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 From Faerun to the Planes - Some adventure hooks

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T O P I C    R E V I E W
The Sage Posted - 05 Mar 2004 : 09:43:34
The following is something I was tinkering with yesterday (when I really should have been reading about Kant's Categorical Imperative).

It is something that other DMs can use to bring their players from the wide and diverse lands of Faerun into the near-infinite adventuring potential offered by the Planes.

Make of it what you will -



I've done this a few times. Of course, my players were only truly clueless *once*, but their characters have been a number of times.

I'll give you three classic examples of how to get your characters to the planes, but you must realize that if you want to keep them there, you must motivate them to stay. Sooner or later, even the most clueless prime will be able to return.

1. Accident. This is very good for shock value, *especially* if you take them to somewhere *really* exotic, where you can go wild with descriptions and adventure hooks, like Mechanus (bad for clueless), Sigil (I've written an entire adventure for that...it will come out with 3ePS, whenever that happens. Sigil is a great place to introduce the basics, like factions and planar races.) or Baator (you've *got* to get them out quick! - before they draw attention to themselves).

But unless something happens during the first adventure, which will mostly be trying to get back home, the characters may never wish to return. I need more information on their motivations to advise you better. What do they seek? Fame? - you'll get that on the planes. Fortune? - easier to stay home, if you ask me. Power? - *That* you'll find in the planes, aplenty. But it might be different from what they expect.

2. Quest. This is actually similar to accident, but usually with lessened shock. Most likely, they'll have some clue of what is going to happen on the other side of the portal/whatever, but have no more reason to stay afterwards (something interesting always happens in my campaigns during this time, to move the campaign to the planes). I actually prefer this for more experienced players, so they don't have to pretend to hard that they're clueless. That gets on people's nerves, eventually.

3. Planewalking. The term isn't just about travelling - it's about intentionally exploring the planes. Perhaps there is nothing for them on the prime. Perhaps some of the more cerebral characters are interested in the planes of belief for their own sake, to expand their conciousness and experiences, to go boldly where no (fill in blank) has ever gone before. This makes it really easy for you to run one-off adventures on the planes, once you set them up a base there.

Warning: None of these are proper hooks, only ways to get your players out there. Once there, you'll need to find something for them to do. Fortunately, the campaign and adventure possibilities are much greater than with standard medival sword&sorcery settings.

Now for some generally typical places to start.

Sigil. I can elaborate on this if you like, but mostly I'd just be throwing you some hooks. You know Sigil, anyway.

The Outlands. It's actually very easy to have 'typical prime adventure' in the Outlands, adding only a little planar spice to them. A gentle way of introducing the planes.

The upper planes. The adventures tend to be a bit more political/intellectual/spiritual around these planes. There are a few hooks on planewalker.com. Check them out to see what I mean.

The lower planes. Want a dark, dreary campaign? You can't get much darker than this. Forget Ravenloft. Forget Dark Sun. Once you've been in the Blood War, it's all a cakewalk.
(No, I don't mean that. I was just being dramatic.)

The ethereal. Endless possibilities with the demiplanes and the etherfarer's society. Actually, the demiplane thing applies to the Astral plane too, post MotP.

The inner planes. Wait for the higher levels, unless you go for a relatively benign elemental plane (like air or water). I myself haven't explored even a fraction of the possibilities these planes have to offer.
9   L A T E S T    R E P L I E S    (Newest First)
Bookwyrm Posted - 08 Mar 2004 : 17:25:08
Eh, I just miss the old TV show.

Anyway, don't feel too bad about it. Remember that everything is new to Jack. Even a native Faerunian might very well find the planes more attractive than Waterdeep, but he'd find Waterdeep somewhat familiar (and therefore have less incentive to explore).
The Sage Posted - 06 Mar 2004 : 08:08:51
While I've never been a Mission: Impossible fan, I can appreciate the reference...

