOfDecay
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Quote:After reading over what

Quote:
After reading over what I'd written so far, I really like the "anthology" direction, since it suggests adventures that are "separate but connected" like Great Modron March or Tales from the Infinite Staircase.

Yeah, me too. The 'adventure anthology'-concept captures the spirit and atmosphere of Planescape very well - probably better than a straight adventure path.

Quote:
One plot element bothers me however: Enrizar Ahrevad (the new Incantifer factol) approaching the Queen of Air and Darkness for help breaking the prison of Carceri.

Well, I suppose that Enrizar tried to impress Kalliope when they were together and that they wandered the planes and visited many strange and weird places. How about an extended visit at the Court of the Queen of Air and Darkness? The presence of the muse of poetry might have had a strong influence on the Court and the Queen. You could tie some 'Legend of the dark muse' to it.
"There was a time when songs an poems where dark an bittersweet and tears run like honey over the cheeks of the beloved and and the loveless..."
Maybe Kalliope's poetry soothed the Queen's inner pain for some time and now she feels indebted to her. Kalliope's influence might even be the reasons why the Queen wants to find her Truename in the first place.

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KnightOfDecay wrote:Well, I

KnightOfDecay wrote:
Well, I suppose that Enrizar tried to impress Kalliope when they were together and that they wandered the planes and visited many strange and weird places. How about an extended visit at the Court of the Queen of Air and Darkness? The presence of the muse of poetry might have had a strong influence on the Court and the Queen. You could tie some 'Legend of the dark muse' to it.
"There was a time when songs an poems where dark an bittersweet and tears run like honey over the cheeks of the beloved and and the loveless..."
Maybe Kalliope's poetry soothed the Queen's inner pain for some time and now she feels indebted to her. Kalliope's influence might even be the reasons why the Queen wants to find her Truename in the first place.

That's brilliant! :)

I read over Out of the Abyss recently, treating it as a rough template for how a finished adventure might be organized by region/planar site.

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Ironridge done

I finished the Ironridge write-up, if anyone would like to review it: https://drive.google.com/file/d/0B0Z7ZsrO9VLBX3JtRjVGQ2JXWkE/view?usp=sharing

It does feel a bit...mundane, by PLANESCAPE standards, though I suppose that helps contrast against the Rift opening. Not totally convinced I've captured the unique creative essence of Ironridge yet.

Next: I'll plan on finishing up Dwarven Mountain - Strongale Hall, Sigil - Petitioner's Square, Sigil - Pale Lantern District, and The Infinite Staircase - Aoskian Sibyl.

Also, EITHER Pandemonium - The Madhouse (where Ambran is located) OR Sigil - Wererat Kingdom (if I use Imendor's skull).

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I'll take a look at it.

I'll take a look at it.
Hope I can give you some feedback by the weekend.

Quickleaf
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Thanks Knight!

Thanks Knight!

I'm wrestling with 2 things currently: (1) how to organize the adventure, and (2) page count and adventure site selection.

How to organize the adventure
My current model is 4 Chapters divided according to level tier. However, this means that some planes have sites spread out across multiple level tiers; for example:

...The Outlands...
Ironridge (CR 1 or 2)
Dwarven Mountain (CR 2)
Automata (CR 5)
Court of Light (CR 6)
Curst (CR 5)
Melete’s Sanctum (CR 13)

What *might* make more sense is to organize it according to plane. So there'd be an Outlands chapter with all of these site descriptions, and then some details about the Outlands... map, general description, magical conditions, and an encounter table.

What do you think?

Site selection and page count
My other conundrum is figuring out how many adventure sites I should plan for. Going off the assumption that 256 pages is the target (like Out of the Abyss), deducting ~10% art (27 pages) and 4 pages filler...that gives me 225 pages of text. Probably a high estimate, since there may be more art/maps.

I read thru Out of the Abyss and found average words/page was 800-900. I'll go with the lower estimate, since I'm high-balling the # pages devoted to text. So 800 words/page * 225 pages = 180,000 words to work with.

I'm going to estimate that the intro will end up 12,500 words, and the appendices (assuming I can trim down the monster list) will end up at 32,500 words. So that means 180,000 - (12,500 + 32,500) = 135,000 words.

135,000 words for writing adventure sites, including a chapter on Sigil which I expect to be larger than most, maybe 12,500 words.

That leaves ~ 122,500 words for non-Sigil adventure sites.

If I say the average adventure site takes up 6 pages (6 pages * 800 words/page = 4,800 words), then I can fit 25-26 average adventure sites into the adventure.

Currently, I've got about double that number, so likely some serious trimming is necessary, honing in on those sites that are essential to the story.

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NPC connections to the Codex

To keep details straight, I worked up a quick graphical "map" of NPC connections to the Codex. The red text indicates the nature of their connection, whether threatened by it, attuned to it, or whatever.

However, this map doesn't show the enmity the Mnemosynean Mystery Cult bears toward the Codex. I think of Mnemosyne standing for the opposite of what the Codex represents - adaptive living oral tradition with subjective memory VS. cold unfeeling codified truth devoid of humanity or context of the times.

I'm also questioning whether the Queen of Air and Darkness really belongs in this adventure or not. I picked her involvement because I like her character and she is hardly ever used, but I'm not sure if she really fits the themes associated with the Codex. What do you think?

Is there some interesting connection I'm missing that an NPC should have to the Codex?

Any NPCs from Uncaged: Faces of Sigil that should be involved that I'm missing?

