This assumes you hew closely to the plot as presented in the book.
Once the party reaches Candlekeep and has the Shield and Box identified/explained for them, the next step is being plane shifted to Avernus. The book explains that wards on the keep itself prevent that kind of planar travel, and has Sylvira Savikas (who can cast the spell) sending the party by griffons to Traxigor’s tower.
This seems...odd. And unnecessarily convoluted plotting. Is there something that prevents Sylvira and the party from just walking a hundred yards away from the keep and plane shifting there? It seems like it would be just as easy to have Lulu be at Candlekeep and skip the travel (which earns the party no XP and doesn't give them new knowledge or experiences).
Sure it is! But my group is the kind that's always looking for the quickest, most efficient solution. They're going to wonder why the heck Sylvira doesn't just walk them out the keep and do the plane shift.
Well, in my games, Candlekeep doesn't exist, so they visit the magical school of Nova Draodheas instead. The school is likewise warded, but they have rooms where the wards are lifted to allow for students to learn Plane Shift and other Conjuration spells. Also, to add some way for them to get back to the Prime Material, the school archmage gave them a scroll or other one-use magic item of Sending. That way, they can contact him, but I make sure to create some dilemmas where using that scroll would solve the problem easily, but also mean they're stuck in hell
One good explanation you could give is the material component of the plane shift spell.
"(a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)"
A metal rod that is attuned to one of the levels of hell might be quite dangerous and something you might not store locally. Perhaps it is kept safely in the vaults at Traxigor keep? This way the players and the caster have to travel to the keep to obtain the material component needed to cast the plane shift spell.
The rules don't cover how easy these are to create, how common they are (especially for opening a gate to the underworlds), and so it might make sense that they are not common and might be securely stored away from others.
One good explanation you could give is the material component of the plane shift spell.
"(a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)"
A metal rod that is attuned to one of the levels of hell might be quite dangerous and something you might not store locally. Perhaps it is kept safely in the vaults at Traxigor keep? This way the players and the caster have to travel to the keep to obtain the material component needed to cast the plane shift spell.
The rules don't cover how easy these are to create, how common they are (especially for opening a gate to the underworlds), and so it might make sense that they are not common and might be securely stored away from others.
This option also makes the spell almost useless to a player caster of the spell. It would mean having to find a particular place to cast Plain Shift for each plane of existence. My palyers are still under the Bath House, so I haven't ready this far ahead in any detail, but unless I discover a reason that says otherwise, knowing my players, they will go a mile down the road and have it cast there.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Well, in my games, Candlekeep doesn't exist, so they visit the magical school of Nova Draodheas instead. The school is likewise warded, but they have rooms where the wards are lifted to allow for students to learn Plane Shift and other Conjuration spells. Also, to add some way for them to get back to the Prime Material, the school archmage gave them a scroll or other one-use magic item of Sending. That way, they can contact him, but I make sure to create some dilemmas where using that scroll would solve the problem easily, but also mean they're stuck in hell
Wait, if Candlekeep doesn't exist, then how do you read the opening monologue to Baldur's Gate when they show up there?
Well, in my games, Candlekeep doesn't exist, so they visit the magical school of Nova Draodheas instead. The school is likewise warded, but they have rooms where the wards are lifted to allow for students to learn Plane Shift and other Conjuration spells. Also, to add some way for them to get back to the Prime Material, the school archmage gave them a scroll or other one-use magic item of Sending. That way, they can contact him, but I make sure to create some dilemmas where using that scroll would solve the problem easily, but also mean they're stuck in hell
Wait, if Candlekeep doesn't exist, then how do you read the opening monologue to Baldur's Gate when they show up there?
I rewrite the story a bit. Baldur's Gate, or a similar city, still exists, but they'll need to take a ship to Nova Draodheas
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Spoilers for BG:DiA, obviously.
This assumes you hew closely to the plot as presented in the book.
Once the party reaches Candlekeep and has the Shield and Box identified/explained for them, the next step is being plane shifted to Avernus. The book explains that wards on the keep itself prevent that kind of planar travel, and has Sylvira Savikas (who can cast the spell) sending the party by griffons to Traxigor’s tower.
This seems...odd. And unnecessarily convoluted plotting. Is there something that prevents Sylvira and the party from just walking a hundred yards away from the keep and plane shifting there? It seems like it would be just as easy to have Lulu be at Candlekeep and skip the travel (which earns the party no XP and doesn't give them new knowledge or experiences).
I don't see any real reason for it. My guess would be that Traxigor is some NPC in Adam Lee's home campaign.
Riding on griffins is cool as hell?
Sure it is! But my group is the kind that's always looking for the quickest, most efficient solution. They're going to wonder why the heck Sylvira doesn't just walk them out the keep and do the plane shift.
Well, in my games, Candlekeep doesn't exist, so they visit the magical school of Nova Draodheas instead. The school is likewise warded, but they have rooms where the wards are lifted to allow for students to learn Plane Shift and other Conjuration spells. Also, to add some way for them to get back to the Prime Material, the school archmage gave them a scroll or other one-use magic item of Sending. That way, they can contact him, but I make sure to create some dilemmas where using that scroll would solve the problem easily, but also mean they're stuck in hell
One good explanation you could give is the material component of the plane shift spell.
"(a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)"
A metal rod that is attuned to one of the levels of hell might be quite dangerous and something you might not store locally. Perhaps it is kept safely in the vaults at Traxigor keep? This way the players and the caster have to travel to the keep to obtain the material component needed to cast the plane shift spell.
The rules don't cover how easy these are to create, how common they are (especially for opening a gate to the underworlds), and so it might make sense that they are not common and might be securely stored away from others.
David, that's an excellent idea.
This option also makes the spell almost useless to a player caster of the spell. It would mean having to find a particular place to cast Plain Shift for each plane of existence. My palyers are still under the Bath House, so I haven't ready this far ahead in any detail, but unless I discover a reason that says otherwise, knowing my players, they will go a mile down the road and have it cast there.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Wait, if Candlekeep doesn't exist, then how do you read the opening monologue to Baldur's Gate when they show up there?
I rewrite the story a bit. Baldur's Gate, or a similar city, still exists, but they'll need to take a ship to Nova Draodheas