skulldaughter: A female elf wizard. (Default)
We played the first real session of our Veil campaign a few days back, so here's a summary! The pitch for the setting, and a description of our characters, can be found here.

In the University, Magnanimous sneaks through strange rooms and hallways. She's feeling rebellious and wants to get into a little bit of trouble, so she attempts to break into the laboratory used by one of her teachers. Maggie flunked out of the magical side of what the University teaches, but as a noblewoman and daughter to a Councilor, she has access to more mundane education.

She finds something odd: a mirror that transports her to another room entirely, one filled with statues. One statue is actually a suit of armor holding a sword that Maggie is seemingly entranced by. She takes the sword from the armor, despite the armor's hand remaining clutched around the hilt. As she examines it, a newcomer arrives.

Raelus tries to steal the sword, claiming it's too dangerous for a wizard's apprentice. She keeps the sword away from him, moving with unnatural speed. As they start to bicker, the suit of armor that had held the sword begins to stir as Screaming Freedom awakens. Footsteps drive the trio to seek an exit, and Maggie uses the sword to take them to a new room. As they examine their surroundings they find a door that opens into nothing but open air. Below them they see the Dreadlands, and realize the room they stand in is floating in the air, as if part of a tower that crumbled out from beneath it.

Raelus uses Essence, which we defined as a particular gemstone called (by humans) draconite, to cause the room to (slowly) fall and crumble as it ought to have, essentially turning it into a fucked up elevator. The trio now find themselves in a bizarre dreamscape of overlapping and collapsing planes. They seek shelter in a modern-era bar, and try to make some dinner. Raelus finds some strange money and a bottle of painkillers. When he examines it, he can sense a memory of it being offered to a customer after a bad breakup. Raelus takes that memory and the bottle it's tied to, and sacrifices them to the Dreadlands. By this method, he can keep the place stable enough that, in time, some of it may be mended. The process destroys the object in question; not just in the present, but from time itself. As it's destroyed, the bar morphs into a normal (to our fantasy characters) tavern. Glass becomes wood, manufactured bottles become handmade. The world the painkillers came from no longer exists. No longer will exist.

Throughout all this, Raelus and Maggie bicker. He talks a big game about the dangers of the sword and reprimands her for having allowed it to establish a bond with her. She is haughty, and he is vain. A match made in Heaven. Screaming Freedom answers questions about her personhood from Raelus and Maggie, explaining that what she is, what was done to her, was done intentionally, but that it hadn't worked out the way it was supposed to. She doesn't remember who it was that planned this, but she knows that they loved each other.

Maggie finds a store of pickles, preserves, and hardtack in the cellar, and Screaming Freedom begins preparing a meal. Raelus offers his help, and the two realize that they have something in common: they both learned to cook by doing it with someone who they loved and lost. Maggie apologizes for her earlier outbursts, and the heroes rest the night.

That night, Screaming Freedom keeps watch. She paces outside, pondering her existence, when she realizes something is approaching--a wizard, most likely. She slips inside to hide, and the wizard doesn't spot her. In the morning, she recounts the encounter to the group. They all decide that avoiding this wizard would be best, as it was likely their theft in the University which prompted the flyover. Maggie asks Raelus why he wanted the sword, and he admits that he intended to destroy it by sacrificing it to the Dreadlands. Now that it's bonded to her, however, he's decided to keep an eye on her; he just wants to get home. Screaming Freedom has a strange intuition about Raelus, and decides she will follow him in turn, as he may be related to her sense of grim purpose.

As the trio begin their trek back to the stable lands in the north, they must first climb out of a massive ravine crossed by myriad stone bridges. As they travel, they hear a booming voice in their minds: the wizard, one of Maggie's teachers, has found them...
skulldaughter: A female elf wizard. (Default)
We made our Veil guys!! I'm soooo excited to play. As I said before we are playing the Veil by Fraser Simons, but setting it in a high fantasy world rather than a cyberpunk one. This is because most of our group is fantasy girlies, and our GM really likes the emotion system in the Veil way more than she does the actual setting (such that it is).

In our setting, magic was controlled and taught only by a grand order of wizards, who controlled who could access the art. A group of sorcerers and witches conspired to tear down the Veil, a barrier that separated the material plane from the ethereal plane. In doing so, they collapsed both planes onto each other. This had many myriad effects on the world, but common belief is that this event is what led to magic being attainable by anyone, rather than select noble bloodlines (this is in fact a lie that the grand order of wizards used to maintain political power).

Autumn is playing Magnanimous, nickname Mag. She's a bratty noblewoman who feels bad for the lower classes and how they are treated, but doesn't really have a concrete ideology to guide any action toward addressing those injustices. She's bonded to an evil sword, using the Attached playbook.