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front and back cover mockups

Leonard03
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Hey guys, created an account

Hey guys, created an account just to post here.
This looks like a super awesome project, and I'd like to help out if I could. I haven't read the Codex pdf all the way through yet, but from what I've scanned it looks pretty cool, as do the others.
The entirety of my knowledge about the planes is limited to what was in Torment (where I discovered, and fell in love with, the setting) and a small amount of other stuff I read online.
So I have almost no DM experience, no adventure writing experience, and I'm not very knowledgeable of the setting (yet), but I want to help out! And I've got a pretty good imagination if I do say so myself.

So, where do I start? If you want me that is :)

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Hi Leonard! Welcome to the

Hi Leonard! Welcome to the site!

Planewalker is an awesome community, still recovering from the database crash, but awesome nevertheless.

Your familiarity with Torment is good, since it arguably did a better job at conveying the themes of the setting than many of the tabletop adventures. To fill any gaps in your knowledge I recommend checking out the Player's Guide to Planescape 5e linked in the first page of this thread. Someone else put that together, assembling it from various blogs and posts on the internet, but it does a nice job of describing how to use the setting.

If you do want to help out with the project, what do you consider your creative strengths? Adventure Writing? Player Rules Writing? Art? Cartography? Editing? Layout and graphic design? Programming? Something else? It would also be helpful if you posted a link to samples of your work in whichever area you wish to contribute. The adventure design has been a casual process - mostly myself with tons of excellent input from @KnightOfDecay and a few others. Since this is a fan effort, none of us are looking to lock ourselves into a deadline or inextricable commitment, just doing it for the love.

I also recommend reading up on the Codex of the Infinite Planes, in particular http://www.canonfire.com/wiki/index.php?title=Codex_of_the_Infinite_Planes is a good overview. Also, I recommend reading this short story from DRAGON magazine about a mage escaping the Codex: http://planewalker.com/wings/archive/planetruth.pdf Since that artifact drives the adventures, it's a good idea to have a solid grasp of it.

Lastly, you could check out the Introduction chapter in Codex of the Infinite Planes that I linked in the first post. That gives a good feel for the project.

Leonard03
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I would say writing adventure

I would say writing adventure/side quests, inventing characters or items. I have some skill at art, but I doubt it's good enough yet.
For the Players guide to Planescape 5e; someone else being Chris Perkins? Or am I getting something wrong.
Also, I have an idea for a little side quest in Sigil after the Rift is open. Is there some way to upload it here when I'm done?

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Leonard03 wrote:For the

Leonard03 wrote:
For the Players guide to Planescape 5e; someone else being Chris Perkins? Or am I getting something wrong.

Possibly. A friend stumbled across that PDF on someone's Scribd, and the name Chris Perkins was attached to it...not sure if it was actually assembled by Chris Perkins of WotC, another person who happens to have the same name, or it's just random. I recognize a lot of the work from Jacob Driscoll's site http://daedaluswing.wikidot.com/ and a few things from my own thread on ENWorld http://www.enworld.org/forum/showthread.php?356650-Planescape-Fantasy-Taken-to-the-Edge-(5e-conversion)

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Also, I have an idea for a little side quest in Sigil after the Rift is open. Is there some way to upload it here when I'm done?

There is no native way to upload files to planewalker.com currently. What I do is upload to Google Docs to my Google Drive, then get a shareable link and post that link in the thread. But any kind of file hosting site that allows you to post a shareable link will work.
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Welcome on Planewalker

Welcome on Planewalker Leonard!

@Quickleaf: Very nice cover mockups, especially the back cover (I can already smell the lemon-freshness)!

I'll give my feedback on Ironridge in a second post.

Quote:
My current model is 4 Chapters divided according to level tier.
Yep, I'd definitely stick to this 'classic' model. As the story is very complex, I think it's rather helpful to have certain 'milestones' in form of the tier-chapters.

Quote:
Currently, I've got about double that number, so likely some serious trimming is necessary, honing in on those sites that are essential to the story.

Could you post an overview?

Quote:
To keep details straight, I worked up a quick graphical "map" of NPC connections to the Codex.

The Codex-map looks good.
By now I'm a huge fan of including the Queen of Air and Darkness in the adventure. It's very hard to intrgrate her appropriately into the setting and to define her role but imho you've done a great job so far.
I dare say that it would be wasted potential to dump her now.

Quote:
Any NPCs from Uncaged: Faces of Sigil that should be involved that I'm missing?

I've always been a big fan of Djhek'nlarr. I don't think that she should have ties to the Codex, but you could use her to track down the Mazes.
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Ironridge

Looks very good!
I don't think that it's too mundane - well, it's the starting point of the campaign, then comes the Rift and then... planar chaos and crazy sites in abundance. So that's fine in my opinion.

It's neatly arranged, informative and the text boxes are well-written. Any DM should be able to run a enjoyable and atmospheric session with the material presented.

What bothers me though, is that it takes up so much space. 13 pages is quite a lot for one site (especially if you'll have to cut other sites).
E.g. I like the encounter table on page 3, but I'm not sure if 2/3 of a page isn't too much occupied space.
I'd also cut 2 of the 5 Side Quests (I'd probably keep the Circean Embers, the smuggler's foothpath and the Planar Trade Consortium). The spectator is still mentioned in 9C Orichalcum Lode so the DM will still have enough material to improvise if the PCs stumble into that place.

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Apologies and a new idea

Sorry for not providing any Edit updates despite my earlier commitment. At the moment life is a bit busy, but also there is SO much information about the adventure it's a bit difficult to track all of it.

Which gave me an idea on how to break down the mega-advenuture...

How to organize the adventure

How about separating out the parts as much as possible. Create 4 or more separate adventures rather than a unified whole, with each part (potentially) playable in isolation of the others.

