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  1. #1
    James Ruhland
    Guest

    Low Magic World and Travelling.

    Ok, so I broke down & bought a FR module, Hellgate Keep (which is pretty
    good, and has some nice, interesting bad guys in it, and is written in a
    way that allows the DM to use it flexably; there, I said something nice
    about a recient FR product.)
    The other thing that struck me though was just how many powerful magic
    items were scattered throghought the module. Fine for FR, but obviously not
    BR.
    Which is where my Q. is: how do people handle planar travel &
    spelljamming? I know the later came up reciently, and my own opinion was,
    and remains "no way, no how!" But several of the modules (notably Sword and
    Crown) contain creatures from other planes, so obviously planar travel is
    possible.
    Ok, so if planar travel is possible (if uncommon), how do people handle
    that (if it's come up in your campaings)? I mean, *poof*, your characters
    use a Cubic Gate or an Amulet of the Planes or something, travel to Sigil,
    and then what? They suddenly have access to high magic environments (the
    planes don't tend to be lacking in goods, and there are many, many ways to
    get to the FR via the planes, for example). If your characters come back to
    Cerilia loaded down with swag from elsewhere, then what? Ok, long rambling
    screed again. But how have people handled this, or is it just a Q. no one
    has dealt with yet?

  2. #2
    Trizt
    Guest

    Low Magic World and Travelling.

    On 26-Mar-98, James Ruhland (jruhlconob@sprynet.com) wrote about Re:
    [BIRTHRIGHT] - Low Magic World and Travelling.:

    - ->Ok, so I broke down & bought a FR module, Hellgate Keep (which is pretty
    - ->good, and has some nice, interesting bad guys in it, and is written in a
    - ->way that allows the DM to use it flexably; there, I said something nice
    - ->about a recient FR product.)
    That is uncommon, a good FR product.

    - ->Which is where my Q. is: how do people handle planar travel &
    - ->spelljamming?
    I don't use spelljamming at all, it's far to way off from my opinion of a
    fantasy world (I would class that as SF). Plane travel has been quite unusual
    in my campaigns, even when we have played FR or any of my selfmade worlds and
    the PC's has had means to use magics which has allowed planar travel.
    The only time I used this was when a player of mine did soloplay with his
    favorite mage who happened to be recruted by one ofmy old PC's (which was
    quite highe leveled). I did all the time do rolls to see if there would
    happnened somekind of random event when using magic, this may have lessesend
    the thought of exploring the outer planes.

    - -> contain creatures from other planes, so obviously planar travel is
    - ->possible.
    As we have used "Ruins of undermoutain I&II" and "Myth Drannor", both for FR,
    there has been many "outerplanar" encounters. At the moment I have been a bit
    working to get Undermountain as an part of BR, mostly as the dungeon under
    Adlersburg keep.

    - ->Ok, so if planar travel is possible (if uncommon), how do people handle
    - ->that (if it's come up in your campaings)? I mean, *poof*, your characters
    - ->use a Cubic Gate or an Amulet of the Planes or something, travel to Sigil,
    - ->and then what?
    I avoid giving such items.

    - ->If your characters come back to
    - ->Cerilia loaded down with swag from elsewhere, then what? Ok, long rambling
    - ->screed again.
    You can always rule that the "land" does drain items of their magic as long as
    they aren't native to Cerilia, in this way you can always give them a load of
    magical items while the characters are plane traveling/spelljamming and within
    some month has lost all those items when returning to Cerilia. This may do
    that the Pc's hides there items outside Cerilia, but then a thife can steal
    those items while they are gone.

    Thats what I would do....


    //Trizt of Ward^RITE

    --------------------
    E-Mail: trizt@iname.com URL: http://www.ukko.dyn.ml.org/~trizt/
    Nick : Trizt IRC: irc.kuai.se:5278 Channel: #Opers
    MUD: callandor.imaginary.com 5317
    --------------------

  3. #3
    patera
    Guest

    Low Magic World and Travelling.

    My tendency would be to render 90% of all other planar magical items inert
    while on Cerilia. The character would keep some items of your choice...

