Planar portals and our world

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Elder Elemental Jester's picture
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Planar portals and our world

Anybody here ever run anything like this:

Roll up a character. The character as yourself 2 years in the future. Discussion with both your group and your DM are mandatory...no "I'm going to ninja school," but maybe "I'm joining the fencing club tomorrow" kind of "imporvements" allowed for the players themselves. Group gets together and somehow ends up playing themselves on Sigil and the planes.

This obviously takes some serious thought, whether being honest with yourself about your perceived STR score or whether your DM believes that you are a 3rd degree black belt in Kempo Smiling. The ability to learn magic will come as players are translated to the planes (Earth is a mostly no-magic zone, different potential for folks on the Great Ring).

Anyway, I was thinking of creating a portal to Archeron in an abandoned missile silo in Wyoming, something my group likes to do IRL (urban exploring). Any good other suggestions for portals from Earth to any of the outer planes (no jumping into Mt. St. Helens for a vortex to Magma, for instance) such as portal locations here and at the other end would be appreciated. Thanks in advance!

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factotums
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Great idea! It would be especially interesting if there is only one such 'clueless' person in the group, with the rest being canny planar bloods. Some things to consider would be, would you still know about Planescape the game while living in Planescape the world? Would you have more culture-shock than, say, a prime from Oerth? Is Jesus' realm on Elysium or Mount Celestia? Will I get thrown off of the forums for raising the previous point?

As for ideas for portals... well, obviously going into one of the few wild places left on this Earth, such as the depths of the Amazon, for instance, could lead you to the Beastlands. In fact, you might not even figure out you've left Earth for a while. A temple to one of the pantheons that exist(ed) here could lead you to their counterparts' realms in the planes. Intense but possibly survivable natural phenomenon might drop you off in the inner planes (huge sandstorm, hurricane, whirlpool, saltmine, cave, etc.). Falling and hitting your head while hanging up a clock above your toilet could lead you to Mechanus... or the invention of a flux capacitor. Or you could just be exploring and walk into that inconspicuous door in the alley behind the art building and wind up on an Infinite Staircase.

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... only if it starts a fight. Eye-wink

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Ooh! I did something like this once for a one-shot adventure. The portal I used was one to Mechanus that involved riding the elevators in a certain office building in a certain pattern. If you did it right, then the last stop the elevator made would be on one of the more remote gears. I like your idea of an Acheron portal in an old missile silo. It seems appropriate. Here's some other portal ideas:

Ysgard: I'd say that Stonehenge would be an excellent place to put a portal here.
Limbo: The bermuda triangle is pretty random. It'd be fun to take a cruise that winds up sailing through chaos-stuff
Pandemonium: A deep, abandoned subway tunnel where you can still hear the shrieking of the trains above.
Abyss: A basement door in the home of a long dead serial killer
Carceri: Behind a triple locked door in an abandoned prison with grafitti on it reading "Oubliette"
Hades: A place which has been home to intense sadness and despair. Concentration camps (perhaps a little too graphic to use) or some similar location would be appropriate.
Gehenna: A cave on the slopes of Mauna Loa in Hawaii that is associated with the wrath of Pele
Baator: A wrong turn down a corridor during a tour of the Great Pyramid of Egypt could land you in Set's realm on Stygia
Arcadia: A deep mine shaft might cross over into the Dwarven Mountain
Mt. Celestia: The parthanon, the acropolis, some Greek-related religious site would be the most likely location.
Bytopia: Deep wilderness locations could lead to Shurrock, much like the Beastlands
Elysium: A certain church somewhere in the world keeps a very large purplish red feather in a reliquary. If it is ever carried through the front doors of the church, it opens a portal that dumps the bearer into the nest of a now annoyed pheonix on a mountaintop in Elysium
Beastlands: Like Iavas said, a very remote, undeveloped area
Arborea: That Redwood tree in California that you can drive through might lead to somewhere in the forests of the elves, if you have the right portal key in your car
Outlands: As a land that strives for neutrality, I think Switzerland would work. Perhaps there's a portal in one of those famous bank vaults
Inner Planes: I'd avoid them because they're all very deadly to planars, no less clueless primes. Portals would probably be associated with deadly places, too.
Transitives: Unlikely and confusing. I'd avoid these, too

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factotums
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Planar portals and our world

Hymneth, sorry to correct you, but Stonehenge has absolutely nothing to do with the Norse, which is what I assume you are going for with the Ysgard reference. If anything, it might lead to the Outlands and Tir Na Og (that is, if the currently held anthropological assessment of the thing is correct and it was built by the predecessors of the celts). Although, if you are of the idea that giants built it, then perhaps Ysgard is not so unlikely.