My reason for suggesting this is simple. By creating the first adventure, you'll have a sense of achievement that will help push along the completion of the following adventures. Multiple small successes are a better path than one grand success (imho).

Leonard03
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I still plan on doing this,

I still plan on doing this, but all my free time has been spent trying to fix computer troubles. :/

Leonard03
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This looks interesting: http:
KnightOfDecay
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Thanks for sharing the link.

Thanks for sharing the link. I'm curious what Quickleaf thinks about this. He has been waiting for the OGL for quite some time.

Quickleaf
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Dungeon Master's Guild

Thanks for pointing it out to me! I did some digging around and...it's promising. Definitely will be keeping my eye on the developments.

From here: http://www.dmsguild.com/whatisdmsguild.php

Quote:
Is this going to remain Forgotten Realms only, or are other settings/IPs to be considered in the future??

We intend to open up additional settings and IP as time goes on. However, for the time being, we will remain focused on the Forgotten Realms.

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A bit more on the DM's Guild and SRD5...

I wanted to give everyone my understanding of the current "status" of producing Planescape products...

SRD5
The new SRD allows you to make use of a lot of cool things including the *concept* of planes: http://media.wizards.com/2016/downloads/SRD-OGL_V1.1.pdf

However, specifics heavily used in the Planescape campaign setting are designated as Product Identity and cannot be used:

SRD5 Legal Information wrote:
The following items are designated Product Identity,
as defined in Section 1(e) of the Open Game License
Version 1.0a, and are subject to the conditions set
forth in Section 7 of the OGL, and are not Open
Content: Dungeons & Dragons, D&D, Player’s
Handbook, Dungeon Master, Monster Manual, d20
System, Wizards of the Coast, d20 (when used as a
trademark), Forgotten Realms, Faerûn, proper
names (including those used in the names of spells
or items), places, Underdark, Red Wizard of Thay,
the City of Union, Heroic Domains of Ysgard, EverChanging
Chaos of Limbo, Windswept Depths of
Pandemonium, Infinite Layers of the Abyss,
Tarterian Depths of Carceri, Gray Waste of Hades,
Bleak Eternity of Gehenna, Nine Hells of Baator,
Infernal Battlefield of Acheron, Clockwork Nirvana
of Mechanus, Peaceable Kingdoms of Arcadia, Seven
Mounting Heavens of Celestia, Twin Paradises of
Bytopia, Blessed Fields of Elysium, Wilderness of the
Beastlands, Olympian Glades of Arborea, Concordant
Domain of the Outlands, Sigil, Lady of Pain, Book of
Exalted Deeds, Book of Vile Darkness, beholder,
gauth, carrion crawler, tanar’ri, baatezu, displacer
beast, githyanki, githzerai, mind flayer, illithid,
umber hulk, yuan-ti.

DM's Guild
There was a terrific AMA (ask me anything) on Reddit with WotC's Mike Mearls (Senior Manager, D&D R&D), Chris Lindsay (D&D Product Manager), and Trevor Kidd (WotC Community Manager). Morrus at ENWorld did a great organized recap of the questions that were answered: http://www.enworld.org/forum/showthread.php?475594-A-Million-Answers-From-Mearls-amp-Lindsay-About-DM-s-Guild-DDAL-and-the-OGL-(Compiled-AMA)#ixzz3yC5tgzRo

It appears that (as of right now) lightly using the planes is legit for DM's Guild products, but that there is a grey area in terms of how much of a planar focus you could write. The relevant quote:

Quote:
Appendix C of the PHB and Chapter 2 of the DMG describes the great wheel cosmology, but some of this cosmology is elaborated from old school D&D and the Planescape campaign setting. If a planar adventure takes characters through a portal in Undermountain to Sigil, involves them in some political intrigue in Maladomini, and then returns them to Toril via the River Styx, could it be published on the DMsGuild?

It really depends on the extent - a few references or a quick side trek would be fine, but prefacing a 80 page Planescape sourcebook with a 3 page FR intro is going a little too far. I'd say focus on the planes as they have been depicted in the core or FR. (MM)

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Quote:It really depends on

Quote:
It really depends on the extent - a few references or a quick side trek would be fine, but prefacing a 80 page Planescape sourcebook with a 3 page FR intro is going a little too far. I'd say focus on the planes as they have been depicted in the core or FR. (MM)

Hmmm, unfortunately that's specific enough to make clear that the "Codex" doesn't fall under the current OGL.
So... what now?
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I *think* the direction they

I *think* the direction they're heading in is to eventually open up the DM's Guild to non-FR material. For example, you can already publish homebrew setting stuff there, and Al-Qadim / Maztica / Kara-tur are rolled into FR. It's a matter of time.

Leonard03
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I got the feeling they were

I got the feeling they were planning to open it up to other settings as well. There is even a category for the Planescape setting on the DMs Guild, with all the old material.

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Leonard03 wrote:I got the

Leonard03 wrote:
I got the feeling they were planning to open it up to other settings as well.

Yes, they've said as much. Nothing definite, no dates, but sounds like that's their intention down the road.

Quote:
There is even a category for the Planescape setting on the DMs Guild, with all the old material.

I wouldn't look into that too much. The DM's Guild is owned and operated by OneBookshelf, which also operates DrivethruRPG and DnDClassics, so it's likely they're just sharing the same HTML.
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Hmmm, unfortunately that's
Hmmm, unfortunately that's specific enough to make clear that the "Codex" doesn't fall under the current OGL. So... what now?

To clarify: that quote pertains to the DMsguild, not the OGL. I don't think the OGL works for this product, since it contains heaps and heaps of WotC's IP even outside that little list.

