You'll want to watch your back in Sigil - it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it. Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've been returning to Sigil with minds restored, telling tales of the Eternal Boundary. But the air's turning foul here in the Cage, and there'll be blood spilled soon if someone doesn't learn the dark of things, an quick!
The Eternal Boundary is a PLANESCAPE adventure for a party of four to six characters of 1st to 5th levels. Players are introduced to the city of Sigil - the Cage, as some call it. Inside this crossroads to the planes, a sinister plot unfolds, leading the heroes into the most dangerous and desperate part of town - the ramshackle slum known as the Hive.
Do your player characters have what it takes to confront the Eternal Boundary - and pass beyond?
Large logic gaps and scattered details make this a challenging adventure to run. The Factol's Manifesto helps, as does Faces of Sigil, but I'd definitely recommend preparing by creating a master list of all the NPC's as you will need to reference several of them throughout the adventure and they are not all listed on the GM screen.
Having run this twice, I found that the anticipated course of action has not been the course of the players in either case, so there is definitely potential for this to go off the rails.
Tip: If trying to adjust this for higher level characters larger numbers of mid-level NPC's seem to add more challenge than just a few of higher level.
Here's the first adventure of the Planescape line and also the first thing in the line that I didn't buy back in the day. Perhaps it was my usual aversion to published adventures, perhaps sharpened by how disappointed I was by Freedom (Dark Sun's first adventure). Whatever the reason, this is the first time I'm reading it, so how is it?
Pretty good, actually, and honestly, I went in with a critical eye.
There's a lot of backstory here about the villain's plan, and it veers into the overly complicated: his team kidnaps indigent and mentally ill people in order to convince them that they've died but get another chance--and that second chance is for them to go be a recruit to the different factions in Sigil. Because this villain wants to take over Sigil by taking over the factions, and he can do so by planting moles who don't know their moles, until... I guess somehow he triggers them? Or put it this way: these people think they've got a second chance thanks to their gods, so is the villain's plan to re-kidnap them and re-fake the god experience at a later date?
OK, so the villain plan has some holes, but this is still a great introduction to Planescape for players (especially since the PCs are meant to disrupt the plan before it comes to fruition so we never have to deal with that hole): the adventure takes place in Sigil, it involves a lot of meeting up with the different factions that give Planescape its flavor (including invading the Mortuary where dead bodies are processed), and there's a little planar hoping since the bad guys have a secret base in the Plane of Fire, which the PCs have to invade in Act 3.
But how do they get there? The PCs are told to go find a crazy person who has a secret that leads to fabulous wealth, but by the time they find him, he's healed and can't remember. Which could be a point where the adventure breaks, only the bad guys think the PCs are getting too close, so attack them. Or at least, I think that's the logic at work here. I really like the Planescape aesthetic, but again it feels like in the '90s, people didn't really know how to format adventures so you could easily see how one clue leads to another.
(Also, in classic published adventure fashion: they say here's two possible ways to get into this adventure, but only one of those options comes back later, because that's the option they want you to use.)
OK, so once the PCs realize something weird is happening with crazy people who think they've died -- which is or can be almost all combat-free; and then trace this issue back to the Mortuary; then they can jump through a portal into a fortress, which, honestly, feels like it might have too much combat for such low-level characters. There's a few notes like "if the PCs get captured, maybe give them a chance to make a jailbreak before they're incinerated," but I still might want to tone down some of the combat or maybe run this with characters at the higher end of the range.
Fantástica aventura traducida al castellano por Ediciones Zinco, a finales de los 90 en que se te transporta a Sigil, la ciudad de las puertas a que resuelvas un misterio relacionados con los Hombres de la Ceniza. No tiene desperdicio.
This was the first adventure module written for TSR's Planescape campaign setting. It has a great mix of mystery, intrigue, and of course action. It also can serve as a nice introduction to both DMs and players that are not familiar with Sigil or its various factions.
Pros: *module features a mix of styles and themes, should satisfy the tastes of most players and DMs *diverse mix of pregenerated NPCs that can provide for memorable role playing moments with players
Cons: *some of the clues may not be immediately evident to players, so a little handholding may be in order *some of the clue-giving encounters can be passed over entirely by players' decision making; this can lead to players arriving at destinations earlier than the module anticipates and they would not have the pertinent information yet; careful DMs can work around this of course