CHAPTER 7:THE OUTERPLANES124Walking across edges between faces can be dizzyingfor <strong>the</strong> inexperienced.• Normal Time.• Infinite Size: Each cube is finite, but <strong>the</strong> void <strong>the</strong>cubes hang in is infinite.• Divinely Morphic: Acheron changes at <strong>the</strong> whim <strong>of</strong>its deities. Ordinary creatures must use spells andphysical effort to change <strong>the</strong> infernal battlefield.• No Elemental or Energy Traits.• Mildly Law-Aligned: Chaotic characters suffer a –2penalty on all Charisma-based checks.• Normal Magic.ACHERON LINKSAs on all <strong>the</strong> lower planes, <strong>the</strong> River Styx flows through<strong>the</strong> top layer <strong>of</strong> Acheron, called Avalas. The Styx flows onmany <strong>of</strong> Avalas’s cubes—welling up from a crater on onecube to flow many miles, <strong>the</strong>n leaking down into ano<strong>the</strong>rcrater, and reappearing on ano<strong>the</strong>r cube. Sometimes <strong>the</strong>river takes a new course over a cube face, which canresult in entire cities being washed away in a tide <strong>of</strong> forgetfulnessand death.Portals to o<strong>the</strong>r planes are fairly common. Usually,such gates appear in <strong>the</strong> mouths <strong>of</strong> <strong>the</strong> many tunnels thatriddle most <strong>of</strong> Acheron’s cubes.ACHERON INHABITANTSRenegade armies filled with every sort <strong>of</strong> creaturewander <strong>the</strong> faces <strong>of</strong> Acheron looking for enemy forces t<strong>of</strong>ight. However, mutiny or madness soon brings downeven <strong>the</strong> strongest military leader, leaving most armieswithout a true objective o<strong>the</strong>r than <strong>the</strong> destruction <strong>of</strong>o<strong>the</strong>r renegade armies. Sometimes armies <strong>of</strong> undead orconstructs last longer, because <strong>the</strong>y are able to mindlesslyfulfill <strong>the</strong>ir last orders.Armies that have not gone completely mad may stillseek a goal, such as <strong>the</strong> defense <strong>of</strong> a realm, <strong>the</strong> procurement<strong>of</strong> provisions, <strong>the</strong> overthrow <strong>of</strong> an impostor king, orany <strong>of</strong> a hundred o<strong>the</strong>r causes. Unfortunately, becausemost <strong>of</strong> those causes were important on a plane far fromAcheron, even <strong>the</strong> most steadfast armies soon lose focusand go renegade.Achaierai, devils, imps, fomorians, rakshasas, dragons,and yugoloths also inhabit Acheron. Rakshasa clans ruleseveral hidden cubes throughout Acheron, all cloaked bypowerful illusions. Clockwork creatures from Mechanuskeep a few hidden mining colonies scattered through <strong>the</strong>two lowest layers <strong>of</strong> Acheron.THE ORC-GOBLIN WAR AMONG THE CUBESThe realms <strong>of</strong> Clangor and Nishrek were once a single cube,but <strong>the</strong> opposing deities <strong>of</strong> each realm finally managed toseparate <strong>the</strong>ir realms into two wholly separate cubes.Though <strong>the</strong>y are separated, enmity between <strong>the</strong> goblins <strong>of</strong>Clangor and <strong>the</strong> orcs <strong>of</strong> Nishrek is still great. Though <strong>the</strong>Finally, Acheron holds enormous flocks <strong>of</strong> birds. Ravens,vultures, gulls, bloodhawks, and swallows tumble on <strong>the</strong>wind, sated on <strong>the</strong> carnage <strong>of</strong> <strong>the</strong> many battlefields.Acheron PetitionersDeserters and petitioners make up many <strong>of</strong> <strong>the</strong> renegadearmies on Acheron. If soldiers have killed o<strong>the</strong>rs for acause <strong>the</strong>y do not believe, and killed happily, <strong>the</strong>y