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Plane of Knowledge

Tier
3
Type
Exploration
Difficulty
18
Impulses
Expand universe, give time to think, show strange worlds and people, teleport to locations

Environment overview

A garden of knowledge that is a popular meet-up spot for planar travelers.

Potential adversaries

The Archivist of Knowledge, Scrolems, Rules Lawyer, Author, Plot Armor, Foreshadow, Spies

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?
  • 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?
  • 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

reaction

About 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

Planar Rest Stop - Passive: When the PCs take a rest here, they gain an additional downtime move.
  • Where does this rest occur? What other characters are here to stretch their legs?
Flea Market - Passive: 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.
  • What does a merchant from another realm demand instead of gold?
Pop Quiz - Action: 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.
  • What question can help guide the story forward? What do the PCs fondly remember?
Intergalactic Planetary - Action: 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.
  • What’s the translocator’s usual price? Where do they refuse to go?

Discussion

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