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

Feuding Gods in the Portal City of Xaos

I grabbed my tables and rolled some dice.

Water

Huh, Limbo.

Feuding Gods…now we’re talking.

I wrote down Water, Chaos of Limbo, Feuding Deities. I wrote down Lake Monastery and crossed it out. Then I thought about it a while and got excited about Xaos, the Portal City between the Outlands and Limbo. In the process of thinking about that, I forgot about the water aspect of this roll, which is just fine.

In the end, the players had to head to Xaos, a Portal City on the edge of the Outlands to end a God-Feud that was ripping the town apart.

  • Feuding Gods
  • Elemental Chaos
  • Githzerai Monks
  • Chaos Worshippers on Pilgrimage to look upon Limbo

Alright, let’s put these pieces together.

Taking a cue from Trophy Gold Incursions I’m going to break the Portal Town into sets. This is helpful to me because structure is helpful, especially with an idea as big as Gods Feuding in a Portal Town between the Outlands and the Elemental Plane of Chaos.

Front Gate, Portal Platform, Bell-Tower, Shrine-Town

Front Gate is built under a cyclopean statue of the ancient hero-saint Gith, cross-legged, meditating upon a sword, a broken chain and the elements.

  • Crow’s Cages
  • Githzerai Guards

Portal Platform has Githzerai with long polearms to keep out any chaos monsters that might spill forth from the gate. They are milling about but always with one eye on the portal, ready to spring into action.

  • Chaos Pilgrims
  • Githzerai Monks

The Bell-Tower is where the Abbot of the monastery lives and studies. The bell is only rung when something comes through the gate.

  • The Abbot’s Library – lots of planar theory about law and chaos, meditations on hierarchy, why the fist is more potent to the sword, martial arts manuals
  • The Bell of Chains – yes, it is made of melted chains from their days as Illithid Thralls.

Shrine-town is a ramshackle town where the chaos pilgrims stay.

  • The Eight-Pointed Star is the lone inn with shrines to Arioch and other Chaos Saints.
  • Squats – none really own land here, folks stay in the shacks here for as long as they need to and move on when they are ready.

One of my favorite parts of Trophy Gold adventure’s format is moments. Little things for the players to see, little things for the GM to say when there is a lull.

Front Gate Moments

Crow caged prisoner asks for water (Githyanki, Illithid and one other. to be determined at the moment or randomly..)

Monk meditates on four elements rotating around his head, changing the nature of each; she will talk about nature of the planes if folks want to chat about philosophy

Portal Platform Moments

Guards tell anyone coming too close to be careful but don’t hold anyone back CHAOS REIGNS

Chaos Pilgrims look upon the Chaos of Limbo, weeping on their knees

Fallen Paladin looking upon chaos; he came here to throw his broken sword into Limbo itself

The Bell-Tower Moments

The Abbot meditating upon the nature of lava.

The room, silent and inviting, only a sleeping crystal bat and Limbo’s portal lighting your way.

Shrine-town Moments

Chaos pilgrims debating hierarchies and their place in Law and Chaos…

But what do they DO?

They track down gods.

During the first session I had 3 player characters, so I based the gods roughly and loosely on them.

The Bandit God, The Hanged Man, the Road Agent

  • Escape, Ambush, Criminal Recruitment

The Sorcerer God, the Wizard-Toad, The Blesser of Towers

  • Spells, Lore, Towers

The Elder Ring, Dryad Crone, The Holy Willow

  • Roots, Seeds, Secrets

The first game was travel and getting used to the area. The second game I started with a bang. The Bandit God mugged one of the players at knifepoint while the kids of the town were watching a puppet show about Gith liberating her people from the cruel Illithid.

I decided the gods were weak and had trouble healing. They’d have 4d10 hit points and powers that went with their spheres of influences.

The Toad-Wizard-God tossed an acidic mist spell into the plaza, trying to kill the Bandit God and a brutal battle followed. I liked it. I haven’t run a good D&D combat in a long while and this one was fun.

