Looking for good hooks for planeswalking campaign

Post/Author/DateTimePost
#1

the_orius

Feb 16, 2009 18:11:34
Fellows,

I want my campaign to branch into a jaunt across the planes, and I looking for some good ideas to facilitate that. Here is some info to better reach that goal.

Currently my party is 11th level and have just begun the "King of the trollhaunt warrens" which I HEAVILY modified. I basically have turned it into a large scale war crossing two planes. They will finish this campaign around 15th level in the feywild and from there I would like them to start traveling the planes, but I havent found a real good idea as to why they would...the how is easy I want them to have a spelljammer as found in the manual of the planes, but as to how they aquire one is still up for grabs.
#2

Rhineglade_

Feb 16, 2009 19:18:41
I assume that since you mention several 4e concepts that you are using the 4e version of the Planes.

You might want to view previous planar concepts as they are loaded with TONS of adventure ideas. The OOP Spelljammer and Planescape lines in particular would prove quite useful. Personally I vastly preferred the 3 and 3.5e versions of the planes. In particular the four Elemental Planes. These were LOADED for cool ideas (ie: the Great Dismal Delve of the mighty Khan of the Dao (the earth genies), the fabled City of Brass of the Efreet Sultan, etc).

Even the OOP "Queen of the Demonweb Pits" has several other planar adventures as the players travel Lloth's web. There was also a module titled a "Paladin in Hell" which can be gleened for adventures in the Lower Planes.

You can also steal ideas directly from mythology stories and other media like TV, movies and comic books. I know first hand that the Marvel comic line of "Thor" has stories galore in other planes (Asgard being the primary plane of course). You can take note of the various story lines and use those for your adventure ideas.

Some examples:

Rescue attempt of Demeter's daughter Persephone from the Gray Wastes of Hades (Greek Myth)

Obtain the gold apples of immortality which are guarded by a terrible dragon (also Greek Myth)
#3

ogrepuppy_dup

Feb 17, 2009 8:39:26
I have a similar question, but I was looking for micro-adventures (side-quest size) for 1st or 2nd level characters.
#4

the_orius

Feb 17, 2009 10:33:31
Good ideas!

I also did some internet searching last night and I found this cool website that is about planescape and it has alot of good info.

www.planewalker.com

Ogrepuppy: They even had a thread dedicated to plot hooks, mostly for side quest things like your asking for.
#5

ogrepuppy_dup

Feb 17, 2009 12:57:17
www.planewalker.com

Ogrepuppy: They even had a thread dedicated to plot hooks, mostly for side quest things like your asking for.

True, thank you. I've been to the site and found many of the hooks to be a little too over-powered for my group, or that it required that the players / PCs know a LOT about the Planescape setting.

In my case, the plan is to do some plane-hopping, based in Sigil.

I considered having my players be the "first contact" team, hired by a Sigilian employer to open unknown portals to new planes and survey the 'lay of the land' as it were. A scout team, essentially. A fantasy Star Gate team, kinda? (I dunno, I never watched the show.)

Even better, I'd prefer they were hired by a group of criminals who stake out/infiltrate locations to rob, specifically on new Prime Material planes that no-one's been to before.

(I love the above ideas...it's coming up with an execution that doesn't become redundant week after week that worries me. "ANOTHER break-in? *yawn* Didn't we do that place just last week?!?")
#6

Mechalibur

Feb 17, 2009 14:52:35
You might want to view previous planar concepts as they are loaded with TONS of adventure ideas. The OOP Spelljammer and Planescape lines in particular would prove quite useful. Personally I vastly preferred the 3 and 3.5e versions of the planes. In particular the four Elemental Planes. These were LOADED for cool ideas (ie: the Great Dismal Delve of the mighty Khan of the Dao (the earth genies), the fabled City of Brass of the Efreet Sultan, etc).

That's funny; the reason they axed was because it was too hard to come up with adventures for some of the planes... especially the elemental ones! :P

4e really works just as well; you can make all the outer planes astral dominions and whatnot, and it includes major landmarks like the City of Brass and Sigil.
#7

the_orius

Feb 17, 2009 18:16:19
Ok! here is my idea!

Tharizdun the god of madness is reportedly dead in 4e, but he isnt! he just held captive. However his cults are still alive and working his mad schemes.

