D&D General My player did the bag of holding + portable hole thing and got sucked into the Astral Plane. Where is he?

EN Publishing's Monstrous Menagerie II has a monster called a Vaknid - a giant spider carapace whose interior is a void. It is able to weave web orbs and throw them across the battlefield. Where they land, a vacuous suction pulls in nearby creatures, and if you get pulled into the orb you can get tossed into the Astral Plane.

The monster was grappling the party barbarian and sucking his life force out, but the critter is gargantuan, and its backside was adjacent to one of its own orbs, so the party fighter threw his bag of holding at the orb, hoping to suck everything within 10 feet into the Astral Plane - which clearly ought to rip the giant spider husk in half, right?

Except he missed the AC 10 attack roll, and the bag of holding got snagged on the edge of the orb. So the fighter action surged, ran up to the orb, and threw it in, even though he knew it was going to suck him in too.

It's not quite how a bag of holding works in canon, but I decided to let the player get his wish. The monster was torn in two, and the barbarian was saved, but now the fighter is gone.

So where should I have him show up?
 

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A merchant city on the Astral Plane controlled by the Mercane, a species of blue-skinned giants who put the Ferengi to shame as wily merchants. There, anything and everything can be purchased- for a price. Hope they have some gold on them to purchase a ride home (or for a message to be sent to their allies!). Otherwise, they might have to make a deal (which will lead to a future adventure!)...
 


EN Publishing's Monstrous Menagerie II has a monster called a Vaknid - a giant spider carapace whose interior is a void. It is able to weave web orbs and throw them across the battlefield. Where they land, a vacuous suction pulls in nearby creatures, and if you get pulled into the orb you can get tossed into the Astral Plane.

The monster was grappling the party barbarian and sucking his life force out, but the critter is gargantuan, and its backside was adjacent to one of its own orbs, so the party fighter threw his bag of holding at the orb, hoping to suck everything within 10 feet into the Astral Plane - which clearly ought to rip the giant spider husk in half, right?

Except he missed the AC 10 attack roll, and the bag of holding got snagged on the edge of the orb. So the fighter action surged, ran up to the orb, and threw it in, even though he knew it was going to suck him in too.

It's not quite how a bag of holding works in canon, but I decided to let the player get his wish. The monster was torn in two, and the barbarian was saved, but now the fighter is gone.

So where should I have him show up?
Maroon him on a dead god and have a spelljamming ship show up and "rescue" him, for a price/quest/favor to be named later.
 




He wakes up, in a strange room lined with metal and what seems to be...porcelain? Some kind of...strange, soft stone? There seem to be no doors, only large flat spaces where doors should be, and various flat surfaces that look kind of like beds. The walls gleam with wavering glyphs and patterns, presumably arcane in nature. The light is soft and diffuse, coming from some kind of magical source recessed into the strange walls.

One of the flat spaces that didn't seem to be a door slides open with a hiss, and a being that looks like a dragonborn walks through, wearing a blue uniform.

"Ah, good, you're finally awake. Is the universal translator working?"
 



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