Grace is playing Screaming Freedom, nickname Dom. She used to be human, but something changed her and bound her spirit to a suit of armor. Now she has almost no memory of her previous life other than the phrase "you will be there, screaming freedom." She knows she is burdened with a grim and valorous purpose, but doesn't know what that purpose is; all she knows is that she is struck with intuition at times, and believes that intuition to be a sign of that purpose. She's using the Apparatus playbook.

I am playing Raelusondr, nickname Raelus Maro. He's a dragon who was trapped in a humanoid form when the Veil fell. The continent in the south was was home to the dragons, and was considered sacred; now, it collapses into other planes even beyond the ethereal, and that destruction is spreading. Raelus nurses a deep resentment toward humanity for their part in destroying his homeland, but his true beef is that the reason he had been in that humanoid form at the time was that he had fallen in love with a human wizard. She tried to prevent the Veil's destruction, and the sorcerers and witches who tore it down killed her for it. Now Raelus is joyless and jaded, dedicated to patching up what are now known as the Dreadlands while carrying the tragedy of his mortal lover in his heart. Raelus uses the Wayward playbook.

The trio came together one night when both Raelus and Mag tried to steal the evil sword from a wizard vault; Mag got there first, and found it clutched in the hands of a suit of armor. When she took the sword, having been lured to it by vague whispers, it bonded to her and refused to be parted. It was at that point that the suit of armor activated, revealing itself to be Dom. Raelus arrived late, furious that a meddling noble had gotten her hands on such a dangerous artifact before he could steal it and bend it to his own will. He resolved to stay at Mag's side, so as to keep an eye on the sword and its desires. Dom, for her part, felt a peculiar intuition about Raelus, and decided that she will follow him even as he follows Mag. And thus, a trio of weirdos became an adventuring party!

I'm so excited to play this game, and I really like how our characters came out. Hopefully we get to play soon!
skulldaughter: A female elf wizard. (Default)
The following is a summary of a Pathfinder 2e game I occasionally play. The GM for this game usually takes over for a half dozen sessions every year or so, and we just finished the second chunk of it. We started at level 5 in our summer 2023 season, and our winter 2024 season saw us at level 6. I've done my best to include the full story from both seasons.

The world shakes. The beacons are lit, the seal undone. Rovagug comes.

The Rough Beast was sealed away long ago, its endless hunger too dangerous to be allowed to exist. Four beacons held him at bay, placed on confluences of powerful arcane ley lines. Two here, and two on the other side of the world. We were supposed to ensure that they were not activated, and we failed. I failed.

In an inn near the Jergal River, I received a vision; a divine revelation. The goddess Desna, Song of the Spheres, appeared to me in a dream. She revealed to me a secret truth of our world's history: Long ago, gods clashed when Dou-Bral became jealous of the relationship between his sister Shelyn and the goddess Calistria. Dou-Bral struck first, sundering Shelyn's hand; Calistria's vengeance was characteristically swift, as she cast him from the heavens.

Then Desna showed me a group of heroes:

Hunter Kilgore, an investigator from Heathfolk lands
Harka Danja, a hobgoblin veteran and expert tracker
Rynupi, a young tripkee warrior yearning for greatness

With them were the heirs to the royal throne itself:

Princess Genevieve, Pulse of the Earth
Prince Zach, Breath of the Air

With them I saw another, a redhead, who gave us passage. I took these revelations to my companion Nes-Anhur, a minotaur cleric and divine incarnation of the sun god Ra. When we returned to the inn that evening to find almost that entire group resting for the evening, I knew it was our duty to help them.

The Prince was with them, but not the Princess. I soon learned their story: the group had been sent by the Body and Blood, reigning monarchs of the kingdom, to escort the Prince to a site called a beacon, whereupon they were intended to undergo a ritual that would heal the Body and Blood of their sickness. Instead, what they discovered was an ancient plot. The Body and Blood had been alive for many, many years, sending their children in secret to die in this very ritual to sustain themselves, and to create perfect vessels for Dou-Bral, now the dark god Zon-Kuthon, to return to the world. The Princess, led by different guards, was sent to a different beacon for the same purpose.

Along the way, the group was attacked by another, more mysterious faction: the Revivalists. These were shapeshifters intent on integrating their influence into all levels of the kingdom's government, and they seemed at odds with the Body and Blood's plans. We would soon find out their true intent: reviving not Zon-Kuthon, as we first suspected, but weakening the seal that held back Rovagug.

Originally these travelers had been joined by two others, but had parted ways with them after Harka killed the Body and Blood for their crimes. One of the former members of the group, a woman named Red, had been enraged at this, as she had been a vampire intending to take the Body and Blood's accrued power for herself. She and the kitsune sorcerer Waisetsu, a childhood friend of the Prince's, remained at the beacon to study it for their own benefit while the rest of the group set out to find the Princess.

