Low-level planar travel

Asmor

First Post
Hey, I'm starting a campaign soon that's going to be based in Sigil, but require the PCs to visit a large variety of planes, mostly demiplanes. I'm not sure how to actually get them back and forth, though, since spells like plane shift and gate are all very high level (I'm starting them at 5th, and allowing monstrous races so their class levels may be even lower).

Portals are one obvious possibility, but I'm not sure how much mileage I can get out of that. They're going to be tasked with visiting many different planes to retrieve certain items, and it just seems to convenient to have a portal for each plane.

Their patron is going to be an entity named The Librarian, oddly enough residing in a demiplane called The Library. The Librarian has a wide assortment of books with magical powers, and I'm considering that he could have books which would open portals back and forth between specific planes. This would be most convenient.

I could have something that is capable of opening portals for the PCs, but which they have no control over. This could be interesting, because they have to rely on a schedule to get back. Maybe even give them an item which will alert them when the portal back home would be opening soon.

Finally, I could give them a magic item that's just capable of casting Planeshift spells, probably with a limit of only being used once a week or something. Not sure how overpowered this would be.

So... thoughts? Anything obvious I'm missing?
 

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Sigil is the city of doors. You will never run out of portals (out) it's just getting back that is a pain.

The librarian should be able to provide them with portal locations, suggested keys, and probable destination. I'd make his info off a little, especially with regard to chaotic destinations...like you said, don't want it to be too convienient/easy. Also there is the problems of finding hard-to-reach portals, hard-to-find keys, and the problem of how to get home.

I would not go with the 'sliders' approach.
 

If you happen to have the Psionics Handbook (or access to the SRD), then there is a pair of powers that may do much of what you are after - Astral Caravan (Nomad 3) to lead, and Astral Traveler (Psion/Wilder 1, Psychic Warrior 1) to follow. Make a few Tattoos of Astral Traveler (give each PC enough for each planned leg of the trip, with maybe one or two extra in case something crops up) and an NPC (5th) Nomad Psion with Astral Caravan (and max ranks in Knoweledge(The Planes), perhaps Skill Focus(Knoweledge(The Planes)). Takes some time, though, and can be interrupted by such things as Dispel.
 

In the computer game Myst, the D'ni people would write books that served as portals to various words or 'Ages'. You could have several of the books in the library serve a similar purpose:

http://www.riven.com/dni_writing.html
Book: (kor)

Books relating to "the Art" are highly regarded in D'ni culture. The books themselves are special creations and the process for their construction is mostly unknown at this time. It is known that there were D'ni guilds for both creating the books (the actual page material, and the binding process) and for creating the ink used to write the books.​
Linking Book: (kor-vahkh)

A Linking Book is simply written as a reference to a Descriptive Book. Although linking to an Age is possible through a Descriptive Book, it is often more convenient to write a linking Book that refers to the Descriptive Book. The original Descriptive Book can then be protected, to be used for reference or changes at a later date. Multiple Linking Books can be written that all refer to, and perform the same as a single Descriptive Book. In D'ni culture the Linking books were often much smaller than full Descriptive books, which presumably allowed for greater portability and which preserved paper.

A link to an Age cannot be created or changed by writing into a Linking Book. Linking books are written rather easily and quickly using a common combination of paragraphs and descriptions which refers to the original Descriptive Book. Linking books link only to the place where the Linking Book was written in a particular Age. Thus, there is a chance that a Linking Book could be rendered useless if the Descriptive Book with which it was associated were changed in a way that significantly changed the place to where the Linking Book linked.

If a Descriptive Book is destroyed, all Linking Books associated with that Age are rendered useless. Linking Books cannot be used to link to other places within a particular Age. D'ni manuscripts seem to infer that the act of linking actually requires some kind of dimensional transfer.
Descriptive Book: (kor-mahn)

When the D'ni created the original link to an Age, it was done through the writing of a Descriptive Book. This Book was written with all of the descriptions of the Age that would be linked to. The Descriptive Book is the primary Book defining a particular Age. The Descriptive Book is a requirement to create the founding link to any Age.

The manuscripts state that the D'ni believed that when the writer of an Age describes the Age, the Age is not actually created, but a link is established to a preexisting Age that most closely represents what has been written. The D'ni believed that all Ages were actually created by the Maker, and that the D'ni were imbued with a gift from the Maker to create links to the Ages.

As far as D'ni manuscripts are concerned, Descriptive Books are always written in the D'ni language, and always have been. It is not at all clear whether or not other languages could be used. There is some question as to whether there is enough room in a single Book for modern languages to describe worlds that the complex D'ni characters handle routinely.