You've provided some interesting points for me to consider Bookwyrm. In my own arrogance I'd just assumed that other players who simply jump at the opportunity to explore beyond the Material Plane. I guess with all my years of 'planewalking' I'd forgotten about how much adventure one can have in a city as complex as Waterdeep...

I going to think, and then tinker with this part of the game, perhaps strongly delaying the actual cross-over event between the Material and Outer Planes. I think it would be best for Jack Archer, and all the other characters involved to get a feel for their immediate surroundings first, before you all start discussing 'which big ugly demon will be the first beasty to destroy'...
Bookwyrm Posted - 06 Mar 2004 : 07:25:47
quote:
Originally posted by The Sage

Is there any type of 'hook' that piques your interest at this point Bookwyrm?. I've left this little aspect of the game until the near completion point of its development, mostly because it is nearly irrelevant in terms of overall effect on the game. Since you'll end up on the planes anyway, it matters little how you actually get there...Plus, I think it adds to the overall vastness of the Planes, and shows how great the divide between the Material Plane and the collective Outer Planes is.

I just thought, in terms of personal taste, that you may have a preference...?



Project: Player-Hook (Faerun/Planes). Target: Jack Archer.

Your mission, should you choose to accept it, is to convince Jack Archer, late of the lost world of Earth, to go planewalking.

Obstacles:
Jack has just been dumped in a new world. He's just finding his way around Waterdeep, just bonded with a familiar, and got a few answers on why he's "suddenly" developed magical powers. He's not likely to go charging off into someplace where the tamest aspects are even stranger than Waterdeep.

Advantages:
Jack wants to get back home. Perhaps not desperately, but it's his home. If possible, he wants a two-way portal, so he can continue to explore, and perhaps bring others along. (Like that's going to happen. ) If he can be convinced that planewalking can help him (or is promised an exchange of services), then he might consider going. Normally, he could be convinced just by appealing to his scientific curiosity, but there's plenty to explore in just Waterdeep, much less the rest of the Realms.

Should you be discovered, Candlekeep shall disavow all knowledge of your actions. This message will be archived in five seconds . . . .
Arivia Posted - 06 Mar 2004 : 03:16:41
It happens.
The Sage Posted - 06 Mar 2004 : 03:11:13
I apologise again Arivia. I've just got so much to keep track of these days, I think sometimes that I should maybe craft a 'duty-tracking' spell just to assist me...

I'll be contacting you again shortly...
Arivia Posted - 06 Mar 2004 : 02:00:25
Me, again.
The Sage Posted - 06 Mar 2004 : 01:21:17
Is there any type of 'hook' that piques your interest at this point Bookwyrm?. I've left this little aspect of the game until the near completion point of its development, mostly because it is nearly irrelevant in terms of overall effect on the game. Since you'll end up on the planes anyway, it matters little how you actually get there...Plus, I think it adds to the overall vastness of the Planes, and shows how great the divide between the Material Plane and the collective Outer Planes is.

I just thought, in terms of personal taste, that you may have a preference...?

As for starting time, well 1372 DR is alright...no, that's incorrect. Anyway, final testing and all it's respective elements are already underway. I should have the introduction ready to email out to all the players involved very soon. Before that however, I'll need (other than yours Bookwyrm) every players finalised PCs in to me...Most of you already have my ethereal mail address. I'll contact those I haven't heard back from.

If I've missed anyone, be sure to let me know it...
The Cardinal Posted - 06 Mar 2004 : 01:18:31
Perhaps, but mortals who were/are in the blood war and survived/survive would command a high price for their services.... as well as their souls after death... which could be plot hooks on their own, after all if they(Demons or Devils) can't have them for 'their' side then no one will
Bookwyrm Posted - 05 Mar 2004 : 17:35:49
And I wonder which it will be . . .

For any of them, Jack's going to be very, very clueless. Perhaps not for long -- with an Int score of 20 and his scientific training, he's not likely to be off his balance for too long. And, of course, he's going to see the planes as a possible way home . . . .

So when's this gonna start, anyway??

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