Post-Tomb of Annihilation/Pre-Curse of Strahd

Post-Tomb of Annihilation/Pre-Curse of Strahd

Omu: the Lost City in their past, Curse of Strahd in their future.

Back from thwarting Acererak (but not facing him directly), the Outlands Expeditions Team returns to Sigil in the midst of the 1000 Faces Festival. Music and dancing in the streets at all hours…

Silver Sword/Lich Queen line separator

I did a few things with the Facebook group to get some details and flesh some things out. I made a poll with a bunch of masks for characters to wear during the festival. Some chose from the choices, others made up their own.

And I asked questions to get into the spirit of heading to the Demi-Plane of Dread.

Jusko – Your family’s ancestral lands neighbored ancient Barovia. What was the Hajek family’s relationship to the cursed von Zarovich clan?

Helewyn – How do you (or your Goddess) feel about lycanthropes who change shape with the full moon?

Kuru – What do you remember of the nomadic Vistani people who would stay for a season near the shire you where you were raised and trade with your family?

Trundle – What was Trundle’s first brush with the darker parts of the forest, where sun never penetrates the canopy and fell beasts hunt the weak?

Bugwump – What had you uncovered about the Demi-Plane of Dread when you were an Arch-Mage?

Failed Soldier – What does your religion’s parables say about the First Vampire, Strahd, a great warrior whose fell deeds drew the attention of fell powers?

Not everyone answers but the answers I get I use. It led to a good discussion about the Vistani and not wanting to punch down in our depiction of them. Those who didn’t answer in type I’ll ask “face to face” over Zoom at the next game; I forgot to do so tonight.

Basic, ask questions and use the answers stuff but having a digital home for the game makes asking the questions easy.

Outlands Expedition Team, Deputized by the Lady of Pain, Clerk Ward, Sigil
  • Trundle got into the spirit of things, wearing a Devil mask and doing a public carving celebrating their last adventure, carving a triptych of hobbits upon dinosaurs out of a piece of wood the size of an elephant.

  • Anthony described Kuru wearing a kind of rosary beads that Vistani would recognize. I told him that in Barovia the gods are Mother Night and the Morning Lord. Perhaps the beads are Mother Night’s stars. He met an old woman and had his fortune read. I dropped some game details as per the module.

  • Kuru specifically asked about allies, which is part of the fortune telling in the book. I offered a few – a Mad Mage near Mount Bartok, an undead knight in his old order’s keep and the people they would meet upon arriving, could be allies, if any survived. “Your arrival will be covered in blood. I doubt any will survive.”

  • Bugwump took what the woman said very seriously, having known about the Demi-Plane of Dread from his Arch-Mage days. He sought out an arcane historian and learned that Strahd was the First Vampire and is a capable wizard in his own right. He also learned that Strahd seeks out Tatyanna because she is a capable Planar Arcanist who could help him escape his prison.

  • Kuru visited the tenement building the Vistani were staying with in Sigil and learned that *DUN DUN DUN* /dramatic music Mother Eva had been dead for a week! He had been visited by her spirit. It was a nice way to wrap up a low-key game.

I’m looking forward to getting into Ravenloft just as Autumn approaches. Our next game isn’t for 2 weeks, a friend at the table pointed out that we’d be heading to Ravenloft as Halloween approaches, which is fun.

As we approach Ravenloft, this shirt seems relevant. Check out this design and more at this link.

https://shopofjudd.threadless.com/designs/goth-af

Tomb of Annihilation: Chultan Skies

“Find out why this lich is breaking death on this back-water prime world.”

The group is flying south, following the souls of their first guides, found out to be Zhent spies, being sucked southward by the Soulmonger, Azererak’s creation. A gnome with tech gear allows them to track the spirits.

Activate Indiana Jones travel-red-line!

They are flying on pterodactyls, their guide is a merchant prince’s sister, Tefnek. I rolled a herd of pegasi and so she followed them to a safe valley.

“Pegasi are a safe bet; I like to follow them to find a good place to camp for the night. This valley is solid – a pack of t-rexes cover the southern entrance and some ancient ward I didn’t see on the way in must cover the north.

“In a few days we’ll reach The Heart of Ubtao, a holy site of floating earth where priests once went to have visions. It might be an auspicious place to keep tracking the path the souls are taking.”

Because the FB event needed a cover.

https://shopofjudd.threadless.com/designs/thursday-night-delving-club

Made a t-shirt for the Thursday night D&D group.