However, I do love the idea for the Redwood tunnel leading to Arborea. It would have to be an obscure gate key, though, for so oft-travelled a path.

Bank vaults I can see leading equally likely to Hades, since the eponymous deity has his hand in the money business and the portals in the Grey Wastes do take the shape of spinning coins.

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Actually, the giant tree you can drive through is a Sequoia, not a Redwood. I've actually been through that tree when I was a kid. It was a bit wild. I also got to see the tree called General Sherman, the largest living thing on the planet (not counting fungi). It was actually smaller than I expected. Oddly.

But tree related tangents aside, those are some good ideas. Of course, if you get lost somewhere on the great plains, you could turn around and find an infinitely tall spire behind you where there was only scrub before. And then you totally wouldn't be in Kansas anymore, or Wyoming or whereever, but that doesn't sound as good.

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Planar portals and our world

Hymneth wrote:

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Gehenna: A cave on the slopes of Mauna Loa in Hawaii that is associated with the wrath of Pele

Your ideas for planar portals are great. Smiling

But I think that portals to Gehenna should be conected to the spirit and essence of plane: Greed, Selfishness and exploiting others.

Banks, corporation buildings, loanshark flat, homes of unemployed workers and working camps spring to mind.

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Heh! Here is an idea: players would not be so clueless after all, since Planescape campaing setting exists on our world. (and we all like Planescape).
Maybe Monte Cook was planewalker himself and PSCS is handbook for new generation of planewalkwrs. Laughing out loud

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It's a great idea, I did something similar once with Ravenloft.

And it is no problem allowing the players to use every bit of knowledge they have. In Ravenloft, it was knowing about where they were and that there was VERY little they could do about it, what gave them the creeps. And it really avoided a "it has hitpoint, we can kill it" approach.

Sigil is a lot less dangerous than Ravenloft for people with knowledge - you'll find a lot who pay for it. But if they start in any outer plane, they have to get to Sigil first. And knowing details about the damage resistance of fiends is quite useless, if you don't have the weapons you'd need.

As the players really know and can imagine their limits, the tend to be much more careful. (Might have been, because played in Ravenloft, but I guess it will be quite the same on outer planes (especially the lower planes). At least my players did not come up with "I know the weekness of at least 10 darklords, let's go and kill them".

But you should always expect the players to use some interesting McGyver-Tricks. There is no longer a "my char would not know this" barrier, and a player is only limited by ressources. ALWAYS take care what they want to buy!
(It's not always as obvious as the question of our cyberpunk-group after getting LOTS of money: "What's the price for a tac nuke?" But the face of the GM was priceless.)

One little idea, if they (and you) know "PS:Torment":

Have them meet the Nameless One (alone)
He seems to be quite at the beginning of his search.
If the players are a bit helpful, they might just give him something like a walkthrough. If they are really goodhearded, they will give him directions about the Portal and the key to the Fortress of Regrets, to shorten his search.

A little later they will learn about the recent death of Xacharias - making clear they just helped the praktical incarnation getting the information about the portal (thus explaining why he most likely never talked to either ravel nor trias) ... He has not yet the tatooed message on his back, so this should be a hint for the players.

If they give away too much or too little, you can just ignore it, making this one of the incarnations that got killed early.

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According to Eco-Mono (anybody remember him?) there's a portal to Sigil in a shopping mall somewhere (probably in the US or Canadia).

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Who's Eco-Mono and is he serious?

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Thanks for the portal ideas, guys. I really liked the idea of the elevator pattern leading to Mechanus. Living near Tunica, MS, I'd probably put a portal to Ghenna in the basement of a casino or something...lots of greed and folks selling their souls lawfully there Smiling.

