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What can change the nature of a man? Let's Play Planescape: Torment!

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  #211  
Old 04-19-2013, 08:25 PM
Jikkuryuu Jikkuryuu is offline
*Hero of Lore - 20XX*
 
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I'm sorry that I don't know what variety of sled you are talking about, as well as having to inform you that records are not the same thing as cds.

I'm quite enjoying this LP so far!
  #212  
Old 04-19-2013, 09:36 PM
Dawnswalker Dawnswalker is offline
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Option 2. It's possible that whatever she's up to, she might actually be in distress, and it seems like every time we poke our nose into other people's business, we've gotten some kind of reward out of it, so we don't want to just walk away even though we know her story is bullshit. So this seems like the best way to handle things.
  #213  
Old 04-19-2013, 10:09 PM
Gerad Gerad is offline
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Quote:
Originally Posted by Jikkuryuu View Post
I'm sorry that I don't know what variety of sled you are talking about, as well as having to inform you that records are not the same thing as cds.

I'm quite enjoying this LP so far!
It's a sledge! Took me a long time too.
  #214  
Old 04-19-2013, 10:18 PM
Eddie Eddie is offline
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I got a junky online web thing to create it which is why it's terrible. I wasn't about to sit there and build one myself.

FYI:

Option 1 (Evil) = 9 votes
Option 2 (Chaotic) = 12 votes
Option 3 (Neutral) = 13 votes

MoneyCityManiac can totally pick and choose here what wins if he wants.

Was this his plan all along!?
  #215  
Old 04-20-2013, 09:01 AM
Eddie Eddie is offline
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Quote:
Originally Posted by Eddie View Post
Was this his plan all along!?
I hope not! I'm shutting voting down to work on the next update!

Option 3: Walk away, wins!

New vote weights (if you're not listed, your weight = 0!)

Austin's new vote weight: 2 votes
Cort's new vote weight: 2 votes
Dawnswalker's new vote weight: 2 votes
Destil's new vote weight: 2 votes
Falselogic's new vote weight: 5 votes
Gerad's new vote weight: 2 votes
JFink's new vote weight: 3 votes
Kalir's new vote weight: 2 votes
Knurek's new vote weight: 3 votes
Loki's new vote weight: 2 votes
Mogri's new vote weight: 4 votes
MoneyCityManiac's new vote weight: 5 votes
Mr Sensible's new vote weight: 3 votes
Olli T's new vote weight: 2 votes
Taeryn's new vote weight: 4 votes
  #216  
Old 04-21-2013, 04:17 PM
Eddie Eddie is offline
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I seriously thought about teaching this "damsel" a lesson, but decide in the end that getting involved would only complicate things. Hopefully she'll either learn from this and not try this trick again, but I somehow doubt it.

I think back to that posting I saw on the, er, zombie signpost, about a job. I need to be prepared to find (and potentially face) Pharod, and being prepared might require some extra - what did that Tiefling girl call it here - jink?

CHAPTER 2: WELCOME TO THE JUNGLE, PART 5
In which our hero drinks with the dead, deals with a ghost, and finds some one literally out for his blood.
************************************************** **************************************************




The zombie had pointed to the "Gathering Dust Bar' that lay next to him. The smell of embalming fluid and decay hits me as I approach; this place is very obviously associated with the Dustmen.



Morte: "Chief, *what* are we doing in here? Let's say we just give this place the laugh, all right?"

I wave dismissively at Morte, but understand his repulsion at this place. Where the Smoldering Corpse was alive with chatter and drinks, this place sounds (and smells) like the morgue I woke up in. The dead passively stand next to their Dustmen masters, who completely occupy this place... is that a zombie tending the bar?

The patrons speak in hushed whispers as I enter, but there is no excitement in their chatter. In fact, I think I see some greed in their eyes as they look me up and down. One - possibly their leader, or one of a higher rank - calls me over to his table.





A contract with the Dustmen? I consider it briefly; with an immortal body such a deal would be free money. I'll need to think about it however.



This Dustman - Mortai - scans the bar and points me towards this Emoric fellow he was talking about.





I put Emoric's quest - to find out where his bodies are from - in the back of my mind. I came here for a different job.



Asking around, I'm quickly pointed towards the man who posted the notice outside.




I practice the motion with my fingers slightly, not because I don't think I'll remember, but in amazement that such a thing could be a "key" to one of these portals.



Sure enough, I perform the action near an archway near the Dustman Memorial, and a portal opens into what looks like a dank crypt. I nod to my companions, and we step through.

Quote:
Originally Posted by The Editor
You can spot the small fight I got into as I approached this portal. The goons had on them:
9 Copper Commons
1 Clot Charm (healing item)
1 Bronze Bracelet (sell)


As we step through, a spirit immediately engages us.





I'm here for the job, not to piss off its residents. We begin our search.



If I'm right, each of these slabs holds a body. I wonder how many are interred in here? I suppose it's a better fate than becoming a zombie slave for the Dustmen.

Quote:
Originally Posted by The Editor


Here's a map of the place, after you run all around it. It's pretty straight forward; you can either go east (and then south and then west around the outside), or south to the "goal". There are minor treasures around this place, although none are truly crucial to get.

There are two doors - marked with an "A" - that are linked. Stepping through one takes you to the other. They don't really serve much of a purpose.


As we advance down the hall, a small "click" is heard. Dak'kon grunts as an orb of energy flies out and hits him in the shoulder. He waves, indicating that he is not badly injured.

"Traps have been laid in this place," Dak'kon says as he checks his wound. I frown as I don't know a reliable way to find them beforehand, but hopefully they aren't too powerful.

Quote:
Originally Posted by The Editor
There are a handful of magic missile traps scattered around. Without making the Nameless One a Thief (or coming back here later in the game), you won't be able to see them. Luckily, these traps only do a few points of damage, so you can more or less barrel through them.


As we look for the person or thing behind this, we spot skeletons digging away at some graves that have been forced open. Their work is clumsy, but they've managed to open a handful of tombs. When they see us, they begin to shuffle menacingly in our direction.



They are, however, little match for Dak'kon and Morte.

Quote:
Originally Posted by The Editor
There's several groups of 4-6 skeletons around the area. They're little threat as long as you keep the Nameless One away from them. Your companions high AC makes them hard for the skeletons to actually harm.


I take the time to lift some of the treasures the corpses had left behind. They wouldn't need them.

