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View Full Version : The Planar Adventures of two Gnoll Clerics



desmond1323
2010-03-01, 03:18 AM
So, here's the situation...

In a session held recently, a hilarious situation was set up.

Anyways...we're a small unit of a particularly grand army, sent into an area to investigate a plague, etc, etc...our party is ridiculously mixed.

One of them is a Rogue who belongs to a homebrew psionic race...they start off as some other race (to my knowledge any is possible), and then when their abilities manifest they get access to different psionics and such. The problem is, these powers are very uncontrollable when they first awaken. This has led to waaaay too many funny stories with her powers working incorrectly.

So, our party is fighting an entire Gnoll encampent, and we're nearly done when we stumble upon a Boss--Half-fiend Gnollish warlock, four cleircs, and a Hezrou.

I, as a Divine Bard/Cloistered Cleric nat 20 my Know (planes) and see that this Hezrou (who succeeded in summoning a SECOND) is a very dangerous thing for our level 8 party. I request the rogue dismisses them to their home plane.
She has 16 pps left, and it takes 7 pps to do this. She fails, both times (it requiring a Concentration check, and she has no ranks in it).

Well, the failure for this would normally be her being sent back to HER home plane (which this psionic race has their own)...but that'd be horrible. So the DM rolls, and two of the clerics get sent to a random plane.

One is sent to the Abyss, but the "normal" layer (apparantly just like the Material Plane), and the other to the Wilds of the Beastlands.

I hilariously point out that this means that they might be perfectly fine, and would like to write up the tale of how they meet up and return to the Material Plane!

Our DM plans on drawing up a webcomic of our adventures and says she will draw this if I write it. The epicness of this idea is limitless.

Problem: I have little experience when it comes to extraplanar travel, and would like a little help on that...and in generating potentially awesome ideas in general.

So I'd appreciate any ideas for: How they get back together. How they travel the planes. How they don't die. Any allies? Specific enemies?

Some basic things to keep in mind...the world is 3.5, albeit a few hundred years in the future (for example, our fighter uses two revolvers and the rogue is a demolitions specialist), but for the most part things are unchanged. Also note, these two Gnolls are apparently stat'd in the MMIV.

Optimystik
2010-03-01, 07:14 AM
Problem: I have little experience when it comes to extraplanar travel, and would like a little help on that...and in generating potentially awesome ideas in general.

So I'd appreciate any ideas for: How they get back together. How they travel the planes. How they don't die. Any allies? Specific enemies?

It sounds like you will need Manual of the Planes and the Planar Handbook at a minimum to get full mileage out of this idea. The gnoll on the Abyss might also want Fiendish Codex 1.

You can, of course, homebrew any details that you need and disregard any that you don't, but for general ideas of what the topography will look like and the kinds of things you'll encounter, those books will be a large help.

Some kind of NPC or item/artifact to help them jaunt around and save their bacon when they get surrounded might help. That will answer the "how they travel the planes," the "how they don't die," and the "any allies" questions. It could also answer the "specific enemies" question if they have some resident who either has a grudge against their guide or has his sights set on their traveling macguffin(s).

Perhaps give them two halves of an amulet - the item "wants" to be whole again, and so has them randomly plane-hop in an attempt to rejoin itself - once recombined it becomes an artifact. Two rival creatures (say, a demon and a slaad) want the item for themselves, but are just as caught up fighting each other as they are pursuing you and your friend; thus, you can land in some very sticky situations, but be saved in equal measure by your own ingenuity/luck, the backstabbing of the bad guys, or even the will of the amulet itself.

The amulet will land them in hot water more often than not, but it will also save them when things are absolutely hopeless. And finally, when they are able to meet up, discover that there is a third piece somewhere that they need to make it fully function, and are faced with the choice of returning home or stopping the evil that has been dogging (pun intended) their footsteps all this time first, at the risk of being stuck in an Outer Plane for good.

desmond1323
2010-03-01, 11:36 PM
Super kudos for that whole spiel.

That's definitely triggered a lot of ideas....and gave me a few ideas of how they become good (of which I definitely want to happen) over the course of this adventure.

Still crossing my fingers to get some other input in this, but that's been a grand first step.