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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: 5648341" data-attributes="member: 4475"><p>And here are the more detailed plans I made up (in my head). Hopefully, I'll get to use them</p><p></p><p><strong>Arcadia</strong></p><p>A dwarven batallion is holding its own against an invasion of formians. If the party agrees to help the dwarves, and the party fights without fear, accepting that they may die in defense of the dwarven village, they will be rewarded with the symbol - a badge of honor.</p><p></p><p><strong>Mount Celestia</strong></p><p>An archon will assume various disguises to test the party's charity, justice, fortitude, temperance, hope, faith, and prudence. Regardless of whether he is pleased with the results, he will hand them the key in the end - its value is immaterial here - but they will have to endure a lengthy lecture about their failings (if any) before they get it. </p><p></p><p><strong>Bytopia</strong></p><p>The folk of Bytopia dislike adventurers. But even an adventurer is capable of taking up a shovel or a pick and doing an honest day’s work. And those who do will be rewarded.</p><p></p><p><strong>Pandemonium</strong></p><p>As they exit the portal, they are picked up by a wind current and carried through the freezing tunnels until they land, battered and bruised, in a Bleak Cabal camp. The Bleakers are taking care of some poor insane sods - egomaniacs with delusions of grandeur, each and every one of them. Each will claim that he has the key but, in reality, neither does. However, their insane ramblings will contain a clue as to where the key can be found.</p><p></p><p><strong>Abyss</strong></p><p>A fairly straightforward task: the symbol they seek is tattooed on a huge goristro demon. All they have to do to get it is kill him - but be careful enough to avoid damaging the symbol.</p><p></p><p><strong>Carceri</strong></p><p>They find themselves in a prison corridor with six prison cells, each containing a compulsive liar (make them all planar creatures to spice things up). One of them has the key, but finding out which one will require some skillful questioning. </p><p></p><p><strong>Gehenna</strong></p><p>The item is held by the petty yugoloth warlord of the city-state they enter (they should see him carrying it around... from a safe distance). To get to the warlord, they will have to bribe their way up or take up less than savory missions for those who can open up the door leading to the next in line. By the end of this mission, the whole party should feel exceedingly slimy.</p><p></p><p><strong>Baator</strong></p><p>Once again, the item is in plain sight - and the devil who owns it is more than willing to sell it. The meager price is... their souls. </p><p></p><p>Of course, the devil has an ambitious underling who calls the party to the side and explains that if <em>he</em> were in charge, he'd GLADLY give them the item. Direct violence is unacceptable, of course. There will have to be incriminating evidence... Blood War draft dodging... consorting with angels... failing to secure souls... and so on, and so forth.</p><p></p><p><strong>Mechanus</strong></p><p>The party enters a huge steampunk-ish office building, with countless counters and windows, each manned by a modron. They inquire about the item at the information counter, and are told that they must fill request form #239b, sold at window 1. Which is, of course, located on the sixth floor, next to window 28. Once they reach window 1, they are told to obtain permit #18g and fill out section 7, subsection c. Of course, the modron has no clue where to obtain that permit. So they'll wander from window to window, from counter to counter, from office to office, until they (A) die of exhaustion (B) go insane (C) resort to violence or (D) try to find a loophole. The item in question is actually located at the information desk.</p><p></p><p>Asterix fans should recall the famous scene from The Twelve Tasks of Asterix. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Sammael, post: 5648341, member: 4475"] And here are the more detailed plans I made up (in my head). Hopefully, I'll get to use them [B]Arcadia[/B] A dwarven batallion is holding its own against an invasion of formians. If the party agrees to help the dwarves, and the party fights without fear, accepting that they may die in defense of the dwarven village, they will be rewarded with the symbol - a badge of honor. [B]Mount Celestia[/B] An archon will assume various disguises to test the party's charity, justice, fortitude, temperance, hope, faith, and prudence. Regardless of whether he is pleased with the results, he will hand them the key in the end - its value is immaterial here - but they will have to endure a lengthy lecture about their failings (if any) before they get it. [B]Bytopia[/B] The folk of Bytopia dislike adventurers. But even an adventurer is capable of taking up a shovel or a pick and doing an honest day’s work. And those who do will be rewarded. [B]Pandemonium[/B] As they exit the portal, they are picked up by a wind current and carried through the freezing tunnels until they land, battered and bruised, in a Bleak Cabal camp. The Bleakers are taking care of some poor insane sods - egomaniacs with delusions of grandeur, each and every one of them. Each will claim that he has the key but, in reality, neither does. However, their insane ramblings will contain a clue as to where the key can be found. [B]Abyss[/B] A fairly straightforward task: the symbol they seek is tattooed on a huge goristro demon. All they have to do to get it is kill him - but be careful enough to avoid damaging the symbol. [B]Carceri[/B] They find themselves in a prison corridor with six prison cells, each containing a compulsive liar (make them all planar creatures to spice things up). One of them has the key, but finding out which one will require some skillful questioning. [B]Gehenna[/B] The item is held by the petty yugoloth warlord of the city-state they enter (they should see him carrying it around... from a safe distance). To get to the warlord, they will have to bribe their way up or take up less than savory missions for those who can open up the door leading to the next in line. By the end of this mission, the whole party should feel exceedingly slimy. [B]Baator[/B] Once again, the item is in plain sight - and the devil who owns it is more than willing to sell it. The meager price is... their souls. Of course, the devil has an ambitious underling who calls the party to the side and explains that if [i]he[/i] were in charge, he'd GLADLY give them the item. Direct violence is unacceptable, of course. There will have to be incriminating evidence... Blood War draft dodging... consorting with angels... failing to secure souls... and so on, and so forth. [B]Mechanus[/B] The party enters a huge steampunk-ish office building, with countless counters and windows, each manned by a modron. They inquire about the item at the information counter, and are told that they must fill request form #239b, sold at window 1. Which is, of course, located on the sixth floor, next to window 28. Once they reach window 1, they are told to obtain permit #18g and fill out section 7, subsection c. Of course, the modron has no clue where to obtain that permit. So they'll wander from window to window, from counter to counter, from office to office, until they (A) die of exhaustion (B) go insane (C) resort to violence or (D) try to find a loophole. The item in question is actually located at the information desk. Asterix fans should recall the famous scene from The Twelve Tasks of Asterix. :) [/QUOTE]
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