So we joined them. We traveled to the city of Ifreetes, where we caught word of a kidnapped woman in noble dress. We pursued the lead, but met with failure. Instead of the Princess, we discovered her guards. Brink, a tiefling with a scarred face; Helena, a necromancer with a skeletal arm. We found them underneath an abandoned temple once dedicated to Achaekek, He Who Walks in Blood. After saving them from that foul place, we helped them find shelter in the temple of Ra and set out again.

The mayor of Ifreetes was under intense surveillance by the Revivalists, but she managed to tip us off about an ambush at the oasis between Ifreetes and the beacon. On our way out of the city we were approached by a woman who claimed to know Nes-Anhur; the true nature of the "divine incarnation" of Ra is seemingly not public knowledge, but Ra deigned to reveal to Nes that he had died in the desert, pleading with Ra to protect his family. In exchange, Nes was reborn and put to work toward to sun god's many plans. Nes chose not to pursue his old family, instead rededicating himself to the mission at hand. At the oasis we struck first, annihilating the Revivalists and learning the truth of their motives. They also revealed that the Princess, as we suspected, had been taken by force to the beacon.

When we finally arrived at the second beacon, we were beset by an enchantment that made us face our greatest fears. Despite all my practice, all my preparation, I was not ready to see my mother there in all her profane glory as Vernai of the Red Mantis assassins, holy killers devoted to Achaekek. But my faith brought me strength, and I rejected my past self. We rallied, then plunged ourselves into the mountainside to find the Princess.

Deep inside the caves, past undead warriors, we found it: an altar soaked in blood. We aided the Princess in a fight against Revivalists who regenerated their bodies unless harmed by silver, and barricaded ourselves in the room with the altar. A lammasu named Kratomir joined us, as he was the holy protector of the seal; though he was no combatant. We rested the night in that room, surrounded by death. Kratomir showed us the other beacons: two lit, sacrifices floating and glowing with profane light. One yet unlit, yet bloodied nonetheless as we saw Red and Waisetsu in a frantic duel, the altar at the first beacon between them, calling silently for death.

In the night, I approached Hunter. I asked about emotions, seeking to learn more about what I was feeling. For seven years Achaekek took from me any emotion or desire that would distract from my purpose as his perfect killer, and I had been feeling...unfamiliar things. Instead Hunter told me the same thing my mother would have. To ignore these feelings, and press them deep into myself. I know he's still hurting. He's lost someone dear to him, and he thinks he's inherently dangerous to those around him, so he keeps his feelings bottled up. I understand that impulse, at least; but I don't know if I can do that. I lived like that for so long, and it almost killed me. If I try again, it might succeed.

That morning, the Revivalists struck.

We fought, but it was to little avail. Though we did our best, the Revivalists chose to sacrifice themselves instead of fighting us, spilling their own blood on the foul altar. Then everything came crashing down.

I am a woman of many regrets. For seven years I was sanctified as Achaekek's holy assassin, and I ended more lives in those days than I feel I could ever save. Now, I see the seals breaking. I see my allies, my friends, struggling against the inevitable. I see the betrayal in the Prince's eyes that fills my chest with a choking shame. I fear the worst, now. I have tried to be the Radiant Prism's Champion-Redeemer, tried to bring mercy and redemption to the world. Instead I failed. Instead I wasn't strong enough to save anyone. I couldn't even find the courage to speak the truth in my heart.

I pray to Sarenrae, Dawnflower; Desna, Song of the Spheres; Shelyn, Eternal Rose. May they have mercy on me, as the Rough Beast chafes at its bonds. May they have mercy on us all.
skulldaughter: A female elf wizard. (Default)
We open with a vignette of Lyn & Avery. As Darkwood’s plot is carried out at the end of the first campaign, the Blood War spills into Sigil. Nes is organizing the Umbra-kai and Umbra Veil, splitting the greater communities up to move them to other safe havens in the city. Lyn is packing her things, which are mainly tools and clothes. Avery hovers nearby, anxious as to whether or not Lyn packed a family heirloom. Lyn says she did, and kisses Avery before leaving, promising that they would see each other again soon.

Devils attack the Gymnasium, and the pair joins Umbra-kai warrior Thrax and his two companions Trust and Draga in fighting to protect the Umbra-kai. Avery stands resolute in a doorway, facing off against a cambion in hellish armor. They cross blades for a time, but the cambion shatters her shield and knocks her sword aside.

Lyn, fighting with Thrust and Draga, sees the cambion grab Avery by the throat and lift her. She charges across the battle, scooping up Avery’s sword and plunging it into the devil’s side, The cambion removes the sword, and Lyn watches as his wound closes.

Thrax is struck down by devils as he tries to protect the others. The cambion casts out a blast of fire, and Draga takes the hit for Thrust. Amidst the despair, the cambion tosses Avery against the wall and kicks her sword to her. As she moves to strike, he invades her mind and stokes the pain in her heart, causing her to lash out at Lyn. Lyn reaches out to try and get through to Avery, but she swings her sword and cuts Lyn’s arm off.