Quote:
Originally Posted by The Editor
There are about six of such fights around this entire area. The skeletons won't drop loot, but checking all the open graves will get you:

18 Copper Commons
8 Bandages (healing item)
1 Clot Charm (healing item)
1 Heart Charm (healing item)
1 Bone Charm (defensive item)
1 Silver Ring (sell)
  #217  
Old 04-21-2013, 04:18 PM
Eddie Eddie is offline
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I find many, many, more groups of skeletons as I progress further. They are easily dispatched; seems this person who is disturbing this place should have brought along some of those giant skel--



Oh.



As soon as the giant skeleton sees me, it immediately begins charging after me, completely fixated. Morte and Dak'kon try and swing at the monster as it charges past, but it's much too tough for a few blows to slow it down.



I pull from my memory a Chromatic Orb spell; perhaps this will fell the horror?



... or be completely ineffectual. If I had time to think about that spell, I'm sure I would have having serious doubts about it's efficacy.

For the moment, I try dekeing around the monster.



It goes poorly, it's massive blade tearing into my torso. I grimace and latch onto the blade with all my weight, giving my comrades time to expose their blades (or teeth I suppose) at the monster's back, allowing them to score some clean blows.



Unable to endure the pain of having a giant blade impaled in my side, I clumsily push away from the monster. It turns to chase, right into Morte's waiting jaw. He pushes through it's ribcage, and snaps its spinal cord in half.

It collapses motionless on the ground.



I ask for a small moment to grit my teeth, as I apply some bandages to my wound. I quickly feel my body start to mend the sizable gash, so nod for us to press forward. Let's see what - or who - the Skeleton was guarding.




A fellow user of the Art! I yell for Morte and Dak'kon to be careful, as I think about how to best handle this situation.



We're surrounded, and being so close together potentially opens us up to any number of deadly spells. I tell my comrades to deal with these skeletons while I deal with the magic user.



He begins to weave a powerful spell to protect him from attacks.

I begin to weave a powerful spell that will prevent him from attacking.

Quote:
Originally Posted by The Editor
The enemy mage here is casting the spell "Shroud of Shadows", which is a level 4 defensive spell that... kind of sucks. It gives the target effectively +4 AC, and a bonus to stealth. It's not BAD, just not very optimal in this situation.

Meanwhile, I'm casting Swarm Curse on him. If you remember, Swarm Curse inflicts a moderate amount of damage, but more importantly prevents spells from being cast. I'm calling this my win here.


He screams as the bugs begin to gnaw at him. While most of the skeletons have been fixated on Morte and Dak'kon, one has decided to stick near me. I bring him over to Morte to try and get it off of me.



Once most of the skeletons have fallen, the swarm I sent after the mage dissipates. He angrily begins to weave another spell, aiming it at Morte. I charge at him, but am unable to disrupt his spell.

Quote:
Originally Posted by The Editor
The mage casts "Adder's Kiss", which might be more familiar to D&D folk as "Melf's Acid Arrow". It deals a moderate amount of acid damage for a short period. It will hurt, but it won't kill Morte.


Morte screams as the acid hits him, but turns to see me stab the necromancer straight through the heart. Before he dies, he cackles:

"You haven't seen the last of me! *maniacal laugh*"

Idle threats from the dead, I think. His master fallen, the remaining skeleton drops as well.

Quote:
Originally Posted by The Editor
I realized afterwards that killing the Mage would have killed all the skeletons, so I should have had my two fighters beating on him. Oh well.


The mage defeated, I strip him of my new valuables.



The bracelet he was wearing catches my eye, and I quickly figure out that it's meant to be a protective device to shield the wielder.

Quote:
Originally Posted by The Editor
This item is great this early on, and will allow me to not run away as much as I would normally have to. I don't even need to burn an Identify Spell; my Lore skill is enough to piece out what it does.

I'll explain what the scroll - Ice Knife - does in a minute. The Copper Ring is just something to sell for some jink as usual.


I find some more scrolls, a vicious looking dagger, and a diary nearby:

Quote:
Originally Posted by STRAHAN'S DIARY

This leather-bound tome is cracked and worn with age. Some sort of crest has been burned into the cover. You can make out a series of interlocking triangles centered about the initials SR. The writing upon its pages has faded considerably, but the last few entries seem to have been penned recently.

Day 2 of the 127th Year of Factol Hashkar's reign:

As last, I have found it! The missing page of the Ap'Tarj Grimoire is now in my possession. As I had guessed, the page detailing the necessary components for the casting of the final transformation spell. I have all but one of the components. A drop of immortal's blood is all that stands between me and the eternal power of lichdom. But where can I find such a rarity? Perhaps I should seek the answer through divination.

Day 14 of the 127th Year of Factol Hashkar's reign:

After days of taxing divination spells, I finally have my answers. The divination revealed the location of an immortal to be somewhere within an ancient Mausoleum located in the Hive section of Sigil. I must make haste. I must find this creature and draw its blood before it moves on.

Day 15 of the 127th Year of Factol Hashkar's reign:

I have arrived at the Mausoleum. Immediately, I was set upon by a shade that guards the remains of those interred within this place. I managed to elude the spirit and have found my way into what appears to have been some sort of inner sanctum. Protected by some minor wards to prevent any further interruptions by that supernatural twit, I have set about raising some of the locals to conduct a serach for the immortal. If the divination was accurate and the immortal is here, then likely it is interred within one of the many crypts that line these halls. It is only a matter of time now.

Day 17 of the 127th Year of Factol Hashkar's reign:

I am not alone. Someone has entered the Mausoleum and is interfering with my servants. Could this be the one I seek? The divination revealed only that I would find the immortal here. Could it be that MY presence in this place has prompted that which I seek to seek ME out? What a delightful twist, I shall have to

The ink of this last entry is still wet.


The knife has a keen blade; I'll use this until either something better comes along, or I need the money.

Quote:
Originally Posted by The Editor
This would be our first "magical weapon". It's a great upgrade over the 1-4 damage knife we were using, giving us a +1 to hit and dealing 3-8 damage instead.
I also copy the two new scrolls I found into my spellbook; the Chromatic Orb spell I think about ripping up, but perhaps Dak'kon can learn it:

Quote:
Originally Posted by ICE KNIFE (Level 2 Mage Spell)
Range: 50 feet
Duration: Instant
Speed: 2
Area of Effect: Special
Saving Throw: Negates

Daggers of ice can be conjured that not only strike the intended target but can spread cold as ice in water.

