| Post/Author/DateTime | Post |
|---|---|
| #1ganryuJan 30, 2010 20:10:12 | I'm the gm of a dnd campaign. It started out as a simple adventure just to try out the system but it evolved into a larger campaign of currently quite disconnected adventures with a "hint" of a real plot. I want to introduce an extremely powerful object into my campaign which will be the focal point of it in a few sessions time. They will recover a lost object for House Cannith known as the Planar Sphere. This object allows for teleportation between planes and it is the size of a large building. Now the deal is: I want to make this artifact useful to the players if they chose to not return it so I need to give it powerful features, while also limiting it so that it is not TOO useful. Much like the planar sphere in BG2 I'm thinking of adding a limitation in how it can be used. I'm thinking primarily that it needs some kind of rare fuel. Any other ideas? |
| #2lokustJan 31, 2010 7:12:00 | Risk of getting stranded because apart from the regular fuel (something rare and expensive) they would need something plane specific too be able to launch from that plane. What the thing is would be hard to research if not on the plane of interest. The plane specific launch fuel should not be to hard to get when they know what it is tho. First time it might take a small adventure (or a side quest to the reason they're at the plane) to get but after that the eventual staff on the Planar Sphere should be able to collect it (while the group again does whatever the reason for traveling there was) the next time they visit. Thus they cant go plane hopping. At least not to unknown planes. |
| #3ganryuFeb 17, 2010 15:58:33 | Ohh... The plane-specific suggestion is just great. In fact I absolutely love it... I'll just need to think of something suitable. |