Planescape review: Winds of Change
For the last three years, I've run a Planescape1 campaign through almost all of its modules. Now, after successfully finishing it, I want to look back and review these adventures, highlighting the pros and cons of each one.
Each module will be rated in three categories, up to 3 points in each:
- Presentation: how easy it is to understand and run the adventure.
- Openness: how open the adventure's scope is, regarding the freedom of choice.
- Quality: Overall quality of the adventure, including the originality and richness of its content, and players' enjoyment.
The full list of currently published reviews is available under the planescape tag.
Winds of Change
In which the Heroes track down a Killer in a Floating City on the Plane of Air.
- Designer: Monte Cook
- Source: Tales From the Infinite Staircase2, Tale 5
- Party: 4-6 characters of 4th-5th levels
- Play-time: 1 session
- Locations:
- Plane of Air / Blurophil, the Floating City
Overview
Beyond the doorway of darkened glass, standing on a landing of mirror-polished steel, lies Blurophil, the city of the Riven. Former inhabitants of the prime world called Ortho they fled the rule of Harmonium, choosing the life of flying nomads on the Elemental Plane of Air until eventually building their own city there. By now, the Iron Shadow has already taken hold in the city, disrupting the work of many an artisan and performer alike, just in the middle of the annual Festival of Lights.
Some mingling amid apathetic denizens and disgruntled tourists will give the party a lead to the Oracle of Forgotten Night at the Twilight's Wall district, who people blame for not foretelling the coming of the "disease". The oracle and its keeper, Deidarth Three-Eye, are currently missing. The true oracle, however, is present — Dedarth's sister Evonia, a restless spirit who remained with her brother in death. Those characters who succeed on their saving throws against fear upon seeing the phantom will receive advice to seek Guder Fruend, who should know where to find her missing brother. The other clue that could be found here will lead the party to Ghuntomas of Thorn — an exiled Guvner philosopher, who will be instrumental in discovering the cure against the Iron Shadow, though the only copy of his book, the Ever-changing Order, must first be found.
While wandering the streets, the party will also hear multiple rumors regarding a series of murders happening in the city. The case of the Gasping Strangler is a short investigative plot that doesn't rise to the heights of The Eternal Boundary or Harbinger House, but is quite interesting nevertheless. Not immediately apparent, this side plot is tied to the search for the missing oracle, the Gasping Strangler being responsible for the kidnapping of Deidarth.
Guder Fruend runs a training center for warriors and won't tell anything to anyone he hasn't met in the challenge of combat. The mechanics and rules for this event are quite extensive and detailed, including Gunder's tactics during it. After the fight, he will tell the characters that he saw Deidarth with a wizard named Myess about a week ago. While he doesn't know where to find Myess, he knows someone who does. Following this new lead, the characters must find a way to Sorrow's Roost, a chunk of earth magically floating above Blurophil. A couple of possible ways to get there are presented, but the characters might devise a method of their own, of course. High up there makes their home an odd pair of individuals — rilmani abiorach3 Vassilon and peryton4 Ert. Here, the party will finally find a true lead to both of their quests.
Either by the given advice or by figuring out the murderer's pattern by themselves, the party arrives at the scene of the latest crime just in time to attempt saving the victim. After dealing with the murderer or chasing him away, the characters can find and explore his lair, where Deidarth is kept. Grateful rescuee will grant the party three prophecies pertinent to their greater cause: one is about the temple from Tale 4, the other two foretell Tale 7 and Tale 8. Of course, the characters might have already visited these places, but this information is important to tie off any loose ends or missed details regarding the task of eradicating the Iron Shadow.
Presentation
🖋️🖋️🖋️ superb
A detailed map of the part of the city with proper scale and labeled locations is present. A list of conditional events, based on the prior characters' actions, covers all important interconnecting events of the Infinite Staircase mini-campaign. The Plane of Air magical effects memo is also provided. All other expected information, such as stat blocks and situational rules, is present as well. The chapter layout is clear and navigable, especially compared to the previous tale.
Openness
☀️☀️ semi-linear
It's a somewhat limited but fair attempt at a city investigation module. The fact that you are given a real possibility of figuring out the next murder target just by analyzing previous victims is quite notable.
Quality
★★ good
A good combination of exploration, investigation, and social interactions, short enough to be played in a single session, but quite eventful for this small duration. A sort of nexus for the overarching mini-campaign plot, no doubt the party will visit here sooner or later. On top of this, being one of the rare Planescape modules set on the Inner Planes, it will certainly be remembered fondly.
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