Lyn screams, and Avery snaps back to her senses. Thrust engages the cambion, and Draga pulls himself along the ground to the broken pipes in the ceiling and walls that are leaking water and steam. He blesses the water, making it holy. Enraged by Lyn’s wound, Avery douses her blade in holy water and smites the devil.

In the aftermath, Avery cradles Lyn. Lyn is unresponsive, and Senna spirits her away to be healed while Trok helps calm Avery after the battle.

In the present day, Deidre Abraxas gives her pitch to the team: help her to track down and kill each of the six Dahlia bosses and pull the city out of their grasp, then take down Katzia Abraxis herself. The team is hesitant, but agrees to join her. She tells them that she knows many things about their personal lives, and promises them the things they want: a way back to the Beastlands for Grimulf, or the protection of a friend for Paz.

Deidre names the team the Shadows, and they set out to the Grand Bazaar with company cards to outfit themselves for the upcoming fights…


Shopping Interlude 1: Company Cards

The Shadows pick up a number of items for the missions to come, choosing from the finest stores in the Grand Bazaar. Each member of the team is given a card with a 1000 gold credit limit.

Lyn buys
A classy black dress, which counts as +1 padded armor. +1 street smarts.
A modified shotgun, which can fire both its barrels at once.
A bag of borrowing, which provides a generic item taken from somewhere else. It leaves an IOU note with your name and face on it.
A helm of clarification, which is a beanie that interprets other people's speech to explain the hidden nuance or euphemisms in their speech.
A +1 whip.
She also contributed 50 gold toward the team’s purchase of the Goggle Glass, which allow the two users to see each others’ perspectives.

Avery buys
The Raven Armor, a suit of plate mail meant to evoke the Raven Prince.
The vibranium buckler, a shield which can send the force of a hit back at an attacker.
A pearl of power.
She's currently in possession of one half of the Goggle Glass.

Grimulf buys
A scimitar of storms, which can cast gust of wind once a day.
The Punisher, a +1 studded leather duster that damages enemies who attempt to grapple the wearer.
He's currently in possession of one half of the Goggle Glass.

Paz buys
A butterfly cloak, which can cast blur once a day.
A spider staff, which can cast web once a day.
She also contributed 50 gold toward the team’s purchase of the Goggle Glass, which allow the two users to see each others’ perspectives.

Minx buys
A +2 tracking dagger, which allows the wielder to track a target it has injured.
She also contributed 50 gold toward the team’s purchase of the Goggle Glass, which allow the two users to see each others’ perspectives.
skulldaughter: A female elf wizard. (Default)
We open with a vignette of Dachs. He attends a board meeting of Dachs Motors, and quarrels with Zendel, a yuan-ti, and Gorvan, a tabaxi. Gorvan wants to import materials from the Hells, bringing the Blood War into their business. Dachs wants to instead hire a Modron labor force. When they come to an impasse, Dachs decides to reach out to Senna for help in what he sees as an upcoming fight.

In the elevator of the Mercykiller prison, the gnome sharpshooters open fire. Paz’s snake form is disrupted, and she bursts out of Grimsulf’s pants where she had been hiding. Minx uses compulsion to cause the gnomes to break formation, and Paz tosses out a fog cloud so the team can escape. In the drop to the ground floor, Lyn casts mending on Grimulf’s pants.

The team meets a Mercykiller paladin, who warns the team about the devils who have intruded on the prison during the escape, killing many. He gives Avery his mace, which being blessed by Moradin can more easily harm the outsiders.

In the foyer, the team meets a chain devil and a cambion. But not just any cambion: the cambion who mind controlled Avery and prompted her to attack Lyn during Darkwood’s War! Lyn and Avery unleash the abilities they’ve honed since that day, and with help from the rest of the team the devils are defeated. Claiming to have no name, only the title of Red Pestilence, he begs for mercy. Lyn names him Mercy and shoots him in the head, killing him and sending him back to the Hells. Avery leaves the mace behind with a note telling the Mercykiller paladin to get good.

The only lead the team has as to who broke them out of prison is to head to the Meetmarket and "look for Olidammara," referencing an old god of bards who died in ages past. While there, some party members accept boons from various gods. Paz is interested in the Raven Queen, Minx in Garl Glittergold. Lyn goes to the Veil shrine to meditate, and Avery goes to the Triumvirate shrine, where she finds a key. Grimulf just follows Paz around because he was told by Trok to “find Paz” in their confrontation.

