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Adventure help; Escaping the Dreamworld
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<blockquote data-quote="Lackofname" data-source="post: 8317929" data-attributes="member: 87598"><p>Needing just a bit of help with an adventure design.</p><p></p><p>The plan is to have the PCs <em>thrown</em> into the Plane of Dreams. The goal for them is to <em>get back to their normal plane</em>, but have they have zero plane shifting magic. So this is very much a "journey to find the out" or "come up with a way to get out". As this is going on, they are dealing with their characters' fears and subconscious flaws coming after them, secrets will be exposed, etc etc. </p><p></p><p>What I don't have are many ideas how the PCs can get back home<strong>. What I'm looking for is a plot-method for how they get home, rather than an item/spell/etc.</strong></p><p></p><p>You might wonder "Why not let the players come up with an idea to pursue" and honestly they're not that clever? I don't say I lead them by the nose, but I definitely paint road signs. Thus I at least need an answer in my pocket. </p><p></p><p>Misc Details:</p><p>1. The PCs are thrown into the plane by the dying act of a cursed Demi-god they are going to fight and kill. The only idea I've had so far of "how they can get home" is to search for a trace of that demi-god's power and, when they find it, BS their way back to their plane (Really just an excuse to pop them out in the basement of a derelict temple to the now-deceased demi-god) </p><p></p><p>2. The PCs actually <em>know</em> a Nightmare, a dream-effecting fey creature they swapped favors with and left on amicable terms. I don't want this NPC to simply snap fingers and get them back home, but instead serve as a sort-of guide/source of info. I realize the easy answer is the Nightmare solving the problem, but it <em>shouldn't</em> be easy.</p></blockquote><p></p>
[QUOTE="Lackofname, post: 8317929, member: 87598"] Needing just a bit of help with an adventure design. The plan is to have the PCs [i]thrown[/i] into the Plane of Dreams. The goal for them is to [i]get back to their normal plane[/i], but have they have zero plane shifting magic. So this is very much a "journey to find the out" or "come up with a way to get out". As this is going on, they are dealing with their characters' fears and subconscious flaws coming after them, secrets will be exposed, etc etc. What I don't have are many ideas how the PCs can get back home[B]. What I'm looking for is a plot-method for how they get home, rather than an item/spell/etc.[/B] You might wonder "Why not let the players come up with an idea to pursue" and honestly they're not that clever? I don't say I lead them by the nose, but I definitely paint road signs. Thus I at least need an answer in my pocket. Misc Details: 1. The PCs are thrown into the plane by the dying act of a cursed Demi-god they are going to fight and kill. The only idea I've had so far of "how they can get home" is to search for a trace of that demi-god's power and, when they find it, BS their way back to their plane (Really just an excuse to pop them out in the basement of a derelict temple to the now-deceased demi-god) 2. The PCs actually [i]know[/i] a Nightmare, a dream-effecting fey creature they swapped favors with and left on amicable terms. I don't want this NPC to simply snap fingers and get them back home, but instead serve as a sort-of guide/source of info. I realize the easy answer is the Nightmare solving the problem, but it [i]shouldn't[/i] be easy. [/QUOTE]
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