D&D5e - Turn of Fortune's Wheel (scan 157M).pdf

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TURN
OF
F()RTUNE'ShIHEEI
{t-,: *
Cnn»rrs
Project
Leads:
Jusiice Ramin
Arman,
F.
..
Wesley Schneider
D&D
Sruoro
Executive Producer:
Kyle
Brink
Game
Architects:
Jeremy
Crawford.
Christopher
Perkins
Studio
Art
Director:
Josh Herman
Art
Manager:
Rob
Sather
Art
Department: Matt
Cole,
Trystan
Faicone. Bree
leiss,
Kate
Lrwin,
Bob
Jordan,
Noor
Rahman,
EmiTarji,
Tr sl-
\'oc",r
Design
Department: ]ustice
Ram
n
Arra"
\,1a<erz
e De
Armas,
Dan
Dillon, Amanda
Hamon Ror
Lrroe:".
Ber
rei.lso..
Patrick
Renie,
F.
Wesley
Schneider,
Ca:
S b
e\
.::c'
-c'c'c.
jares
Wyatt
Managing Editor: Judy Bauer
:: l='-.:'.::',-
\g
Editorial
Department:
E)ra'Be"sre'
"
Senior Producer: Dan Tovar
Producers:
Bill
Berha-.
S,e-a
B'-:.:e-:- ::::': -;...:.
Andy
Smith,
Cabe Wa
-co'
s
Director of
Product
Management:
L
:
S:-
-
-
Product
Managers: Nata ie
Eean.
C"
s
-
-:::, -
='.
:.:s:.
Chris Tulach
Special thanks
to
Michele Carter;
Lisa
Ohanian;
Black lsle Studios,
the creators
of
Planescape:
Tormeni; and
the
hundreds
ofplaytesters
who
made
this
a
better
book!
Art
Director:
Emi
Tanji
Writers:
justice
Ramin
Arman,
Dan
Dillon,
F.
Wesley Schneider
Rules Developers:
Jeremy
Crawford,
Christopher
Perkins
Lead Editor:
Adrian
Ng
Editors: Judy Bauer, Eytan Bernstein,
Janica
Carter,
Christopher
Perkins
Graphic
Designer:
Matt
Cole
Cover
lllustrators:
Tony
DiTerlizzi,
Magali Villeneuve
lnterior lllustrators:
Luca Bancone,
Marco
Bernardini,
Zoltan
Boros,
Bruce Brenneise,
CoupleOfKooks, Nikki
Dawes, Axel Defois,
E.W.Hekaton, Michele
Ciorgi, Quintin Cleim,
Jane
l(atsubo,
Julian l(ok,
Adriän lbarra
Lugo, Warren Mahy, Dave Melvin,
Robson Michel,
Aaron Miller,
Riccardo
Moscatello,
David Auden
Nash,
One
Pixel Brush,
Hinchel Or, Mike
Pape,
Andrea
Piparo,
Chris Seaman, Cory Trego-Erdner,
Jabari
Weathers
Cartographers:
Marco
Bernardini,
]ared
Blando, Mike
Schley
Concept
Art
Directors: Josh
Herman,
Emi
Tanji
Concept
Artists:
Eric Belisle,
Dmitry
Burmak, Ekaterina Burmak,
Max Dunbar, Alex Konstad, Juho
Laitila, lzzy Medrano,
One
Pixel Brush,
Noor
Rahman, John Tedrick,
ferraform
Studios,
Shawn Wood
Consultants:
Michele Carter,
Rico
Coraz6n, Basheer Chouse,
Jonathan
S.
Tomhave
Project Engineer: Cynda
Callaway
ImagingTechnicians:
Daniel Corona,
Kevin
Yee
Prepress Specialist: Jefferson Dunlap
Additional
thanks
to the original
Planescape
sei
including
Richard
Baker,
Wolfgang
Baur,
Tim
Beach,
Karen
Boomgarden,
Michele Carter,
David'Zeb"
Cook,
Monte
Cook, Tony
DiTedizzi,
Dale Donovan,
JeffCrubb, Andria
Hein,
Brian Kowal, Rob Lazzaretti,
Colin
Mc,
post,
Robh Ruppel,
J.
M. Salsbury
Bill Slavicsek, Lester
Smith,
Rick
Swan,
Ray
Vallese,
James
Ward,
Sue
Weinlein,
Skip
williams,
Steve
Winter,
David Wise, and many more.
Oru
rne
Coven
Oru
rxs
Alr-Covsn
lllustrator MagaliVilleneuve
shares glimpses of
the Outlands under
the knowing
gazes of
the
arcanaloth Shemeshka
and a
mimirfull
of
reality-warping
secrets.
