Planescape - Factor of Primes

Chapter IV, interlude: How the Adventure Ended
Out of the Ashes, and into the fire

Bon voyage, Ithriel, Altharion, and Ashes! Best of luck!

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Chapter III, concluded: Rough Trade
A bargain at twice the price
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Chapter III, cont'd: Sin of Omission
The road to hell
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Chapter III: Carol of the Hells
Give 'til it hurts
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Chapter II, concluded: Instant Karma
It's gonna get you too
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Chapter II: Golden Rule
Whoever pays the piper sets the tune

Joined in Sigil by Ashes and Cassan, the party takes a job from widow of the late Lord Shivney, now the leader of Shivney’s entire trade consortium. Lady Ravine Shivney asks that the party travel to her home prime of Cavindryhal, there to investigate the disappearance of one of her husband’s old business partner… in a city steadily falling apart amid the throes of civil war.

Furthermore, Lady Shivney places the party under a geas not to share any details of their mission.

In the old dwarven city of Ore-A-Delve, the party must navigate streets torn apart in equal parts by violent battles between rebel freedom fighters and Prince Rothfust’s Ironguard, and the frequent movements of a terrible purple worm. The party meets the Athar warlock Baium in the city, supporting the rebels’ efforts to get out from under the joint rule of church and throne.

Within an old Hataimic outpost, the party finds the offices and barracks of the Lodge quite abandoned, apart from a group of Anarchist intruders. Caught between an anarchist fiend-binder and a pack of doppelganger assassins, the party pushes deeper into the fortress, only to find a portal leading deep below the city, to a magical weapons smithy built above a conduit to the Elemental Plane of Earth. The anarchist unlocks the ancient Dawnwall, its door sealed by a chained archon. Freeing the archon and dispatching the anarchist, the party finds a vast chamber, celestial by its architecture, where divine artifacts were once stored. Out of five, only one remains, a curiously unremarkable polished stone. The stone must be worth something, however, as the party fights off a vicious assault by the doppelganger assassins, who attempt to make off with the stone.

Baium, Quythoniall, and the weakened archon are separated from the others by a purple worm attack, which furthermore leads to the elemental smithy erupting in a storm of unbound elementals, pouring into the already-ravaged city.

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Chapter I, cont'd: Black Box
Regarding dragons, hags, and worse things besides

At the far reaches of the Feywild, the party discovers an enormous fortification that once belonged to the ancient civilization of Hataimes. The peculiar square-spiral motif of the place, along with the abundance of strange, unidentifiable metal, corresponds readily with the helm the party has brought along as a portal key. In short order, the party befriends a dragon, explores an ancient fortress, does battle with witches and aberrations, and discovers an ancient civilization’s transdimensional equivalent of Grand Central Station. Meanwhile, the modrons continue to pursue the party, determined to recover the helm— the Helm of Boritte, worn by an ancient champion of a planes-spanning empire and former faction known as the Hataimic Manifold.

Over the course of three days in the Arborean Citadel, the party delivers a cross-trading Hag into the clutches of a tribe of ettercaps, spars with a powerful githyanki swordmage Tliy’at, and hunts for treasure with a young green dragon Moerphandidil. They are nearly devoured by an awful worm-being, Sarg is found trapped in a cursed book, and Quythoniall charges off into battle with a bizarre, faceless mage.

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Chapter I: Loose Ends
In which a portal key attracts undesired attention

With hired help Dobbs, Felix, and Quythoniall, the heroes of the Red Hand War stagger out of Sigil’s undercity with their prize in hand: a battered metal helmet which will supposedly help lead them to the whereabouts of their lost companion Ithriel. The party’s mage Corum Unsung claims to have communed with his goddess Ioun, and she spoke to Erathis, who asked Avandra, who got in touch with Melora, who caught up with Sehanine, who could then prod Corellon into revealing the last known whereabouts of one of his devoted paladins.

Unfortunately, the rogue modron rogue Two Plus Two has neglected to mention that the helm belongs to an ancient civilization whose return the modron Hierarchy will do anything to prevent. The party goes to ground, while the modrons run amok in the city. The scoundrel Two Plus Two is eventually found, deprived of his limbs, and hidden away underneath Dobbs’ bed in The Jilted Planes.

Seeking a portal to a distant region of Arborea, the party breaks into the basement of Lord Shivney, a prime merchant who has recently been flayed by the Lady of Pain.

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