CHAPTER 7:THE OUTERPLANESIllus. by W. Reynolds104Abyssal EncountersUse Table 7–6: Abyssal Encounters for random encountersin <strong>the</strong> Abyss.TARTERIAN DEPTHSOF CARCERIIt is a plane <strong>of</strong> exile.It is <strong>the</strong> prison plane <strong>of</strong> <strong>the</strong> multiverse.It is where <strong>the</strong> overthrown plot <strong>the</strong>ir return.Carceri seems <strong>the</strong> least overtly dangerous <strong>of</strong> <strong>the</strong> lowerplanes, but that first impression quickly disappears.Acid seas and sulfurous atmospheresmay be rare on this plane, and <strong>the</strong>re areno areas <strong>of</strong> biting cold orinfernos <strong>of</strong> raging heat.The danger <strong>of</strong> Carceri is asubtler thing.The plane is a place <strong>of</strong>darkness and despair, <strong>of</strong>passions and poisons, and <strong>of</strong>kingdom-shattering betrayals.On Carceri, hatreds runlike a deep, slow-moving river.And <strong>the</strong>re’s no telling what<strong>the</strong> flood <strong>of</strong> treachery isgoing to consume next. Itis said that a prisoner onCarceri may only escapewhen she has becomestronger than whateverimprisoned her <strong>the</strong>re.That’s a difficult task on aplane whose very naturebreeds despair, betrayal,and self-hatred.Unlike most inhabitants<strong>of</strong> Carceri, <strong>the</strong> deity Nerullmakes his home on Carceriwillfully, not because <strong>of</strong> exile.Carceri consists <strong>of</strong> six layers.Each layer has a series <strong>of</strong>orbs like tiny planets, in arow. A gulf <strong>of</strong> air separates eachorb from <strong>the</strong> next. On a particular layer, little distinguishesone orb from <strong>the</strong> next, and it’s possible that <strong>the</strong>number <strong>of</strong> orblike planets on each layer is infinite.CARCERI TRAITSCarceri has <strong>the</strong> following traits.• Normal Gravity: On <strong>the</strong> orbs, gravity is exactly like<strong>the</strong> Material Plane. Between orbs, <strong>the</strong>re is no gravity,which eases travel for those who can fly beyond <strong>the</strong>clutches <strong>of</strong> each orb’s gravity.• Normal Time.• Infinite Size: Carceri may extend infinitely, but it possessesfinite components in <strong>the</strong> form <strong>of</strong> its tiny planets.• Divinely Morphic: Nerull and any o<strong>the</strong>r entity <strong>of</strong> lesserdeity power or greater can alter Carceri. More ordinarycreatures find Carceri indistinguishable from <strong>the</strong> MaterialPlane; it responds to spells and physical effort normally.• No Elemental or Energy Traits.• Mildly Evil-Aligned: Good characters on Carcerisuffer a –2 penalty on all Charisma-based checks.• Normal Magic.CARCERI LINKSPortals on many planes allow travel onto Carceri. Butalmost none allow access in <strong>the</strong> o<strong>the</strong>r direction. One exceptionis <strong>the</strong> River Styx, which runs through <strong>the</strong> firstlayer <strong>of</strong> Carceri, mixing with <strong>the</strong>bogs and canals that crisscross<strong>the</strong> orbs <strong>of</strong> this layer, on its wayto <strong>the</strong> Gray Waste <strong>of</strong> Hades.CARCERIINHABITANTSAlmost no creatures live onCarceri voluntarily. The exiled,<strong>the</strong> shunned, and <strong>the</strong> defeatedare sent here, as are traitors,backstabbers, and <strong>the</strong> souls <strong>of</strong>those with underhanded ambition.It’s <strong>the</strong> prison plane, pureand simple.Carceri’s residents are thusa mixed bag, racially and culturally.Most continuallyplot and scheme to leaveCarceri and find <strong>the</strong>ir wayback to <strong>the</strong>ir homes andformer positions. Besidesprisoners and petitioners,Carceri hosts fiends thatpartake in <strong>the</strong> endlessBlood War. Demons, devils,and yugoloths all roamCarceri, as do madly gallopingnightmares and o<strong>the</strong>revil outsiders.Carceri PetitionersEven if <strong>the</strong>y wanted to, Carceri’s petitioners couldn’tleave, so <strong>the</strong>y hold a powerful resentment for visitorsmerely passing through. Most petitioners on Carceri aresouls who abused trust and betrayed friends or family.Like all petitioners, <strong>the</strong>y have no memory <strong>of</strong> <strong>the</strong>ir pastlives, but <strong>the</strong>y remain treacherous. They lie—constantly,compulsively, and with great cunning.Petitioners on Carceri reside on one <strong>of</strong> five layersaccording to <strong>the</strong>ir particular treachery. Orthrys holdspoliticians and national traitors, and Cathrys holds thosewho gave in to animal lusts when logic and reason wouldhave served better. Minethys imprisons hoarders whocould have helped o<strong>the</strong>rs with <strong>the</strong>ir wealth but didn’t,
