Broken Names:
Serious re-writing being done since I now have my MM.
Broken Names is a very large set of connected adventures that take place after the Faction War. However, since there is almost no emphasis on the Factions it would be quite easy to run pre-Faction War. Small changes would have to be made with the numerous uses of the Sodkillers as hired thugs, though there are plenty of hired thugs in the planes to go around, it's a simple matter to remove their Faction titles.
Act I: Some Witty Title I'll Come Up With Later
Part One: The Broken
The PCs are hired by a ghostly curator to recover a wizard from an Acheron prison camp.
Adventure plan being turned into full write up below.
Part Two: The Nebulous Eye
Having retrieved Kagar'rin from Acheron, Andar asks the PCs to consult an oracle in the depths beneath Sigil in order to find a cure for the dragonborn's condition.
Adventure plan in a post further down.
Part Three: Mouth of the Inventor God
Armed with clues to a being that can return Kagar'rin to his true form the PCs hunt through Sigil for the 'Mouth of the Inventor God' and the rare reagents they will need to restore the wizard.
Act II: Purity of the Self
Part One: Poison of Purity
The PCs are afflicted with a strange poison that gives them nightmares of a purple-skinned hag, can they find a cure before the night hag rides them to death?
Part Two:
Part Three:
Act III: The Arching Flame
Part One:
Part Two: Threefold Circle
The Whispering Sisters hold the Court of Light hostage with the power of the whispering chain. To gain admittance to the Court of Light the PCs will have to pass the deadly tests of Shekinester, the Three-Faced Queen of the Naga.
Part Three: The Name of Things to Come
Tevarel has returned, and the planes themselves bend to her will. Only the PCs can stop her from changing the very nature of the planes forever.
Tevarel’s Speech
Mortals, did you think that I would bind my essence through you? Such thoughts! No puppets of flesh, you were but seedlings, sent to become trees. Used to take my name to the very corners of the Planes, to write my name upon their skin. Now the Planes take my name upon them, and they become me. Such delicacy, such risk! Such wonderful seedlings you have been, to spread yourselves so far and wide, but now I must take back what is mine, for you have outgrown my garden.
DESIGN NOTES
Yes, this is like the 4th time I've redone this whole thing. Luckily I now have a fellow brainstormer to help power the ideas through. I'm writing all the fluff text and planning out encounters in anticipation of my 4th edition books arriving. Encounters may change depending on what monster are included/excluded in the Monster Manual.
Mh, I like where this is going. The first encounter is a convenient starting point, but I hope you'll bring it back in again later in the story to close the cicle.
The second adventure makes nice use of a plane I ever thought a bit.. out of tuch with the rest of the setting. Kagar should be able to add lots of irony and black humor, something every Planescape-adventure *must* have. He got my sympathy from the start (although I don't like blue fiends).
I'd only recommend to throw some episodes in that have a closer connection to eachother, so that no one gets the feeling he is just running around to find the guys with the blinking exclamation mark. Let the PCs make some decisions on their own at some point, while forcing them into action at others.
That said, nice work, I'm looking forward to the rest.