Lyn and Avery solve a puzzle in a ruined house, and Avery discovers a key-shaped sword that allows her to teleport to the opposite side of an enemy when she hits with it. The key-sword is from Grimsdottir, a Triumvirate paladin who has gone missing after discovering that the Dahlia are trying to gain access to the Plane of Doors. While investigating Grimsdottir’s home, Lyn and Avery are taken by a bugbear in a suit called the Butler, one of the Dahlia bosses. Lyn picks his pocket and steals a notebook.

The other Dahlia bosses round up the rest of the team and tell them that they’ll be rewarded if they give the Dahlia information about the ones who broke them out of prison. The team refuses, for now, and the bosses leave. The Butler implies that Grimsdottir is dead.

The Dahlia bosses known to the team are:
Zephra, an air genasi
Mx. Scratch, a changeling
The Butler, a bugbear
Sammy and Suzie Switchblade, a pair of halflings
Escher, a human

Now without a lead, the team regroups at Lyn’s workshop. The notebook Lyn stole was written by Lyn’s roommate, a changeling named Alter. They were researching the Dahlia’s activities regarding the Plane of Doors as well. Talking to her landlord, Lyn and the team find out that Alter has been missing for some time. Lyn’s belongings are piled in bags, as she hasn’t paid rent while she was in prison (and seemingly Alter hasn’t either).

While Lyn is digging through her things and equipping her real armor and prosthetic, a construct calling itself Nightshade emerges from her belongings. He brings the team to an audience with Deidre Abraxas, the presumed-dead sister of the very woman who sits at the head of the Dahlia…
skulldaughter: A female elf wizard. (Default)
Here we begin the first of many recaps of Gang War! This is a D&D 5e campaign that started in July 2024 and went on break in November 2024 so we could play a chapter of a different campaign we have ongoing in Pathfinder with a different GM. This first arc lasts nine sessions, and concludes with our first major boss fight of the campaign. When we get back to this campaign in January, I will begin posting recaps as we play! I'd like to get the first nine up here by then, which shouldn't be too difficult since they aren't that long.

Set six years after the previous campaign Faction War, this campaign follows some new heroes and a couple familiar faces as they form a new group of adventurers: the Shadows, who strike out at the corporate overlords of the Planescape Corporation set up by the Dahlia to rule Sigil.

Each session begins with a vignette; sometimes these are flashbacks to offer context to present events, and sometimes they are windows into the present showing what the heroes of the last campaign are up to offscreen. This first recap includes another introduction of the new team:

Our Heroes

We begin four years after the previous interstitial adventure, and six years after the Sigilettes saved the city of Sigil from Rowan Darkwood. Five people, through different avenues and for different crimes, have been imprisoned by the Dahlia Sophia.

Avery Brightweave, AKA Diving Light (Human Paladin, she/her) is a member of a new religious order: the Order of the Triumvirate. This organization aims to smooth over the distance separating the two main Umbra-kai communities of Sigil. She is eager to help people, and more than willing to pick a fight to do it, but her ability to accomplish both are the only things propping up her self esteem.

Grimulf (Shifter Rogue/Ranger, he/him) is currently known to the people of Sigil as the man who killed Trokolius. He’s a gloomy sort who typically keeps to himself, and seems to have little interest in being “personable” or “charming”, but he is a peerless killer, preferring whenever possible to strike from the shadows.

Lyn, AKA Evelyn Brightweave, AKA Rising Whisper (Astral Elf Artificer, she/her) is an inventor of arcane devices. She grew up on the streets of the Hive before being adopted at age 9 into the Umbra-kai. She and Avery were close once, but something happened during Rowan Darkwood’s Faction War that caused Lyn to leave her without a word. She hides from confrontations–and her own feelings–behind an distant, nonchalant attitude.

Minx Ermine (Weaselfolk Bard, she/her) is a lounge singer, a criminal, and a terror. She combines a haughty expectation of respect with a downright horrifying way with words that often leaves her victims unsure of exactly how deep into their heads she can get. Alongside Paz, she does jobs for Shemeshka and the Wilderhood. While she can hold her own with a blade in a pinch, she truly shines in arenas where words are traded and papers signed.

Topaz Claw, AKA Paz (Tabaxi Druid, she/her) is the only member of the Sigilettes to wind up in prison. She is working for Shemeshka now, and seems to hold an animosity of some kind for Grimulf, though she won’t talk about why. She has all the grace, ego, and sloth of a richly pampered cat, which she likely is, and other than her interactions with Grimulf, she has a knack for remaining utterly unbothered no matter how tense the situation.

Session 1: Jailbreak

In the sixth year of the Sigil Era of the Umbra-kai Planar Calendar, we open on the arrest of Minx & Paz. The two furries break into a building and are immediately caught. The other members of their Wilderhood crew, Lenny and Boarson, were arrested at a later date.

Lyn & Avery are in prison, and Lyn is about to sell a communication device that she fashioned out of spare components. The buyer tries to take the device by force with the help of two goons, and Avery trounces them. Reading a newspaper, Lyn & Avery hear that Trokolius has been murdered.

