|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
Planar Adventures
/
Building a Planar Campaign
/
Presenting the Planes
Traveling the Planes
Source
Planar Adventures pg. 84
A manageable planar adventure thrives on direction— especially as the PCs and players start to travel the planes for the first time. The more familiar the players become with all forms of planar exploration and the wider their circle of planar contacts becomes, the more flexibility you can provide.
Second to a compelling story, the best tool you have for steering the action is the difficulty of traveling from one plane to another. Most adventuring groups lack the means to move between planes independently until around 9th to 13th level, so they’re otherwise reliant on extant portals that the you introduce and control, favors from outsiders, and rare magic items. PCs in a planar campaign might receive one or more such tools as treasure above and beyond their expected wealth by level, with the understanding that these are plot-critical rewards that enable future adventures. The following is an overview of well-known tools that the PCs might acquire.
Amulet of the Planes
: No item is as unambiguously effective for planar travel as this amulet, which allows an entire group to journey together to a wide range of destinations.
Cubic Gate
: With only six possible destinations, a cubic gate is an ideal tool for planar campaigns of limited scope.
Flying Skiff
: Few options are as luxurious and expensive as a
flying skiff
; entire campaigns might be built around this device. The PCs might serve as crew aboard a
flying skiff
and travel to sundry destinations under their employers’ commands, only to find themselves inheriting the ship when misfortune befalls the previous owner.
Obsidian Steed
: This
figurine of wondrous power
is an excellent escape plan—as long as players account for the fact that it can carry only a single creature. The item’s tendency to deposit good-aligned riders in unpleasant places could also be the basis for a time-critical rescue mission.
Planar Keystones
: These items make for a low-cost method to allow travel to and from specific planes. Since their destinations are limited and it takes time to activate them,
planar keystones
have no real use in combat. But as a method of transporting a group of PCs to or from a plane at any experience level,
planar keystones
are one of your best options.
Robe of Stars
: A
robe of stars
allows only one creature to travel. However, because the robe physically transports the wearer to the Astral Plane, they’re neither protected by nor limited by the silver cord afforded by the
astral projection
spell, allowing limitless travel from there to any number of demiplanes and Outer Planes.
Staff of the Planes
: When fully charged, this staff can transport a group to another plane and back or transport the group while protecting up to five of its members from dangerous planar traits. In an emergency, the staff is also a way to escape a dangerous or escalating situation. Keep in mind that only a fairly high-level spellcaster can recharge the staff, though for some campaigns, a limited resource like this is exactly what’s needed.
Well of Many Worlds
: Particularly useful for sandbox-style campaigns, this portable gateway allows nearly limitless travel. However, it’s important to keep in mind that a
well of many worlds
can be closed or moved only from the side of its origin, not from the realm into which it opens. That means that if the PCs rely on the well for their return trip, they will be forced to leave it open and hope that no dangerous denizens slip through the gate (or worse, close the well and take it away) before they can return. Alternately, the first stage of a quest might require the PCs to navigate a hostile region to reach a well’s launching point.
Desperate Measures
: Several other items facilitate planar travel but in extraordinarily dangerous and unpredictable ways. Even so, circumstances might leave the PCs no choice but to place a
bag of holding
inside a
portable hole
or destroy a
staff of power
in the hopes of going somewhere— anywhere—else.