D&D 5e-Tyranny of the Cosmos Act III: The Broken March-Pt 3 The Last Leg
Details
The party has traveled to the Outlands, where the cosmic clockwork of the multiverse has ground to a halt. The Great Modron March—a routine planar pilgrimage—has been prematurely triggered, sending millions of mechanical beings into a chaotic, destructive frenzy across the planes. Starting at level 10.
Your party has destroyed the Flower Infernal and found a terrible secret. The Cult of the Dragon and The Wizards of Thay's diabolical experiments on Modrons captured from the march have been used to create an artifact that will help in breaking Tiamat's chains to Avernus and her rise into the Material Plane. It's destination isn't clear yet, but now that the party has retrieved the last part of the Mimir, they can use it to find the rogue Modron, R04M.
They must now find their way out of Gehenna and enter the Gate town of Rigus to find R04m and the Modrons on their last leg of their journey through Archeron.
Meanwhile, they are also being chased by the Cultist and Thay Wizards who are aware of the party trying to stop their plan to free Tiamat.
If you haven't played in Act I or II, use the following rules for character creation:
Character Creation guideline:
The following campaign link can be use for character creation:
https://www.dndbeyond.com/campaigns/join/79153054058139240
Create 3 10th level characters from any 2014/2024 edition
On creation of your 3 character variants you need to ask these questions:
1. The Turning Point: What was the greatest decision or turning point in your character's life?
2. The Alternate Path: If your character had made a different choice at that turning point, how might their life—and by extension, their class or abilities—be different now?
3. External Expectations: How would they be different if they had made choices based strictly on what others expected of them?
4. The Idealized Self: What is something your character wishes they could change about themselves, and how would the "best version" of them be different?
5. What is your character's signature possession or physical trait? This is an immutable icon—like a distinct scar, a specific pessimistic personality, or a beloved token—that remains constant across every single version of you.
Glitch Mechanics:
• The Trinity Rule: Each player creates three different versions of their character at the start. While they share the same level and core soul, each incarnation can have a completely different appearance, race, class, or gender.
• Death and Resurgence: When an active incarnation dies, a new variant reappears nearby shortly after. This newly incarnated character typically has no memory of what happened to the previous version or why they are in their current situation.
• Unified Progression: All incarnations share the same level and advance together. Narrative-wise, while one version adventures with the party, the others are assumed to be adventuring on different planes of existence, gaining equal experience.
• Inventory and Items: Items typically do not duplicate. If a character dies, their equipment remains on the corpse; if the new incarnation is a different class, their starting uncommon magic item might shift to something more suitable (e.g., a +1 Sword becoming a Staff of the Warmage).
*Standard array, point buy, or 4d6--drop low method
- Max HP for: roll or take the average HP (whichever is better) for level.
- Rare Items: 1 permanent piece (such as a +2 weapon, Cloak of Protection, or Amulet of Health).
- Uncommon Items: 2 to 3 permanent pieces (such as a +1 weapon, Winged Boots, or Pearl of Power).
- Common Items: 1 to 2 flavorful or utility items (such as a Cloak of Many Fashions or Potions of Healing).
- Consumables: 2 to 4 temporary items (spell scrolls, higher-level potions).
Things To Bring
• Pencils
• Paper
• Dice
• Feedback
• Imagination
As with all our games, No Experience Necessary!