I also had the idea that some Earth high-ups know the chant, with Halliburton-owned mines in Mineral and Saudi oil princes with a palace in Ooze. Maybe a swiss diplomat having a kip in the Outlands, and everybody knows that Kissinger was a slow, pondering Earth Genasi Smiling. Anyways, several Earthen big companies and governments might have access to the Great Ring, but not enough of a portal to have world-shifting effects...hard to move an army through a basement window in the Pentagon with a crushed diamond per soldier or somesuch restrictions. Thanks again for the ideas and keep 'em coming!

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'Iavas' wrote:
Who's Eco-Mono and is he serious?

He had a dream about it a few years ago.

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I'm not sure if this thread was responsible for it, but I had a dream last night where I was part of some secret government organization and the only way to get to the headquarters was to take an elevator to a particular floor and then do something with the buttons such as going to the same floor again without going anywhere else first. So, yeah... maybe I'm spending too much time on these forums. Sticking out tongue Not that a wierd dream would stop me.

There are also numerous cases of mysterious disappearances, such as the ones at the Bermuda Triangle but not tied to a specific place. Now, I don't wish to be inconsiderate of those who lost or were lost in such events, whatever the cause may be, but some of them are so blatanly modified that they are more urban legend than historical account at this point. So, log on to any paranormal website and search for mysterious disappearances and check out the places and conditions under which such events supposedly happened. Much inspiration there.

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'Iavas' wrote:
Who's Eco-Mono and is he serious?

I didn't remember the name, but it occurred to me after re-reading this thread that Eco's shopping mall portal was the one I based my Mechanus portal on. His involved several elevators and one that did not stop on a certain floor and somesuch. It'd been so long since I read about it that I thought I made it up myself until just now.

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As a portal to the Outlands, specifically Tir na Nóg, I would reccommend the central chamber of the Irish monument Newgrange (look it up. It's interesting). The key would be natural sunlight which gives us one day a year and if we add another key in (Say, a piece of bronze jewellery) it means that the Irish leadership isn't going to get sucked in.

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In one of the OD&D immortal adventure modules there is a portal to New York (or was it Chicago?) in one of the subway tracks. In hind sight, it was somehow connected with plane of shadow since a greater nightshade found itself in the tunnel.

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'Chrysalis' wrote:
In one of the OD&D immortal adventure modules there is a portal to New York (or was it Chicago?) in one of the subway tracks. In hind sight, it was somehow connected with plane of shadow since a greater nightshade found itself in the tunnel.

New York, but the adventure takes place in both New York and Chicago. Technically, it isn't "our" Earth, but a doppelganger constructed in a demiplane.

That was IM1, The Immortal Storm.

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What exactly is OD&D, anyways? I can honestly say I'd never heard the term before, or the "Immortal Adventures" modules. Anything with a portal tie-in to our world (even if it does end up as a double built on a demi-plane) would be interesting just to read, much less try to run a group through...

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OD&D is "Original DnD" - that would be the version prior to '1st edition' which was "Advanced Dungeons and Dragons". It came out in... I want to say 1979, paperback and sorta flimsy. Back on OD&D elf was a class. Eye-wink

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I stand in awe and ph34r of rip's leet encyclopedic knowledge of all things D&D. :shock:

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'Elder Elemental Jester' wrote:
What exactly is OD&D, anyways? I can honestly say I'd never heard the term before, or the "Immortal Adventures" modules. Anything with a portal tie-in to our world (even if it does end up as a double built on a demi-plane) would be interesting just to read, much less try to run a group through...

In this case, it means the parallel version of Dungeons & Dragons that TSR continued to support for legal reasons long after Advanced Dungeons & Dragons (which we call 1e or 1st edition now) was created.