Grimulf enters the tower, convicted of the murder of Trokolius. He is confronted by Minx, who seems to get a good read on him and deduces that he did not actually kill Trok. Then he is accosted by Avery, who demands an explanation for Trok’s death. He doesn’t give one.

A mysterious green-haired woman named Kane visits the cells of these adventurers, and leaves them tools to escape. They fill a glove with beans and put a ring on it to short out a circuit and escape. The team has dreadful vibes in this first moment of cooperation.

After gathering supplies in a guard’s armory, the anti-magic field in the prison drops, and chaos reigns. The team rides an elevator down, headed out of the tower, and they encounter several guards along the way.

First is Makoto, a tortle who was tortured in his past. He is accompanied by two guards, who are lulled into passivity by Minx’s calm emotions spell.

The team disguises themselves as guards to avoid a modron patrol, but this causes a fire genasi named Ashnor Daikan to fight them, as he thinks they are guards. They escape, not killing him. Paz starts collecting explosive barrels, but we have nowhere to put them at the moment.

The elevator doors open again on the next floor, and the team is surrounded by gnomish sharpshooters…
skulldaughter: A female elf wizard. (Default)
This is a recap of the interlude session we played between our first and second Planescape campaigns. It features two parties, formed of both the Sigilettes from Faction War and the not-yet-united members of the Shadows from the upcoming Gang War.

I wrote this summary a while back, so it starts with a reintroduction of some of the main cast. The beginning of my recaps for the second campaign will also feature introductions, but after that I think we will be past lists of player characters. This session also references two characters, Jet and Hera, who first appeared in an interlude I wrote about what Senna was getting up to during a session I wasn't able to attend. You can read that interlude here.

Setting the stage

Two years after the Sigilettes saved the city, most of them aren't even famous for it.

Nico Hardly (Owlin Bard, any pronouns) is now a successful musician, and they play pretty regular shows. Their brother Duo has started a very successful retail chain in the time since our last campaign.

Dachs (Badgerfolk Fighter, he/him) has been running his noble estate and planning a wedding between two of his retainers. He's a primary investor in Duo's company, though he rarely concerns himself with the running of said stores.

Senna, AKA the Shaded Daughter of Umbra (Human Barbarian/Monk, she/her) has been working three jobs: security for the Garden, a place that offers myriad services but is most well known for its interplanar sex workers; head chef at a restaurant that has just become a chain; and the Shaded Daughter, one of the spiritual leaders of the Umbra-kai.

Trokolius, AKA Trok, AKA Uncle Trok, AKA Old Man Trokolius, AKA Trok Wolfsbane (Tiefling Ranger, he/him) is Senna adopted brother, and has been working as an emissary/ambassador between the two different kins of Umbra: The Umbra-kai, who fled the Shadowfell and are led by their goddess Umbra the Skull Mother, and the Umbra Veil, a new, reactionary splinter of the Umbra-kai who are starting to reclaim older traditions from before their people left the Shadowfell involving the worship of the Veiled God.

Topaz Claw, AKA Paz (Tabaxi Druid, she/her) is just kinda hanging around causing trouble. She's really caught the eye of Shemeshka, a fox-woman devil who runs a crime syndicate out of a neighborhood of furries called the Wilderhood.

The Assets

Team A, calling themselves the Assets, consisted of Senna, Nico, & Paz, with two new faces: Grimulf, a shady dogboy shifter, and Minx Ermine, a ferret furry femme fatale. They went to steal a prototype velocipede (car). Along the way, they encountered Umbra Veil enforcers, known as members of the Nightshroud, who were agents of the Dahila Sophia, the interplanar wizard mafia who functionally run Sigil nowadays.

The Buttresses

Team B, calling themselves the Buttresses, consisted of Trok, returning former member of the Sigilettes Inigo, and two new faces: an Umbra-kai Paladin named Avery Brightweave and an Umbra Veil elf named Lyn. A member of the Umbra-kai was on the run for unauthorized portal access, and Nes, leader of the Veil and Senna's cousin, came to Senna & Co. to find her and get her out of the city before the Dahlia made Veil agents make an arrest of an Umbra-kai. The evidence the team uncovered led them to a shady githyanki scammer, who admitted to essentially offering portal access for money, then turning people over to the cops for more money. The missing Umbra-kai, a tiefling named Jet, was discovered with her newborn in this githyanki's office, and Trok called in some favors to find the pair safe passage to the Outlands. As they left, Jet told Trok that the baby’s name would be Hera.

