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Need ideas for planar adventures (from Dungeon?) as follow on to RttToEE


Dungeon Magazine General Discussion

Scarab Sages

Pathfinder Adventure Path Subscriber

Howdy folks.

I want to run a series of adventures on each of the four elemental planes, Air, Earth, Fire, and Water.

Basically, my party will be looking for "elemental gems of power" and each gem is somewhere on the corresponding elemental plane. They need to find them and bring them back to the Prime Material Plane where they will be used to destroy an artifact.

I'm looking for encounter ideas, maps, rules concerning survival on each of the planes, and so on. I have the Manual of the Planes and I'll definitely be reviewing that, but I've never run a module that involved heavy planar travel so I'd like some guidance on things I should keep an eye out for.

I mentioned Dungeon Magazine in the thread title because I own all of them (well, except for about a dozen; something happened to my subscription and I didn't catch it so I'm missing a few in the early teens). References to any of those issues would be a great help. Otherwise, I'm too broke right now to spend money on gaming supplies. :(

Any help would be appreciated!

Sovereign Court

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber

Look here:

Dungeon #99

I don't know, if this adventure was highly appreciated (I remember some posts about calling it a colelction of small adventures, but not really a big campaign).

Another thing might be a Quest for the "Rod of Seven Parts" as told in the box for AD&D 2e. But there may be a conversion around somewhere.

Dark Archive

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules, Roleplaying Game Subscriber
azhrei_fje wrote:

Howdy folks.

I want to run a series of adventures on each of the four elemental planes, Air, Earth, Fire, and Water.

Basically, my party will be looking for "elemental gems of power" and each gem is somewhere on the corresponding elemental plane. They need to find them and bring them back to the Prime Material Plane where they will be used to destroy an artifact.

I'm looking for encounter ideas, maps, rules concerning survival on each of the planes, and so on. I have the Manual of the Planes and I'll definitely be reviewing that, but I've never run a module that involved heavy planar travel so I'd like some guidance on things I should keep an eye out for.

I mentioned Dungeon Magazine in the thread title because I own all of them (well, except for about a dozen; something happened to my subscription and I didn't catch it so I'm missing a few in the early teens). References to any of those issues would be a great help. Otherwise, I'm too broke right now to spend money on gaming supplies. :(

Any help would be appreciated!

Well I don't know if this will help at all, but an index of Dungeon magazine adventures available in spreadsheet format: http://thentao.com/dungeon-index.html

It's been a enormous help to me so far, but as I look at the list of Planar adventures listed, they do not relate to elemental planes as I can see, though perhaps you can still grab some inspiration from them.

Issue - Page - Title
100 96 The Lich-Queen's Beloved
The Incursion has begun! Dungeon's contribution to this three magazine project sends the PCs to the Palace of Whispers in the githyanki capital city on the Astral Plane. There, the characters must brave the githyanki lich-queen's deadliest tricks and traps to stop her quest for godhood.

107 38 Test of the Smoking Eye
The Cagewrights continue their
manipulations of the city of Cauldron, making the PCs their latest pawns in a gambit that leads all the way to the Abyss. The heroes must complete the test of a deposed demon lord to ensure the safety of Cauldron and all its citizens.

108 16 The Iron Satyr
A massive horned statue at the center of the village of Dramshae draws interest from townsfolk and extraplanar interlopers alike.

116 40 Asylum
In the final chapter of the Shackled City Adventure Path, the heroes adbandon the Material Plane to seek out a demon prince imprisoned in a bizarre asylum on the Priosn Plane of Carceri. There they do battle with surviving Cagewrights, duplicitous demodands, and the mad Adimarchus himself.

123 56 Quicksilver Hourglass
Hidden beneath time itself, the Quicksilver Hourglass holds a terrible prisoner. Yet now, the leader of a transplanar conspiracy of vampiric masterminds has invaded his prison, intent to unleash death upon the multiverse.