The original D&D was credited as being co-created by Gary Gygax and Dave Arneson. Dave Arneson wanted a cut of the profits, so on legal advice Gary Gygax created a new game called "Advanced Dungeons & Dragons" credited to him alone. The original Dungeons & Dragons game continued to be published in order to make it clear that AD&D was a different game and not a replacement of D&D; it was marketed as a simpler, introductory game for beginners, but it rapidly (under the auspices of Frank Mentzer) became more and more complex, evolving in ways very different from how AD&D evolved. There were, at one point, five boxed sets that defined the 0D&D game: Basic, Expert, Companion, Master, and Immortal. Basic was character level 1-3, Expert was 4-10, Master was 25-36, and the Immortal rules were for playing gods, or beings who were essentially gods. Each boxed set had a bunch of adventures to go with it, although the Immortal rules only ever had three or four. The Immortal Storm was for first level gods, and involved a quest to various inner and outer planes, and finally a version of Earth, in order to capture the purest forms of various elements and concepts in an attempt to prevent a bizarre storm from destroying the multiverse. They go to Earth in order to get the essence of pure scent from a perfume factory in Chicago.

The only salient difference between the Earth of that adventure and our Earth is that in that Earth, fantasy never became a popular genre of fiction. Therefore there are no fantasy RPGs, and there's no chance of the PCs finding versions of the players playing the game that they're in. It's in a demiplane because there was really no place in the 0D&D cosmology for alternate primes, and the core 0D&D world (which later became named Mystara, but was then called Urt) was at the time supposed to be our Earth hundreds of millions of years ago.

The D&D Immortal set came out in 1987, the same year as the original Manual of the Planes and the Forgotten Realms campaign setting, to give you a little context. 2nd edition came out two years later, in 1989, and the 0D&D line finally ended in 1994 or thereabouts. 1st edition AD&D was originally published from 1977-1980 (that's when the Monster Manual, Dungeon Master's Guide, and Player's Handbook were originally published), so the "progression" from 0e to 1e to 2e to 3e wasn't linear.

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Sweet! Thanks for the complete answer, Rip! I got into AD&D with 2nd edition materials, and sorta never moved out of it...although I've played/GMd Gamma World through like 5 different incarnations Smiling.

Thanks again for the info!

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'ripvanwormer' wrote:
In this case, it means the parallel version of Dungeons & Dragons that TSR continued to support for legal reasons long after Advanced Dungeons & Dragons (which we call 1e or 1st edition now) was created.

The original D&D was credited as being co-created by Gary Gygax and Dave Arneson. Dave Arneson wanted a cut of the profits, so on legal advice Gary Gygax created a new game called "Advanced Dungeons & Dragons" credited to him alone. The original Dungeons & Dragons game continued to be published in order to make it clear that AD&D was a different game and not a replacement of D&D; it was marketed as a simpler, introductory game for beginners, but it rapidly (under the auspices of Frank Mentzer) became more and more complex, evolving in ways very different from how AD&D evolved.


This is a part of D&D history I'm completely unfamiliar with... I've seen copies of the paperback OD&D books and looked at 1e books before. But always assumed everything relating to the old paperbacks predated 1e. I'm guessing at some point, TSR tried to reconcile a lot of the OD&D stuff in 2e as the Mystara campaign setting.

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That's right. At some point in the mid-1990s they gave up D&D as a lost cause and turned the world of Mystara - which had been developed mostly by freelancers as the default D&D world - into an AD&D campaign setting. It never got a formal setting book, though, just a few boxed sets related to specific nations (Karameikos and Glantri) and a monster book, plus the Savage Coast campaign setting, set in the same world, and two more volumes of the Poor Wizards Almanac. Then it was all canceled for lack of sales. Some of the monsters from the AD&D Mystara Monstrous Compendium Appendix made it into 3e, though, including the frost salamander, nightshade, athach, umbral blot, neh'thalggu, and choker, all of which were originally OD&D creatures.

When WotC bought the company, they finally paid off Dave Arneson and dropped the "Advanced" from the game's title, which had been confusing people. So now it's just Dungeons & Dragons, even though it's technically the third edition of AD&D.

It was a number of years after I got into D&D that I finally caved and bought the AD&D (2e) DMG and PH - for a long time I got by exclusively on my D&D books, although I collected Dragon Magazine and the occasional AD&D supplement like the Forgotten Realms boxed set and references to character classes, magic items, and spells that didn't exist in 0D&D confused me. I caved because my new friends wanted to play AD&D so they could all be half-elven fighter/mage/thieves. I appreciated finally knowing what was going on, though.