A Contract, and Revenge Forestalled

Upon the teams' returns, two things happened: Shemeshka entered the velocipede market with her new co-founder Dachs, creating "Dachswagen Motors". Immediately after that, she cast Grimulf into a portal, laughing at him; he had taken this job to get a shot at killing her, but she revealed that actually, the person who killed the leader of his pack in the Beastlands was in fact Trok, who he had been unknowingly oh so close to not hours before. She kicked Grimulf out of Sigil, and he definitely won't be back…

Carnival Fun, and Conversations

Everyone had a great time at the carnival, which Senna had missed when the team attended the first time due to her Umbra-kai duties. Senna also had a conversation with her partner Rose, who works at the Garden and is, in secret, the last Cleric of Aoskar, God of Portals. Senna wants to be a mother, but the duties she and Rose both must attend to leave no room in their lives for that, and while Senna was saddened to hear it she agreed with Rose, and the two of them held each other as the session drew to a close…
skulldaughter: A female elf wizard. (Default)
What follows is a recap of the Planescape campaign I played with my D&D group! I think I've gotten all the major pieces in place, though I admit I didn't start taking notes during sessions until we started the second campaign. As for that second campaign, I will be posting session by session summaries when I get to them!

This is a 5e D&D campaign that went from around August 2022 to January 2024. It's the first in a planned trilogy of campaigns, the second of which we just recently started over the summer. We started Faction War at level 3 and ended at level 7. It isn't the first long term campaign I've played in this group; that honor goes to our 3.5 game from twelve years ago. There are a handful of scattered references to characters, themes, or places from that old campaign due to the multiverse-heavy vibes of the Planescape setting, but nothing that would be too disruptive since three of the players in this campaign weren't in that one.

By way of introduction, the principle cast members of this story are:

Senna, the Shaded Daughter of Umbra (she/her). Human Zealot Barbarian/Warrior of Mercy Monk.
Senna is a human barbarian pledged to her goddess's service. She took on the title of Shaded Daughter at age 25, and as a spiritual leader among her people (the Umbra-kai) she is always available to them for advice, support, or aid.

Inigo Montoya (he/him). Kenku Thief Rogue.
Inigo is a kenku rogue who prior to the campaign abandoned his family to seek wealth and adventure. As a kenku, he spoke by repeating lines of dialogue he has heard in the past, and we had a soundboard for this player to use, which provided his name. He didn't stay with the group the whole way through, as the player behind him decided to take up a new character. His son is an assassin named Raven.

Trokolius, AKA Trok (he/him). Tiefling Horizon Walker Ranger.
Trok is a tiefling ranger who was pulled into the Blood War, an eternal conflict between the lawful devils and chaotic demons. Now free of that service, he makes his way in Sigil as a mercenary. He is the team dad, to an extent, and is a valuable source of information regarding fiends.

Helspeth (they/them). Human Fiend Warlock.
Helspeth is a conniving warlock bound to the dragon goddess Tiamat, queen of darkness and chaos. They, along with their goddess, have ties to the interdimensional wizard mafia known as the Dahlia Sophia. Specifically in this case Helspeth has the spirit of an ogre mage named Octavian lodged in their brain. Octavian was a former boss of the Dahlia from ages past, and has been waiting for the moment to strike ever since...

Nico Hardly (any pronouns). Owlin Eloquence Bard.
Nico is an owlin bard who was once trapped in the jail-realm known as Ravenloft. Born from a wizard's familiar, they have pursued a life of music and song while trying to stay one step ahead of the forces that would drag them back to the fog.

Topaz "Paz" Claws (she/her). Tabaxi Spore Druid.
Paz joined the party after their adventure in the Beastlands, when Inigo decided to stay and be with his family rather than continue his life of adventure. She's selfish, lazy, and a huge brat, which everyone loves. She has no moral compunction against murder, and is quick to resort to violence if threatened or annoyed.

Dachs (he/him). Badgerfolk Battle Master Fighter.
Dachs is another late addition to the Sigilettes; he joined the party after the six month time skip that followed Helspeth's betrayal. He is a steadfast warrior, and he didn't hesitate to step in and defend the Sigilettes in battle. He's joined by his three retainers Remy, Downey, and Twinthistle.

These heroes were known as the Sigilettes, and their story will be more or less remembered below...

Planescape Dahlia - Faction War

Sigil. The Cage. The City of Doors. This place, at the nexus of all worlds, at the end of all roads, has as many names as it does entrances. For uncounted eons, the city has been controlled and managed by fifteen Factions, each with a distinct philosophical outlook. Above them all rose the enigmatic Lady of Pain, who barred Sigil’s doors against divine intervention, but otherwise remained silent and aloof.

Our story begins with a mysterious letter delivered to each Factol, leaders of the factions of Sigil. It contained a white flower, symbol of the interdimensional wizard mafia called the Dahlia Sophia, and a single word: Prepare.

Every faction reacted differently. Some tried to reach out to their allies and form a bulwark against the uncertain future, while others plotted long-sought vengeance in case of a faction war. One faction made plans to turn the Shattered Temple, a fixture of the city once dedicated to the dead god of doors, Aoskar, into a luxury resort. The contract for this work was secured with a contractuary (a metaphysical anchor that upholds a contract, similar to what a lich does to their soul).