128 70 The Fireplace Level
The High Hunt draws to a close deep beneath the noble villas of the North Ward, but bearding Waterdeep’s vampire master in his lair threatens to unleash the buried ghosts of a forgotten feud between two of Waterdeep’s merchant houses. The third adventure in the Vampires of Waterdeep Campaign Arc, “The Fireplace Level,” is A FORGOTTEN REALMS adventure for 14th-level characters.

136 66 Gates of Oblivion
When an adventuring party fails to stop a shadowy ritual, it’ll take powerful heroes to step in to pick up the pieces and prevent the Gates of Oblivion from consuming the Material Plane. A D&D adventure for 18th-level characters.

144 68 Diplomacy
Matched against some of the most powerful, cunning, and ruthless races from across the planes in a battle of wits, it’s the PCs’ task to ensure that the wealth of ages does not fall into the wrong hands. But beware, for cunning wordplay is not the only way to win a debate. A D&D adventure for 18th-level characters.

147 48 Into the Maw
In order to rescue a friend, the PCs must sail into the Abyss and infiltrate a prison built by the Prince of Demons. A Savage Tide Adventure Path scenario for 17th-level characters.

148 52 Wells of Darkness
The Prince of Demons hides a secret, one that could well be the key to stopping the savage tide. Yet the only one who knows this secret is imprisoned on one of the most notorious realms in the Abyss. Will the price for rescuing her be too high? A Savage Tide Adventure Path scenario for 18th-level characters.

149 40 Enemies of my Enemy
The time has come to draw your plans against the Prince of Demons! Travel to Hades, Arborea, and the depths of the Abyss to recruit allies from the eladrin court and the Abyssal realms of Shendilavri and Thanatos, and garner the support of Iggwilv, the Witch Queen herself! Yet will this unlikely alliance of demons and eladrin be enough to stop the savage tide? A Savage Tide Adventure Path scenario for 19th-level characters.

150 60 Prince of Demons
The time has come to challenge the Prince of Demons! An army of demons and eladrins stands ready to mount an assault on his Abyssal realm of Gaping Maw, which should give your players the distraction they need to prevent Demogorgon from activating the savage tide and driving a world insane. A Savage Tide Adventure Path scenario for 20th-level characters.

This online filter may also help you out, but I prefer the spreadsheet: http://www.intwischa.com/dungeon/

Scarab Sages

Pathfinder Adventure Path Subscriber

Wow, thanks Robert! That's a great list. As you say, they don't seem to be related to traveling to the elemental planes, but I can probably glean some ideas from them regardless.

I saw a module somewhere that was based around a trip to the City of Brass, the home of the Efreet on the Elemental Plane of Fire. I might be remembering wrong, though. :-/ I'll have to check the index and see if someone like that appears.

Thanks again to both of you. :)


Dragon #351 has an article about the World Serpent Inn, which is a great way to get from plane to plane. It's kind of a Moss Isley Infinite Staircase. Kind of.

"Cold Storage" (Dungeon #96) might make a good location for the elemental gem of fire. I'm of the opinion that cold is simply the absence of heat (fire) and so falls under that element's portfolio; which is why fire shield is reversible the way that it is. Watching PC's buff for fire and then walking into the freezing absence of it will be worth it (I know, I've done it).

Alternately, "Vlindarin's Vault" (Dungeon #141) takes place on the plane of fire. That might work.

"The Storm Lord's Keep" (Dungeon #93) could do for the elemental plane of air (just drop the village assault part and swap the chichimec with the elemental power gem). However, that adventure is geared to level 21 PC's.

Dark Archive

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules, Roleplaying Game Subscriber
azhrei_fje wrote:

Wow, thanks Robert! That's a great list. As you say, they don't seem to be related to traveling to the elemental planes, but I can probably glean some ideas from them regardless.

I saw a module somewhere that was based around a trip to the City of Brass, the home of the Efreet on the Elemental Plane of Fire. I might be remembering wrong, though. :-/ I'll have to check the index and see if someone like that appears.

Thanks again to both of you. :)

If you do find a module like that in Dungeon please let me know. I quite like the City of Brass and would look forward to another adventure based there.