and Colothys confines liars whose untruths harmedo<strong>the</strong>rs. Finally, Porphatys is home to <strong>the</strong> shallow and selfabsorbedwho refused to aid o<strong>the</strong>rs when <strong>the</strong> opportunitypresented itself.Carceri’s petitioners have <strong>the</strong> following special petitionerqualities:Additional Immunities: Cold, acid.Resistances: Electricity 20, fire 20.O<strong>the</strong>r Special Qualities: Petitioners on Carceri lie<strong>of</strong>ten and well, receiving a +10 competence bonus onBluff checks.MOVEMENT AND COMBATFor characters on an orb <strong>of</strong> Carceri, movement functionsnormally. Once a character gets more than 100 feet <strong>of</strong>f<strong>the</strong> surface <strong>of</strong> an orb, gravity disappears. But unlike o<strong>the</strong>rplanes with <strong>the</strong> no gravity trait, force <strong>of</strong> will doesn’t providea means <strong>of</strong> locomotion. Characters need a fly spell orano<strong>the</strong>r means <strong>of</strong> movement to reach a different orb.Carceri’s natives sometimes use ferrous sleds that slidethrough <strong>the</strong> air as if it were solid, skin balloons filled withhot air, and spinnerets whose 100-foot silk lengths catch<strong>the</strong> wind and pull a traveler <strong>of</strong>f a high mountain to arandom destination.Certain channels <strong>of</strong> <strong>the</strong> Styx and well-hidden properportals allow movement between Carceri’s layers.Combat on Carceri functions like it does on <strong>the</strong>Material Plane.FEATURES OF CARCERICarceri is called <strong>the</strong> sixfold realm because it has six layersnested within each o<strong>the</strong>r like little wooden dolls. Oneach layer, a strand <strong>of</strong> small planets stretches in twodirections toward infinity.Many <strong>of</strong> Carceri’s layers are battle-scarred and wasted,<strong>the</strong> legacy <strong>of</strong> <strong>the</strong> Blood War. While much <strong>of</strong> Carceriremains oblivious to <strong>the</strong> war raging across <strong>the</strong> lowerplanes, portions <strong>of</strong> Carceri are used as staging groundsand even battlefields.Vision is normal on Carceri. Unlike on <strong>the</strong> MaterialPlane, natural light seems to seep upward from each orb,bathing everything in a reddish light. Hearing is normalon Carceri.OrthrysOrthrys, <strong>the</strong> first layer <strong>of</strong> Carceri, is a realm <strong>of</strong> vast bogs andquicksand. The River Styx runs freely through <strong>the</strong> layer, saturating<strong>the</strong> ground with its magic. Channels carved into<strong>the</strong> s<strong>of</strong>t ground through eons <strong>of</strong> erosion are wide and deep.Where <strong>the</strong>re is no river, <strong>the</strong>re are swamps. Though patches<strong>of</strong> dry ground exist, <strong>the</strong>y are rare and usually climb swiftlyto rugged mountains where enraged titans dwell.Mosquitoes swarm <strong>the</strong> air above <strong>the</strong> bogs, annoyingtravelers. Even more annoying are <strong>the</strong> smooth-talkingpetitioners that populate this dreary realm.Bastion <strong>of</strong> Last Hope: A fortress made <strong>of</strong> blackigneous rock squats in a mountain range <strong>of</strong> Orthrys. Theambient, reddish light <strong>of</strong> <strong>the</strong> plane lends <strong>the</strong> Bastion <strong>of</strong>Last Hope a brooding air <strong>of</strong> menace. Only one entrance<strong>of</strong>fers itself, and those entering can’t help but notice that<strong>the</strong> entrance strongly resembles <strong>the</strong> maw <strong>of</strong> some massivedemonic toad.No one person rules <strong>the</strong> Bastion. Instead, it serves as asort <strong>of</strong> outpost for anarchists. Here a traveler can obtainall manner <strong>of</strong> forged documents, surgical alterations toaid a permanent disguise, and various o<strong>the</strong>r nefariousgoods and services. It is a good place to find assassins,spies, and o<strong>the</strong>rs <strong>of</strong> ill repute. But cunning travelersremember that <strong>the</strong>y’re on a plane full <strong>of</strong> traitors, so <strong>the</strong>ytrust no one within <strong>the</strong> Bastion’s walls.Mount Orthrys: The highest peaks <strong>of</strong> <strong>the</strong> mountainranges on two <strong>of</strong> this layer’s orbs reach ridiculously high,just bridging <strong>the</strong> planetary gulf between <strong>the</strong>m. At <strong>the</strong>irintersection is a titanic palace <strong>of</strong> white marble columns,amphi<strong>the</strong>aters, and galleries. Here lives a race <strong>of</strong> titans,banished