This story begins on the steps of the Shattered Temple, on a day that the Godsmen were providing food to the poor. Dabuses, minions of the Lady of Pain who performed construction and demolitions within the city, attempted to bulldoze the structure, but five people in the area agreed to seek out the reason for this destruction, which led them to the plane of Mechanus to destroy its contractuary .

Along the way, they encountered the Gobblegool, a slime devil seeking to collect a bounty on Nico Hardly, the party’s owlin bard. Though the Sigilettes defeated him, he escaped, swearing revenge.

These heroes, calling themselves the Sigilettes, set out to find out why the Shattered Temple was targeted. Their search led them to more deeply investigate the Dahlia’s message. As the Dahlia’s return to Sigil after an eon began to spark tensions within the city, a giff named Chonkers set off bombs across the city. The Sigilettes, seeing this happen from the safety of a pocket dimension where a meeting of the city’s Revolutionary League was being held, took a winding path of doors to return to the city before they left. This allowed them to not only find and defuse the bombs, but also to defeat Chonkers by altering a portal to the plane of air to blast him with flames from the plane of fire, igniting his blackpowder weaponry.

In the Beastlands, the Sigilettes tracked down the god of the Kenku and used the tenets of his godhood to force him to take a more active role guiding his people. He also granted the Sigilettes a detachment of Kenku soldiers, which they brought back to Sigil to help keep the peace and protect vulnerable communities like the Umbra-kai, who had started attracting attention as their main camp was set up in territory that once belonged to a faction of devils.

In the city, tensions rose between the Umbra-kai and the outside world. In an effort to maintain order, the Factols decreed that all residents of the city must join a faction formally. The Umbra-kai refused, voting amongst themselves to reject the city’s influence on them. Senna agreed to guide them down that path.

The Sigilettes infiltrated a bath to find a way into the plane of water, where a city held by the Dahlia Sophia lay. Once inside, they were betrayed by Helspeth as Octavian, the ogre mage spirit living in their head, took over their body and recounted Sigil's vulnerabilities to Katzia. With that information revealed, they were unable to convince her to stay away. Katzia, in fact, had no idea the city had ever received communication from the Dahlia.

After this adventure, six months passed. In that time, Senna adopted Trok as her brother, bringing him into her family and making him a member of the Umbra-kai. At his entrance ceremony, the ritual was interrupted by Senna’s cousin Garth. He objected to the city’s influence on their people, and sought to return them to an older set of traditions he called the Umbra Veil. He and about a third of the Umbra-kai parted ways with the main group, including his younger sister Nesrine.

The Sigilettes, having attracted the attention of Katzia’s sister Deidre, set out to investigate the person who originally sent the false message. This led them to a ruined spaceship, where a recording revealed the truth: Rowan Darkwood, a few years from now, will lose his daughter to the Lady of Pain as punishment for the factions devolving into open combat. Then, he will be sent back in time 500 years. The version of himself who went through this ordeal calls himself Giffaud, and he is working to get Rowan Darkwood to strike first in this timeline, killing the Lady of Pain and taking over the city.

The ship careened into a star, and the only escape for the Sigilettes was to break open a glass orb which contained the mists of Ravenloft. They were swept away to that interplanar prison, and had to fight for their lives in a grand arena to rescue Nico, they returned to Sigil to find every door ajar; the Blood War, eternal conflict between devils and demons, had come to Sigil. The heroes first faced a confrontation with Raven, Garth, Chonkers, and the Gobblegool, united by circumstance as a team against them. During the fight, though Senna had chosen not to kill her cousin, Paz’s summoned fey spirit slit Garth’s throat behind Senna’s back. The Sigilettes rescued Onyx Talon, a Kenku commander who worked for the god of the Kenku. She gave the Sigilettes the intel they needed: Giffaud’s location. The Sigilettes rallied the factions against this threat and fought their way to Rowan and Giffaud.

Though the battle was long and hard-fought, the results were clear. Rowan stayed on his toes, trying to keep his distance and cast spells from afar while again and again Senna closed the distance to strike. In the end, Trok stood over a dead Darkwood while his sister, having born the brunt of the wizard’s offensive, clutched the wound that marred her eye. The other Sigilettes found little relief in the end of that mastermind, however.

When the dust settled, Katzia Abraxas arrived in Sigil. The Lady of Pain bowed to her, and they entered into a negotiation to allow the Dahlia to manage and maintain the city of doors. The Sigilettes looked on, wondering if their efforts had been well spent…

To be continued in Planescape Dahlia - Gang War (This will be a link when I start posting recaps!)

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skulldaughter: A female elf wizard. (Default)
Nora Blake

March 2025

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