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I like the idea of portals on Earth leading to the Planes. But I think that the Greek temples should lead to Arborea, since that's where the Greek gods live. A huge redwood tree could be a portal to Yggdrasil.

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More Ideas! (Because this is such a yummy thread)

I'm liberally and unabashedly copying alot of what's been said ^^.

Ysgard: I'd say that Stonehenge would be an excellent place to put a portal here.

Ever hear of those several-day rave/parties they throw in Europe? The Bacchanal spirit there + deliberate drug use might get you hipped.

Pandemonium: A deep, abandoned subway tunnel where you can still hear the shrieking of the trains above.

This is such an awesome idea. I'd add sewers.

Abyss: A basement door in the home of a long dead serial killer

Excellent, excellent.

Carceri: Behind a triple locked door in an abandoned prison with grafitti on it reading "Oubliette"

I'd add secret prisons to that list. An obscure door no one really uses.

Hades: A place which has been home to intense sadness and despair. Concentration camps (perhaps a little too graphic to use) or some similar location would be appropriate.

This would also work very well for Baatorian portals IMO due to the Ethnic cleansing implied.

Baator: A wrong turn down a corridor during a tour of the Great Pyramid of Egypt could land you in Set's realm on Stygia

Multigenerational iron-fist dictatorships' seats of power would be a good locale. Think breaking into N. Korea's private offices for a possible portal.

Arcadia: A deep mine shaft might cross over into the Dwarven Mountain

I'd add Masada as a good place to poke around (now days where Israeli troops take oaths of loyalty) Amazing historical site.

Mt. Celestia: The parthanon, the acropolis, some Greek-related religious site would be the most likely location.

I'd add the Inner Chambers of a modern-day Mystery Cult, as defined in Deities and Demigods source book, provided they had a LG outlook. (And yes, they exist, I belong to one IRL)

Elysium: A certain church somewhere in the world keeps a very large purplish red feather in a reliquary. If it is ever carried through the front doors of the church, it opens a portal that dumps the bearer into the nest of a now annoyed pheonix on a mountaintop in Elysium

Beastlands: Like Iavas said, a very remote, undeveloped area

This will be unusual, but some the most untouched "wildernesses" left are deep underwater- and the beastlands have plenty of aquatic life. Also, I'd add deep marshes to this list.

Outlands: As a land that strives for neutrality, I think Switzerland would work. Perhaps there's a portal in one of those famous bank vaults

UN Headquarters. Hey, why not? ^^

Inner Planes: I'd avoid them because they're all very deadly to planars, no less clueless primes. Portals would probably be associated with deadly places, too.

Air: Fly your plane into a Class 5 Hurricane. Watch how amused the local Air elementals are by flying a smoke-chugging Earth-element flying machine around. (You're not keeping that plane for long berk...)

Transitives: Unlikely and confusing. I'd avoid these, too

Shadow: Sites that enjoy the 6 months Day/Nighttime cycle at the polar caps.

Laughing out loud Laughing out loud

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Here are some wierder ones:

The Far Realm:
The psych ward of a prison. Alternatively, wherever H.P. Lovecraft grew up.

Plane of Earth:
The bottom of one of those South African diamond mines that go down for miles.

Plane of Water:
The bottom of the Marianus trench or perhaps just the middle of a deep lake like Lake Bikal.

The Plane of Dreams:
Falling asleep in a magical "hot spot." A hot spot being anywhere where the planet-wide Dead Magic Zone has a hole.

The Temporal Plane:
Falling (or jumping) off of Big Ben.

The Plane of Ice:
Standing naked on the North Pole.

Steam:
A cave leading to an undiscovered Yellowstone geyser.

Sigil:
Taking a wrong turn in an unfamiliar (and foriegn) big city. Like an American taking a wrong turn in London or Shanghai and bumping into a gang of Gith.

420
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'Duckluck' wrote:
Here are some wierder ones:

The Far Realm:
The psych ward of a prison. Alternatively, wherever H.P. Lovecraft grew up.


Providence, Rhode Island

-420

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Has anyone ever read Lovecraft's Mountains of Madness? Going by that I'd put the Far Realm portal in subterranean Antarctica. If I recall his Old Ones first appeared and prospered there. It may be fiction, but Providence just doesn't seem dark or mysterious enough to warrant a gate into the realms of complete and alien madness.

