My group is half-way lost mines. We have a Sorcerer, a Bard, a Ranger, and a Fighter. I am a first-time DM. I was considering going into a planar campaign after lost mines. Any advice?
Well, I would suggest picking up the DM's Guide and the Monster Manual for starters. Filled with information on the planes and the monsters in them. Then when Mordenkainen's Tomb of Foes comes out, get that as well. It's worth pointing out that planar transportation is usually higher level magic; I'm thinking plane shift, gate, etherealness, and astral projection. Perhaps the Forge of Spells reopen and give a cubic gate to the party, or the party is pulled through to a different realm. I would suggest starting in either the Feywild, it has a wide variety of monsters and motives, or the Outlands, it gives access to all of the outer planes.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
You don't need them though; portals and standing gates work just fine. This was part of the idea of Planescape. A place where players of all levels could play in the planes, without earth shattering magic to do so, with Sigil as a "safe" haven to hide from the immortal planar beings they have annoyed.
The Horizon Walker spec of the Ranger class, is designed for that play really.
Now, as we wait for Mordenkain's to come out, random ideas.
Stop the Githyanki from raiding a city nearby from the Astral plane. You follow a raiding party into a gate.
On a dark night, you are transported to the Shadowfell. Need to find a tower of light to get home before the night ends.
Redeem a dead fallen paladin, and restore them after being turned into a larva by a Night hag, who is visiting the feywild
You are in the Yawning Portal, and instead of entering undermountain, you are dumped into Sigil, and need a way home. Good luck Cutter.
You need to fetch a golden apple from Yondalla's fields, or a drinking horn from Asgard, or any other random item from myth to save someone from something horrible. Free Gate from a cleric to send on your way, but don't be late for the return trip.
I wouldn't start them in Baator or the Abyss though. Comes down to what type of romp did you want?
I was thinking that they either have to find an item on each plane, starting with the most friendly ones, or negotiate a peace treaty throughout all the planes. Maybe finding their way back is a long-term goal. Maybe the portal they went through transports you to the outlands in another time and the item/the item reward for the treaty is the only way they can get back to their own time.
If you want to do the go-home plot, keep in mind that Banishment is a level 4 spell, easily accessible after a bit of time to casters, post- Lost Mines. You'll need to think why this spell, as well as Planar Travel or Gate, won't be viable methods of going home. Especially if they find someone they can hire.
Venatusmaps is in the middle of rolling out a really neat looking set of dungeon maps that are linked to various planes. They could make for a fun location for a party to do a little plane-hopping.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
TLDR: All the DMs call on what could and doesnt work.
IMHO, Banishment would change it to "lost in space" you as caster can control the planar destination but it doesnt say anything about where on the plane. Players might not be close to each other, with one in Waterdeep and another in the City of Greyhawk, and another floating above the ruins of Istar. DM call if course, as that isnt the intended use if yhe spell. I kinda like this angle though.
Of couse in the planescape setting, gate and planeshift dont work in Sigil, and banish might not work in the same way or at all. But that is not 5e cannon on what does/doesn't work, so DM gets to rule on that.
My group is half-way lost mines. We have a Sorcerer, a Bard, a Ranger, and a Fighter. I am a first-time DM. I was considering going into a planar campaign after lost mines. Any advice?
Well, I would suggest picking up the DM's Guide and the Monster Manual for starters. Filled with information on the planes and the monsters in them. Then when Mordenkainen's Tomb of Foes comes out, get that as well. It's worth pointing out that planar transportation is usually higher level magic; I'm thinking plane shift, gate, etherealness, and astral projection. Perhaps the Forge of Spells reopen and give a cubic gate to the party, or the party is pulled through to a different realm. I would suggest starting in either the Feywild, it has a wide variety of monsters and motives, or the Outlands, it gives access to all of the outer planes.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
You don't need them though; portals and standing gates work just fine. This was part of the idea of Planescape. A place where players of all levels could play in the planes, without earth shattering magic to do so, with Sigil as a "safe" haven to hide from the immortal planar beings they have annoyed.
The Horizon Walker spec of the Ranger class, is designed for that play really.
Now, as we wait for Mordenkain's to come out, random ideas.
I wouldn't start them in Baator or the Abyss though. Comes down to what type of romp did you want?
GLHF
I was thinking that they either have to find an item on each plane, starting with the most friendly ones, or negotiate a peace treaty throughout all the planes. Maybe finding their way back is a long-term goal. Maybe the portal they went through transports you to the outlands in another time and the item/the item reward for the treaty is the only way they can get back to their own time.
If you want to do the go-home plot, keep in mind that Banishment is a level 4 spell, easily accessible after a bit of time to casters, post- Lost Mines. You'll need to think why this spell, as well as Planar Travel or Gate, won't be viable methods of going home. Especially if they find someone they can hire.
Hence time-portal thing.
They could get back, but everyone they know would be dead/not born yet except maybe elves.
Venatusmaps is in the middle of rolling out a really neat looking set of dungeon maps that are linked to various planes. They could make for a fun location for a party to do a little plane-hopping.
TLDR: All the DMs call on what could and doesnt work.
IMHO, Banishment would change it to "lost in space" you as caster can control the planar destination but it doesnt say anything about where on the plane. Players might not be close to each other, with one in Waterdeep and another in the City of Greyhawk, and another floating above the ruins of Istar. DM call if course, as that isnt the intended use if yhe spell. I kinda like this angle though.
Of couse in the planescape setting, gate and planeshift dont work in Sigil, and banish might not work in the same way or at all. But that is not 5e cannon on what does/doesn't work, so DM gets to rule on that.