Outlands Expedition Team

Outlands Expedition Team

Outlands Expedition Team, Deputized by the Lady of Pain, Clerk Ward, Sigil

The Lady of Pain expends most of her energies making sure no one attempts to gain power within Sigil. She has spies and allies in the Outlands and beyond, making sure the planes do not become imbalanced in a way that could spill out across creation and endanger her home – the City of Doors, where gods are banned from entry.

The Outlands Expedition Teams were put together as a way to counter those imbalances and forge friends between Sigil to the planes. When the teams return to Sigil, they sit in a forum, held in a plaza near the community where they live and discuss the outcome of the mission. This allows the community to interrogate the teams their taxed gold supports and allows the varied

Teams are called upon to think outside the box and adapt their approach based on the mission-at-hand but often, an approach rises to the surface.

Team Types

Mazers | A team brought out of the Labyrinth, serving the rest of their sentence in service to the city that imprisoned them.

Spies and Diplomats | Sometimes a more subtle and nuanced approach is necessary.

Watchdogs | Other times you have to cut off the arm to save the body.

Scouts | Some places are so dangerous all the team can do is look, assess and report back.

Scholars and Librarians | The planes, its inhabitants and the way they evolve need to be catalogued.

Mercantile Opportunists | Others see the planar scales as nothing but a way to make some gold.


O.E.T. Perks

Lifestyle

As long as you find your way back to Sigil, you can live a modest lifestyle for free. Your housing is paid for by the city and no one in the City of Doors would force an Expeditioner to pay for a meal or a cup of tea.


Known

In Sigil, if you make a CHA check to find someone, you always roll with Advantage. You are well known in the City of Doors. This Advantage also applies on a mission if the city officials have had time to put assets in place to support the team.


Diversity

Before a mission, city officials will ask anyone who has lived near or studied the forces at work. The team will have access to people who have on-the-ground knowledge of the forces causing or effected by the imbalance.


Gear

Specialty gear can be asked for to help support a mission. Time is often of the the utmost importance but Sigil is a good place to find things.


Portals

The City of Doors has doorways to everywhere and anywhere if you know the right key that opens the right portal. It might take some doing but if an Expeditioner needs to get somewhere, they should be able to get there or somewhere near it if they are willing to get the right elements necessary to make the key the portal demands.


O.E.T. Contact

City Clerk | Official, a bit cold and businesslike but also staking their career on this team’s success or failure.

Retired Expeditioner | Someone who once went out and get things done in the trenches; often opinionated on the best approach for a given mission.

Faction Leader | A philosopher who wants to see their faction’s point of view reflected across the planes.

Labyrinth Priest | A minotaur priest who worships the labryinth, an idea that our choices ring out across the planes and sustain reality.

Box | A Rogue Modron, still dedicated to order and setting the planes just so.

Cynic | They have been in Sigil too long and only see the problems, none of the beauty. Will likely be adopting a doomful philosophy.


Team Roles

Those who try to find a pattern to find the best paths of life and fate that make for a successful Expeditioner or what blend of people from what backgrounds makes for a good team have come up with nothing concrete just yet. Still, factions will argue about it in cafes and taverns all over Sigil.

Basher | Folk Hero, Knight, Marine, Mercenary Veteran, Soldier

Spellslinger | Investigator, Noble, Urchin, Sage, Hermit

Spiv | Charlatan, Criminal, Spy, Gambler, Pirate

Primer | Entertainer, Far Traveler, Folk Hero, Outlander

Kneeler | Acolyte, Cloistered Scholar, Urchin, Sailor, Sage

Greybeard | Archeologist, Cloistered Scholar, Haunted One, Sage, Noble


Academy Quests

No single d6 table will show the breadth and width of the many kinds of imbalances in the Outlands and beyond.

For more on this, check out this blog post if you’d like to see how I do it.

Inspirational Tables for your own Githyanki Invasion at the Dungeon Master’s Guild

https://www.dmsguild.com/product/356828/Silver-Swords-of-the-Lich-Queen-Inspirational-Tables-for-a-Githyanki-Invasion

Silver Swords of the Lich Queen: Inspirational Tables for a Githyanki Invasion

Check out my Inspirational Tables helping you say cool shit when depicting a Githyanki Invasion.