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'Alitis' wrote:
Has anyone ever read Lovecraft's Mountains of Madness?

Just read that (again) last month. Interestingly enough, it was inspired by Edgar Allen Poe's The Narrative of Arthur Gordon Pym (1893) and is indeed a much better location for primeval portals. However, some of the stories such as Lovecraft's Dreams in the WitchHouse give a real ancient feel with "the changeless, legend-haunted city of Arkham" and other locals in and around Providence.

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Good point. If Arkham and Miskatonic university are assumed to exist, those would be perfect locations for portals to rather nasty places. Doesn't the witch house actually have something remarkably like a portal to the Far Realm in the protagonist's room, where the 'key' is a certain half-dreaming state of mind?

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If you use Cthulhu mythos in your game than there should also be mentioned that portals that lead in Plane of Dreaming should lead in Dreamlands. (Draem copy of Earth).

Those gates could be opened by "Silver Key", powerfull artifact that can open gates to Dream worlds. (I think it would work as a skeleton key to for any door leading to Plane of Dreaming).

There is another implication of using Cthulhu mythos in your game: our Earth than becomes wery important place on cosmic scale of things since many Ancient ones (Cthulhu is one of many) are imprisoned here, and near their resting places should be many portals to far realm. :shock:

P.S.
I´m great Lovecraft fan and I love to rant about Cthulhu mythos. :oops:

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I'm just trying to get my players used to the Planes, first...much less cosmic-spanning ancient near-deities Smiling. I wanna hold the mythos for later when they think they can peel any fiend and teach a solar how to dance. THEN I'll throw some minions of the outer gods at 'em and watch 'em wiggle...

I actually had a Gamma World 3e group tangle with some of the Innsmouth crowd years ago. Without the unified atomic powers of Earth still around, the fish-guys weren't so secretive, and they ended up destroying the new-built city off the coast (or so they thought). Let's just say that they moved as far inland to adventure as they could after glimpsing something outside their submersible that was too big for the lights Smiling.

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I prefer Lake Titicaca for a nice portal to the elemental plane of water

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I recently sent the players top a layer of the Abyss with a permenantly stormy ocean where (as has been suggested by some already) the Bermuda triangle and equivalent thigns on other material planes open up. One of the coolest dungeons i've ever had was a modern day cargo ship run agraound on a reef, tipped on its side and half filled with water. A dragon eel lived amongst some of those huge metal crates in the hold and the party were thrilled when theyfound one of those self inflating life rafts ("Hey guys, I've found a magic boat!").

I also put in a Storm Ship from Ebberon with a bound air elemental, the only vessel that could navigate those waters, and onboard was a bunch of undead who had a captive secret service agent from the world of the His Dark Materials books. it was cool and I'm all inspired to send the PCs into the real world to hunt down fiends that have infiltrated various governments and such.

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Planar portals and our world

Here's my version of Earth and how it fits in with Planescape...

First of all Earth is 1 of 4 worlds that are named after an element, much like how there were such worlds in Lexx. 'Earth' resembles our world except that it's Earth that's a combination of D20 Modern: Urban Arcana, Ravenloft: Masque of the Red Death and Dark Matter. In this world the Red Death has been around for a while, but was 'defeated' in World War I by the Qabals. The Red Death caused a lot of damage to the Planar Integrity of Earth which weakened the barriers keeping the Shadow away from Earth. As such many being from other worlds were able to make it into Earth. However as a defense mechanism Earth shrouded and disguised the Inhuman and Supernatural as things that are mundane or easily explainable, much like White Wolf's World of Darkness. However the influence of the Red Death was never removed and there were still those that were it's pawns like the Final Church and other Illuminati that were still left around. As a result one of the remnants of the Qabals the Hoffman Institute kept a look out for the Red Death's pawns and the Shadow (the Fraal, Illithids, Kinori, Yuan-Ti, Ikryll Theocracy, Planar Trade Consortium and whatever else) that's ever enroaching on the Earth. The Hoffman Institute has now determined there's a new treat out there, they've called it Dark Matter, but really Dark Matter is nothing more than just another name for The Red Death that has finally invading the Earth yet again.

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