Cover of Faction War

Faction War

SIGIL'S BEEN AT PEACE FOR OVER 600 YEARS. ALL GOOD THINGS COME TO AN END.

Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers - and always stopped short of all-out war. But now tensions are flaring, tempers are rising, and the Cage is about to explode into conflict!

Faction War is a 128-page adventure that tracks the war from its nefarious origins through its bitter battles to its ultimate resolution and beyond - and puts the future of Sigil in the hands of the player characters. This book reveals secrets, unravels musteries, brings long-simmering plots to ahead, and marks the beginning of a new era for the City of Doors.

It also features the following:
- New details on Sigil's wards, personalities, and politics
- Adventures that draw the player characters into the heart of the struggle and toward the secrets surrounding the war's beginning and ultimate end
- Extensive notes on the aftermath of the conflict
- A detailed Timeline of the war, including additional events that the DM may use expand to the adventure

Faction War builds on story elements first explored in the PLANESCAPE accessories In the Cage, Factol's Manifesto, and Uncaged: Faces of Sigil. Familiarity with those products is recommended but not required.

TSR 2629

Published By
TSR
Publication Year
1998
Handouts?
No
Battle Mats?
Yes
Includes Characters?
No
Level
Levels 5–9
Soloable?
No
Found In
Part Of
Boss Monsters and Villains
Common Monsters
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Reviews

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winternight has played this adventure and would not recommend it.

A great story, but a bad module.

As a fan of the Planescape campaign setting, this was a very enjoyable read. The growing antagonism between the factions of law and chaos is built up with great anticipation until war becomes an inevitability. It brings the overarching themes of the setting to bear on the City of Doors and its inhabitants - the Rule of Threes, the Unity of Rings, and the Center of All. The secrets of ancient magics powerful enough to topple the Lady of Pain herself are revealed in a mind-bending, time-twisting plot that spans millennia.

Sadly, however, the PCs will see very little of it. Their role in the story is overall quite minor. The only enjoyment I could see players finding in this module is a passive enjoyment, as they watch the threads of fate twist and tangle around the Cage. The PCs will never directly experience most of the module's best plot points. At best, the DM could read the players excerpts from the book to give them a bigger picture of what's happened, but at that point the module might as well just be a novel.

I have not run this module, I do not plan to, and I think reading it will make clear why. From the PC's point of view, this is not much of an adventure. From a Planescape-loving DM's point of view, however, this is a fun and fascinating story that showcases the best of what Planescape has to offer thematically and philosophically. Again, a great story, but a bad module.