Consequences of 'Something Wild'

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Palomides's picture
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Consequences of 'Something Wild'

I am slowly making my way through the Planescape products that I didn't get around to years ago. I've just finished "Something Wild"

This will involve spoilers about how it ends so stop reading if you don't want to know

My question is that this adventure set up a few large-ramification items that I've never heard about again. So I was curious, has anyone (official or fandom) done anything with the following threads?

-The savagery that swept through the Beastlands was largely (falsely) blamed on the Cat Lord. Was there any repercutions against the feline lord after things calmed down? Seems like there should have been

-The true problem was from corrupting the abilities of a powerful Signer who was apparently strong enough to warp the nautre of an entire plane!
I know that his existence/involvement was relatively unknown; but how long would such a powerful entity really remain hidden?
At very least, I would imagine that the high-ups in the Sign of One [who would get wind of it eventually] would have tried to use him in some other capacity.
I would imagine that before too long EVERYONE would be trying to get a piece of this guy; but, I don't recall ever hearing of him again

-The concept of spirit bowls that can capture souls and then feed them to (I would imagine only evil) gods was a great idea and seems like something that a lot of groups/forces would be interested in. Anyone done anything with this?

While, I'm thinking of it (but completely off-topic) does anyone else recall a Planescape game that was apparently run at some convension? The plot involved a ton of different intertwining threads but one of the central ones was that the Signers were putting in a strong effort into resurrecting Aoskar.

At a certain point, the people running the conference then asked all the PCs (probably scores of them running their own private threads in this narrative) what they were doing (if anything) to prepare for the possible arrival of Aoskar.
Then based on whether the majority of players ignored the Signers or took precautions (just in case), then that determined whether the god actually returned.

It was a wild concept and I read the adventure on-line. Most of it was pretty entertaining but now I can't seem to find it.

ripvanwormer's picture
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Re: Consequences of 'Something Wild'

That sounds like "The Door to Everywhere" by James O'Rance, which I think you can still download here.

It's a brilliant adventure, by the way, structured as a LARP.

Palomides's picture
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Re: Consequences of 'Something Wild'

That was it. Thanks.

Jack of tears's picture
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Re: Consequences of 'Something Wild'

Well, if this Signer had the ability to actually alter reality throughout an entire plane, he could probably alter it to cover up his existence to a point. Sure, he wouldn't go unnoticed forever, but for a time he could make identifying and locating him very difficult indeed.

As for the bowls, I had not heard of the concept, but like the idea well enough that I will now find a place for it in my own campaign. But need it be only evil gods? What about a neutral god who fed upon the souls of the good and evil alike - with the idea that he could bring true balance to their spirits in his actions?

Don't know the adventure in question, but Aoskar is such a touchy subject - people get mazed for whorshipping the guy openly - that I hope it was treated with all the weight and danger associated with it. Personally I'd never allow it, as I think his story works better as a cautionary tale than a plot hook, but for each their own.

Palomides's picture
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Re: Consequences of 'Something Wild'

Jack of tears wrote:
As for the [spirit] bowls, I had not heard of the concept, but like the idea well enough that I will now find a place for it in my own campaign. But need it be only evil gods? What about a neutral god who fed upon the souls of the good and evil alike - with the idea that he could bring true balance to their spirits in his actions?
Absolutely true. I see the dark gods having the MOST interest in these magic items but they could be used a number of ways. In the adventure, they were created by forces of good so that a good soul that died on a foreign plane (e.g. an angel on a raid in Baator) could have his soul caught and brought back to the safety of its native plane instead of disappating on a plane of evil. As both of us alluded to, it is a neat idea; but I haven't seen anyone run with it.

Jack of tears wrote:
Don't know the adventure in question, but Aoskar is such a touchy subject - people get mazed for whorshipping the guy openly - that I hope it was treated with all the weight and danger associated with it. Personally I'd never allow it, as I think his story works better as a cautionary tale than a plot hook, but for each their own.
It's been a while since I went through the whole thing, but I remember this mega-adventure reading like an alternative to the "Faction War" as it had potential to be a significant game-changer for the nature of Sigil.

This adventure actually had eight(?) separate adventure threads that actually crossed each other at various points.
That combined with the mega-plot of Aoskar's (possible) return and the intertwined game play of numerous groups of players actually made the thing seem EPIC (which "Faction War", so far, has not - I'm halfway through reading FW right now)

Certainly not an adventure to be tackled lightly, but "Doors to Everything" was a great read for me. I'd recommend a look through just for some ideas.

ripvanwormer's picture
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Re: Consequences of 'Something Wild'

If for no other reason, I'd recommend "The Door to Everywhere" for the background on the various NPCs. Even if you'd rather run Faction War as written, it's a great prelude to it.

There was also a sequel available at the same download link, "Immortal Sins," which picks up where "The Door to Everywhere" left off. That one's a little more idiosyncratic in its background. And the PCs are gods.

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Re: Consequences of 'Something Wild'

As for the bowls, I had not heard of the concept, but like the idea well enough that I will now find a place for it in my own campaign. But need it be only evil gods? What about a neutral god who fed upon the souls of the good and evil alike - with the idea that he could bring true balance to their spirits in his actions?

The devouring of souls is generally considered to be an evil act for a diety.
There's a bit of difference between allowing a petitioner to merge naturally with the power and consuming its essence.
The latter generally denotes non-consent. Consuming a mortal who willingly becomes a (informed) sacrifice probably isn't an evil act so long as coercion isn't used.

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Re: Consequences of 'Something Wild'

The Door to Everywhere should be converted to a standard D&D game.

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