520D2437000001
EN
ISBN: 978-0-7869 -6904-3
On
this
cover
by
Tony DiTerlizzi, a group
of
planar adventurers
prepare
for
whatever
wonders
and wildness
the multiverse
has in
store.
Disclaimer: Fortune's
\Vheel welcomes guesis anci
t
timelines.
The house takes no
responsibilityior anv
otherwise)
endured
during
games
ofchance, in inte
or by
running afoul ofthe proptieto,. Gamble
respo
First Printing: October
2023
987654321
C(
E5
Tell
us
what you think
of
Planescate:
Adyentures in
the
Multiverse.
Taxe
c"r
su
rvey herel
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or
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thout
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written
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Coast.
Printed in China.
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Coast
LLC, PO Box 707,
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Jeu en
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CorrerL:
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*
CoNTENTS
Be
ginning
of
the
End....................
.
:rlure
summary.......
4
4
5
Ch. 6:
Curst:
Invisible
Bonds
......."..........40
Ch.
12:
Outlands
Explorations
''
Exploring
Curst......................................
40
Innocent
Prisoner..................................
41
...............42
Curst
Escape.
Planar Glitch.
Angels in the
Outlands........,,
Mausoleum
of
Chronepsis....
Semuanya's
Ilog.....................,
Ch.
13:
Secrets
of
the Spire....,
Dendradis
Inside the
Spire......................,
q rhe4dvenrure..................
(-haracters...
6
8
Part
1:
Schemes
in
Sigil...............
.
:
- .
-'
.
'-
-
Grave
Escape........................
e
hiel':......
-tuar)
Basement
jccing
,Lrl
l:
T
in
Sigi1......................
Philosophers
with
Clubs.
ro
Help
You Out............
Encounters........................
18
...............43
Conclusion.....
Ch.
7:
Excelsior:
Lost
Souls....................44
Exploring
Excelsior................
...............
44
Viper
in the
Garden...............................
45
Conc1usion...............................................
47
Ch. 8: Faunel:
Vicious Al1iances............48
64
64
64
66
68
70
70
72
76
Part
3:
Secret Realities........
Ch.
14:
Behind the Wheel......
Return
to
Sigil
......................
The
Platinum
Rooms..........
Fate of
the Multiverse
.........
Ch.
15:
Echoes
of
Delusion...
Missing
Modrons
.................
Tyrant's
Spiral
......................
Conclusion.....
Exploring
Faune1....................................
48
' -'
Ravenous........
The Three
...........,,,.,49
...............
51
rrlersigil
trurtune
5
Wheel
..................
i:
Fortune
Favors
the
Bold.
We1come.........................
:LLrne
s
Wheel........................
Packs...............
.....................
49
t9
20
20
20
26
28
29
29
29
35
35
36
36
38
39
Conclusion.....
R<
R,A
'.I'':rm
.
:n'red
Events.
Part
2:
The
Mosaic
Mimir..
Ch. 9:
Glorium:
Heroes
of
the Day........52
Exploring
Glorium................................. 52
Whirlwyrm
Attack
.................. ...............
52
Saga of the
Whirlwyrm
........................
53
................
55
Conc1usion.....
.
1:
Into the Outlands..
:.
-'ral
in
the
Outlands..
-
:e
\Valking
Castle..............
,.:ound
the Outlands..
I'l:
mir
Restoration
Tracker...............
Ch.
10:
Rigus:
Eternity's Rampart........56
Approaching
Rigus................................
56
The Sealed
Gate.....................................
57
Acheron
Incursion
.................................
58
Maps
Map
1.1:
Mortuary
Basement..........
Map
Map
Map
Map
Map
Map
Map
Map
Map
Map
2.1:
Caker
Tea Party.................
3.1:
Fortune's
Wheel.................
4.1:
Walking
Castle...................
5.1:
Inverse
Hideout..................
6.1:
Curst Escape.
8.1:
Vile Hunt
Camp..................
9.1:
Courier...........
10.1:
Gate to Acheron...............
14.1:
Platinum
Rooms..............
15.1:
Tyrant's
Spiral..................
11
18
Conclusion.....
................
59
39
A2
-.
-
5:
Automata: Recalibration...........
Inverse....
-rl,1oring
Automata
le
--rnclusion......
Ch.
11:
Sylvania:
Titan
on
the
Town.....60
Exploring
Sylvania
................................
60
A
Titanic
Problem..................................
60
Celebrations in Sylvania
......................
62
................63
Closing
Time.
................
63
Conclusion.....