The adventure there running now (King of troll haunt warrens) ends up way different, hehehe. Basically Scarlvak (or whatever) was being duped by Vardar the true king of the trolls. Vardar was in with the Fomorians (who are some of Tharizduns faithful) and they helped him use skar to bring about his return and ascention to minor diety hood of giant-kin. However Vardar didnt know he was duped as well because when he ressurects upon skar's death as a minor diety the Fomorians let loose a massive ritual using the stone cauldron to capture him and his divine spark.

In the middle of this epic conclusions varied avatars and minions of varied Gods (to be worked out but good and evil gods) appear trying to stop the ritual. However in the chaos and ensuing fight the Famorian leader escapes with Vardar and his spark.

Thus here is my hook for the planeswalking campaign:

Representatives of the God's ask the party to help them hunt down Tharizdun's minions and thwart his plans. Here is what they learn.

Tharizdun has learned how to kill/enslave the divine spark of God's and the recently ascended Vardar was not his first victim. The God's know little beyond the fact Tharizdun is harnessing the power to some mad end to upset the balance of the multiverse.

What neither the God's or the party knows is Tharizdun is using the sparks in a epic scale ritual in which he will sacrifice the sparks he has aquired to let loose the primordials and destroy the prime material planes. He needs a few more and some specific key ones

Objectives:

- Investigate some other recent "death's" and missing Gods and their avatars and see if there are any links.

- Track down Tharizdun's minions and find out there plans and there next targets

- Find out how Tharizdun is capturing the divine spark of the God's and how you can stop it.

- Ultimately stop his mad scheme to release the primordials, if this means destroying Tharizdun or some epic level avatar of his and his cult, I havent decided.

So what do you think?

I think it gives me opportunity to send my party all over the multiverse to various God's environs.

The only other thing I havent decided on is method of planeswalking travel. Some artifact that lets them port all over(maybe only specific gates to certain planes? or a spelljammer? I like the spelljammer alot due to the pirate/freebooter feel it would give.

Let me know what you think.
#8

the_orius

Feb 20, 2009 1:00:44
well? anyone? anything?

i thought it sounded good..
#9

ganryu

Feb 22, 2009 17:57:01
I like what you have so far. I see nothing wrong with it.

I will be introducing some limited planar travelling in my Eberron campaign later on. It will be done through a teleportation device that is essentially a huge spherical vehicle known as the Planar Sphere (blatantly stolen from Baldur's Gate 2). Inside it there are controls for planar travel but it will take some advanced knowledge of how it works to operate it, and you don't always get where you want.
#10

the_orius

Feb 24, 2009 15:54:48
Ohh I like the idea of the planar sphere, I am still leaning towards a spell jammer like ship. I like the idea of a base of operations for them.


I had a question if others could help me.

What gods do I involve against Tharizdun? (Forgotten realms and PHB)

I am thinking Selune for sure, she is tied to the fey. The trolls and fomorians are starting in the Feywild messing stuff up and I am tying her to the moon gate at moonstair.

I am also looking to Vecna because of his love of intrigue and secrets. He especially doesnt want knowledge of Tharizdun to get out since he is mostly un talked about, he also is very interested in how Tharizdun is accomplishing all he is doing...

who else?
#11

novatack

Mar 01, 2009 13:57:49
Ohh I like the idea of the planar sphere, I am still leaning towards a spell jammer like ship. I like the idea of a base of operations for them.


I had a question if others could help me.

What gods do I involve against Tharizdun? (Forgotten realms and PHB)

I am thinking Selune for sure, she is tied to the fey. The trolls and fomorians are starting in the Feywild messing stuff up and I am tying her to the moon gate at moonstair.

I am also looking to Vecna because of his love of intrigue and secrets. He especially doesnt want knowledge of Tharizdun to get out since he is mostly un talked about, he also is very interested in how Tharizdun is accomplishing all he is doing...

who else?

Tharizdun wasnts to destroy the entire universe and everyone in it. Literally every diety that knows of his return will be against him.
#12

the_orius

Mar 01, 2009 19:53:59
im going for the idea though that the destruction will not be like yo think. Its more about the chaos it would create.

for my campaign if he succeed he would release the primordials and using there power literally "shatter" the prime material planes you know fewild, shadowfell...and the main one? whats it called? This would se chunks of the world out through the astral sea and elemental chaos like islands, or continental chunks foating around.

It would also disrupt if not outrigt destroy the gods and their existence, in essence bringing about pure chaos.

In the end it would create a cool campaign setting after they hit 30! and we start wit level 1's that heard all the epic tales of their adventurers who failed to stop the world from shattering.