Table of Contents / Page 1 Table of Contents and Using this Supplement / Page 2 Githyanki Invasion Encounters / Page 3 Local LEaders’ REactions to Githyanki Invaders / Page 4 What do Githyanki Want around here? / Page 5 What is creating tensions among invading GIthyanki? / Page 6 What are the dragon-riders fighting? Winning? / Page 7 What did soldiers leave behind? Githyanki Reaction / Page 8 Githyanki Name Generator / Page 9 Githyanki Logistics / Page 10 Arcana Check and History Check / Page 11 Blank d6&6 Table HAlf Page / Blank d6 Table / Page 12 Blank 2d6 Reaction Table and Fast Githyanki Names / Page 13 Blank 2d6 + 1d6 Table / Page 14 Blank 2d6 Table / Page 15

The Godroads

A few years ago I wrote some notes in a notebook about the Godroads. They were pathways from shrines to temples to cathedrals taken by the gods. Whispered prayers could be heard on the wind. In the D&D houserules-turned-game I had notes on how players could become deities and the Godroads would be available to them. I think of this project as:

Project Ampersand / House-ruled and Homebrewed, because I got emblem templates today and got excited about using them.

In our last session, the players were tasked with stopping a feud between a trio of gods, the last survivors from a dying world. Their characters were caught in a battle between a toad-wizard-god and a bandit-god. They killed one another; the players helped them along.

Jesse is playing a corpseflea, a nifty and delightfully strange heritage from Five Torches Deep’s Origins sourcebook. We skipped a week and so I totally forget that last game, Jesse told me that he was going to transfer into the body of the dead bandit-god.

Holy shit. As they left the Portal Town of Xaos, Jesse’s character noticed a portal that had not been there, behind the traveler’s shrines on the way into town. And so the players discovered the Godroads.

Baska’s elf’-barbarian navigated the roads through faith to her moon goddess.

When it became clear that the Mists of Ravenloft were infiltrating the Faery party the players were looking after in an attempt to snatch the sun and world being born (the party was celebrating the birth) the players talked to the party’s host. With the Fey Queen’s permission, they took the stone and the sword that represented the sun and world being born and headed into the Godroads, Demi-Plane of Dread hot on their heels. That is where the game ended.

I thought about what might live in this place, what the ecology of a place so alien might look like. I don’t need to create a whole eco-system but I wanted the encounter tables to hint at such a thing.

I like having this written up a week before the game. Having these to daydream on allows me to use them as more of a menu. I can roll when I want a surprise and choose when I have an idea. There is an eco-system inferred here. I think there were griffons once upon a time but they were domesticated and so now the manticore are running a bit rampant. Angels probably get together with paladins and sphinx and go Manticore hunting from time to time to clear the roads up.

Are unicorns and manticores and sphinx bog-standard D&D monsters? Yes, absolutely but I’m hoping but jamming them together into a series of secret roadways used by gods will give them new context. If I want to spice them up I can add a little planar conditioning and roll on the table below to see which plane(s) have had an effect on this particular herd or pride.

I need to re-write these tables. The icons with 3 d6’s confuses folks who think they have to roll 3d6, instead of rolling 2d6, one white and one black.

The group was sent to the Labyrinth for 15 years by the Lady of Pain. Teo asked a really interesting question, asking the players if they thought it was a fair sentence based on their crimes. During that fascinating conversation I found out that the Frog-kin wizard, Bugwump, was far more powerful a wizard before being sentenced.

When I rolled an Arch-mage encounter, I asked John about Bugwump’s rivals and Cret, lizard-person/saurian arch-mage was born. I role-played him as cloying fake and the players hated him right away. Kuru, the hobbit thief, cut past his wards with his magic knife and stole some books from Cret’s camp. His black robes have twinkling stars on them and every so often a shooting star launches across his arcane raiment.

Now we have a new rival, Arch-mage Cret, Saurian Wizard, and his apprentices.

They never saw the manticore but did see an angel fly overhead, delivering a message from some deity. I’m thrilled the Godroads made it out from the notebook to the table. I hope we get to learn more about them.

https://shopofjudd.threadless.com/collections/tabletop-role-playing-games

Find this design and more in the Tabletop Role-Playing Game collection…

Tenser’s Steed, a fun moment

During last week’s game I rolled up Godless Pilgrims (see Tables for the Outlands) and it led to some really fun role-playing opportunities. The corpseflea Cleric of Death is working on saying Last Rites to the pilgrim’s dead world. Good times.

