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Astral Recovery Adventure Ideas
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<blockquote data-quote="ElterAgo" data-source="post: 8184783" data-attributes="member: 6972046"><p>Ok, so our campaign has kinda suddenly taken a hard left turn. GM and players are looking for ideas.</p><p></p><p>It has been mentioned many times that it is my character's fault. It was late, I was tired, and forgot about a rule that 5E has kept in place. So ... Bag of Holding, Handy Haversack, and unique McGuffin that our party <u>must</u> have (well at least 5 of 6 must have) is now blasted into the astral plane. We need to figure out how to go get it.</p><p></p><p>This isn't where the GM expected the campaign to go, so he currently has absolutely nothing prepared. He is looking for inspiration.</p><p>All that we (both as players and PC's) think we have learned about the astral plane so far. (Not even sure if this is all true.)</p><ul> <li data-xf-list-type="ul">Beings there don't age. Or at least don't die of old age. (Can they grow up?) Not sure if that is only beings native there or if it will include us when we get there.</li> <li data-xf-list-type="ul">Can breath. Unknown if food/water is commonly available or even necessary.</li> <li data-xf-list-type="ul">Movement is by though. (We are not a cerebral group, could be problems.)</li> <li data-xf-list-type="ul">There are occupied waystations, islands, cities, and kingdoms floating about.</li> <li data-xf-list-type="ul">There are ship-like craft for moving about. Not sure why that is necessary though.</li> <li data-xf-list-type="ul">There are powerful and super intelligent beings there. Some of nearly infinite size.</li> </ul><p></p><p>How do we get there?</p><p>How could we navigate or find our McGuffin?</p><p>What spells or magic items would be most useful there?</p><p>Any magics that won't work there?</p><p>What are we likely to encounter?</p><p>Any reliable ways to find/make allies?</p><p></p><p>By the time we finish our current mission, we should be 9th level. Possibly 10th.</p><p>Group consists of paladin (currently spiraling toward anti-), warlock, arcane trickster, fighter/wizard, monk/druid, ranger (archer).</p><p></p><p>Ideas, suggestions, cautions, laughs, well wishes?</p></blockquote><p></p>
[QUOTE="ElterAgo, post: 8184783, member: 6972046"] Ok, so our campaign has kinda suddenly taken a hard left turn. GM and players are looking for ideas. It has been mentioned many times that it is my character's fault. It was late, I was tired, and forgot about a rule that 5E has kept in place. So ... Bag of Holding, Handy Haversack, and unique McGuffin that our party [U]must[/U] have (well at least 5 of 6 must have) is now blasted into the astral plane. We need to figure out how to go get it. This isn't where the GM expected the campaign to go, so he currently has absolutely nothing prepared. He is looking for inspiration. All that we (both as players and PC's) think we have learned about the astral plane so far. (Not even sure if this is all true.) [LIST] [*]Beings there don't age. Or at least don't die of old age. (Can they grow up?) Not sure if that is only beings native there or if it will include us when we get there. [*]Can breath. Unknown if food/water is commonly available or even necessary. [*]Movement is by though. (We are not a cerebral group, could be problems.) [*]There are occupied waystations, islands, cities, and kingdoms floating about. [*]There are ship-like craft for moving about. Not sure why that is necessary though. [*]There are powerful and super intelligent beings there. Some of nearly infinite size. [/LIST] How do we get there? How could we navigate or find our McGuffin? What spells or magic items would be most useful there? Any magics that won't work there? What are we likely to encounter? Any reliable ways to find/make allies? By the time we finish our current mission, we should be 9th level. Possibly 10th. Group consists of paladin (currently spiraling toward anti-), warlock, arcane trickster, fighter/wizard, monk/druid, ranger (archer). Ideas, suggestions, cautions, laughs, well wishes? [/QUOTE]
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