Unusual Inter-Planar Travel


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At a time when I was with a group, the GM was bringing the Forgotten Realms campaign to an end and wanted to start a new campaign. We werent in the loop. Seven black ravens descended upon us at the end of the Forgotten Realms game and transported us to Penance. From there our characters started a new campaign in Oathbound. When that campaign drew to a close, we had a memorable experience behind us, as no one in the group had ever used the same character in more than one campign. Our imaginations are richer because of it. :)
 



IMC the pocket dimension of a Bachanalian type god can only be reached by performing a simple ritual at midnight at a crossroads with a buzz on. The intoxification keeps any details from being necessary.

The elemental plane of fire can be entered by anyone who first throws the three secret items into a fire and then steps in.
 

I had a tower that hop around the planes, occasionally returning to a preset location on the Prime. Characters could travel to other planes if they could get in the tower, defeat creatures that were already there, and didn't mind not knowing exactly where the tower would go.

I've also had areas where planar boundaries were weakened, and creatures could simply slip through. This was mostly for the plane of shadow or faerie.

I had a character who made the bag of holding/portable hole mistake.

The Guardian of Forever from ST:TOS ("The city on the edge of Forever") would make a cool planar gate. Lots of planes flashing by, you have to time your jump through exactly to reach the desired destination.
 

Acorns of Yggrasil the World Tree - planar jumps that are random, but once the nut is digested the effects wear off and the subject returns to the place where the first ate the nut.

Planar Flu - a virus that attunes the infected to a plane. It has the upside of granting unqiue immunities that are great for planar travlers, it has the down side of instantanously drawing the host to the attuned plane, where he or she must remain while the disease runs its course. Possible a by product of some vast planar empire's experiments with cheap and efficent ways to bolster their troops that somehow went wrong.


Godsblood - The remains of a dead deity that granted the eater limited ablities based on the god in question.

(I sense a theme here.)

Of course, books and mirrors are classical gateways. I also like the "shop that exists on multiple planes" gambit.
 

Stormborn said:
Planar Flu - a virus that attunes the infected to a plane. It has the upside of granting unqiue immunities that are great for planar travlers, it has the down side of instantanously drawing the host to the attuned plane, where he or she must remain while the disease runs its course. Possible a by product of some vast planar empire's experiments with cheap and efficent ways to bolster their troops that somehow went wrong.

That "yoinking" sound you hear is the purloining of this idea for my next planar game...

:)

Danke.
 

There's the Myth Adventures D-hopper which is basicly a rod with settings that can Greater Teleport to other dimensions except it's a technological device.

Roads as portals such as fey roads that lead to other dimensions. Sometimes they must be traveled at certain time such as twilight.

Some places can be reaches by travelling through a certain puzzle or roads and paths. They're normal roads but when taken in a particular order at certain times, they lead to someplace different.

IMC, the underdark is a soft place that is halfway between planes (which is why they can go so far below sea level and not fill with water) and some tunnels lead to other planes. Thus it becomes possible for Orpheus to decend into the earth to travel to Hades.

Some planes just "float" around and randomly merge with others. These are usually smaller planes about the size of a city or even smaller. Thus, to adventurers, it might just seem to be a city that has appeared out of nowhere but if they're there when it leaves, they'll find themselves moving on to planes beyond their own.

Follow a white rabbit down a rabbit hole.
 

A ring of five keys. Each key, when used in a normal lock of a door, opens the door one "step" dimensionally. The key used determines in which astral direction the step is taken. If there is more than one lock in the door, multiple keys can be used which allows farther travel along a mixed path. Magical doors tend to interfere with the key's function.

You can think of it that Key A lets you take a trip to the plane Astral North one "mile". Key B lets you go to the Astral West. If you can find a door with two locks, you can use both to go two "miles" to the Astral Northwest.
 

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