\
j
.s
§
(
{
$
f
\#
ffiesäxxxxä§?§ mf,
WqE|
ANGING
FROM
THE
PLANAR METROPOLIS
OF
ähc
§xad
t 4f
§ §
-n- &
Sigil
to
the fringes
of
the Outlands,
this
Duxceoxs&DnacoNsadventuretakes
characters
on
a
tour
of
remarkable realms,
where
they'll
brush shoulders
with immortals
and
discover
a
plot
to
forever
change the
multiverse.
The
information in this
book
is
for the Dungeon
Master's
eyes
only.
If
you're planning
to play
the
adventure
with
someone else
as
your DM,
stop
reading
now.
Before
running this
adventure, review
Si§il
and
the Outlands,
which
provides overviews
of
this
adventure's
settings.
This
adventure
assumes
characters aren't
familiar
with
Sigil
or
traveling the
planes. Use
the details herein
and
in
Si§il and
the
Outlands
to
help characters
tour
the City
of
Doors,
the Outlands,
and beyond.
Causal
Uncertainty.
Characters
have
confusing
memories
of
multiple
possible or previous
lives.
These impressions
are vague and
conflicting.
Physical
Fluctuations.
The multir,erse isn't
certain
who the characters
are or
where
they-'re
supposed
to
be.
Whenever
a
character
dies.
a
probable incar-
nation
of
that character manifests nearbl'.
P1a1'ers
will
have
the
opportunity
to
customize
and play
these
incarnations
of
their
characters.
In part
3
ofthis
adventure. characters learn
about
themselves,
their true
memories
return.
and
their
place
in
the
multiverse solidifies.
unlocking
lost
abilities
and
revealing the characters' actual nature.
The
"Glitch
Characters" section provides details
on
creating
and
running
characters
affected b1-this
multiversal
glitch.
AnvnNTURE
Suuuanv
This
story
focuses on
the characters
correcting
a
multiversal glitch
affecting them
and the
whole
of
the Outlands. The adventure begins
with
the
characters awaking
in Sigil,
untethered
from
their
lives
and
memories
due to
this
unprecedented
error
in
reality.
During
the
adventure,
the characters discover the
city
of
Sigil
and mqet
the arcanaloth
information
broker
Shemeshka.
In return
for Shemeshka's aid
in
recovering
their
memories, the'characters must
track
down
a
missing
modron
carrying
dangerous
information. This
leads
characters
on
a
tour
of
the
Outlands,
with
the
additional
goal of
recording
their
impressions
of the
plane using
a
mimir-a
magical,
skull-shaped
recording
device
(detailed
in
Si§il and
the
Outlands).
During their
travels, the characters
reveal Shemeshka's role
in their
plight,
recover
their
memories,
and have
the
chance to
stop
a
plot under-
mining
the
stability
of
the multiverse.
AovrNruRE
Part
1:
Schemes
STRUCTURE
fo1lorr's:
This
adventure
has
three parts.
as
in Sigil
introduces characters
to
the city
of
Sigil
and the
multiversal glitch
that
has
severed
them
from their
prer,ious
1ives. 1n
their
A
MumrvERsAL
Gr,rrcu
Sometimes the multiverse
doesn't
work
as
it
should.
In this
adventure, characters find
themselves
vic-
tims
of an
unprecedented
multiversal
mistake.
They
each
led
a
remarkable life, died
by
suspicious
means,
and
were reborn untethered
from their true
pasts.
This
makes
each
character
a
singularity of
existential
uncertainty-a
being that the laws
of
the
multiverse
contort
around
as
planar forces
fail
to
identify their
logical
place
in
reality.
This
has the
following
effects on
the characters:
explorations
of
the City
of
Doors.
thel-'11
meet
Shemeshka,
Sigil's
foremost
information
broker.
who
can
surely discover details
of
their
past
Iile
s.
Part2z Into the Outlands
sees
the
characters
jour-
neying
to
the Outlands
at
Shemeshka's requesl
to
recover
a
modron fugitive
ca11ed
R0 1\1.
\s
the characters explore the Outlands.
thel'11
r-isit
surreal
locations,
lay
claim
to
a
u'alking
castle.
learn how
to
find
R04M using
a
damased
magic
item called
a
mimir,
and
'u.,,itness
unnatural
elents
plaguing
the plane.
Part
3:
Unity
of
Rings
reveals Shemeshka's
roie
in
a
planes-warping plot
and
sees
the characters
recover
their
memories
and
lost abilities. From
there,
the
characters must
sa\-e a
group oi lost
modrons
carrying information
dangerous
to
the
stability
of
the planes
and
ultimateli-
decide
whether
to
maintain
the status
quo
ol the
multi-
verse or
reshape
it
to
their
design.
IN'l:Rütll-i{''l'l{iN
: §l;1§}il§at
lll T}Il. r§i)
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