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Astral Recovery Adventure Ideas
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<blockquote data-quote="jgsugden" data-source="post: 8185356" data-attributes="member: 2629"><p>My big addition to the Astral Plane is adding my equivalent of Sigil and Spelljamming to it. While the traditional features of the Astral Plane / Astral Sea exist, these are the most prominent features of my Astral Plane.</p><p></p><p>The City of Doors is the 4th great marketplace of my universe (in addition to the City of Gold in the Heavens, the City of Iron in the Hells, and the City of Brass in the Elemental plane). It is rules by my equivalent of the Lady of Pain, a Cenobite style Cthulhu inspired tyrant. The city is made of up a collection of gates that go all across the multiverse. It is a cross between horror story and noir gold-mine. There are Horizon Walkers that live there that specialize in hunting for things in the Astral, or in the countless pocket dimensions connected to it. </p><p></p><p>Transportation across the Astral works like you suggest - but it is insanely large, and faster travel is necessary to navigate to the various points of interest, whether a secret hideout, the corpse of a Dead God, etc... Spelljamming is the method used to navigate the Astral. I do not have Crystal Spheres or Phlogiston. Spelljamming is pretty much entirely tied to the Astral Sea. While a brilliant creature may travel at 60 or 90, a Spelljammer can travel at 1000 feet per round (700 or so miles per hour). Even at that speed, travel between places in the Astral can take months, or even years (yes - teleportation and Planeshift end up being preferable, usually). </p><p></p><p>In your situation, find a gate to the City of Doors, finding and hiring a Horizon Walker, and then traveling through the Astral Sea while the Ranger hunts your MacGuffin - while other forces race to do the same, could be fun.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8185356, member: 2629"] My big addition to the Astral Plane is adding my equivalent of Sigil and Spelljamming to it. While the traditional features of the Astral Plane / Astral Sea exist, these are the most prominent features of my Astral Plane. The City of Doors is the 4th great marketplace of my universe (in addition to the City of Gold in the Heavens, the City of Iron in the Hells, and the City of Brass in the Elemental plane). It is rules by my equivalent of the Lady of Pain, a Cenobite style Cthulhu inspired tyrant. The city is made of up a collection of gates that go all across the multiverse. It is a cross between horror story and noir gold-mine. There are Horizon Walkers that live there that specialize in hunting for things in the Astral, or in the countless pocket dimensions connected to it. Transportation across the Astral works like you suggest - but it is insanely large, and faster travel is necessary to navigate to the various points of interest, whether a secret hideout, the corpse of a Dead God, etc... Spelljamming is the method used to navigate the Astral. I do not have Crystal Spheres or Phlogiston. Spelljamming is pretty much entirely tied to the Astral Sea. While a brilliant creature may travel at 60 or 90, a Spelljammer can travel at 1000 feet per round (700 or so miles per hour). Even at that speed, travel between places in the Astral can take months, or even years (yes - teleportation and Planeshift end up being preferable, usually). In your situation, find a gate to the City of Doors, finding and hiring a Horizon Walker, and then traveling through the Astral Sea while the Ranger hunts your MacGuffin - while other forces race to do the same, could be fun. [/QUOTE]
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