Written contradictions in the Descriptive Books were a cause for great concern for the D'ni. From a young age, Guild students were taught to concern themselves with the details of what is described in a particular Descriptive Book, so as to avoid contradicting those details later on in the Book. Such contradictions could cause severe instabilities in an Age. D'ni culture is fraught with stories of contradictions discovered only after the preliminary scouts from the Maintainers Guild never returned. Such stories were used to impact young writers.

There are innumerable manuscripts that document making changes to Descriptive Books and their associated Ages, once the Ages had been visited. The procedure required meticulous attention to detail and was attempted by only the highest levels of writers. The problem seemed to lie in the synchronization of what was written in the Descriptive Book and what was actually observed on the Age itself. If changes were written into the Book that contradicted previously observed features of the Age, it was possible that the Descriptive Book would divert its link to an Age that more closely resembled the changes described. It would appear that the link to the "pre-diverted" Age would be lost, and it would be impossible to reestablish the original link.

There have been some restrictions discovered regarding writing bizarre Ages, Ages that would defy the laws of nature as the D'ni knew them. It seems this is to discourage books that might create links to unstable Ages.

Restrictions have also been discovered concerning man made objects written into an Age. It appears that some kind of initial experimentation by the D'ni was unsuccessful and unpredictable, and the restriction was established.​
Just give the players a linking book to the library plane that can be used once per week:

plane shift: Clr 5, Sor/Wiz 7

Tome of the Librarium: plane shift to the entrance of the library, 1/week. Price: 5 x 9 x 2000 / (5 * 7) = 2571 ~ 2500 gp, which would be trival for an (persumably epic-plus) character such as the Librarian. Even if you base the book on gate, it would still only cost 8743 ~ 8750 gp.

You could even add the ability to use contact other plane (Sor/Wis 5) to communicate with the Librarian, 3/week to recieve instructions: 5 x 9 x 2000 x 3 / ( 5 x 7 ) = 7714 ~ 7700 gp.
 
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As a complete uber-fanboy of the Myst series and setting, I will second the portals through books thing, as it is amazing. :D

If any of your players have played Myst, though, they may think it cheesy.
 

In the Planescape novels "Blood Wars Trilogy" the main characters had a book with pages that would act as portals to various planes.

Maybe you could do something like that where the PC's have a single book, but still need to "crack" the codes on the pages to get the page to open it's portal to that plane. You could have side quests specifically dedicated for figuring out how to open a pages portal.
 

Eltern said:
As a complete uber-fanboy of the Myst series and setting, I will second the portals through books thing, as it is amazing. :D

If any of your players have played Myst, though, they may think it cheesy.

I've played Myst, but way back when it first came out. The connection never even occurred to me.

Actually, the Librarian is going to be based on the wizard from Teen Titans episode 306, Spellbound. If you're not familiar with the series (or the episode), there was a magical tome trapping a wizard. He instructed Raven how to cast a spell to free him, and when she did the book flew open and a torrent of pages shot out, swirled around and formed into a humanoid figure, not looking unlike a mummy. When he would stick his hand too far away from the book, it would start to unravel and you could see inside it was hollow. It looked really cool.

All of the Librarian's magic is going to be based on that idea of things constructed from pages, including the portals which are going to be swirling gateways of paper. They're even going to fight an giant constrictor snake made of pages, which I'm calling an Ophidilex. It comes from a book called Ophidianus Lexikos (which a PC with an appropriately exotic language is going to know means Snake of Books, but think he/she misread the title...).
 

SRD said:
Amulet of the Planes: This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01-60 on d%) or to a random plane (61-100).

[font=&quot]Strong conjuration; CL 15th; Craft Wondrous Item, plane shift; Price 120,000 gp.[/font]

Does this help?
 

Eltern: Well, you could change the descriptive text a bit. Instead of a book, make it a scroll. Instead of touching a 'glowing, silvery panal', make the scroll contain a window-like picture of the destination plane, which shimmers as if viewed through a layer of water. If you touch the window, the 'water' crawls up you arm and covers you entirely, then retracts into the 'window' taking you with it.

Feel free to be creative. ;)

Asmor: So... what are you going to use? Any ideas yet?

elephant: Remember -- 5th level party. 120,000 gp is a big pile of money -- not something a high-level NPC will entrust to a group of low-levels adventures.
 

*shrug* The book cost is meaningless, if it helps you set up the adventure. OTOH, the amulet is less focused than the portals.
 

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