Out of this WORLD!


Dungeon Magazine General Discussion


High level adventurers spend their last levels on other planes, but while bored in math class I thought of a whole new possibilities. What if there were portals, spells, ect that could let you traval to diffrent planets within your plane. Yep, the adventures just got a whole lot bigger! Planet of Tri-Keen, frozen planet of half elemental people, portal to the far realm on the far side of the moon, ect. Then their could be planets for othe planes to! Anyone have thoughts on this.


My thought: lots of work for the DM...but for epic level adventurers it might provide some fun.


It's a great idea, Onrie! In another game (Rolemaster), at high levels you could actually visit the various moons in orbit around the main planet... and there were terrors (and treasures) beyond mortal imagining!

Also, in some ways, the Underdark in DnD can serve a similar purpose (depending on how you have it in your game world). In one campaign where I was a player instead of DM, our party was sucked into a portal. We all thought it was another plane, but it turned out to be a distant part of the deepest Underdark. We were high level, so we kept trying to "Worldwalk" home (a kind of Gate-portal), and my wizard's spell would fizzle since we were already "home" on our plane and planet. One of the most fun campaigns I've played, though!


*cough*spelljammer*cough*


ultrazen wrote:
*cough*spelljammer*cough*

Heh, I know what you mean. I don't know about others, but I never could quite go for Spelljammer with their "helms" and unusual ships.

We did like the idea, though, of visiting planes and other planets and keeping a more mystical feel (less Star-Trekky, which was our feeling of Spelljammer) by using portals and spells (for air, survival). Just a preference, I guess. Lots of people loved the SJ stuff in 2/E.


Just a funny aside... ages back when Greyhawk's Expedition to the Barrier Peaks came out, my best friend Steve and I were playing in a group of about 6 people.

When we finally entered the crazy spaceship and it was identifiable as such (to us, at least), his 1/2 orc PC says: (OOC)- "What? You've *got* to be kidding me with this spaceship stuff, right?" and then (IC)- "Make no different, magic be magic! Grundaarg still SMASH!!!"


Wow, this thread is fillin like the adamanite color one! If my players ever make it to the moon I wanna create a lovecraftian feeling with the X-Files music.

When i started to think of underdarks on all the planets and all the planes and the planets on other plane, I stopped thinking...


Laeknir wrote:
ultrazen wrote:
*cough*spelljammer*cough*
of visiting planes and other planets and keeping a more mystical feel (less Star-Trekky, which was our feeling of Spelljammer)

Given I have been marathoning my DVDs of a particular show, the first thing I thought of was "Ah, more Stargate, less Star Trek".

We've actually doing stuff like this. All of those other d20 settings work great. The corebook gives enough info to visit for an extended time for just such an adventure cycle.

Liberty's Edge

I know that Gary Gygax did something like that. In his up on a soapbox he talked about the first "dual-class" character. A wizard that had to fight off canibals based on the "Mars" books by Edgar Rice Burrows. They feature "green men", "yellow men", "red men", "black men" and later, strangers from Jupiter.

So, that could work.


There's nothing like sending your PCs into the unknown... Where the rule they're used to don't apply.

I usually keep the 'Other Planes' adventures for really high levels, just for that reason. I rarely use other planes under 13th-15th level.

If you decide to use other planets and stuff, remember to keep it down to earth (pardon the expression). Some players might not appreciate their fantasy campaign turning into a Sci-Fi.

Ultradan


If you decide to use other planets and stuff, remember to keep it down to earth (pardon the expression). Some players might not appreciate their fantasy campaign turning into a Sci-Fi.

Ultradan

Dont worry, the most I will ever go is fighting chuthulu like monsters in a cave on the far side of the moon.


Just something I thought of when reading about using other planets for high level characters. In one of the Spelljammer supplements there was a world that was rumored to be the Illithid homeworld, I beleive it was called Falx. The illithids dominated its underdark, but on the barren surface of the world were packs (PACKS !) of tarrasque.


Just out of curiosity, how did Spelljammer connect the various DnD "worlds" at the time? Or did it? For example, was there a Spelljammer connection between Greyhawk and Forgotten Realms, and perhaps with Dragonlance, or Mystara?

In the Realms, I seem to remember Elaine Cunningham making a reference in Evermeet (but not really explored deeply, though) to the elves of Evermeet having a spelljamming port. But did Spelljammer specifically make connections between the DnD world-settings? If so, how was it handled?


Laeknir wrote :Just out of curiosity, how did Spelljammer connect the various DnD "worlds" at the time? Or did it?
Each campaign world had its own cosmology inside a crystal sphere that floated in a rainbow river called the phlogiston which had certain currents that the ships could traverse.


Laeknir wrote:
In the Realms, I seem to remember Elaine Cunningham making a reference in Evermeet (but not really explored deeply, though) to the elves of Evermeet having a spelljamming port.

This was actually covered in the Cloakmaster Cycle, a 6-part novel series that took place in the greater Spelljamming multiverse. According to the series, Evermeet does indeed have a spelljamming port, which was used to get to the Rock of Bral.


Onrie wrote:
Dont worry, the most I will ever go is fighting chuthulu like monsters in a cave on the far side of the moon.

Leia : "Look! The cave is collapsing!"

Han Solo : "This is no cave!"

Leia : "What?!?"

Ultradan

Scarab Sages

Of course, don't forget that there have been letter column comments that hint at some Spelljammer content in the forthcoming January "Campaign Classics". Not to mention, as someone informed me of a month or so ago, that the Polyhedron section of Dungeon 97 had a section on Spelljammer.


Aberzombie wrote:
Of course, don't forget that there have been letter column comments that hint at some Spelljammer content in the forthcoming January "Campaign Classics". Not to mention, as someone informed me of a month or so ago, that the Polyhedron section of Dungeon 97 had a section on Spelljammer.

It was pretty nifty, but I felt it was an effort to compress the scads of Spelljammer 2E stuff out there into an article. There was a lot of things that were left out - I'd be interested to see what got cut out.


I've used Gamma World Stuff in my games in the past. Take a look at My Campaign Journal ASEO'S Campaign 2002 - Present nights like 9-13 and the upcoming 15-17 (I think) for a bit of a glimpse at how I have merges Si-Fi and fantasy.

Old Gamma World First edition was an easy conversion to 1st and 2ed D&D, with the OMEGA WORLD supplement that was published in a DUNGEON/POLYHEDRON it is now easy to convert to 3.5.

ASEO out

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