Unusual Inter-Planar Travel

Torm

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The game I'm running at the moment involves a lot of unusual inter-planar travel, and it got me wondering about what weird ways you or your DMs have moved your party members from one plane to another. (Obviously, I'm not talking about spells or items for this purpose in the core books, unless it is some unexpected use of them.)

So spill it. :D
 

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I recently began a planar campaign which is based in Sigil. An adventuring group has a base of operations there (the PCs are working for this larger group) and they explore the multiverse by traveling through a "glyph gate". yeah, it's pretty much a Stargate-D&D mix but we're enjoying it. The main difference is that a ceramic-like "glyp" has to be inserted into the gate to make it function. The glyp instantly teleports to the other end when the gate is used, appearing in the proper spot it must be placed in for a return trip.

I could also see a DM moving his group through the planes via a deity of justice who maybe selects these willing PCs to right wrongs verse-wide.
 

Big old portals are a pretty common plot device.

Others I have seen & used:

Ships that have extraplanar drives, like Starjammer, but travelling across planes rather than through the aether & phlogiston. The first time I saw it was in a Michael Moorcock book, Sailor on the Seas of Fate, but I've used it many times myself.

A maze of caves in which every exit point leads to another dimension.

A tavern around a "Well of Reality" or located at the "Crossroads of Infinity," etc. It works in different ways (depending on campaign): different doors lead to different realities (see cave above); there is only one exit and where you wind up depends on when you leave; someone (exactly who is a mystery) controls the portal.

A mysterious mist that you enter in one world and emerge in another. Usually, it has an unusual color (as an aid to characters/readers/players identify it.).

Works of art (books, maps, paintings, tapestries, crystal "snowglobes", etc.) that depict of other planes...and may be entered.

Travel through dreams.

A mysterious beam of light; a black pit. See John Carter of Mars, Slaine, Gor, Dar, the Adam Strange comics and innumerable other pulp fantasy/sci-fi books where a Joe from Earth winds up...somwhere else.

Mirrors. Remember Alice through the looking Glass? Dr Who?
 

I ran a game once with an annoying antagonist that liked to play cards...while the PC's were trying to figure out how to thwart her (and without putting the "hostages" in harm), she would play a unique game of cards with them, and as just mentioned, depending on outcomes (who played what, who won, etc.) they would fight things based off of a list I had made...this would usually involve extraplanar as well as interplanar travel. It turns out the cards were not magical, but the table they were playing on was, which is why the toughness of the creatures were altered based on how many bets had been made (this caused large objects to be hurled at me when it was figured out). Something like that can be dangerous to throw at characters, though, with seemingly random effects...I wonder what would have happened if someone had thrown a Bag of Holding down as a bet...

Oh, here's another one...a ring, seemingly enchanted, with some sort of advanced magic cast on it that lower level Identify-ish spells wrongly determine as good things (pluses to something or another)...has a sub-effect related to the effect that psychically determines who the wearer has had contact with in the past week with strong emotional ties (usually antagonist NPC's and party members, somtimes others with varying interesting results)...Another sub-effect, more a catalyst than anything, is the ring's ability to chain contingency off of the spell or the spell effect (or similiar) Dispell to occur within 250 square feet of the wearer of the ring. Once the latter sub-effect occured, unless the Dispell area-effected or specifically targeted the ring by high level magic, the main effect would come into play, being that there are actually several, several of these rings scattered about the multiverses, and any time a ring wearer's ring uses the main effect, all current ringwearers and their emotionally-tied friends/enemies/etc all switch places in group with another said group. Unless Dispell is eventually cast by VERY high level magic, the rings are never destroyed, but if high-enough level magic is used, the ring's group of confused members (only the group who's ring was directly affected by the Dispell) are "teleported" back to their original positions (though time has passed, possibly causing danger to them) in their home plane and the ring is randomly "teleported" to another location in the Omniverse. Also, it had a quirk...if Wish or the effects of a Wish or similiar spell/effect (including Djinn abilities and including objects conjured by a Wish or similiar spell of effect) came within 50 square feet of the ring, the main effects were automatically set off. If anybody wants to use this or alter it and use it, feel free, it's public...keep in mind, as is, the ring teleports everyone the character was emotionally-tied to within the past week, including NPCs they may have come in contact with in other realms...we had an experience with my PC's finally getting the ring dispelled, but a very powerful and very antagonistic NPC they had briefly encountered (but had grown to hate because of local friendly NPCs' testimonies against the tyranical dictator) got permanently teleported back to their plane and wreaked havoc for a few sessions. It also has weird varying effects when certain characters born with innate psychic abilities wear the ring or high level Empathy/similiar spells/effects occur within some close proximity of the ringwearer as they put the ring on.

Sorry for the long post. Don't smite me, please. :heh:
 

Sail there - My high level game uses FFG's Portals & Planes idea of the River of Worlds - An infinite body of water that contains various worlds and world-spheres through which you can travel to various worlds.

Walk/Climb there - As in planescape, the world Ash is a tree that crosses planes. You can walk or climb along its trunk.

Living Portals - Living creatures that can take you to other planes. See RoninArts's Six Living Planar Gates.
 

In keeping with the Living Gates idea, I've re-imagined Beholders in one of my campaign worlds, where they serve as Watchers, viewing all the planes, and allowing visitors from one world to cross to another...for the proper compensation, which, to an immortal aberration, usually means information on a subject the Watcher is interested in.
 

Bebelith Eyes. Swallow a Bebelith eye and you'll shift up or down a single layer on the current plane that you're on. This has the nasty side effect however of plunking you down into a Bebelith hive if you try this while on the astral plane.

Naturally occuring portals, and bound spaces acting as portals to Sigil. Archetypal Planescape.

Open the long forgotten closet at the end of the hallway in a city and find yourself opening a door onto a landing of the Infinite Staircase.

Extradimensional Space superimposed on another extradimensional space = *pop!* and a rift into the Astral that would love you gobble you up and into said plane

Spelljammer varients that employ magical/technological engines capable of ripping open temporary gates/color pools/ethereal curtains into other planes. Large chunks of shiftstone might fill a similar purpose.

A chunk of an astral godisle, the petrified flesh of a former deity of travel, navigation, etc that is capable of transporting its owner between planes. However, getting a chunk of a dead god is likely anger the Astral Dreadnaughts and the Guardian of Dead Gods.
 

Amber (the books... I don't know about the game) had "Trumps": portraits of people or things that were similar to Tarot cards, and certain attuned individuals could use them to travel across great distances, even planes. The books (again, i don't know the game) also had "The Pattern" by which someone (with the right bloodline) could travel to anyplace in the universe...
 

Doors. Ordinary, everyday doors. A door your PC passes by on his daily rounds. A door that is either locked or in use. Likely a door your PC has gone through for one reason or another upon occasion. Until the day the PC is with his crew as they return from an adventure. This day the door is slightly ajar, and an strange odor is coming from it. When the party goes to investigate it leads to someplace ... else.

On a walk. The group is either coming home from a dungeon, or on the way there. They aren't paying attention, having been this way many times before, until a sound out of the ordinary makes them aware of their (altered) surroundings.

Any journey on a path that goes ways it really shouldn't be able to. Up stairs, down a ramp, to an elevator in a tower that didn't exist when the adventurers started up the stairs.

Finally, locations that aren't there when you go back. The bookstore with the complete works of Socrates, or the Thaitalian restaurant.

A few suggestions :)
 


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