The quote is also beginning to ring very hollow, given the stuff that makes it into DMsguild. There's Spelljammer, Planescape, Greyhawk and Mystara(!) on there. It seems WotC and OBS are happy to to turn a blind eye, as long as they get to rake in the cents, because they don't seem to police much at all (I hear they did pull the Epic Level Handbook however, but that had something to do with the name and/or with it emulating trade dress a bit too closely).

I'm not suggesting you chance it and throw it on there, but some product descriptions seem to indicate that OBS has been working with several authors to see if the product is viable and in accord with the regulations. Their support staff seems very approachable, and shooting them an e-mail can't hurt. Or at least not hurt any more than making assumptions based off the AMA.

Apart from all the non-FR material making it to DMsguild, Secrets of the Lamp of course is fair game to use and reference for DMsguild publications. Maybe you could spin this as an update/reimagining of that, or in some other way piggyback/loophole/weasel around with it.

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Glim wrote:I'm not suggesting

Glim wrote:
I'm not suggesting you chance it and throw it on there, but some product descriptions seem to indicate that OBS has been working with several authors to see if the product is viable and in accord with the regulations. Their support staff seems very approachable, and shooting them an e-mail can't hurt. Or at least not hurt any more than making assumptions based off the AMA.

Glim, I'd be interested in seeing links to (or at least names of) the products you mentioned that "seem to indicate that OBS has been working with several authors"!

My impression is that WOTC made the terms of publishing on DM's Guild very clear between the legal contract and the Reddit AMA. Doing other settings besides FR (unless it's Al-Qadim/Maztica/Kara-Tur which are considered part of FR) is not allowed. Their current guidelines for doing planar stuff (and that probably will change down the road) precludes using the Lady of Pain, Planescape-isms, and adventures entirely set on the planes, possibly it precludes Sigil as well since (IIRC) that's not mentioned in any FR supplements.

I know that folks on DM's Guild are producing stuff that violates that rule. But that doesn't say anything about them being so clever they found a backdoor. It just says that OneBookshelf is really bad at oversight right now.

Glim
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I misremembered, it's not in

I misremembered, it's not in the description, it's a comment by the staff in a discussion thread.
http://www.dmsguild.com/product/170946/Battle-for-the-Undercity-5e?filters=45469_0_0_0_0_0 (comment by Steve W)

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Yeah, Steve's comment had to

Yeah, Steve's comment had to do with art rights. I can confirm they've since updated their legal language in that regard. Artists can now retain legal rights to their work if they've worked out a deal with the publisher.

But that had nothing to do with the campaign setting issue.

Moreover I searched DM's Guild for "greyhawk" and "mystara" and got no search results, so I cannot confirm what you said about there being products focused on non-FR settings owned by WOTC. Link?

Just to be triple sure, however, I did inquire with OneBookshelf to get clarity on where the line between FR and Planescape is. Though in all likelihood this project won't be finished before they open up Planescape for DM's Guild!

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I know the comment in

I know the comment in question was about art, not settings, but at least it showcased a willingness to look things over (at least at the time).

Here's some links:
http://www.dmsguild.com/product/170843/Monsternomicon-Kyuss-and-His-Faithful?filters=45469_0_0_0_0_0 << Greyhawk
http://www.dmsguild.com/product/173580/In-Search-of-the-Unknown--Zelligars-Evil?filters=45469_0_0_0_0_0 << Mystara
http://www.dmsguild.com/product/173611/A-Boy-and-his-Modron--Part-1?filters=45469_0_0_0_0_0 << Planescape
Sure, they're not labelled as such, but the content they reference isn't part of the Forgotten Realms.

Here's Spelljammer. Realmspace isn't an FR product, but I guess it is close enough. http://www.dmsguild.com/product/171638/-REALMSPACE-----Travelers-Guide--Chapter-1?filters=45469_0_0_0_0_0

Cool that you contacted them. I guess we'll see what they say.

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Glim wrote:I know the comment

Glim wrote:
I know the comment in question was about art, not settings, but at least it showcased a willingness to look things over (at least at the time).

Here's some links:
http://www.dmsguild.com/product/170843/Monsternomicon-Kyuss-and-His-Faithful?filters=45469_0_0_0_0_0 << Greyhawk
http://www.dmsguild.com/product/173580/In-Search-of-the-Unknown--Zelligars-Evil?filters=45469_0_0_0_0_0 << Mystara
http://www.dmsguild.com/product/173611/A-Boy-and-his-Modron--Part-1?filters=45469_0_0_0_0_0 << Planescape
Sure, they're not labelled as such, but the content they reference isn't part of the Forgotten Realms.

Here's Spelljammer. Realmspace isn't an FR product, but I guess it is close enough. http://www.dmsguild.com/product/171638/-REALMSPACE-----Travelers-Guide--Chapter-1?filters=45469_0_0_0_0_0

Cool that you contacted them. I guess we'll see what they say.

I've had the opportunity to exchange emails with Matt McElroy, Director of Marketing & Publishing for DrivethruRPG, and it was very interesting. He answered a bunch of my questions about logos & artwork, however when I asked (twice) about where the "line in the sand" is for planar content vs. Planescape content...he didn't reply to me.

This is made all the more puzzling by products like this one (which an exclusively planar focus) being available on DM's Guild:
http://www.dmsguild.com/product/171877/DMP1-Plane-View--Elemental-Fire?term=plane

It had been a couple weeks so I dropped him another email asking for clarification. We'll see.

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Hey folks, it has been a

Hey folks, it has been a while. Unfortunately I've been very busy lately.

What is the current status of the Ironridge chapter?
Anything we should/could discuss?
Maybe we can get our creative juices flowing again.