This spell fires a magical ice dagger at a target. The caster must successfully hit with his normal missile attack roll. A succesful hit causes 2-8 pts. of damage per dagger. When the ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures w/in a 5' radius must make a successful saving throw vs. paralyzation or suffer 1-4 pts. of cold damage and have a -2 penalty to their attack rolls. If the attack roll misses, the Ice Dagger will 'fall to the ground' 2 feet past (using the same trajectory that it originally took) the intended target. The Ice Dagger will then remain on the ground for 2 seconds. If any creature touches this ice dagger during that time it will immediately shatter, and emit a cold wave (as above). If not, then after the elapsed time it will melt away. Finally, the caster gains 1 additional Ice Dagger for every 2 levels after 3rd level, for a maximium of 5 daggers. The subsequent Daggers can be fired off by a subsequent 'click' on the same (or another) target.

"This is a pretty good spell, offering a small area-of-effect attack that even does something if it misses. It's not as good as Swarm Curse, but it also is easier to aim, and the -2 penalty to hit can be huge. A small warning: watch out for enemies that can cast this. A bug in the game - that may or may not be fixed, depending on what you've patched - can cause the -2 penalty to be permanent. So be careful. - The Editor"
Quote:
Originally Posted by STRENGTH (Level 2 Mage Spell)
Range: Touch
Duration: 60 mins per level
Speed:
Area of Effect: person touched
Saving Throw: None

Grants immense strength to the weak - or greater strength to the strong.

This spell increases the target's Strength score by a certain number of points (or tenths of points above 18) which will still be qualified by race/class restrictions. The spell cannot bestow a Strength of 19 or greater. The bonus is as follows:

Priest 1d6 points
Rogue 1d6 points
Warrior 1d8 points
Wizard 1d4 points

"Dak'kon already has a slightly better spell than this with "Power of One" - it grants +1 strength at half the already sizable duration - so this spell isn't that great comparatively. You'll also be able to personally learn "Power of One" by reading Dak'kon's Unbroken Circle. That said, this is still a good spell, one that you can cast on someone like Morte at the beginning of a dungeon and forget. - The Editor"


Thoroughly satisfied that I've found all I can from the mage's corpse, I leave.





I head directly to the Gathering Dust Bar for my reward.




The Dustman hands me a tidy 300 Copper, and a trio of Bandages. Not a great reward in itself, but the treasure we looted from the Mage was compensation enough I suppose.

But now to decide: do I want anything further to do with these Dustmen?

Quote:
Originally Posted by The Editor
The Nameless One is glowing because I cast a "Friends" spell before I talked to Norochj. His reward depends on your Charisma, so I boosted it high enough to get above 16 Charisma.

You also gain a total of 3000 experience between the reward from Norochj and the ghost who was guarding the Masoleum, which ain't shabby!

DECISION TIME!

We can even have some fun here, if we choose. In fact, there are a number of small quests available here that can impact our alignment, and rather than just kind of have several small updates with a vote each, I thought I'd give some options below to clear them all up at once. Hopefully the answers aren't too complicated!

After the first three options is a fourth one; you will choose which of the three you place the most "importance". This choice will get your full vote value (should it be greater than "1"), the others will be considered to get a single vote. This means you can (perhaps) strongly influence one vote, but not all of them. Your weight will be determined by which vote you choose to be most "important".

Here are your options:

A) You have the option to sign a death contract - earning 50 copper - despite being in an immortal body. Do you...
1) Sign the contract, and collect your 50 copper commons (neutral)
2) Sign as many of these contracts as you can; it's free money! (more chaotic)
3) Refuse to sign these contracts; you would be cheating them to sign one (more lawful)



B) A person has signed a death contract, and now regrets doing so. Do you...
1) Offer to get the contract for them, and rip it up in front of them (more good)
2) Offer to get the contract for them, but demand payment for your service (more evil)
3) Refuse to get involved; the person made their decision, and now they must live - and die - because of it (neutral)



C) A Dustmen states he wishes to die, and asks you to kill him. He offers you money to do so. Do you...
1) Refuse to kill him (more good)
2) Put the fear of death in him, but don't kill him. Give him his money back (more lawful).
3) Kill yourself to show him the "power" of death - you're immortal after all (neutral)
4) Put the fear of death in him, but don't kill him. But... keep the money (more chaotic)
5) He wants to die, and he's willing to pay for it? Great! (more evil and chaotic)



D) An elderly Dustman woman expresses doubts her devotion to the Dustman in the twilight of her life. She asks several questions to you. Do you:
1) Answer them truthfully (more lawful)
2) Answer them gently (more good)
3) Lie to cheer her up (more chaotic, more good)
4) Brush her off; you're not a shrink (neutral)



E) Someone asks you if you believe in the Dustmen philosophy. What do you tell him?
1) I'm not sure, but my belief may grow with time (more lawful)
2) Yes, I *totally* believe in their "philosophy" (more chaotic)
3) I don't believe in their philosophy (neutral)



F) Which of the above choices is most important to you?
1) A: the question signing my body away to the Dustmen upon death
2) B: how to help someone "break" their death contract
3) C: helping someone who wishes to die
4) D: assisting someone in coming to grips with the Dustmen philosophy in their old age
5) E: whether I "believe" in the Dustmen philosophy or not


Don't know much about the Dustmen? Then read below!

Last edited by Eddie; 04-21-2013 at 06:29 PM.
  #218  
Old 04-21-2013, 04:19 PM
Eddie Eddie is offline
5000 posts and I'm gone
 
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THE DUSTMEN: PREPARING TO DIE

************************************************** **************************************************


Dustman Symbol by DrDraze.

Philosophy: "The only thing to strive for is True Death."
Nicknames: The Dead, Dusties
Pre-Faction War Factol: Skall (Male lich, Neutral Evil Wizard)
Post-Faction War Factol: None.
Alignment: Any, with evil tendencies

The Dustmen believe that people are trapped in a negative spiral of reincarnation. To them, everyone in the multiverse has already died, and unless they find "True Death", they will continue to be reborn into this world until they learn to let go of all lingering ties. "True Death" is the state where the Dustmen no longer feels emotion. Only in this state can they tear themselves from this world once they (once again) die. Finding a "True Death" - the Dustmen believe - takes a lot of discipline; one cannot simply decide to be completely apathetic, and commit suicide. One must instead face the challenge of their "death" head-on and resolute.

