Plane of Knowledge
Designed by
Environment overview
A garden of knowledge that is a popular meet-up spot for planar travelers.
Potential adversaries
Features
Passives
passive-
Planar Rest Stop
When the PCs take a rest here, they gain an additional downtime move.
Questions- Where does this rest occur? What other characters are here to stretch their legs?
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Flea Market
The Plane is filled with merchants offering a plethora of items, from the mundane to the fantastical, if you can find it. A PC seeking a particular item can make a justified Action Roll to find it in the planar plaza’s marketplace. Most merchants will barter for other planar goods instead of gold.
• Critical Success: The PC finds the item and the merchant that has it will trade for something the PC considers inconsequential.
• Success with Hope: The PC finds the item, and can buy it for a normal price or can trade something equal in value.
• Success with Fear: The PC finds the perfect item, but the merchant will only give it to the PC in exchange for something the party doesn’t have…yet.
• Any Failure: The PC must mark a Stress as they go on a shopping montage but come up empty-handed for what they sought out. The PC can mark an additional Stress and give the GM a Fear to change this result into a success with Fear.Questions- What does a merchant from another realm demand instead of gold?
Actions
action-
Pop Quiz
The Plane of Knowledge poses a question to the party asking a detail about their story so far. The PCs must agree on one answer to give. On a failure, each PC must mark a Stress as the GM reminds them of the answer.
Questions- What question can help guide the story forward? What do the PCs fondly remember?
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Intergalactic Planetary
Introduce a translocator that is offering a discount on their services of transporting between planes and realms. You can spend a Fear to add a complication when they open a portal.
Questions- What’s the translocator’s usual price? Where do they refuse to go?
Reactions
reactionAbout this environment
Plane of Knowledge
Tier 3 Exploration
A garden of knowledge that is a popular meet-up spot for planar travelers.
Impulses: Expand universe, give time to think, show strange worlds and people, teleport to locations
Difficulty: 18
Potential Adversaries: The Archivist of Knowledge, Scrolems, Rules Lawyer, Author, Plot Armor, Foreshadow, Spies
Features
- Where does this rest occur? What other characters are here to stretch their legs?
• Critical Success: The PC finds the item and the merchant that has it will trade for something the PC considers inconsequential.
• Success with Hope: The PC finds the item, and can buy it for a normal price or can trade something equal in value.
• Success with Fear: The PC finds the perfect item, but the merchant will only give it to the PC in exchange for something the party doesn’t have…yet.
• Any Failure: The PC must mark a Stress as they go on a shopping montage but come up empty-handed for what they sought out. The PC can mark an additional Stress and give the GM a Fear to change this result into a success with Fear.
- What does a merchant from another realm demand instead of gold?
- What question can help guide the story forward? What do the PCs fondly remember?
- What’s the translocator’s usual price? Where do they refuse to go?
Plane of Knowledge
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Plane of Knowledge Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.