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Hey Knight! I've been busy

Hey Knight! I've been busy with other projects both involving and independent of gaming, so I haven't devoted any more time to the Codex adventure.

Currently I've been working on an Al-Qadim conversion for DM's Guild with a team of folks that has Karl Waller and Wolfgang Baur supporting us, and a large adventure called "Shadow of the Faceless God" that acts as a bridge between the Forgotten Realms, Al-Qadim, and Kara-tur. You can read about our conversion effort [url=http://www.enworld.org/forum/showthread.php?358985-Al-Qadim-Land-of-Fate-(5e-conversion)]over here[/url].
(Planewalker.com may screw up this link cause it has parentheses).

I've been focused on honing my design & adventure-writing skills, and re-learning Illustrator and InDesign. Hopefully by the time Planescape gets a more official go-ahead on DM's Guild, I'll have some more experience that I can parlay to the Codex project (or what ever version of it we choose to pursue).

It just seemed like between all the wishy-washy "support" I was getting on here, and the ambiguous status of Planescape (along with everything else non-FR) on DM's Guild, it was a wiser investment of my time on other projects.

What I've found works MUCH BETTER than communicating by forum is establishing a group on the Slack app with just a few people really committed and passionate to the project, rather than using forums where you get a lot of "that's cool, I'd like to help...um what shuld I do? *crickets*" With a team of 4 guys dedicated to the Al-Qadim conversion communicating via Slack, we've been able to hammer out a lot of awesome design already, share graphic/layout ideas readily, chat when we're online at the same time, and use it like a private message board when we're not. Haha, even with a coordinated team I'm handling the lion's share of that conversion!

If we rejuvenate the Codex project (or any other Planescape project) I would HIGHLY recommend that we adopt a similar approach with a small team coordinating via Slack.

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Quote:Currently I've been

Quote:
Currently I've been working on an Al-Qadim conversion for DM's Guild with a team of folks that has Karl Waller and Wolfgang Baur supporting us, and a large adventure called "Shadow of the Faceless God" that acts as a bridge between the Forgotten Realms, Al-Qadim, and Kara-tur. You can read about our conversion effort [url=http://www.enworld.org/forum/showthread.php?358985-Al-Qadim-Land-of-Fate-(5e-conversion)]over here[/url].

Wow, sounds awesome. I'll definitely have to take a closer look at the thread.

Quote:
It just seemed like between all the wishy-washy "support" I was getting on here, and the ambiguous status of Planescape (along with everything else non-FR) on DM's Guild, it was a wiser investment of my time on other projects.

Yeah, I absolutely understand. There isn't much traffic on the forums currently and most users (myself included) aren't able to make reliable commitments too such an ambitious project.

Well, maybe we can revive the project at some point in the future.
It's been great fun to discuss the campaign with you!

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If you don't mind I'd use a

If you don't mind I'd use a customized/supplemented version of "The Codex of the Infinite Planes" as the base frame for my next PS-campaign.
The current campaign has been runnig since 2007 and as I plan to finish it in the coming 1 or 2 years I have to plan ahead! ;-)
Maybe I could provide some playtest feedback and new stuff I've used to fill the current gaps.

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Quote:It just seemed like

Quote:
It just seemed like between all the wishy-washy "support" I was getting on here

Guilty as charged. I would like to apologize for this. I think in recent times I've bitten off more than I can chew.
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@Leonard03 Oh, you've got

@Leonard03 Oh, you've got nothing to apologize for! I just had an epiphany about how I work best on projects like this that involve more dialogue than forums are equipped to accommodate.

@KnightOfDecay Sweet! Yeah, I'd love to hear how you adapt these ideas for your group! There's a TON of gaps in the concepts that I'd be excited to see how you fill it in and make it your own.

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DM's Guild adds Ravenloft

Ravenloft is now a legit IP you can include in DM's Guild products: https://twitter.com/Onnatryx/status/705775691325947904

Looks like this may be their long-term strategy: slowly opening up DM's Guild to older campaign settings as those settings are released/given coverage in official 5e products.

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DMs Guild

Continuing to follow the news on DMs Guild opening up others settings, and it looks like Matt McElroy and folks at OneBookshelf are optimistic:

http://support.dmsguild.com/hc/en-us/articles/217029298-Content-and-Format-Questions

Quote:
I don’t see anything that would stop me from publishing a Greyhawk or Dark Sun product on DMs Guild. Can I do that?

For now, at least, DMs Guild is limited to the Forgotten Realms and Ravenloft settings only, although you can also publish anything for 5th Edition that (i) is generic enough to be used in a permitted setting without effort and (ii) doesn’t explicitly use anything related to another official Wizards setting.

For example, you can mention Forgotten Realms deities or even say something like “Azuth, Mystra, or another god of magic in your setting,” but you can’t mention Boccob, Vecna, or Aureon, Lunitari, or any other god or goddess from another official D&D setting that hasn't been permitted here.

We trust that other settings will be opened up as time goes on, though!

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That's cool. I wonder what

That's cool. I wonder what product/setting they will be releasing next.

Also, it seems that I'll be taking on the role of DM for a party in the coming months. My first thought was to try to run this, but they're all new to both D&D and RPGs in general. I think the depth of theme and lore would overwhelm them.

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Quote: I think the depth of

Quote:
I think the depth of theme and lore would overwhelm them.

