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Plane Shift: how to let a PC be awesome without breaking the plot
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<blockquote data-quote="RangerWickett" data-source="post: 7185756" data-attributes="member: 63"><p>I'd tweak your list a bit, Erik. And add the caveat that the ritual opens a visible portal that takes a few minutes to manifest on both ends, so it doesn't give you the ability to teleport in and kill people by surprise. The trick is to let the Ob actually do their 'take over the world' stuff without the PCs being Johnny-on-the-Spot and immediately stopping everything. Importantly, the trip to the Gyre can be used to enforce a period of missing time to let the Ob actually be in a position of power. Here's how I'd do it.</p><p></p><p>1) <strong>Known Close.</strong> Locations previously visited in Lanjyr. You can just go here. It's no different than normal teleportation rituals.</p><p></p><p>2) <strong>Known Far.</strong> Locations previously visited on other planes, including locations in the Dreaming or Bleak Gate that are coterminous with your current location. You can also just go here. Make it clear that this is normally <em>not</em> possible, and the PC is probably the only person in the world who can do this. The Ob spent years developing the Wayfarer's Lantern to make this possible, and you're probably riffing on some of their innovations to pull this off in a ritual.</p><p></p><p>3) <strong>Unknown Close.</strong> Somewhere in the same world that you've never been? Nope, you've got to fly there.</p><p></p><p>4) <strong>Unknown Far.</strong> Choose one of the planets in the sky, and teleport to a random spot there. Additionally, it takes you at least some time to figure out how to adjust the ritual, to give the GM time to plan something interesting. If you rush it, you'll end up somewhere uninteresting. That's just how the cosmos go, apparently. </p><p></p><p>{{We didn't write anything for these locations in the adventures, so what to do here is up to you.}}</p><p></p><p>5) <strong>The Gyre.</strong> You can go here, but it's complicated. We'll get to that.</p><p></p><p>6) <strong>Anywhere Else in the Multiverse.</strong> Sorry, no. Your world has been calved off from the rest of reality, and getting back requires creating a new link (i.e., going to the Gyre and getting the right components for the Axis Seal ritual). You can't go to the Nine Hells, etc.</p><p></p><p>.</p><p></p><p>Okay, so, <strong>The Gyre.</strong> You can spot the Gyre in the distance, but you don't know what's there. Planeshifting there blindly is perilous, since it's less of a 'place' and more of a metaphysical construct of 'the demise of things that used to be places.' If you combine this with some divination, you might get a vague hint of planes you could teleport to. (I think. I don't recall what sorts of divinations epic 4e includes, and if they say things like, "You know all and see all.") [[If you don't pick anywhere in particular, the first time you get to the Gyre, you arrive at Urim, like in adventure 12]].</p><p></p><p>However, when you try to planeshift to the Gyre, you end up on Av, in the Bleak Gate. From there you can planeshift home, or if you travel through the planet's crystal shell to the Dreaming side, you can planeshift to the Gyre, which does work. Then if you try to go home from the Gyre, you first require a 'layover' on Av, and need to trek from the Dreaming to the Bleak Gate, and then can planeshift to the real world. </p><p></p><p>You can do this several times, but if you start to try to cross from the Southern Gyre to the Northern Gyre, the lighthouse on Ascetia shines a beam, which illuminates Av hurtling toward the Gyre. Somehow your trespass pulls the world out of its orbit and toward destruction. You've got {insert time period here that is necessary to resolve any loose threads in the real world, like finishing adventure 11} before it hits. This could be as long as a couple days, to as short as a few minutes. After Av hits, the Golden Legion swoops in and abducts people, and moreover, if you planeshift to or from Av, it feels like it both works and fails. You get the weird dream that shows up in adventure 12, and then stick with the PCs on the Gyre.</p><p></p><p>Basically, this method lets the PCs explore the Gyre and hop back to the real world, but once they go to the northern Gyre the next time they go back to the real world, they arrive after the Ob has won.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7185756, member: 63"] I'd tweak your list a bit, Erik. And add the caveat that the ritual opens a visible portal that takes a few minutes to manifest on both ends, so it doesn't give you the ability to teleport in and kill people by surprise. The trick is to let the Ob actually do their 'take over the world' stuff without the PCs being Johnny-on-the-Spot and immediately stopping everything. Importantly, the trip to the Gyre can be used to enforce a period of missing time to let the Ob actually be in a position of power. Here's how I'd do it. 1) [b]Known Close.[/b] Locations previously visited in Lanjyr. You can just go here. It's no different than normal teleportation rituals. 2) [b]Known Far.[/b] Locations previously visited on other planes, including locations in the Dreaming or Bleak Gate that are coterminous with your current location. You can also just go here. Make it clear that this is normally [i]not[/i] possible, and the PC is probably the only person in the world who can do this. The Ob spent years developing the Wayfarer's Lantern to make this possible, and you're probably riffing on some of their innovations to pull this off in a ritual. 3) [b]Unknown Close.[/b] Somewhere in the same world that you've never been? Nope, you've got to fly there. 4) [b]Unknown Far.[/b] Choose one of the planets in the sky, and teleport to a random spot there. Additionally, it takes you at least some time to figure out how to adjust the ritual, to give the GM time to plan something interesting. If you rush it, you'll end up somewhere uninteresting. That's just how the cosmos go, apparently. {{We didn't write anything for these locations in the adventures, so what to do here is up to you.}} 5) [b]The Gyre.[/b] You can go here, but it's complicated. We'll get to that. 6) [b]Anywhere Else in the Multiverse.[/b] Sorry, no. Your world has been calved off from the rest of reality, and getting back requires creating a new link (i.e., going to the Gyre and getting the right components for the Axis Seal ritual). You can't go to the Nine Hells, etc. . Okay, so, [b]The Gyre.[/b] You can spot the Gyre in the distance, but you don't know what's there. Planeshifting there blindly is perilous, since it's less of a 'place' and more of a metaphysical construct of 'the demise of things that used to be places.' If you combine this with some divination, you might get a vague hint of planes you could teleport to. (I think. I don't recall what sorts of divinations epic 4e includes, and if they say things like, "You know all and see all.") [[If you don't pick anywhere in particular, the first time you get to the Gyre, you arrive at Urim, like in adventure 12]]. However, when you try to planeshift to the Gyre, you end up on Av, in the Bleak Gate. From there you can planeshift home, or if you travel through the planet's crystal shell to the Dreaming side, you can planeshift to the Gyre, which does work. Then if you try to go home from the Gyre, you first require a 'layover' on Av, and need to trek from the Dreaming to the Bleak Gate, and then can planeshift to the real world. You can do this several times, but if you start to try to cross from the Southern Gyre to the Northern Gyre, the lighthouse on Ascetia shines a beam, which illuminates Av hurtling toward the Gyre. Somehow your trespass pulls the world out of its orbit and toward destruction. You've got {insert time period here that is necessary to resolve any loose threads in the real world, like finishing adventure 11} before it hits. This could be as long as a couple days, to as short as a few minutes. After Av hits, the Golden Legion swoops in and abducts people, and moreover, if you planeshift to or from Av, it feels like it both works and fails. You get the weird dream that shows up in adventure 12, and then stick with the PCs on the Gyre. Basically, this method lets the PCs explore the Gyre and hop back to the real world, but once they go to the northern Gyre the next time they go back to the real world, they arrive after the Ob has won. [/QUOTE]
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