At the end of the game, the players were gathered around Trundle as he tried to destroy the stone that had done the first murder in the gods’ dead world. It was a brutal death artifact. The Elder Ring approached. I rolled an encounter table and rolled a 10 – considers offers/leaves. She was not willing to jump them; they were right in front of the portal to Limbo. She asked them to give the stone to her. They refused.

She nodded and walked away.

On the Bingo XP table, I covered, Players make an enemy and told them I did so. There’s an angry tree goddess from a dead world pissed at them.

Cool.

Next game the players are heading to a party in Faery. Dark Powers are afoot. I won’t tell you what I rolled but I’ll post the notes just like this once I’m done.

Should be fun.

If you liked the blog post above you might like the pdf linked below with inspirational tables to support a DM running a Githyanki Invasion.

Revisiting Planescape

I’m running a Planescape game tonight using the Bingo XP Variant and Five Torches Deep and here’s what I sent to the players and a Portal move inspired by AW: Burned Over.

I have no idea if tonight’s game is going to work. It has been a minute since I’ve played a d20 D&Dish game. We’ll see! Thank you for giving this a shot with me.

Planescape was this cool setting where the game implied in the boxed set was this city at the center of all worlds and the players take part in these oddly philosophical factions as they venture out into the Outlands and adventure. The adventures in the Outlands were supposed to ripple out into the rest of the planes of reality.

Made by me with Affinity Design, inspired by the map from the 3E Manual of the Planes Outlands map by Todd Gamble

It seemed to me that NO ONE PLAYED IT THIS WAY. Everyone was excited by this city and ended up being a bodyguard for a dwarf crime lord with fire for hair or doing security for an ogre opera house. I dig that but I’ve done my faction-minded fantasy crime saga stuff already. So, I’m trying to play it this way. – into the Outlands.

When folks go out into the Outlands in our game everyone knows. Word gets out. It is DANGEROUS out there. You could get dragged to hell – literally dragged to hell. In our game there is no money nor fame to be made in Sigil. Real fortune is made in the Outlands (and of course we’ll visit Hells or Heavens or Elemental Planes of Fire as needed). The cool thing about Sigil, the City of Doors, is that you can get anywhere from here. If you are interested in a world you learn about on your adventures, opening a gate is something anyone can do if they are willing to expend the will and time to do so.

When you get back from your adventure the philosophical factions will gather in a plaza near where you live and debate your actions with you. No judgment, just a spirited debate on how this made the planes better or worse. It is a big event. Everyone gets dressed up.

But first an adventure…

Thank you for playing.

Image by Peter H from Pixabay

When you want to find a portal to another world, sit down with your friends and figure out everything you all know about this place and how you learned it. Consider your sources. If anyone you know might know more, invite them to this palaver.

Names, anything made in that place. Lay it all out on the table. Where in the planes are you guessing this place might be? Make a map of the planes as you understand it and put your guess on the map.

NOTE: I’m not saying sit down and make up a place. I’m saying you must’ve heard of this place in-game. Sit down and discuss that before heading through the portal to otherwhere.

What do you have that could be a key to this place?

The DM will saying, “Sure, you could try to get there but…”

  • your guess as to where this place is in the planes is a little off, you’ll end up somewhere dangerous but nearby
  • you need more lore about this place, you’ve heard X knows about this or has info on it
  • you need an item/spell/artifact made from this place, in the Outlands, there is a place that you can get more
  • you need more items made from this place, it is going to cost you a devil’s ransom in gold
  • someone else in Sigil or beyond wants to go there too and you’ll need to pool your resources to open the portal

Inspired by Tinkering in AW Burned Over by Meguey and Vincent Baker et al.

I’ve got an adventure outline, taking what I’ve learned from a year of Trophy Gold incursions, written by me, written by others, adapted from modules and turn it towards Outlands adventures.

Incursions for Trophy Gold? Here ya go.

What the eff is Trophy Gold? We’ve got a podcast all about that.