Paizo does also have a adventure path that ventures into the City of Brass, Legacy of Fire book #5, but I haven't read it yet as I do not know whether I may get a chance to play in it or run it following my current Curse of the Crimson Throne game.


azhrei_fje wrote:
I want to run a series of adventures on each of the four elemental planes, Air, Earth, Fire, and Water.

I'm surprised the Postmonster didn't move your thread, but BenS's suggestion to place it here was correct.

I suggest plumbing the following for inspiration:

Spoiler:

039 - Fire Giant's Daughter, The - A young fire-giant Priestess needs the help of adventurer-champions to escape the hold of magic and tradition that her conservative sorcerer/father holds over her. Defeat the male giants of the clan in a series of contests and win the freedom of the giantess.

044 - Hot Day in L'Trel, A - During one of the hottest summers in the history of L’Trel, the explosion of a mage’s tower rains fire upon the city. Fires need to be extinguished and families need rescuing. But even after that, the militia is overtaxed in the aftermath of a burned-out city. Deputies are needed for at least a week, probably a month.

045 - Prism Keep - A floating castle of crystal and gems appears in the sky above the town. As you watch a crystal shard falls to earth, opening a bridge to the palace. Investigate the floating marvel, uncover its secrets, end any threats, and become embroiled in an old legend.

047 - Smoldering Mane - A fire rages on the savannah, threatening a wemic pride who can do nothing to stop it. Battle the flames and an angry elemental who feeds them.

056 - Watery Death, A - A water weird and a nereid have escaped from the wizard who held them captive. Help them return to their homes or they will drown their hostage ... one of your companions.

072 - Deep Trouble in Telthin - The city of Telthin is inexplicably flooding, and watery monsters are ravaging the lakeside while the local water-elementalist/Archmage has gone missing. Journey to the archmage’s retreat on the Elemental Plane of Water and free him from captivity and the grasp of a Marid Caliph who invaded his home.

074 - Preemptive Strike - Fire Giants and Red Dragons have joined forces to invade the elven kingdom of Lothmenzo’cath. Join a renegade elven Griffin-rider on a commando mission to destroy the giants’ supply base.

077 - Wind Chill - The Air Elementals known as Windigo are mean-tempered and territorial hunters who like nothing better than tormenting bands of adventurers who wander into their domains. Escape the snowy mountain pass before becoming dinner for an Elemental who enjoys playing with its food.

084 - Halls of Huhueteotl, The: Lord of Fire - Temple complex built into underground fire-cave. Could become part of a city. Also well suited to dwarven cultures.

086 - Storm Dancers - A strange, magical storm is wreaking havoc upon a treant’s forest. Investigate the cause of the storm and close the elemental portal which is causing it.

091 - Sloth - Debris and horrid sounds emanate from the cottage of a slovenly mage. Investigate the scene to find out what fate has befallen the conjurer, and what strange and angry elemental has been left behind in the wake of her miscast summoning.

092 - Lord Flame - A Salamander trapped on the Prime Material Plane has become a lord of burning destruction.

092 - Razing of Redshore, The - Savage storms and elemental attacks are destroying Redshore. Find the cause of the destruction, learn how it is tied to a cult of assassins that supposedly doesn’t exist, a secret cult of druids, and an artifact for creating demi-gods hidden away by the gods millenia ago.

095 - Jackal’s Redemption, The - As a nearby wizard’s tower begins phasing in and out of the material plane, the wizard himself has been missing for months as red fiendish creatures raid the nearby countryside and kidnap locals. enter the tower and travel to Gehenna to overturn the plans of the fiend who seduced the wizard and put these events into motion.

095 - Yu’thiol Mansecho - A Githyanki spy wanders the planes, searching out powerful characters and eliminating potential threats to the Lich Queen.

099 - Fish Story - Locathah have invaded the docks and mill of a small lakeside town, but have attacked no further. Good diplomacy might learn why they have abandoned their home in a long-flooded human village, leading onto the trail of an obsessed ghost, a dead wizard and a bound lonely elemental.

101 - Map of Mystery: The Water Bird - Dungeon temple complex to water deity, or layout of surface buildings surrounding a huge sacred pool or even garden.

