Just a quick question, how could I make Planar travel easier and less taxing spell wise for players at lower levels 3-7? Also, any story seeds you guys have with that in mind?
Easiest answer? They stumble upon a working Planar portal that lets them travel to where they desire. Probably hidden in an abandon temple somewhere in a vast jungle.
have their wizard quest patron teleport them place to place... but they won't be allowed back until they found something of value to pay for the spell after the fact.
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Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Have some kind of magic item that allows for interplanar travel, that maybe takes resources to power that the party needs to acquire. That way it's not impossible or over-taxing on the spellcasters, but also isn't just a given.
In Forgotten Realms there's naturally occuring planar portals all over, if you know where to find them. Some just go to the bordering planes: Astral Plane and Ethereal Plane and from there you can go almost anywhere. There can also be places that naturally overlap into other places like dark spooky places filled with undead may be linked to the Shadowfell, some vibrant areas of jungle and woodland may hold a rift to the Feywild, and some dark cave might feature a rip in the world to the Far Plane guarded by a Beholder.
Some important trade cities might have special portals leading to Sigil, the City of Doors located in the Outlands - a sort of world between worlds that has doors and sections to all the other main realms. This city is designed for trade between the realms and you can basically get to any realm you want from here, even the Abyss and Hell.
Custom campaign?
Place a portal/tear/rift whereever you want. Or perhaps give them an item that can open a gate, like a Gate spell, once per day?
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You could grant the party an item that enables planar travel early on. However, as these are quite powerful, I would recommend having the players use natural gates, as suggested above, until a quest is completed that gives them the item.
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Just a quick question, how could I make Planar travel easier and less taxing spell wise for players at lower levels 3-7? Also, any story seeds you guys have with that in mind?
Lots of worm hole planar gateways. Lots of powerful mages that have already set up magic circles and the such.
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Easiest answer? They stumble upon a working Planar portal that lets them travel to where they desire. Probably hidden in an abandon temple somewhere in a vast jungle.
Rakshasa trapped inside a magic item?
Welp, that sounds like a great subplot seed!
They get their planeswalker spark ignited, and they all travel together onto planes when they planeswalk.
Questions about this? Magic: The Gathering
DM: Dragon of Icespire Peak PbP
have their wizard quest patron teleport them place to place... but they won't be allowed back until they found something of value to pay for the spell after the fact.
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Have some kind of magic item that allows for interplanar travel, that maybe takes resources to power that the party needs to acquire. That way it's not impossible or over-taxing on the spellcasters, but also isn't just a given.
In Forgotten Realms there's naturally occuring planar portals all over, if you know where to find them. Some just go to the bordering planes: Astral Plane and Ethereal Plane and from there you can go almost anywhere. There can also be places that naturally overlap into other places like dark spooky places filled with undead may be linked to the Shadowfell, some vibrant areas of jungle and woodland may hold a rift to the Feywild, and some dark cave might feature a rip in the world to the Far Plane guarded by a Beholder.
Some important trade cities might have special portals leading to Sigil, the City of Doors located in the Outlands - a sort of world between worlds that has doors and sections to all the other main realms. This city is designed for trade between the realms and you can basically get to any realm you want from here, even the Abyss and Hell.
Custom campaign?
Place a portal/tear/rift whereever you want. Or perhaps give them an item that can open a gate, like a Gate spell, once per day?
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
You could grant the party an item that enables planar travel early on. However, as these are quite powerful, I would recommend having the players use natural gates, as suggested above, until a quest is completed that gives them the item.
I have no personality.