Probably true. On the other hand, it might be very rewarding to DM/play the campaign with actually "clueless" players who can really experience and discover the wonders and weirdness Planescape has to offer.
You could start with with the Vault of Enkaur Urmazd to check out how things go and the decide to either switch to the Codex-campaign or to non-Planescape-campaign.
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That would be my first

That would be my first inclination too. But the problem is that I'm taking over from someone else, so all the PCs will be at 5th level. I'm not sure how well asking them to make new 1st level characters would go.
As it is I have an idea for a plane-hopping treasure hunt that I could put them in. It's not really heavy into Planescape lore, but would more just get them used to the idea of the planes. But my worry is that if I run that they won't want another Planescape style campaign again right after -_-

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Yeah, that's definitely a

Yeah, that's definitely a point.
I'd probably ask them directly.
The Codex of the Infinite Planes campaign is rather extensive, so a group that isn't really committed to trying out Planescape might get bored or annoyed by it pretty fast. And it would be a real pity and waste of potential if you had to cancel the campaign after one or two adventures because the players would have preferred to play in a standard setting in the first place.

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Leonard, on the one hand

Leonard, on the one hand Planescape is generally treated as a setting for experienced players & DMs because of its themes and scope. New DMs with Planescape often report the dilemma of "too many options paralysis", while others make the mistake of imposing a Planescape campaign on players who just want to smash up some orcs and get drunk in a tavern, and others can't get over dice-shaped creatures being some big in-joke.

On the other hand, much of my formative DMing experience comes from running Planescape. It's a terrific setting for stretching the wings of your imagination and emphasizing role-playing (in the "interaction" sense & "what does my character believe?" sense). Compared to other settings, Planescape is IMO far less concerned with continuity or knowing all the setting lore precisely.

I think a useful question to ask is...you're taking over from another DM so the PCs are already 5th-level, right? What has the story of their adventures been so far? It's likely they'll prefer to continue with that story and those characters.

I think the usual advice "ask your players what sort of game they want" probably applies here. If they're particularly new or easygoing, you might need to prompt them with a few options that you'd enjoy running.

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Thanks for the advice guys.

Thanks for the advice guys.
I asked the players if they would rather play in a more normal or unusual fantasy setting. The vote went to normal, so it looks like Planescape will have to be put on the back burner. For this campaign anyway.
In the end I think it probably works out better since I won't have to come up with some fake-feeling railroad to bring them in.
I've been working on an idea for a setting that I'll probably use (the current DM hasn't created anything more detailed than the apple orchard we're working at and the land around it). That way I can give them as much lore as they actually want.

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Didn't Planewalker.com put

Didn't Planewalker.com put out an adventure for their 3.Xe material? I'd love to incorporate some kind of tie-in to that in this adventure.
Can anyone sum up the previous Planewalker.com adventure(s) or provide a link?

Gracias, Merci, Thank You, Mahalo, Molte Gratzie, Spasebah, Arigato, Shishia, Danke :)

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Yes, Desire and the Dead

Here's the synopsys:

The Factions may have been banished from Sigil, but the Kreigstanz goes on. Disputes of philosophy continue as they have for centuries, and one cutter unwilling to abandon the struggle no matter what Her Serenity says is Eyes Desire, a member of the Society of Sensation. Although she uses the words guild hall rather than Faction headquarters to refer to the Civic Festhall these days, Eyes Desire has changed very little in the aftermath of the Faction War. A minor but dedicated plotter in various Sensate schemes, Desire has recently set plans into motion to harm the remaining Dustmen of Sigil, whom she fears are rebuilding their Faction in all but name. Convinced that the Factions will one day get back into the Cage, she is already laying the groundwork for the Society of Sensation‘s glorious return, and trying to evict what remains of the others. Eyes Desire recently contracted the services of Brunathel the Worthy, an artificer formerly of the Believers in the Source. Brunathel created an enchanted censor for her, named the Thurible of Desire. This device enchants any incense burning within it, lacing its smell with an effect similar to a Suggestion spell. This stirs up the emotions of those exposed to the incense, especially passions long denied or lost; the more severed the victim is from his passions, the stronger the effect - so strong in fact, that it can even effect the undead. While Desire told Brunathel that the Thurible was to be used to heal Sensates whose passions had been lost on the Grey Waste, her true targets are the Dustmen. Desire‘s minions then contacted a band of Xaosetic jesters called the Joculators, suggesting that it might be fun to prance around the Mortuary District “making fun of all those stuffy black robes and grim faces.” She even had her agents provide them with a disguise - a selection of Dustman robes and some funerary gear (included the magical censor). The chaotic trio have been causing trouble in the area ever since. Although she hopes that they plague the area for a good long time, Desire is actually happy to see them disposed of by the locals, because (she hopes) the Dustmen will carry the troupe‘s obviously stolen funerary gear back into the Great Mortuary, where her Thurible might cause even greater damage. The Thurible of Desire is currently filled with a particularly cloying and persistent incense from Arcadia (also supplied by Desire‘s agent) called Three Suns Prayer. The smell of this incense clings to the skin and clothes of anyone in proximity to it, carrying with it the magical effect. Because the Xaosetics have been running around swinging the Thurible for days, its lingering smell (and magic) is scattered all over them, their victims, and the Grey District in general. As a result almost everyone is finding themselves ill-tempered, passionate, or full of old longings, with the Dustmen and undead most severely affected. Eyes Desire hopes that the
emotions inspired by the Thurible will cause many Dustmen to have a crisis of faith and perhaps even abandon their order, and that marauding undead will damage the reputation of the so-called ‗Funerary Guild‘ with Sigil‘s new authorities. To Eye Desire, this is a mere diversion and an exercise in the philosophical warfare that as has existed between Factions for millennia, but her actions are potentially disastrous to those who live in or near the Mortuary, many of whom have urges best suppressed. One such victim of the Thurible is a recently arrived primer ghast known as Fingers, who had begun to follow Dustmen beliefs and fight his hunger for living flesh. If the PCs do not do something quickly, he won‘t be able to restrain his murderous urges much longer. Fortunately the PCs are on the scene, having been hired to keep the peace in a suddenly emotionally-charged district. They likely become involved with the plot after encountering Fingers, marauding Joculators, or by being exposed to the Thurible themselves. They may or may not discover Eyes Desire‘s involvement, but regardless of their success against the Sensate plot the party will also face a climactic battle against a fiend gang seeking to exploit all the chaos.