from <strong>the</strong> Material Plane long ago. The titan lord<strong>of</strong> Mount Orthrys, Cronus, resides at <strong>the</strong> center <strong>of</strong> hispalace in a throne room a mile wide. Visitors may seekaudiences with Cronus to hear his wisdom, but thosewho seek such counsel must be always aware that <strong>the</strong>titan’s eons-long anger at his confinement may lash outunexpectedly at those who can come and go at <strong>the</strong>irleisure. Cronus has <strong>the</strong> power <strong>of</strong> a lesser deity for <strong>the</strong> purposes<strong>of</strong> altering Mount Orthrys.CathrysThe orbs in <strong>the</strong> second layer <strong>of</strong> Carceri are covered withfetid jungles and scarlet plains. The stench <strong>of</strong> decay fills <strong>the</strong>air, a rot fueled by acidic secretions <strong>of</strong> jungle plants. Thosewithout immunity to acid are soon rendered down to <strong>the</strong>ircomponent materials if <strong>the</strong>y stay too long amid <strong>the</strong> swayingtrees. The jungle air deals 1d4 points <strong>of</strong> acid damage perminute, and some plants secrete more potent acids.The plains <strong>of</strong> Cathrys are more habitable. Vast, windsweptgrasslands cover <strong>the</strong> planes. Some patches possessrazor-sharp leaves, which can cut a traveler not mindful<strong>of</strong> <strong>the</strong>m. Those who hustle (double move) or run on <strong>the</strong>plains must make a Reflex save (DC 20) each round or cut<strong>the</strong>mselves for 1d4 points <strong>of</strong> damage.Apo<strong>the</strong>cary <strong>of</strong> Sin: Located deep in <strong>the</strong> fetid jungles<strong>of</strong> an orb <strong>of</strong> Cathrys is <strong>the</strong> Apo<strong>the</strong>cary <strong>of</strong> Sin. The Apo<strong>the</strong>caryis built from cunningly woven scrap wood atop <strong>the</strong>trunk <strong>of</strong> large tree, raising <strong>the</strong> one-story structure highabove <strong>the</strong> waving branches <strong>of</strong> <strong>the</strong> acid-laden leavesbelow. Rope-suspended catwalks provide access above<strong>the</strong> treetops, though random sections are missing, possiblyvictims <strong>of</strong> caustic storms. Mundane and exotic poisonsand acids are bought and sold in <strong>the</strong> Apo<strong>the</strong>cary.A demon called Sinmaker runs <strong>the</strong> Apo<strong>the</strong>cary. Sinmakeris a glabrezu <strong>of</strong> average abilities, except for his specialaffinity for acids, poisons, and venoms. He delights inall things poisonous—<strong>the</strong> more diabolical, <strong>the</strong> better. All<strong>the</strong> poisons found on Table 3-16: Poisons in <strong>the</strong> DUNGEONMASTER’s Guide are available in <strong>the</strong> Apo<strong>the</strong>cary, as well asmany special, unique concoctions bought by Sinmakerfrom travelers or syn<strong>the</strong>sized in Sinmaker’s own laboratory.CHAPTER 7:THE OUTERPLANES105
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MANUAL OF THE PLANESJeff Grubb, Bru
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INTRODUCTIONIntroductionThis book i
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of the universe (earth, air, fire,
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within a plane where the rules are
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Shapes of the PlanesinfiniteGreat W
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save (DC 25) or gain a negative lev
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Illus. by A. Swekelven if a plane i
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Planar RelationshipsPlaneAPlane ACo
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Creatures that use positive or nega
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GETTING FROM PLANETO PLANEThe plane
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Illus. by A. Swekelhe planes are la
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Spot (Wis), and Use Magic Device (C
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Direction (Wis), Jump (Str), Knowle
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damage bonus does not apply to crea
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to a limited extent. On planes with
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Greater planar bindingHoly wordLess
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elemental form to put out nonmagica
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Audible Alarm: An audible portal al
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On planes you create yourself, safe
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Illus. by A. Swekelhe Material Plan
