Planescape: Turn of Fortune's Wheel (Beginner Friendly)
When an extraplanar glitch threatens the very fabric of reality, you and your fellow amnesiac adventurers must band together to save it.
$20.00
/ Session
Details
Bi-weekly / Saturday - 10:00 PM UTC
Session Duration / 3–4 hours
0 / 6 Seats Filled
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About the adventure
Planescape: Turn of Fortune's Wheel is a beginner-friendly adventure that drops you into a strange and exciting multiverse where anything is possible. You begin in Sigil, a city filled with portals to countless other worlds, but there’s a problem: you don’t remember who you are, and something unusual is happening to you. Along the journey, you’ll meet bizarre creatures, join or clash with powerful factions, and travel to places where the rules of reality don’t always make sense. The adventure mixes mystery, exploration, and roleplay, giving you chances to shape your character’s identity as you go. It’s designed to be welcoming for new players, with a focus on discovery and creativity rather than needing deep knowledge of the setting, so you can jump in, learn as you play, and enjoy the weirdness of the planes.
Game style
Roleplay Heavy
Game themes
Meet the Game Master
3 years on StartPlaying
1 game hosted
Highly rated for: Inclusive, Knows the Rules, Teacher
About me
Hello all! I'm Amber, and I have been GMing for 7 years now! I fell in love with ttrpgs when I tried D&D 3.5e back in the day, and I returned to gaming with 5e and other various ttrpgs. It is my goal to introduce players to a multitude of ttrpgs so that they can find the game that they adore and return to time and again. I hope to nurture an environment of creativity and comfort in being one's self (as well as original characters for a few hours lol).
View Profile →Character creation
Creating your character
You start at level 3, and begin with amnesia, knowing only a few things: - That all of you were a party before this began. - The general idea of who you are (a warrior of Pelor, a spelljammer pilot, a great outdoorsman, etc) And, 1-3 "anchors". These are things core to your character that can be shortly and succinctly expressed, but that you would never forget or change. This can be visible symbols, like a tattoo or birthmark, they can be obsessions or passions (someone loves foxes, someone uses their name as a pun), they can be life facts (I will rescue the Prince Zhangar, my one true love is Juliet, etc). You also start with 1 Uncommon Magic item (any setting or book is okay with DM approval). This item can also be one of your anchors if its something special to you, and it is considered an Attuned item even if it is not normaly attuned. And 250 gold which you can spend or keep on non-magical items or potions (Lesser/Basic Healing Potion costs 50 gold). We'll be using Standard Array for stats, and official content as well as published 3rd party content is allowed due to the strange nature of this extraplanar glitch upon approval.
What to expect
Preparing for the session
We'll be using Discord to plan and Roll20 to play, so please plan accordingly.
What Amber brings to the table
I will walk all players through the character creation, rules, and story of this oneshot utilizing ambient music and character voices.
Homebrew rules
- Drinking a Potion is a Bonus Action OR an Action. You can use both or either. - Talking is a Free Action on your turn only. Using it it as a Persuasion, Intimidation, or Deception check makes it a Bonus Action. - The target you talk to can briefly reply on your turn as a Free Reaction. - If anyone else wishes to contribute to the conversation in any way, it uses their Reaction. This cannot add Advantage but *will* provide situational bonuses (lowering the DC, adding a key part of the argument, etc). - Making informative Skill checks in combat, such as Arcana, Insight, or Perception, is a Bonus Action. - Flanking does not provide Advantage. - Moving through an ally is Difficult Terrain. This means it costs double movement, but all effects that allow you to ignore Difficult Terrain will also ignore this penalty. - You can have only a single point of Inspiration at a time. Use it or lose it! - You can only have the effects of one long term single potion at a time. Artificers ignore this rule, and can have up to their Proficiency Bonus. - A Melee Attack can always be nonlethal at no penalty. - The following damage types can always be nonlethal with no penalty: Bludgeoning, Thunder, Force, Cold, Radiant, Psychic - The following damage types are always lethal regardless of distance: Fire, Necrotic, Acid - All other fancy stuff not meant to kill people can be decided on a case by case basis (some Lightning is explicitly nonlethal or vice versa) - languages - If you don’t know a language but want to attempt to get the gist of it, roll INT+# of languages known
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Amber creates a safe table
I will send everyone a link to a Lines and Veils document to keep track of any potentially triggering content. X-card will be available during gameplay as well.
Content warnings
Safety tools used