JP On Gaming

Tuesday, June 20, 2023

Chaos Tide Rising - Part 2

Part 1 | Part 3 | Part 4

Game Play

After a few stumbles and some turnover, a solid group emerged that explored the many nooks of this Planescape campaign. Ah life...

The campaign starts a few months after the Battle of Pikemaster at the climax of Having completed Witches of Pikemaster and the Baron once again calls upon adventurers to address new problems plaguing his barony. The four Merchant Houses in town all had caravans disappear.

After investigating a few sites near Pikemaster, the PCs discovered two items that sent them their way: a strange flesh key and a ball of obsidian. When those two items joined, away they went to the outer planes, starting with Limbo.

From Limbo, the party discovered there was a Chaos Tide rising. This tide rises every few centuries, bringing horrible effects: the Times of Trouble on Faerun, the Five-Day Eclipse in Akhamet, the Gigantomachy in Olympia, etc... In short, whenever this happens the repurcussions are massive and dangerous.

The most fun I had was to introduce my party to these classic locations where the world around them sought to destroy, corrupt, kill, and those are just the best possible outcomes. With high-level characters, you need to do

Limbo

Limbo is the plane of pure, raw chaos. Home of the slaadi and githzerai.

Having to concentrate to keep the plane from crushing you was fun to run, forcing the players to fight against their environment. Literally. If they don't concentrate, Limbo swallows them in its Primal Soup, which deals them damage EACH ROUND.

Even the oasis of peace are not. I portrayed the Githzerai more like they were initially presented in the original Fiend Folio from 1981. In that book, they are isolationists and slavers. To consider them allies is potentially risky because they are not a force for good.

The slaadi were an ever-present threat throughout the campaign. I printed so many of them, creating a massive force of them. So. Many. Slaad. If I have one regret is that I did not include a faction of slaad willing to deal with the PCs. I presented them as monsters who did not think much for themselves.

The players hated limbo and wanted to leave it as soon as they could, never to return unless forced.

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