    - ----------
    > From: James Ruhland
    > To: birthright@MPGN.COM
    > Subject: Re: [BIRTHRIGHT] - Low Magic World and Travelling.
    > Date: Thursday, March 26, 1998 10:28 AM
    >
    >
    > Ok, so I broke down & bought a FR module, Hellgate Keep (which is pretty
    > good, and has some nice, interesting bad guys in it, and is written in a
    > way that allows the DM to use it flexably; there, I said something nice
    > about a recient FR product.)
    > The other thing that struck me though was just how many powerful magic
    > items were scattered throghought the module. Fine for FR, but obviously
    not
    > BR.
    > Which is where my Q. is: how do people handle planar travel &
    > spelljamming? I know the later came up reciently, and my own opinion was,
    > and remains "no way, no how!" But several of the modules (notably Sword
    and
    > Crown) contain creatures from other planes, so obviously planar travel is
    > possible.
    > Ok, so if planar travel is possible (if uncommon), how do people handle
    > that (if it's come up in your campaings)? I mean, *poof*, your characters
    > use a Cubic Gate or an Amulet of the Planes or something, travel to
    Sigil,
    > and then what? They suddenly have access to high magic environments (the
    > planes don't tend to be lacking in goods, and there are many, many ways
    to
    > get to the FR via the planes, for example). If your characters come back
    to
    > Cerilia loaded down with swag from elsewhere, then what? Ok, long
    rambling
    > screed again. But how have people handled this, or is it just a Q. no one
    > has dealt with yet?
    >
    >> To unsubscribe from this list send mail to majordomo@mpgn.com with the
    line
    > 'unsubscribe birthright' as the body of the message.

  4. #4
    DKEvermore
    Guest

    Low Magic World and Travelling.

    In a message dated 98-03-26 13:55:33 EST, you write:

    > Which is where my Q. is: how do people handle planar travel &
    > spelljamming? I know the later came up reciently, and my own opinion was,
    > and remains "no way, no how!" But several of the modules (notably Sword and
    > Crown) contain creatures from other planes, so obviously planar travel is
    > possible.
    >

    I have come to a conclusion that I feel comfortable with in my campaign. I
    think of the world of Aebrynis as a sphere apart from all other AD&D worlds
    and no direct travel can take place. However, should a Spelljamming ship
    arrive at the place where Aebrynis should be, they would indeed find a
    world--the Shadow World. You might think of it as kind of a buffer between
    Birthright and the rest of the cosms. I do still allow certain planes direct
    access (such as the elemental planes) to allow for summoning.

    However, in handling a guest DM taking the heros in my current campaign on an
    journey to Ravenloft, I first had the PCs travel through a rift into the
    Shadow World. From there, I allowed the usual Ravenloft "abduction".

    Anyway, I'm certain many others might tell you they have also used the Shadow
    World as a buffer. The main thing is to develop your own reasoning for your
    campaign and don't allow other materials, even if they're published by TSR,
    upset your game.

    - -DKE

  5. #5
    LordSchmit
    Guest

    Low Magic World and Travelling.

    > Which is where my Q. is: how do people handle planar travel &
    > spelljamming?

    I always figured Aebrynis lay within a closed crystal sphere, and was thus
    inaccessable to spelljammers.

  6. #6
    Dom
    Guest

    Low Magic World and Travelling.

    At 12:28 26/03/98 -0600, "James Ruhland" wrote:




    . If your characters come back to
    >Cerilia loaded down with swag from elsewhere, then what? Ok, long rambling
    >screed again. But how have people handled this, or is it just a Q. no one
    >has dealt with yet?
    >


    You could have that setting the buttons on a cubic gate to return to
    Cerillia in addition does a Mordenkainen's Disjunction on all items
    excluding itself and activates a curse that teleports all other magic
    items not of Cerillia to a random location.





    Dom
    - ---

    mailto:dominicreynolds@dial.pipex.com or mailto:dominicr@bigfoot.com

  7. #7
    James Ruhland
    Guest

    Low Magic World and Travelling.

    A variant of the below might be the best way to handle it (being somewhat
    conservative, I'd hate to drain items of magic.); anything found on other
    planes & planets (through plane travel; I, too, am less-than-fond of the
    idea of Spelljamming, at least on Cerilia; just the idea of flying ships
    being available to a Regent. *shudder*). Where was I? Oh, ya: anything
    found on other planes/game worlds is rendered (temporarily) inert when they
    are taken to Cerilia: that nice Staff of the Magi found in Undermountain
    (or wherever) doesn't "jive" with the Mieghviehl (sp.) of Cerilia, and thus
    is just a staff (non-magical) on Aerbrynnis. But should your players ever
    return to wherever, it will work ok again.
    I suppose the same could hold true for spells found elsewhere: until the
    mages (or priests) reasurch a Cerilian-version of whatever fancy new spell
    they found on a scroll or in a spellbook in the Grey Wastes (or wherever),
    it fizzles when cast (because the formula in the spellbook was reasurched
    to work under the magical rules of a different world, not a world where
    meighviel (sp. again) powers magic.)
    >
    > Trizt wrote:
    >
    > You can always rule that the "land" does drain items of their magic as
    long as
    > they aren't native to Cerilia, in this way you can always give them a
    load of
    > magical items while the characters are plane traveling/spelljamming and
    within
    > some month has lost all those items when returning to Cerilia. This may
    do
    > that the Pc's hides there items outside Cerilia, but then a thife can
    steal
    > those items while they are gone.
    >

  8. #8
    Mark A Vandermeulen
    Guest

    Low Magic World and Travelling.

