| Peasant |
In my homebrew (PF + 3.5 material selected for flavor), the story will soon take my players to the outer planes, but I've hit a snag. The group is on track to be significantly underleveled for the subsequent portions of the planned story. Therefore I'd like to expand the planar jaunting portion of the story to allow them to advance from ~10-13 and I thought it would be fun to incorporate the thoughts of this community, since my present ideas amount to not nearly enough xp. If so inclined, feel free to toss out ideas (general or specific) that suit the encapsulated scenarios below. Sweat the mechanics if you want, or just share your creative juices.
Synopsis: Players travel to 3 locations in the outer planes to destroy minor relics. Players do not possess the means or any developed motivation to go to other planar sites.
Site 1 - Provenance Rim
There is a place on the rim where the grand gears of Mechanus intrude upon stark Acheron, where sound and fury descend upon the most aged cogs and calve off the splinters that will become new battlefields for restless petitioners. This is the Provenance Rim. A delicate frontier akin to a failing clock, it slips through missing teeth and shudders with each imperfect meshing, while the movements pulp the least wary of the territorial generals and lubricate the gears in blood. All of these common dangers pale beside the lodestone that has
ruinously tumbled for eons through the gears and the scabrous cloud of debris that orbits it.
(The lodestone is what the party seeks, but it does not wish to be tamed and will use the confluence of the planes in its own defense. Reaching it under ideal circumstances would require navigating a maze of flying debris where up and down change in seconds. Reaching it while battle rages and siege weapons fly through the debris is tantamount to suicide; rather like climbing through razorwire during an earthquake. The party will almost certainly have to split up, sending their most agile members into the debris cloud while the remainder divert or suppress the violence between formians and the denizens of Acheron.)
Site 2 - Perythion
Undulating swells of shifting sand wash through the boulevards of this forgotten Carcerian necropolis. The pitiful condemned souls of the prison plane scrabble to maintain perches among the toppled buildings that bob and roll like so much flotsam. The heave and pitch offer fleeting glimpses of unseemly vermin, their dim luminescence just strong enough to hint at furtive and deliberate movements in the middle distance. Of what lies beyond there is no sign save for the wet and unwholesome beating of leathery wings, a sound which offers no better bearing than the starless void of night.
(Local folklore holds that a key to escaping the prison plane lies in the gullet of a titanic centipede that prowls these sands and it is the mostly futile hunt for that mythic monster that has brought gangs of petitioners and gaolers alike. The party must gather tidbits of the local lore in order to track down the creature, avoid alerting the prisoners to their aims, and find a way into the beast's craw to destroy that which they came for.)
Site 3 - Lagouro
Where the Pridelands of Krigala skirt the glades of Arborea, there lies a lake forever gleaming with the golden hues of the setting sun. The bacchanal that plays out along its shores is an intoxicating celebration of urge and passion that tempts even the devoutly moral. But there is a subtle wrongness within, a slowly emerging sense that the drama being played out is not the actors' own, but the sordid and sometimes visceral memory of another played out in puppets of the flesh.
(In essence the lake is haunted by a zeitgeist, the accumulated unrealized passions of an ancient fey court that frequented the site. The object the players seek has been hidden within the lake, concealed only by the distractions of the bacchanal and the reflection upon the water. Retrieving it will probably require assuaging the fey in some way, perhaps by taking up a role in their drama or by offering up a loved one as a hostage.)
| Graynore |
so you're looking to do one sight per level? How are they traveling between the planes?
As far as getting more xp, be sure to give story awards for completion. For Lagouro, you could have them trapped in a dreamscape by the fey guarding it. Make them fight their way out of it or solve some mystery, whichever suits your style. Example would be to have a replay of an earlier encounter that went wrong and change the CRs.
Perythion could include battles with the ghosts when a small group discovers what they are up to.
Provenance Rim could contain all the xp one needs, just throw more creatures at them as they try to reach the piece you need.
Depending upon your transit between the planes, you could solve any xp problems. Method 1: use the City of Sigil. A run in with an aasimar weapons trader that needs some extra muscle for an exchange.
Method 2: a confiscated githyanki astral ship. have the githyanki try to take the ship back; navigate through an astral storm; and have it crash in Site 2 as an intro to getting to Carceri.
Method 3: amulet of the planes system. throw them into a few wars in archeron or the blood war. put them to trial when they bypass the rules and end up on a layer beyond the first in Celestia.
| Peasant |
The method of planar travel is a bit odd. The party has forged a compact with a broken down Quarut Inevitable (essentially the quest giver) that can plane shift the party somewhat accurately to areas of interest in its own long delayed mission. One level per site would be ideal, but it isn't strictly necessary and the order in which the party will visit these sites is still up in the air.
Some of your very interesting ideas resonate strongly with the existing plot and I can very easily incorporate them. This is a campaign in which the party is continually dealing with the cascading consequences of an early error, so the idea of replaying that early scene in the fey court seems very fitting. I don't think I'll go with a pure mindscape though. I believe it will better suit the playstyle of the group if they perceive the lives of Lagouro's denizens to genuinely be at risk as they replay their great error.
I also quite like the idea of working in the astral ship, possibly in the role of snatchers. I don't need the ship to crash anywhere necessarily, but if the party is captured and shanghaied to the Astral Plane, seizing the ship and navigating back through an Astral Storm will be good enough. Alternately, the Quarut's abilities may not allow them to escape Carceri easily and a Githyanki craft might present an 'easy' out. The only downside here is that I've never really looked into the Githyanki; I've lumped them in with psionic monsters that never quite seem to fit the campaigns. Time for research!
I quite concur that Provenance Rim has all the needed potential for xp, but I wasn't quite sure how best to use it; they're still on the puny side to actively seek battle in the planes. Impressing them into service in the blood war could certainly narrow the sandbox effect of the setting, and I can easily envision a Brer Rabbit scenario if they escape the press-gangs and flee into the debris field. That's certainly far more interesting than the encounter I had prepared to introduce them to the site (queueing in the celestial bureaucracy for permission to proceed).
Inspiring thoughts. Thank you. These feel like the kind of wild and wooly adventures that will toughen up the party properly for what follows.
| Peasant |
Hers is and idea that I foud very useful from the Warhammer 40k Bloodquest grapic comic.
Huge army bent on killing everything in site. Last ship on the warfs offering people a spot on the boat, but they have to kill to get on it.
Again, a perfectly fine idea. Are you suggesting something like putting the Githyanki's astral ship into this role (perhaps smuggling prisoners out of Carceri or making it a tempting objective for PCs that may have just broken away from the armies of Acheron)?