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Thanks! Wow, that sounds like

Thanks! Wow, that sounds like a terrific adventure!

Hmm, thinking of ways I could subtly tie into that...were the PCs given the chance to kill Eyes Desire, the Joculators, and Fingers? Basically, are any of the main NPCs left with a very good chance of surviving the PCs?

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Hmm, has been a while since I

Hmm, has been a while since I read the adventure.

If the PCs gather enough clues, they should be able to confront Eyes Desire in the Civic Festhall. If this leads to a (deadly) fight or not, probably depends on the party's style of playing and how serious/light-hearted the DM presents the whole story. As far as I remember it, the adventure mentions an escape plan for Eyes Desire.

As the Joculaters are a (former) Xaositect gang/subgroup it should be pretty easy to tie them in, as it is not very likely that all of them would get killed in an encounter with the PCs.

The survival of Fingers probably depends on how long he is able to control his urges. If he succumbs to them and attacks the PCs or if they witness his attack on someone else, it is quite likely that they will put him into the deadbook once and for all.

Other relevant NPCs include the Voices of Wailers Square (in the Grey District) who are the spokespersons of the community there and the PCs initial "questgivers".

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Not sure if I remember

Not sure if I remember correctly, but I think Eyes Desire was a human 7th/8th level wizard (or sorcerer).

You could also include another item created by Brunathel the Worthy. I think he was blessed by Hephaestus (or Gond?) and should have a fairly high level.

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I just managed to find a copy

I just managed to find a copy of Desire and the Dead — what a terrific adventure! Dan Voyce knocked it out of the park.

Definitely the Joculators and/or the Voice of Wailer's Square I can incorporate into Codex of the Infinite Planes.

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Made a little more headway,

Made a little more headway, but have been focusing on the player rules...

I've been working up an alternate tiefling trait table, and would love some feedback! Either towards concept or mechanics, whatever you notice. :)

Anything marked with ### indicates it's still very much a work in progress. The numbers in [ ] 's after are point buy notes based on http://www.enworld.org/forum/showthread.php?496297-Second-Edition-Reverse-Engineered-D-amp-D-5e-race-design-and-over-40-example-races ; according to his accounting Infernal Legacy is worth 6 points, so that's what I've tried to balance each alternate trait to.

Tiefling Alternate Racial Features
Tieflings on the planes are hardly a homogeneous group, descending from a plethora of fiends. Their appearance and abilities are unique from individual to individual. Players of tiefling PCs may opt to roll or choose on either or both of the following tables. If rolling on the Fiendish Gifts table, the result replaces the tiefling’s Infernal Legacy trait.
Additionally the Sword Coast Adventurer’s Guide has other variant options for tieflings.

Tiefling Appearance (d100, roll or choose 3 [1d4+1] times)
1-7. Horns
8-9. Long thin face
10-12. Strange mouth (forked tongue, bloody lips, pointed teeth, fangs)
13-15. Strange ear (pointed, fan-like, unnoticeable)
16-17. Strange nose (hooked, squashed, very long)
18-26. Strange eyes (burning iris, all black, deep-set, feline, viper, unnatural color)
27-31. Garishly colored hair
32-35. Strange hands (three fingers, six fingers on left hand, claws, rakshasa hands)
36-39. Long gangly limbs and emaciated appearance
40-43. Vestigial wings (charred feathers and bone, shriveled bat-like)
44-49. Goat-like hooves and legs
50-55. Tail (long and thin, horse, lizard, scorpion, rat)
56-58. Spiny ridges along back, possible elsewhere
59-62. Inexplicable burn marks appear on body
63-66. Covered in fiendish runes tattooed on skin
67-69. No body hair whatsoever
70-72. Molts skin periodically like a snake
73-75. Ashen shadowy skin
76-78. Skin always caked with dried blood
77-83. Scaly or leathery skin
84-87. Blue, green, red, or purple-tinted skin
88-89. Gender ambiguous
90. Skin crawls with strange light beneath it
91. Leaves behind steaming footprints or footprints filled with insects
92. Weeps tears of blood or mild acid
93. Emits a rotting or sulfurous odor
94. Ash and cinder follow in the tiefling’s wake
95. Has no shadow and/or casts no reflection
96. Tiefling’s presence causes unease in natural animals
97. Tiefling’s presence withers plants
98. Sunlight (or moonlight) reveals the tiefling’s actual hideous face
99. Shadow of knife edge across the face
100. Pained when entering holy areas and holy water inflicts damage as if a fiend

Fiendish Gifts (d20, roll or choose once; this replaces infernal legacy)