Because of this, Dustmen tend to come off as rather creepy. Their matter-of-fact nature when it comes to death, coupled with their attempts to kill their emotions, make them awkward to deal with. A good Dustman is hard to read, and their goals so vague and long-term that it's hard to bargain and deal with them. On the other hand, killing one's emotions leads one to approach matters in a very logical manner, and some Dusties are near-impossible to taunt or goad into making a mistake. They never appear happy, but they never really appear distressed either. They're instead always kind of... neutral.


BRIEF HISTORY

The Dustmen have been around since a blood started recording the history of the factions (death never goes out of fashion. - The Editor). They were in fact founded by their current Factol, Skall. They're operated out of Sigil's Mortuary for as long as anyone can remember, where they've "enjoyed" their position as a keeper of the dead. Skall himself stuck mostly to the Negative Energy Plane, using powerful magic to project his image to his followers when needed.

The Mortuary is their base of operations in Sigil, where they care for and prepare the dead. They earn their money through the elite of Sigil who wish to see their loved ones buried in grand fashion, and use the proceeds to purchase bodies for their own purposes. A legion of mindless dead work in the Mortuary, providing impeccably cheap labour. The Mortuary is also notable for holding numerous portals to graveyards and burial grounds on other planes, and one to the Elemental Plane of Fire for easy cremation.

The Dustmen Faction consists of five circles. The Fifth Circle is where are the initiates enter, hoping to eventually graduate to the Fourth Circle, which indicates their intent to truly aid the faction. From there, elaborate (and secretive) ceremonies bring only the most trusted from the Fourth Circle directly into the First Circle, where Factol Skall and his Factors and the elite stand. The Second and Third Circles? Well, no one really know about them, but rumour has it that weaker free-willed Undead make up the Third Circle, with the more powerful Undead (liches, vampires and the like) making up the Second Circle. But... it's just a rumor.

Post-Faction War, the group solders on much like they used to. When the Lady threw out the factions, the Dusties simply tossed off their faction tabards, and continued to run the Mortuary. With Skall mazed, the Dead were lost for a time, but they soon treated this merely as a test; is not the desire to be in a faction something that can hold one back from True Death? So they continue their work. The biggest challenge they face - aside from the loss of Skall - is that the Tempest of Portals cut them off from all their traditional burial grounds, as well as their local portal to the Elemental Plane of Fire. Chant has it that the Dustmen are looking for a new portal to the Plane of Fire they can use full-time. For the moment, they have discovered a few portals across the city that lead to their traditional haunts, although at least one Cager has complained that she can't sleep with the Dustmen holding so many funerals night and day in the doorway to her kitchen.


RELATIONS WITH THE OTHER FACTIONS

It's hard to say if The Dustmen have always gotten along with the other factions; perhaps more accurately is that they've instead tolerated their existence. To wish to wipe out - or help - other factions would require love or hate. Most Dustmen simply feel a kind of pity for the other factions; they each hold a goal in mind that requires them to invest emotionally in their task, which means they'll never reach "True Death" while they cling to their silly beliefs. On the other hand, they'll eventually die enough times to learn that they're trapped in this world. Then they'll see it the Dead's way.

The Dustmen find the most common ground with the Bleak Cabal, who - like them - believe that this existence is pointless. Some Doomguard share their love of death, although the Dustmen generally find the average Sinker to be too passionate about the subject.

If they were to have "enemies", you would probably find them within the Believers of the Source, whose philosophy directly clashes with the Dustmen. See, the Godsmen believe that working hard get you reincarnated as something greater. You can see how this would conflict with the Dustmen, who believe working hard and the desire to be reincarnated back into this world are the problems. The Sensates and Singers also clash philosophically with the Dusties, but none of the groups are particularly aggressive, so conflict is rare.


DUSTMEN AS PLAYER CHARACTERS IN 4E

Quote:
As a bonus, I thought I would throw in some home-brew material for viewers to potentially use in a 4th Edition game. Why 4e? Because there is already a large existing body of 2e and 3.5 material. Meanwhile, while there's been a few nods to the setting, the Planescape setting has not (and likely will never) see the same treatment. This information is meant to try and correct this. If nothing, perhaps it will give you some ideas for your next game!

In an effort to be fully compatible with the official Character Builder (an amazing resource), I've included "refluffing" options that can let you "build" a character in the Builder, while simply modifying a few details in the power. I do not profess to be a game designer, so these changes should be subject to DM approval! All suggest feats can be added via the Character Builder, regardless of whether pre-requesites are actually met.

A few house-rule recommendations: bring back the full nine alignments, and ditch the crummy 4e planes for the 2e ones. They're much more interesting!
The most common types of classes that gravitate towards the Dustmen are Arcane and Primal classes. The former - such as Wizards and Artificers - might be interested in the cold and methodical nature, and how experimenting with death is anything but taboo. Dustmen Bards would sing of death, although in a very technical (not emotional) way. Primal classes - such as Druids and Wardens - may see Death as inevitable, and therefore the Dustmen philosophy simply encapsulates the next step in "life".

Martial characters may find playing as a Dustmen difficult; a Dustmen Fighter would not seek to challenge themselves, and why would a Dustmen Rogue steal? Theft requires desire. That said, they're not rare. Divine members of the Dustmen exist, although many might find it difficult to worship any god (even one of death) if it requires even a small degree of worship, which itself indicates attachment.

All Dustmen get a free feat in either Skill Focus: Heal or Skill Focus: Religion. The average Dustmen are well versed in anatomy, and the study of the dead.

All Dustmen also receive either "Command Undead", "Student of Moil", or the "Disciple of Death" as a bonus feat.

If a Dustmen character dies, they must make a saving throw, with a bonus to the role equal to half their level - 5. On a successful role, the Dustmen refuses any and all attempts to resurrect their body; they've found something they at least think is True Death it seems.

DUSTMEN AS ADVERSARIES



*A special nod goes out to the Planewalker 3.5 Planescape Campaign Setting for inspiration, as well at the 2e accessory, The Factol's Manifesto for information about the key figures listed below.

The Dustmen are not generally an aggressive faction, generally preferring to keep to their own affairs. They are, however, not against taking preventative "measures" against those who would potentially harm their faction. The Dustmen take their philosophy seriously; a slight against their philosophy is more than just a clash of beliefs. To deny the Dustmen their belief is to literally deny oneself of ever achieving a "True Death", something that many of the Dead find infuriating (in their own way). Many of their traditions and ceremonies have been passed down for hundreds (if not thousands) of years. They do not take kindly to seeing them... disrupted.