    On Thu, 26 Mar 1998, James Ruhland wrote:

    > Which is where my Q. is: how do people handle planar travel &
    > spelljamming? I know the later came up reciently, and my own opinion was,
    > and remains "no way, no how!" But several of the modules (notably Sword and
    > Crown) contain creatures from other planes, so obviously planar travel is
    > possible.

    My own personal favorite theory on spelljamming is that the area Cerillia
    is located in appears to spelljammers like a large, dense nebula, which is
    noted on star charts as a very dangerous place to traverse. And it is: the
    "nebula" is the shadow world, and obeys a very different--and constantly
    changing--set of rules from the space around it. Cheif of which is that
    any wizards who enter it suddenly find that they cannot cast any of their
    non-illusion/divination spells (as they're bodies are incappable of
    "sucking in" the right "sized" meghveil particles to cast such magic). The
    same thing would happen to magic items that use such effects: the
    Cerillian "magical particles" are the wrong size to allow them to
    function, and they become intert while on Cerilia. In order to make it to
    Cerilia, any spelljammers must navigate through the shadow world and find
    or make a portal to the material world, while dealing with shadow
    monsters.
    This alone should keep most people from treating Cerilia as a popular
    vacation spot.

    Mark VanderMeulen
    vander+@pitt.edu

  9. #9
    Eric Mukogawa
    Guest

    Low Magic World and Travelling.

    My original decision on the matter was to put my Birthright game totally
    separate from the others. Then, as you pointed out the modules, books, the
    Planewalker book, and a few others made Birthright part of the total TSR
    megaverse. For awhile I decided that I'd just ignore all that and keep it
    as a totally separate place and created little dark-planes like the shadow
    world. I recently re-started the campaign, and decided to add all of the
    rest of the universes including my own custom worlds, into the game. I did
    this because if/when the empire is reforged (which is the general goal of
    the players) then I can bring in threats from other continents, other
    worlds, other planes, whatever I like. :)

    The big question would be 'How can the non-blooded be mages'... my answer
    was that even in Cerilia the Non-blooded could be mages, just the blooded
    have kept them down and never allowed them to realise this. I'm sure the
    PCs will be mucho-pissed when the find out that the non-bloodeds are being
    treated unfairly... either way non-blooded could never cast realm spells,
    but hey... limited to illusion and divination really bites. hehehe
    - -----Original Message-----
    From: James Ruhland
    To: birthright@MPGN.COM
    Date: Thursday, March 26, 1998 10:52 AM
    Subject: Re: [BIRTHRIGHT] - Low Magic World and Travelling.


    >
    > Ok, so I broke down & bought a FR module, Hellgate Keep (which is pretty
    >good, and has some nice, interesting bad guys in it, and is written in a
    >way that allows the DM to use it flexably; there, I said something nice
    >about a recient FR product.)
    > The other thing that struck me though was just how many powerful magic
    >items were scattered throghought the module. Fine for FR, but obviously not
    >BR.
    > Which is where my Q. is: how do people handle planar travel &
    >spelljamming? I know the later came up reciently, and my own opinion was,
    >and remains "no way, no how!" But several of the modules (notably Sword and
    >Crown) contain creatures from other planes, so obviously planar travel is
    >possible.
    > Ok, so if planar travel is possible (if uncommon), how do people handle
    >that (if it's come up in your campaings)? I mean, *poof*, your characters
    >use a Cubic Gate or an Amulet of the Planes or something, travel to Sigil,
    >and then what? They suddenly have access to high magic environments (the
    >planes don't tend to be lacking in goods, and there are many, many ways to
    >get to the FR via the planes, for example). If your characters come back to
    >Cerilia loaded down with swag from elsewhere, then what? Ok, long rambling
    >screed again. But how have people handled this, or is it just a Q. no one
    >has dealt with yet?
    >
    >************************************************* **************************
    >>'unsubscribe birthright' as the body of the message.
    >

  10. #10
    Eric Mukogawa
    Guest

    Low Magic World and Travelling.

    Since the pholgistan is a really hard place to just go out and explore. I
    just put it way off the beat and track no where near any other spheres. A
    person would almost HAVE to know how to get to it in order to find it before
    running out of air.
    - -----Original Message-----
    From: LordSchmit
    To: birthright@MPGN.COM
    Date: Thursday, March 26, 1998 12:07 PM
    Subject: Re: [BIRTHRIGHT] - Low Magic World and Travelling.


    >> Which is where my Q. is: how do people handle planar travel &
    >> spelljamming?
    >
    >I always figured Aebrynis lay within a closed crystal sphere, and was thus
    >inaccessable to spelljammers.
    >************************************************* **************************
    >>'unsubscribe birthright' as the body of the message.
    >

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