mightwind up as petitioners on Acheron. Particularly rabidrevolutionaries and terrorists slain on <strong>the</strong> Material Planealso find <strong>the</strong>ir way to Acheron, <strong>of</strong>ten as leaders <strong>of</strong> <strong>the</strong>roving armies. The renegade commanders cannot restuntil <strong>the</strong>y are finally slain and <strong>the</strong>ir essence merges with<strong>the</strong> plane itself.Renegade commanders have <strong>the</strong> following specialpetitioner qualities:Additional Immunities: Electricity, sonic.Resistances: Cold 20, fire 20.O<strong>the</strong>r Special Qualities: Hearten.Hearten (Ex): All members <strong>of</strong> a renegade army withina 100-foot radius <strong>of</strong> a petitioner commander receive a+2 morale bonus on saving throws against charm andfear effects and a +1 morale bonus on attack anddamage rolls.Acheron EncountersUse Table 7–7: Hellish Encounters for random encounterson Acheron.MOVEMENT AND COMBATMovement on <strong>the</strong> Infernal Battlefield <strong>of</strong> Acheron ismuch like movement on <strong>the</strong> Material Plane. Walkingbetween faces seems daunting to <strong>the</strong> uninitiated, but isrelatively easy. Moving between cubes requires some sort<strong>of</strong> flying ability. Travelers in Avalas and Thuldanin mustbe wary <strong>of</strong> collisions between <strong>the</strong> cubes, because everythingbetween <strong>the</strong> two cubes at impact is crushed intonothingness. Cubes bound for collision are visible a dayor two in advance <strong>of</strong> impact, providing enough warningfor evacuation.FEATURES OF ACHERONThe cubes that make up each <strong>of</strong> <strong>the</strong> four layers <strong>of</strong> Acheronare pitted and scarred with cracks and dents from <strong>the</strong>irmany collisions and craters from <strong>the</strong>ir many battles. On<strong>the</strong> orderly plane <strong>of</strong> Acheron, <strong>the</strong> cubes always rust orfracture along straight lines and at right angles. Some <strong>of</strong><strong>the</strong> cubes are only a few hundred feet on a side, but o<strong>the</strong>rspqqqqrsrival deities can prevent an entire cube face from beingcrushed by an opposing cube sent hurling through <strong>the</strong> void,that doesn’t stop ei<strong>the</strong>r side from trying. Most battles arenow fought when one side manages to land an invasionforce on an opposing cube.pqqqqrs
are big enough for whole cities and kingdoms. Geometricshapes o<strong>the</strong>r than cubes exist, though <strong>the</strong>y are rare(except on Tintibulus, <strong>the</strong> third layer).Vision is normal on Acheron. The plane is lighted by agray, fluctuating illumination that varies slightlybetween bright moonlight and a dark, cloudy day.Hearing is also normal, though <strong>the</strong> echo <strong>of</strong> collidingcubes and <strong>the</strong> ring <strong>of</strong> battle is always in <strong>the</strong> background.AvalasThe first layer <strong>of</strong> Acheron is also called <strong>the</strong> Battleplains,for it contains <strong>the</strong> most cubes—and enougharmies and fortresses to populate <strong>the</strong>m. The clash <strong>of</strong>distant cubes is indistinguishable from <strong>the</strong> closer clash<strong>of</strong> a nearby battlefield. The cubes vary from city-sizedto continent-sized. The smallest cubes are usually <strong>the</strong>oldest, having been reduced to <strong>the</strong>ir present size byeons <strong>of</strong> collisions.Clangor: Clangor is a cube completely carved and tunneledto house a single great set <strong>of</strong> barracks for <strong>the</strong> goblinnations and <strong>the</strong>ir eternal war. It is also <strong>the</strong> seat <strong>of</strong> <strong>the</strong>goblin