I decided the pilgrims should have hired guards; the Outlands are dangerous after all. I decided they were holy knights…but from which deity?

I rolled 2d6.

Ioun.

Wait, who?

Holy Arcane Knights with their magical tomes chained to their breast plates and long riding lances.

“And they’re riding…not horses…something cooler…I…maybe…”

“Tenser’s Discs,” Andrew said.

“Oh hell yeah. The discs are bent in the middle so you can throw a saddle over them.”

This led to a conversation between the frog-kid wizard, Bugwump and the Holy Arcane Knights of Ioun about how they cast magic from arcane runes that render living spells into their brains while the frog-kin purposefully mutate a gland to channel their arcane might. The channeling arcane might through a gland was all Bugwump’s player, John, bringing in the awesome world-building from his character’s point of view.

Now we’ve got Holy Arcane Knights who ride magical discs and their goddess’ library-cathedral, frog-people who cast magic through a gland.

I wanted something happening in the background, so I decided that the arcane knights had scouts checking the perimeter. I rolled on the 2d6+1d6 encounter table and got Githyanki who were hunting down some Githzerai but there was so much going on I forgot to use it.


https://shopofjudd.threadless.com/designs/black-lotus-dispensary-no-haga-for-slayers

Back in Sigil

What is happening?

After 4 hours of play we’ve got one level. They decided to give it to Bugwump, the frog-kin wizard, whose spell slinging was key to the group’s success in their first job in Keymont.

On their way back to Sigil, I rolled Godless Pilgrims. I decided they were refugees from a dead world, killed by warring gods. They had hired holy knights from the Outlands to guard them on the last leg of their journey. I rolled Ioun, so they were arcane knights. When the thief, looking for an opportunity for another score, asked how they had paid for these leal bodyguards I said that they had done so by giving books from their world, the last of their kind.

The corpseflea is a neat option from the Five Torches Deep Origins supplement. It is a death cleric and is helping the pilgrims to say last rites over their world, first talking to them about their world. “How do you say last rites over a world?” is one of the coolest things I’ve gotten to say while gaming in a long time.

The group met when they were all sentenced to the Labyrinth. Now they are an Outlands Expedition Team, officially sanctioned by the Lady of Pain, heading out to deal with imbalances that crop up around the Outlands. We’ve been using some flashbacks to strange things that happened while in the Labyrinth.

“I remember when we got attacked by that Bear back in the Labyrinth and Trundle talked the beast down. Trundle should talk to the town.”

How is the Bingo XP Variant?

I like it. It is a little slow so far but I think it’ll speed up with a few levels all in a jump. When bingo is called, I’m keeping any chips that are in another line that is in motion already.

I like it and like coming up with new ideas for bingo squares with the group. I wonder if the XP will speed up as we get better at coming up with them.

Having the jamboard where I keep the bingo card also be where we keep character art and NPC names might help us all interact with it more.

Planescape

It is coming together as we make it our own. Next game will be our first full session in Sigil. We’ll carouse for three days and then have a community discussion about the expedition to the Outlands. I want that philosophical vibe that the original Planescape boxed set promised. Essentially, that’ll happen by the community that hosts the O.E.T. (Outlands Expedition Team) gathering to discuss the morality of their decisions in an open forum. Discussion

And then we’ll pick the next expedition.

Mechanics

Five Torches Deep is a fun and fast D&D variant. If I had to run D&D, it is what I’d use, without a doubt.

I’m using Moldvay reaction table with Charisma adding to the roll when it makes sense to do so. I’d imagine the way I’m using the proficiency checks is very Apocalypse World-y. When the halfling wanted to know more about the knights guarding the pilgrim, I asked the player to roll a Charisma check to see what they noticed. When they rolled successfully, I told them to ask questions about what they wanted to notice during the interactions and I’d answer them.

Need to be careful about that, don’t want those cool questions to get in the way of players questions should be asking all of the time.

I realize now I’m using stats as different types of perception, rather than just using Wisdom. Charisma as a kind of social perception? I dunno. Hm, we’ll have to discuss that and make some decisions together.

Who?

I’ll go over the characters in the next post-game AP post. It is an odd group but I don’t have trouble finding the humanity in them and I dig that.


https://shopofjudd.threadless.com/collections/tabletop-role-playing-games

This design and more in the

TTRPG Collection.