Death Blades are warriors who have taken it upon themselves to do the "dirty" work of the Dustmen. They generally content themselves with two tasks. The first is in striking out against those who have offended the Dustmen; more than one berk has met their end by sticking their bone-box where it don't belong. The second task Death Blades often contend themselves with is in chasing after those who the Dustmen feel have "offended" the concept of death while under their supervision. While rare, occasionally some cutter develops a plan to peel the Dustmen of some of their jink, or some bloke finds some joy in desecrating the dead. In these cases, the Death Blades are called into deliver the "justice" of the Dustmen.

Dust Priests are often considered the "traditional" rank and file, and are largely responsible for keeping the Mortuary in working order. While the time-consuming task of actually raising the dead is usually left to the younger initiates, the Dust Priests oversee the operation, ensuring that vessels are properly taken care of, that the undead servants are in proper working order, and that the schedule of endless ceremonies and services are properly met. Dust Priests are usually attended to by a personal undead servant. Although most Cagers simply see them as "pack mules", the undead bonded to them are generally of the highest quality, and often act as a bodyguard when the Dust Priest is threatened.

Finally, Death Priests are clerics (or other divinely inspired sods) who worship Death. Not a "god of death" like the Raven Queen, but "Death". Some Athar believe that whatever it is they think they're worshiping is actually just another name for their "Great Unknown" (the source Athar clerics draw their abilities from), but some Guvners have suggested that these priests are simply drawing their power from the multitude of gods who count "death" as part of their portfolio. One not need to be able to spell a god's name correctly to draw power from them, so why should naming them directly be any different?

Regardless, Death Priests are primarily feared for their ability to "steal" death from those nearby, and use it to strengthen themselves. They generally settle down in one place - be it a temple on the Negative Energy Plane, or a building like the Mortuary - and, as factotums, provide guidance to Dustmen Namers (i.e. members of the Fifth Circle). They are also overwhelming Tiefling, for reasons that perhaps only Skall knows.

Quote:
Originally Posted by The Editor
Nearly any combat involving Dustmen is going to involve adding some undead; feel free to sprinkle your favorite in from whatever books you have access to! In general however, Soldiers and Brutes make the best "bodyguards", allowing the Dust or Death Priests to harass from behind.
Quote:
Originally Posted by A WORD TO PROSPECTIVE DUNGEON MASTERS
The following entries are for "named" characters in the Dustmen ranks. While stated out, they are generally only for informational (and fun) purposes. Players should not expect these beings to be "boss monsters" at the end of an adventure. In fact, most players will never meet beings like these ones.

DMs are encouraged to sprinkle their flavour into their adventures (when appropriate; especially if a PC has decided to be a Dustman!), but if the PCs are actually attempting to "fight" one of these beings then something has likely gone horribly wrong. There are more than enough creatures in the Planes for a blood to stick his sword in. More than the challenge these beings represent in combat, challenging them could bring down severe repercussions upon the PCs, not to mention ignite kriegstanz if any of the PCs belongs to a faction.

DMs should think very carefully about what kind of campaign they're running if they're seriously considering letting the beings below "roll for initiative".

KOMOSAHL TREVANT, DUSTMEN FACTOR


Komosahl Trevant is - or at least considers himself to be - the next in line to take over the faction from Skall. This ambition is odd for a Dustmen in such a high ranking position, and Skall knows it. But Komosahl wishes to use this stage of his existence to further the Dustmen's goals: True Death can wait. Komosahl is manipulative, but not treacherous; he holds Skall's trust for good reason.

As a wizard, Komosahl is often deep in research about new necromantic spells and rituals, all towards the eye of making the Dustmen faction more efficient. He otherwise spends his time largely in the Dustmen citadel in the Negative Energy Plane as an administrator for the faction. He appears friendly enough in person, but is quick to send Death Blades against any who cross him. Komosahl lives entirely for the faction, and will only aid those outside if he believe the Dustmen can benefit.

Post-faction war, Komosahl continues his duties as normal. Skall isn't dead after all, he's just trapped, and if anyone can figure their way out of one of the Lady's Mazes, it's Skall. And while he's not factol in name, Komosahl was practically running the show before the Faction War. So Komosahl is going to make some minor changes in the Faction organization - for the first time without Skall getting a veto - and see how it feels. It remains to be seen whether his ambition will see him make an official play for the factol title.

ORIDI MALEFIN, DUSTMEN FACTOR



Oridi Malefin is one of the oldest living Dustmen (naturally, the undead Skall has lived much longer), thanks to her Phylactery of Long Years (see below), she has lived about 200 years at this point, and figures she'll has a few good decades in her before she faces her True Death.

As a tiefling, Oridi has a deformity: a third eye in the center of her forehead. While once it might have helped her, her vision has gotten quite poor for a Tiefling. Oridi spends most of her times roaming the halls of the Mortuary, although she rarely interferes with the work done there, merely content to observe (and occasionally comment). She does perform the occasional ritual, but does so without any pomp and circumstance that a member of the First Circle might otherwise enjoy. Most visitors who see her mistake Oridi for one of the dead, given how sluggishly she moves and ghastly her appearance takes. She will refuse to talk to anyone who is not a Dustmen themselves, and even then she might ignore you. Many Dustmen who are going through a period of "False Death" often try and seek comfort in her words; when she does pass on, the Dustmen will be worse for it.

Post-Faction War, Oridi has left the Mortuary, and her whereabout are unknown. Some have suggested that she's gone to seek a place to die, others think she's gone to find a way to free Skall from his Maze, while others suggest that she's carrying out an important task that Skall asked her to do in his absence.

Quote:
Originally Posted by ORIDI'S PHYLACTERY OF LONG YEARS (level 12 magic item)
Oridi's leather necklace is woven from the skin - and contains fragments of bones - from numerous Fey creatures.
Item Slot: Neck
Enchantment: +3 bonus to Fortitude, Will, and Reflex
Property: while wearing the Phylactery of Long Years, a creature ages at half their normal rate, including aging caused by magical effects.
Property: while wearing the Phylactery of Long Years, a creature gains +5 to all Death Saving Throws.
SKALL, FACTOR OF THE DUSTMEN



Few know the true nature of Skall given how elusive and secretive he is. Many naturally suspect that he is immortal in some fashion to lead the Dusties so long, but few suspect him to be a powerful lich. Skall has been plotting for centuries and centuries now; he can handle setbacks (what's a few hundred more years?) and as a paragon of Dustmen attitude he is nearly impossible to read. Skall hasn't felt desires such as "revenge" or "anger" in a thousand years, so he takes all setbacks in impeccable stride. Of course, if you get in his way he will of course remove you, but in his own time.

