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Jeremy Morgan

Written by Jeremy Morgan, tabletop games editor, gamer, and software developer.
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Planescape 4E - The Gray Languor

24 September 2011

The Lady of Pain's Crest

Today is part 2 of our planar ecology for the Gray Waste. Last time I talked about the overall planar effect of the Gray Waste. Today I’m going to talk about the horizon that will give tension to adventuring here. The horizon - if you’ve done your reading - drives the adventurers forward, increasing the tension and raising the stakes.

My Legs Feel So Heavy

Just walking within the Gray Waste is tiresome. The drab environment is merely a reflection of the attitude of this plane, that of weariness, apathy, or despair. The longer an entity stays, the less their chance of being capable of leaving is. This is something I would recommend the adventurers know going in (Rule Zero applies here as always ” though). The actual effects I would keep in my pocket until the horizon advances a bit.

Horizon: The Gray Languor

Advancement

The following actions cause Languor to rise:

  • Taking an extended rest (raise by 2)
  • Failing a death saving throw (up to a max of 2).
  • Rolling a 6 or below on any d20 roll (up to a max of 2).

The following actions lower languor:

  • “Winning” an encounter or skill challenge.

The Gray Languor

  • Lack of Vitality (2 advances): The characters begin to move more slowly as the plane begins to drain some vitality. Each character loses a healing surge and their speed is reduced by one.
  • Ennui Sets In (5 advances): As the grayness of the plane wears on the players, the party must make Endurance checks (DC 20) for every day of travel. Failing an endurance check advances the Languor.
  • All Hope is Lost (13 advances): One of the characters (determined randomly) must make a DC 20 skill check or become a larva.

The DM is encouraged to be open with what skills to allow, if the player can come up with a plausible or reasonable use for the skill. And yes, you read that correctly - a larva. I’ll discuss that next time.

Closing Thoughts

Notice that this horizon is almost certain to progress with little that the characters can do to stop it. To that, all I can say is that adventuring on the planes is dangerous, berk. If you don’t want to end up in the deadbook, don’t go. Many thanks to Quinn Murphy for his help on this one.

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