Planescape: Tables for the Outlands

I’ve been thinking about Planescape recently and wrote up some tables for our Thursday night game. As Stras says, “Encounter Tables are setting design,” and if you look at Band of Blades you can see that in action. I don’t think of the tables as Random Encounter Tables but as Inspirational Encounter Tables.

Inspiration > Information. If choosing from the table helps me create a cool thing or if the players’ actions mean something on or off the table should definitely be around, I’ll use that. As Apocalypse World says, “Sometimes disclaim decision-making.” Sometimes, though, it is obvious from the way the players’ actions have pinballed off of your prep, that a dragon-is-a-coming. When that happens, I’ll let the dragon in.

There is a blog post about having 2d6 Encounter Tables and always having a Dragon as the 2 or 12 and I always lose that link. If you have it, please post it in the comments.

Found it! Thank you, Wanderbill!

The following d66 tables are inspired by Trophy Gold, where we use these to create characters.

Sometimes I need a delve, an imbalance to address. When that happens I roll 2d6, not adding them up and looking at the tables below, rolling or picking until I have an idea for an adventure.

And sometimes I’m goign to use these tables so that I have the planar bits at my fingertips. I remember that Story Hour on ENworld where there were elves whose plane had cracked and fallen into fell realms, changing the fey beings there forever. I want to be able to take an Elf Citadel and decide that there was a cataclysm and it…got jammed between *rolls dice* a plane of Magma and one of the Nine Hells, creating these volcanic elves who worship the Devil-God.

Our first game was about Keymont. I rolled and looked and daydreamed until I had this little cliff-side town on the edge of the Astral Sea, a failed whaling town that used to be the Nantucket of the Astral before all of the whales disappeared. Now they make keys but the machinery that syphons stuffs out of the sea to make keys out of is frozen and winter should be long gone by now.

Sometimes it’ll be like that, a town in trouble, a community in need. Other times it’ll be a dying god hit by a Fire Bolt fashioned in the Heavens who fell onto the Outlands and became a fell dungeon. Roll. Pick. Pick and roll until I have something. Who knows, I might even read through the Manual of the Planes from time to time or just have Githyanki forming a beachhead for a future invasion because I adore Githyanki. We’ll see.

I’m a fan of shrines and like having my favorite deities in a few tables. For some reason d66 makes it easy to list stuff. I can usually think of a dozen or so and then figure out that last 6 when I see a pattern in the first two-thirds.

That isn’t the map I started with, though. At first I started with this one:

What I really wanted was a link from each Portal Town to the plane it led to and the poetic three sentence descriptions from the 3rd Edition Manual of the Planes by Jeff Grubb, Bruce R. Cordell and David Noonan. At some point I’ll make 2 more for the infernal realms and the middling limbo-ish realms but for now, that is fine. I’ve got the idea.

Want to make your own? Here are some PDF’s. I’d love to hear about what you do with them and how they work for you at the table.

P.S. Thank you to my friends and the communities on the D&D subreddit and the OSR RPG FB Group who gave helpful feedback on the 2d6+6 table.

https://shopofjudd.threadless.com/collections/tabletop-role-playing-games

This design and more in the Table-top Role-Playing Games Collection.

D and D-ish

I’ve got this Bingo XP variant that I’d like to test and thinking about how I’d like to interact with D&D. Homebrew? Hack? House-rule? Hack always sound harsh.

How about…

D&D-ish in metallic letters over a breastplate.

I’m taking Five Torches Deep and their Origins supplement, tossing them in a cauldron, fire stoked to high temperature. I’m dusting off that old Planescape idea. I’m not interested in grabbing old Planescape pdf’s. Nah, it’ll be what I remember and what we make up together as we go. We’ll add Planescape to taste.

I’m keeping that old Outlands map, though. That thing is cool.

Map of the Outlands by Todd Gamble, I think.

If you walk far enough in one direction, you can reach heaven or hell. If we need inspiration for a plane we’ll look at those strange 3 sentence poem descriptions in the 3rd Edition Manual of the Planes.

The Astral Plane – It is the space between everything. It is the road that goes everywhere. It is where you are when you aren’t anywhere else.