Skall rarely leave the Negative Energy Plane, but if he does he is almost always accompanied by a legion of guards - most undead themselves. His grand plan is said to be to get everyone to accept they're dead... by killing them. Skall is said to be creating an army of free-willed and mindless undead on the Negative Energy Plane, ready to answer their master's call.

Skall avoids direct conflict, preferring to let his minions fight instead. It's not for a lack of capability in defending himself, but rather because combat tends to bring out "feelings". However, he is more than happy (well, indifferent perhaps) to teach those who would seek to harm him directly about death in the Planes. Players should not expect a "fair" fight against Skall; only the rarest of circumstances would prevent him from having several able bodyguards nearby to help him destroy those foolish enough to challenge him.

Post-Faction War: Skall - like all the Factols - has found himself Mazed by the Lady of Pain. He has taken this in the usual Dustmen stride. The Lady's prisons are not absolute after all, he just needs to find the key to get out. And he's got plenty of time to do so. Should a party of adventures find a way into (and out of) his Maze, he would bargain for a way out, but foolish PCs would be wise not to test his patience.

Last edited by Eddie; 04-28-2013 at 12:36 PM.
  #219  
Old 04-21-2013, 04:55 PM
Nodal Nodal is offline
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2 1 1 3 2 4
  #220  
Old 04-21-2013, 05:23 PM
Phil Phil is offline
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We can't possibly be a real Dustie, can we? After all, Death is no release for us; quite the opposite, in fact. If 2E's cosmology were the real world, we are the ur-example of violating the second law of thermodynamics, which is really what the Dustmen's philosophy centers around in the end. Bleakers too, to some extent. And (MUCH MORE SPOILY, DO NOT READ FURTHER IF YOU HAVEN'T BEATEN THE GAME) I know I'm wrong.

So: time to take (fun) advantage of the situation! For Sidequest A we want to 2. sign as many as possible, because being immortal is awesome. For Sidequest B, we want to 1. get rid of that stupid contract, because life is precious for those who do not have an infinite number. For Sidequest C we of course 1. refuse to kill the Dustman, for obvious and aforementioned reasons. For Sidequest D we 2. answer them gently; truth is power in this multiverse--boy, is it!--and we'd feel bad about deceiving someone in the twilight of their life. On the other hand, the berk asking us for information on Sidequest E is young enough to learn the folly of their ways, so let's slap the sarcasm on thick and 2. TOTES believe in the Dustman crazy, ayup ayup.

I don't think my choice for the last one matters, since my vote weight is 1, but if it does we should definitely keep the person on 3. Sidequest C from killing themselves. A death contract is potentially avoidable in the future; the finality of death itself is not.

Last edited by Phil; 04-21-2013 at 05:24 PM. Reason: Proper spoiler tag.
  #221  
Old 04-21-2013, 05:34 PM
Teaspoon Teaspoon is offline
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2 1 4 3 3 5

A revolving door contract with the Dustman is kinda hilarious (and they'll catch on soon enough when we keep showing up). It's generally considered good manners to allow people the proper death rites. Anyone who wants to commit suicide and doesn't have the guts to do it themselves needs more help than we could provide, but we can have a try at giving him a lesson anyway. It'd be nice to cheer up a little old lady if we can do so, which seems odd that she wants life advice from us but why not. The Dustmen philosophy is a bit of a drag though, and anyway we're too interested in learning things right now to be able to say that searching for true death is our greatest priority.

But it looks like most Clueless end up joining one Faction or another, and I'd really rather not join the Dustmen, so that's down as the most important choice.
  #222  
Old 04-21-2013, 06:01 PM
Albatoss Albatoss is offline
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A) Option 1.
B) Option 1
C) Option 1.
D) Option 2.
E) Option 3.
F) Option 3.

Last edited by Albatoss; 04-22-2013 at 12:34 PM.
  #223  
Old 04-21-2013, 06:22 PM
Kalir Kalir is offline
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I see no harm in signing one contract. If we've died a few times already and the dustmen still have yet to notice, then why not?

Of course, what happens to your body after your death is still at least somewhat your business: you don't want people digging through your trash, after all. If they want to go undo their contract, then why not help them? Honestly don't really care if they pay us or not.

A dude wanting us to kill him, and willing to pay us if we do... hm. That's a tough one, but I wouldn't quite feel right killing someone without good reason, and "I'll pay you to do it" isn't good enough reason... but it is good enough to teach him a lesson about doing stupid stuff like that. So yeah, scare him straight and keep the money.

With the elderly woman asking questions about death and the Dustmen philosophy... honesty is the best policy. I can see why people would want to be gentle with her, but dancing around the heavy issue of death, immortality and Dustman nonsense aside, isn't particularly helpful.

Speaking of Dustman nonsense... yeah it's flat nonsense. I'm not too keen on metaphysics in general, but looking for a True Death, to the point of eschewing the journey along the way... nope. You have failed. Go to a dungeon.

However, it is nonsense that is affecting people's lives, so of those five questions, the fourth seems more important.
  #224  
Old 04-21-2013, 06:25 PM
Destil Destil is offline
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2
1
1
2
3
5
  #225  
Old 04-21-2013, 06:31 PM
Eddie Eddie is offline
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As a note: I realized I didn't put a "neutral" option in the fourth question (the one where a lady's faith in her philosophy is tested), which left options that may be antithetical to the cutters here who lean chaotic and/or evil.

If you've already voted and want to change your answer, please post again; I will be unlikely to see that you've edited a post.
  #226  
Old 04-21-2013, 07:08 PM
Gerad Gerad is offline
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2, 1, 5, 3, 2, 5
  #227  
Old 04-21-2013, 09:17 PM
Brickroad Brickroad is offline
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Quote:
A) You have the option to sign a death contract - earning 50 copper - despite being in an immortal body. Do you...
Option 3. It is wrong to sell a thing you cannot give. There are better ways to make money.