101 - Prison of the Firebringer - An ancient dwarven mine becomes the stronghold of an evil mage society who summon and bind a two-headed slaad. Now the “Firebringer” is trapped in the dungeons and his cultist worshippers require one mage of each alignment to complete the ritual to free him. Encampment is a converted farmhouse.

102 - Red Dragon’s Lair - Interesting cave / volcano lair of a red dragon or other fire / heat dwelling creature. Includes geyser cave, magma lake, and nest / lair without direct foot access.

103 - Sinkhole, The - A remote inn falls into caves that intersect with the Plane of Shadows.

125 - Pit of the Fire Lord - Shards of Eberron: A power-hungry aristocrat attempts to open a portal to the elemental plane of fire which will destroy Sharn.

Unfortunately, they are not set on the Planes themselves, but I feel can be cannibalized for maps, hooks, NPCs, plots, and so forth.

HTH,

Rez


There is a City of Brass boxed set out there but it is kind of pricey.

The Interlopers of Ruun Kazai takes the characters to Limbo, I think that adventure was in Dungeon 95 or 96, it was a pretty good adventure I thought. Involves Githzerai and Githyanki.

I ran Diplomacy that was a really good module and very unique.

Dark Archive

Check Issue 70 & 71 or 72.

70 has "Maze of the Morkoth" for some good stuff.

But the one you really want is 71 (or 72) -- one of the best covers Dungeon ever did: a Baddie from the Elemental Plane of Water mussin with the Prime. Good adventure, takes place in the Plane of Water, one of the best covers ever.

-W. E. Ray


Dennis Harry wrote:
The Interlopers of Ruun Kazai takes the characters to Limbo ... I ran Diplomacy

092 - Interlopers of Ruun-Khazai - A hundred year-old psychic storm has wound down, revealing a Githyanki outpost thought lost. Both Githyanki and Githzerai raiders seek to claim it, but Ruun-Khazai’s former master hasn’t left and is preparing a special reception for them. Avoid becoming caught in the cross-fire and becoming fuel for the next psychic storm the master is brewing to protect his domain.

144 - Diplomacy - The janni Amir is bartering off the deed to the Valley of Light, an immense diamond-strewn vale of incalculable wealth. The party is contracted to present the offer of Elysium and negotiate for the deed against five other finalists from across the planes. Debate, diplomacy, intrigue and betrayal ensues.

Molech wrote:
70 has "Maze of the Morkoth" for some good stuff ... Baddie from the Elemental Plane of Water mussin with the Prime

070Maze of the Morkoth, The - A psionic dwarven archeologist is attempting to steal the powers of a morkoth. The monster is enraged, but also curious, and sends it minions to kidnap the leaders of local undersea communities to learn who is mentally assaulting it.

072 - Deep Trouble in Telthin - The city of Telthin is inexplicably flooding, and watery monsters are ravaging the lakeside while the local water-elementalist/Archmage has gone missing. Journey to the archmage’s retreat on the Elemental Plane of Water and free him from captivity and the grasp of a Marid Caliph who invaded his home.

I think I missed Telthin, and cut the others for various reasons. I also cut a lot of githyanki stuff, but in retrospect the following might work as well:

125 - Seekers of the Silver Forge - Githyanki heretics escaped the lich-queen by shifting their entire city to the bottom of the ocean, but their civilization was ultimately corrupted and destroyed by necromantic forces. Now a silver forge is becoming tainted and affecting all sea life around it as the lone, surviving necromancer builds his power.

HTH,

Rez

Scarab Sages

Pathfinder Adventure Path Subscriber

I just wanted to say "thank you!" for all of the suggestions. I'm definitely going to check out the 70's range of Dungeon for that watery adventure as well as a host of these others.

As I've already got the plot for the four elemental planes, I just need setting details. :) But these should be plenty to give me some ideas!

Thanks again to everyone -- and my apologies for not responding earlier. These message boards are not very friendly for keeping up with threads -- even the old phpBB2 stuff would be better. :-/

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