Manual of the Planes by Jeff Grubb, Bruce R. Cordell and David Noonan

The Outlands is where I’d like the adventures to happen but I do love Sigil, the city at the center of all things, a philosophical, godless place ruled by the mysterious and powerful Lady of Pain. Sigil is where downtime happens. There’s no gold to be earned there. In the city, onle adventurers and wanderers have wealth. Everyone else gets by on barter and penny-keys for trading. No central government, lots of little city councils with Byzantine relationships.


Speaking of Manual of the Planes, Jason Cordoba said the AD&D Manual of the Planes is one of his favorite books. I should peek at that for inspiration. And speaking of Jason, what from my past year of playing Trophy Gold is going to make it into this stew?

A silly thing I made to play with Affinity. The real cover to Trophy Gold will be WAY prettier than this.

I’ll probably bring the incursion format with me. As a librarian the bestiary brings me joy, a tome full of important information that outlives all of the treasure-hunters, binds them together across time.

Devil’s Bargains? I’m imagining someone casting a spell like, I dunno, Dragon’s Breath and needing more damage – offering them another d6 of damage for every 5 hit points they are willing to sacrifice but they will take another point of damage for every 1 they roll.

Bring it all to a boil at the table, see how it tastes.


Thinking about when and how to bring in notes for spell books from an old D&D hack’s notes.

  • Hidden Cache of Scrolls from the Mage Wars
  • Gifts from the Fae Queen
  • Wizard’s Guild Journeyman Archives
  • Olde Queen’s Druidaria
  • Fiendlands Relics
  • Black Market Imperial Cantrips
  • Lake Country Family Illusions
  • Elemental Artifacts
  • Copies of the Arch-Mage’s Great Works

Vague notes about becoming a deity and using levels for something other than your character, using them to build something concrete in the world, a nod to Crew XP from Forged in the Dark.

I’m getting ahead of myself. For now, let’s gather a few strange city-folk leaving Sigil, heading into the Outlands to deal with an imbalance, hoping to earn their fortunes and balance the scales of the universe, like trying to change the course of an ocean by throwing a stone in a pond.


Art

The Ampersand was grabbed from the British Library flickr page.

Lovely armor is a picture by Nick Shuliahin

Outlands map is by Todd Gamble

The Gatecrasher’s Song: Mapping and Naming an Absence

One of my colleagues found a planar map in the University of Sigil’s Arcane Sciences Department that was fascinating. For centuries this elven wizard charted all summonings that were licensed in Sigil. Points on the map noted where the summonings were from, as in this case, all of the summonings led to Sigil.

little circles

Centuries of summonings, thousands of spells cast, from angelic monkeys from heaven, to demon lords, to elementals of the basic elements to elementals of the quasi-planes where elements merge and react to become something new. There was a clear gap.

summoning circle

At first we thought it was Ravenloft but it was not. It turns out some murder elementals and mist demons are brought forth from the plane. For a while we wondered if we could summon a trapped mortal out from Ravenloft but none of us had the arcane acumen to begin to create such a spell.

GreatWheelMap

No, this was a hole, where nothing was summoned out.

I was unable to leave Sigil but I interviewed countless travelers who had been near the gap and here are the facts that I can corroborated by more than a few trustworthy travelers, pilgrims and petitioners.

sailors

Gods are reticent to go anywhere near this place and Clerical spells work at a deficit, even to the most favored psychopomp or saint.

Magic is weakened here. At first I thought this was just a magic null zone but this turned out to not be true. One merchant who had travelled around this zone several times to avoid Githyanki pirates, told me that magic could work just as powerfully here as anywhere. However, to allow magic to work, one had to feed it with life energies. Only wizards whose towers are right on the border of this place and whose morals are flexible have discovered this.

Psionics seems to work well and children born near it are more often born with psionic abilities. I even met one such child, a daughter of a gun born on an elven Armada ship who could pyrokinetically light candles with her mind.

Having put these pieces together I have decided that I have, in fact, discovered this place and so I will name it. There is a word in the trade tongue that means a lack, a hungry, angry lack that makes folk thirsty to the point of murder. I chose this word because it sounds very much like a word that means gateless or doorless among the Sigil street urchins.

Athas.

Athas: To be without resources or doors, thus inspiring murder and rage.

Adapted from The Gatecrasher’s Song, a planar wanderer’s journal.

gatecrasher

There are those who say he found his way to Athas and that is why he was never seen again. Among many gatecrashers who follow in his tradition, to be Athased is to be stranded in a faraway plane without sufficient resources to make your way back to Sigil or even the Outer Planes.