Quote:
B) A person has signed a death contract, and now regrets doing so. Do you...
Option 3. The contract is legal and binding. Unless this person can show they were conned or coerced into signing, they should hold to it.

Quote:
C) A Dustmen states he wishes to die, and asks you to kill him. He offers you money to do so. Do you...
Option 5. This Dustman seems to misunderstand his faction's philosophy, but that's no concern of ours. Perform the service he wants.

Quote:
D) An elderly Dustman woman expresses doubts her devotion to the Dustman in the twilight of her life. She asks several questions to you. Do you:
Option 1. If she wants happy answers, she wouldn't be asking questions of a scarred corpse-man in a Dustman bar. Reality is harsh; no good comes of pretending it is not so.

Quote:
E) Someone asks you if you believe in the Dustmen philosophy. What do you tell him?
Option 3. Our very existence debunks their barmy beliefs.

Quote:
F) Which of the above choices is most important to you?
Option B. Actions have consequences, even uninformed actions. That's an important lesson.

Quote:
Skall's 2e stats are in The Factol's Manifesto. I forget the particulars, but the book flatly states "PCs should not fight Skall. Those who do should not win."
  #228  
Old 04-21-2013, 09:38 PM
Eddie Eddie is offline
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Quote:
Originally Posted by Brickroad View Post
Skall's 2e stats are in The Factol's Manifesto. I forget the particulars, but the book flatly states "PCs should not fight Skall. Those who do should not win."
I used his stats/write up to create that monster block. And I did read that passage.

I agree that the PCs shouldn't be fighting Skall, yet the Factol's manifesto gave him stats and combat tactics. If they didn't want PCs to be able to ever best him in combat, why not just do what they did with the Lady of Pain, and simply not stat him?

Additionally, while Skall is powerful, he is not a power. Yet, numerous powers and beings more powerful than Skall have been properly stated in and outside of 4e. If one can best the gods themselves, why not a powerful Lich? I didn't create a stat block for him in order for someone to create a bunch of PCs and kill him. I created a stat block in order to spur the imagination.

But to your point: if the PCs are trying to fight Skall, then something has gone horribly wrong in your game.
  #229  
Old 04-21-2013, 09:52 PM
Mightyblue Mightyblue is offline
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Well, not to mention that fighting a greater lich in the middle of the negative energy plane is kind of a horrifically terrible idea.
  #230  
Old 04-21-2013, 09:56 PM
Brickroad Brickroad is offline
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Quote:
Originally Posted by Eddie View Post
I agree that the PCs shouldn't be fighting Skall, yet the Factol's manifesto gave him stats and combat tactics. If they didn't want PCs to be able to ever best him in combat, why not just do what they did with the Lady of Pain, and simply not stat him?
I think the difference is that, unlike the Lady, Skall is a character in the game that the players can meet and interact with. Skall (and all the factols) is meant to be used in stories and adventures. One thing the players might try to do is brute force him, and in trying that, the DM is going to need to know how hard to spank.

I would argue, though, that the PCs shouldn't be fighting any of the factols. (Well, okay, maybe Karan, if it's raining, and also Thursday, and he forgot to brush his teeth that morning.) They are not adventure bosses. It's a function of the setting, really. Even the monster supplements have quite a lot of "this is what these monsters are like, but the PCs shouldn't really be fighting them, per se". Solving problems with combat is against the spirit of the game, and I think Torment conveys that wonderfully.

(You're conveying it wonderfully too, by the way.)
  #231  
Old 04-21-2013, 10:16 PM
Eddie Eddie is offline
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I don't disagree with you Brick! I think the stats were printed for two reasons:

1) it helps establish the "pecking order" persay. It's one thing to be told that this guy is powerful, it's another to be able to tangibly see how powerful.

2) sometimes the story the DM wishes to tell does involve doing something as stupid as fighting a ridiculously powerful Lich. And yes, that might indeed break the spirit of the setting, but ultimately it's the individual game and players that should come first. If the DM allows (or desires) the players to seriously challenge Skall, who am I to say no?

For those who don't have a copy of the Factol's Manifesto, there's a reasonable 4e substitute. It mimics most of his fearsome traits: his icy touch, his innate fear power that drives away low-level PCs, and his powerful magic. The one thing I regret not adding is his ability to animate corpses by simply touching them.

Regardless, this is kind of derailing; if anyone has any further comments, PM them to me, and if I get some good points, I'll add them into a future post on running a 4e Planescape game!
  #232  
Old 04-22-2013, 03:39 AM
Knurek Knurek is offline
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A) 2
B) 2
C) 4
D) 4
E) 3
F) 5

I must say I don't really like the Dustmen faction. I want to see them suffer. I want to see them being reborn again and again. I want Skall's head mounted above my fireplace.
  #233  
Old 04-22-2013, 03:49 AM
Olli T Olli T is offline
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A) You have the option to sign a death contract - earning 50 copper - despite being in an immortal body. Do you...
3) Refuse to sign these contracts; you would be cheating them to sign one (more lawful)

B) A person has signed a death contract, and now regrets doing so. Do you...
3
) Refuse to get involved; the person made their decision, and now they must live - and die - because of it (neutral)


C) A Dustmen states he wishes to die, and asks you to kill him. He offers you money to do so. Do you...
3) Kill yourself to show him the "power" of death - you're immortal after all (neutral)

D) An elderly Dustman woman expresses doubts her devotion to the Dustman in the twilight of her life. She asks several questions to you. Do you:
1) Answer them truthfully (more lawful)


E) Someone asks you if you believe in the Dustmen philosophy. What do you tell him?
3) I don't believe in their philosophy (neutral)


F) Which of the above choices is most important to you?
5) E: whether I "believe" in the Dustmen philosophy or not
  #234  
Old 04-22-2013, 08:02 AM
Eddie Eddie is offline
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Current tallies:

1. Sign a Death Contract? = Total # of Votes
Option 1, Sign One (Neutral) = 3 votes
Option 2, Sign Multiple (Chaotic) = 6 votes
Option 3, Sign None (Lawful) = 2 votes

2. Help break a Death Contract? = Total # of Votes
Option 1, Yes (Good) = 7 votes
Option 2, Yes... for money (Evil) = 2 votes
Option 3, No (Neutral) = 2 votes

