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A new Planescape record - visiting 7 outer planes in one session
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<blockquote data-quote="Sammael" data-source="post: 5647108" data-attributes="member: 4475"><p>I can certainly give you the challenges I ran that night, but bear in mind that the session was a one-off and somewhat light-hearted...</p><p></p><p>Beastlands: I took the players by surprise and transformed them all into thematically-appropriate animals the moment they stepped through the portal. They had to overcome the weaknesses of their new forms and defeat a group of prime hunters who were destroying the forest. </p><p></p><p>Arborea: They wound up in the middle of an... ahem... party overseen by Dionysius himself and attended by many fey/Greek mythological creatures (satyrs, nymphs, centaurs). They were all there for a series of contests that were to take place the next day - contests of strength, skill, and wit. Winning a contest is usually not a problem for the PCs, but what if they had just spent the night drinking potent spirits?</p><p></p><p>Elysium - Easiest one, they figured out they could just enlist the aid of the local petitioners to accomplish their goal. Make sure that the petitioners are <em>uncomfortably</em> well-meaning, ready to help, and good natured. In a long-term campaign, I think several sessions could be spent in high-quality paranoia before the party realized they were in Elysium and the NPCs weren't really secretly plotting against them.</p><p></p><p>Limbo - Emphasize this plane's mutable nature and allow the PCs to bend it to their will. Creativity is the key, and no task is too hard when you can shape anything you may require out of planar essence. Slaadi may appear and attack and then cease the attack for no reason at all. Make sure to never use more than one slaad against on PC (they all wait their turns).</p><p></p><p>Acheron - the party landed in the middle of no-man's land on a cube contested by orcs and goblins and had to capture the magic banner that was located on the hill between two sides. Individually, orcs and goblins should be weaker than the party; but when there's several thousand of them, and they're out for blood... </p><p></p><p>Ysgard - What I had here was a typical "viking village" adventure with a neighboring pesky frost giant camp. The leader of frost giants had a magic wand made of an Yggdrasil branch, and the party had to get it. They could try to enlist the vikings for help and a glorious battle, outsmart the giants, or try sneaking in and stealing the (frost giant sized) wand.</p><p></p><p>Gray Waste - crossing the Styx was a problem here, so they spent some time searching for larvae to pay the marraenoloths. Needless to say, despair nearly overtook them several times, and they barely managed to keep moving. Once they crossed the Styx, to the domain of Hades, they had to put Cerberos to sleep and then steal something he was guarding.</p></blockquote><p></p>
[QUOTE="Sammael, post: 5647108, member: 4475"] I can certainly give you the challenges I ran that night, but bear in mind that the session was a one-off and somewhat light-hearted... Beastlands: I took the players by surprise and transformed them all into thematically-appropriate animals the moment they stepped through the portal. They had to overcome the weaknesses of their new forms and defeat a group of prime hunters who were destroying the forest. Arborea: They wound up in the middle of an... ahem... party overseen by Dionysius himself and attended by many fey/Greek mythological creatures (satyrs, nymphs, centaurs). They were all there for a series of contests that were to take place the next day - contests of strength, skill, and wit. Winning a contest is usually not a problem for the PCs, but what if they had just spent the night drinking potent spirits? Elysium - Easiest one, they figured out they could just enlist the aid of the local petitioners to accomplish their goal. Make sure that the petitioners are [i]uncomfortably[/i] well-meaning, ready to help, and good natured. In a long-term campaign, I think several sessions could be spent in high-quality paranoia before the party realized they were in Elysium and the NPCs weren't really secretly plotting against them. Limbo - Emphasize this plane's mutable nature and allow the PCs to bend it to their will. Creativity is the key, and no task is too hard when you can shape anything you may require out of planar essence. Slaadi may appear and attack and then cease the attack for no reason at all. Make sure to never use more than one slaad against on PC (they all wait their turns). Acheron - the party landed in the middle of no-man's land on a cube contested by orcs and goblins and had to capture the magic banner that was located on the hill between two sides. Individually, orcs and goblins should be weaker than the party; but when there's several thousand of them, and they're out for blood... Ysgard - What I had here was a typical "viking village" adventure with a neighboring pesky frost giant camp. The leader of frost giants had a magic wand made of an Yggdrasil branch, and the party had to get it. They could try to enlist the vikings for help and a glorious battle, outsmart the giants, or try sneaking in and stealing the (frost giant sized) wand. Gray Waste - crossing the Styx was a problem here, so they spent some time searching for larvae to pay the marraenoloths. Needless to say, despair nearly overtook them several times, and they barely managed to keep moving. Once they crossed the Styx, to the domain of Hades, they had to put Cerberos to sleep and then steal something he was guarding. [/QUOTE]
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