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Oerth’s cosmology is laid out in
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Illus. by A. Swekelhe Transitive Pl
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spells and spell-like effects that
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often used by astral travelers who
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There is no day or night on the Ast
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CHAPTER 8:DEMIPLANES154to multiple
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of naivete. Neth doesn’t know how
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Illus. by A. Swekelhe planes suppor
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BARIAURMedium-Size OutsiderHit Dice
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precious and lovely, firres take up
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Summon Tanar’ri (Sp): Tanar’ri
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Spinagon (Baatezu)Narzugon (Baatezu
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Xag-YaXeg-YiMedium-Size Outsider (I
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dull black orbs that reflect noligh
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DaoMaridLarge Outsider (Air, Evil)L
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is drawn in melee, the blade transf
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When an inevitable is created, it r
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matter at hand. They use alter self
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Ice Paraelemental, Small Ice Parael
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Magma Paraelemental, Huge Magma Par
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succeed at a Fortitude save or inha
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CanolothMezzolothMedium-Size Outsid
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strange and often distasteful rites
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Climate/Terrain: Any land and under
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Elemental: Immune to poison, sleep,
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Skills: Water element tigers receiv
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Damage: Bite 1d6+3, claw 1d3+1; spi
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Alignment: Always chaotic (any).Adv
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Appendix: VariantPlanes & Cosmologi
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Region of DreamsDreamscapesDreamsca
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A mirror-self is created somewhere
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ever-shifting ice floating on a fro
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Time onTime ond% Material Plane Tem
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FAERIE INHABITANTSThe Plane of Faer
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are needed to swim through it. Movi
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Myriad PlanesCosmologyplanar clumpp
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sends that character’s double fro
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WINDING ROAD LINKSPlanar travelers
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Planar Rips: Planar rips are holes
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Lolth 100, 103Lucid Dreaming 203Lun
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Table 1: Modron CastesCaste No. of
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4pursuit of order is particularly b
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THE MODRONCATHEDRALDeep in the hear
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drones have limited conversational
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10tually any environment, withstand
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12Modron Traits: Immune to mind-inf
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Face/Reach: 5 ft. by 5 ft./10 ft.Sp
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16Spell-Like Abilities: At will—c
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Wholeness of Body (Su): A secundus
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2of the common room into other part
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credence to this theory by occasion
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PLAY MOREFREE D&D® V.3.5 ACCESSORY
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Table of ContentsThe Nature of the
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Pandemonium: Electricity and sonic
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Manual of the Planes MonstersFeats