  • Amoral. You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage. Additionally, you choose whether you detect as your actual race, alignment, or faction when it comes to special powers like truesight, heart sight, spells with triggers like glyph of warding, or magical items with use restrictions. [2+4=6]
  • Blood Hunger. A terrible hunger consumes you, driving you toward bloody cuisine. You have advantage on melee attack rolls against any creature that doesn’t have all its hit points. At 3rd level simply tasting a drop of a creature’s blood can tell you its bonds, flaws, and ideals. At 5th level you can cast vampiric touch once per long rest. Charisma is your spellcasting ability. [2+2+2=6]
  • Devil’s Sight. Like the devils you’re descended from, you can see sin in the hearts of man and fiend alike. Gain proficiency in Insight, and gain advantage on your Wisdom (Insight) checks when exploiting a creature’s guilty conscience. You can see in magical darkness using your darkvision, and its range increases to 120 feet. [2+2+2=6]
  • ###Demon Spawn. Demon blood runs in your veins. You are immune to Abyssal corruption and can sense the presence of demons and their influence within 30 feet as an action. However, when your blood is spilled it has some nefarious visual effect (e.g. steaming or turning into snakes momentarily). You know the message cantrip or prestidigitation cantrip (choose one when you select this trait), and instead of Infernal you know the Abyssal language. At 3rd level you can cast magic missile or Tasha’s hideous laughter (choose one when you select this trait) once per long rest. At 5th level you can cast shatter once per long rest. Charisma is your spellcasting ability. [2+2+4=6]
  • Fiendish Resistance. Gain resistance to acid, cold, lightning, and poison damage. This is in addition to a tiefling’s normal fire resistance. [roughly worth +2 hp/level = 6]
  • Hag Spawn. The blood of night hags runs in your veins. You can cast vicious mockery at-will. At 3rd level you can cast detect magic once per day, or you may cast it as a ritual which doesn’t count against your once per day usage limit. At 5th level you can cast sleep (at 2nd level) once per day. Charisma is your spellcasting ability. [2+2+2=6]
  • Hellfire. The fires of the Nine Hells burn in your veins. Your skin burns anyone touching you, dealing 1d4 fire damage per round of prolonged contact. You know the fire bolt cantrip. At 3rd level you can cast burning hands as a 2nd level spell once per long rest. At 5th level you can cast continual flame once per long rest, though your continual flame always appears fiendish in some way (e.g. it might be spectral blue). Charisma is your spellcasting ability. [2+2+2=6]
  • Infernal Wrath. You can draw on your inner fury to gain advantage on your attack roll or impose disadvantage on an enemy’s saving throw against your spell or attack. If your attack or spell hits and inflicts damage, it deals extra damage equal to your proficiency bonus or Charisma modifier (whichever is greater). You must take a short rest before you can use Infernal Wrath again.
  • Kiss of the Styx. Your kiss is imbued with the memory-stealing waters of the River Styx; when you kiss a willing or incapacitated creature, it must make a Wisdom saving throw (DC 10 + your Charisma modifier + your proficiency bonus) or lose its last 24 hours of memory. You also know the chill touch cantrip and Charisma is your spellcasting ability. [4+2=6]
  • Liar’s Tongue. Gain proficiency in Deception, and gain advantage on your Charisma (Deception) check when you create a lie that has an unpleasant side effect for another person. You are immune to zone of truth or any spell, magic, or poison compelling you to speak the truth. (2+2+2=6)
  • Menacing Mien. Gain proficiency in Intimidation, and gain advantage on your Charisma (Intimidation) check if the target has superstitions about your fiendish ancestry which you indulge in. You also know the thaumaturgy cantrip. [2+2+2=6]
  • Pestilent. You suffer sewer plague (see DMG 257) that makes you hideous to look upon, but also renders you immune to all other diseases. While you suffer no mechanical effects of the plague, anyone you touch or who comes into contact with you risks being infected if they fail a DC 11 Constitution save. At 3rd level you can cast detect poison and disease once per long rest. At 5th level you can cast blindness/deafness once per long rest. Charisma is your spellcasting ability. [2+2+2=6]
  • Plane-Touched. When on the Lower Planes, you are immune to any psychic dissonance for being good-aligned, and you have an intuitive sense of special conditions and optional rules governing that plane (see DMG 57-66). You instinctively recognize a portal to the Lower Planes for what it is. You also have advantage on Intelligence checks to recall lore about the Lower Planes. [1+1+4=6]
  • Psychopomp. The afterlife calls to you, beckoning you to shepherd the restless dead to the shores of the Lower Planes. You know the spare the dying cantrip. At 3rd level you can cast detect evil and good once per long rest; additionally, when observing a petitioner (a dead soul) using detect evil and good, you can determine which plane they belong on. At 5th level you can cast speak with dead once per long rest. Charisma is your spellcasting ability. [2+2+2=6]
  • Rakshasa Blooded. Rakshasa blood runs in your veins. You can cast minor illusion at-will. At 3rd level you can cast disguise self once per long rest. At 5th level you can cast detect thoughts once per long rest. Charisma is your spellcasting ability. [2+2+2=6]
  • Shadow Sworn. Gain proficiency in Stealth. At 3rd level you can cast silent image once per long rest, and when you do you may make your own shadow seem to peel away from your body and act of its own accord. At 5th level you can cast blur or invisibility (choose one when you select this trait) once per long rest. Charisma is your spellcasting ability. [2+2+2=6]
  • Succubus Blooded. Succubus blood runs in your veins. You can cast friends at-will. At 3rd level you can cast charm person once per long rest. At 5th level you can cast alter self once per long rest. Charisma is your spellcasting ability. [2+2+2=6]
  • ###Unhallowed. When you enter a consecrated space, such as an area warded by the hallow spell or under a deity’s protection. Celestials respond to you as if you were a fiend, and you can use magic restricted to fiends.
  • Winged. You have bat-like wings sprouting from your shoulder blades granting you a flying speed of 30 feet. [6?]
  • Yugoloth Blooded. The treacherous blood of yugoloths runs in your veins. You gain telepathy (30 feet). At 3rd level you can cast hex once per long rest. At 5th level you can cast darkness once per long rest. Charisma is your spellcasting ability. [2+2+2=6]

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