3. Help a man commit Suicide; he will pay = Total # of Votes
Option 1, Refuse (Good) = 4 votes
Option 2, No, and Return Money (Lawful) = 0 votes
Option 3, Scare him by killing yourself in front of him (Neutral) = 2 votes
Option 4, No... but Keep the Money (Chaotic) = 3 votes
Option 5, Free Money! (Chaotic Evil) = 2 votes

4. Help Dustmen through Test of Faith = Total # of Votes
Option 1, Answer Questions Truthfully (Lawful) = 4* votes
Option 2, Answer Questions Gently (Good) = 3 votes
Option 3, Lie, but for Her Own Good (Chaotic Good) = 4* votes
Option 4, Sidestep any questions (Neutral) = 2 votes

5. The Dustmen Philosophy = Total # of Votes
Option 1, I could believe in it (Lawful) = 0 votes
Option 2, of *course* I "believe" what the Dusties do (Chaotic) = 4* votes
Option 3, I do not believe in it (Neutral) = 11**** votes

(each "*" after a vote total indicates that extra weight is being applied).
  #235  
Old 04-22-2013, 09:08 AM
Falselogic Falselogic is offline
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2,2,5,4,2,1
  #236  
Old 04-22-2013, 12:32 PM
Mogri Mogri is online now
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*a2*, b3, c1, d1, e3
  #237  
Old 04-22-2013, 01:03 PM
Taeryn Taeryn is offline
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A) You have the option to sign a death contract - earning 50 copper - despite being in an immortal body. Do you...
3) Refuse to sign these contracts; you would be cheating them to sign one (more lawful)

On the off chance that we DO die at some point, I'd rather not have a signed contract telling the Dusties to reanimate my corpse.

B) A person has signed a death contract, and now regrets doing so. Do you...
3) Refuse to get involved; the person made their decision, and now they must live - and die - because of it (neutral)

If you're willing to pay to have your contract revoked, you should be talking to the Dustmen.

C) A Dustmen states he wishes to die, and asks you to kill him. He offers you money to do so. Do you...
5) He wants to die, and he's willing to pay for it? Great! (more evil and chaotic)

If he really wants to die in a place like Sigil, I doubt it will take him long to find a way even if we refuse, so might as well do the dead and get the cash.

D) An elderly Dustman woman expresses doubts her devotion to the Dustman in the twilight of her life. She asks several questions to you. Do you:
1) Answer them truthfully (more lawful)

Maybe simple truth will calm her doubts where philosophy has failed.

E) Someone asks you if you believe in the Dustmen philosophy. What do you tell him?
3) I don't believe in their philosophy (neutral)

I'm with Morte. The less time spent with dusties, the better.

F) Which of the above choices is most important to you?
5) E: whether I "believe" in the Dustmen philosophy or not

I think it is important that we form some strong opinions on what we believe or don't believe.
  #238  
Old 04-22-2013, 03:38 PM
Mr. Sensible Mr. Sensible is offline
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A-1
b-1
c-1
d-2
e-3
f-5
  #239  
Old 04-22-2013, 05:29 PM
birdiedude birdiedude is offline
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I was originally disappointed in this game, because I had imagined it being like Chrono Trigger, where Sigil was some kind of hub and you traveled to various planes to experience adventures. I got over it as the game progressed, but that's still an adventure I'd like to see. Unless I'm misremembering, I think that Crypt was the last "fun with portals" for a while.

Quote:
Originally Posted by Eddie View Post
A few house-rule recommendations: bring back the full nine alignments, and ditch the crummy 4e planes for the 2e ones. They're much more interesting!
Wait what? I had heard they Wow-ified D&D in version 4, but they also screwed with the alignments and dropped the planes? I guess I can see wanting to get rid of alignments except when there were specific rules already in effect, but why get rid of the planes?

Also I'll go with 3, 1, 1, 3, 1, 5
  #240  
Old 04-22-2013, 06:19 PM
Eddie Eddie is offline
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Quote:
Originally Posted by birdiedude View Post
Wait what? I had heard they Wow-ified D&D in version 4, but they also screwed with the alignments and dropped the planes? I guess I can see wanting to get rid of alignments except when there were specific rules already in effect, but why get rid of the planes?
I am one of those players/DMs who burns at those who suggest 4e as somehow being "WoW-ified". 4e is a game that has it's strengths and weaknesses, many of which were a reaction (and at times, an overreaction) to problems that cropped up in D&D3.5. Did World of Warcraft influence it? Maybe, but its primary influence is likely closer to the 3.5 Book of Nine Swords than WoW.

I think the change to 4e's cosmology comes from a recognition that:

a) The 2e Planescape is very complicated. It's not the kind of setting you can really bring new players into easily;
b) 4e had done away with alignment nearly all together, so the traditional "outer planes" would be pretty incompatible; and
c) Fully fleshing out the Planescape universe would require a lot of resources. There was a time when TSR had no problem releasing three-dozen supplements for a world like Planescape; such ambition stopped well before 4e.

So, rather than keeping Planescape whole hog, I think they made the decision to create something that - while less ambitious - doesn't leave gaping holes that can only be filled with a new Campaign Setting plus a dozen supplements. The "Planes" in 4e is described like this:

You have the "mortal world" (i.e. a Prime World), which has two settings which overlap with it: the Shadowfell, and the Feywild (these are largely 4e inventions). Then you have the "Planes Above" - The Astral Sea - and the "Planes Below" - the Elemental Chaos. Sigil stands outside both of them, although no longer tethered to a particular plane. I'm not well versed to describe all the differences, but you'd find pieces from the 2e cosmology inserted into each. As an example, you'll find analogues Carceri, Baator, and Mount Celestia in the Astral Sea, while you'll find the Abyss and The City of Brass in the Elemental Chaos. The factions still exist in Sigil (although it's unclear whether the events of the "Faction War" even occurred in this narrative), and Sigil functions pretty much as it always has.

Compare it to the 2e cosmology which has 17 outer planes, 18 inner planes, the astral sea, and a few other surprises. That's a lot of stuff.

Is the cosmology bad? No. It's functional, tells the DM what (s)he needs to know, and let's them have a cool adventure in the Planes. Does it sacrifice the cool flavour of the original setting? Yes, but... to truly create a true sequel to the 2e setting would have required a lot more resources than they could probably justify. It was a compromise, and one that I know some players enjoy. It would have been impossible to please the old guard by retreading Planescape, so they decided to create something new with some familiar elements. I think it was probably the correct choice, despite how much I love the 2e setting.
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