deity Maglubiyet.The towers and walls <strong>of</strong> Clangor are arranged withdeadly precision to inflict <strong>the</strong> greatest damage on anyattacking force. The air is cold and dry, and breath fogs<strong>the</strong> air. What regions are not given over to goblin barrackshold wolf warrens for elite goblin riders. Becausemost <strong>of</strong> <strong>the</strong> forces <strong>of</strong> Clangor are goblin and hobgoblinpetitioners, no great store <strong>of</strong> food is necessary. However,some heavily guarded stores are available for mortals,wolves, and o<strong>the</strong>r creatures that also reside on Clangor,brought from <strong>of</strong>fplane at a hefty price through heavilyguarded portals.Shetring: The fortress Shetring blends into <strong>the</strong> rest <strong>of</strong><strong>the</strong> metal-carved structure <strong>of</strong> <strong>the</strong> cube. The great RiverLorfang pierces <strong>the</strong> fortress, with five strong bridgesproviding access between <strong>the</strong> two sides. The river wellsup from a spring, travels a few miles, <strong>the</strong>n plunges into<strong>the</strong> cube again. Maglubiyet himself lives at <strong>the</strong> bottom<strong>of</strong> <strong>the</strong> plummeting waterfall in a magnificently carvedsteel cavern dripping with moisture. The goblins flingsacrifices from <strong>the</strong> top <strong>of</strong> <strong>the</strong> waterfall before mountinga great <strong>of</strong>fensive (usually against Nishrek, home <strong>of</strong> <strong>the</strong>orc pan<strong>the</strong>on).Nishrek: This metallic cube houses <strong>the</strong> orc pan<strong>the</strong>on,<strong>the</strong> head <strong>of</strong> which is Gruumsh, <strong>the</strong> one-eyed deity <strong>of</strong> <strong>the</strong>orcs. The mildly law-aligned trait is negated on Nishrek.Like Clangor, Nishrek is heavily carved and tunneledand houses great legions <strong>of</strong> orc troops.Unlike on Clangor, <strong>the</strong> barracks are chaoticallyarranged, and <strong>the</strong> tunnels meander. Where Clangorseems gridlike from a distance, Nishrek is swirled withwinding streets and trenches, and blotchy with haphazardlyarranged strongholds.While <strong>the</strong> orcs under <strong>the</strong> command <strong>of</strong> lesser orc deitiessuch as Bahgtru and Ilneval are content to marshal <strong>the</strong>irforces against Clangor, Gruumsh pursues his longThuldaninCabal MacabreAcheronAsalasTintibulusOcanthusvendetta against a more distant foe: Corellon Larethian. Inages past, Corellon Larethian put out Gruumsh’s left eye, adebt that Gruumsh always seeks to repay.The fortress towns <strong>of</strong> Rotting Eye, White Hand, andThree Fang all lie under Gruumsh’s direct dominion. Hehas residences in each, moving between <strong>the</strong>m in arandom fashion. Bahgtru and Ilneval control o<strong>the</strong>r, lessfortified towns, while <strong>the</strong> hidden orc deity Luthic is contentto send forth her plagues from deep within <strong>the</strong> heart<strong>of</strong> <strong>the</strong> cube, where her realm is said to lie.Scourgehold: Hextor’s realm, Scourgehold, is foundon a particularly large cube where battle always rages.Hextor’s fortress is a many-walled edifice <strong>of</strong> iron andstone, bristling with watchtowers and roving siegeengines. The innermost structure, The Great Coliseum, isa miles-wide, many-leveled arena <strong>of</strong> beaten bronze andglass. Here, legions constantly train in <strong>the</strong> arts <strong>of</strong> war.Hextor himself (or his avatar), in his visage as a grayskinned,horrible six-armed being, <strong>of</strong>ten walks <strong>the</strong>training coliseum, his various weapons awhirl. Themere sight <strong>of</strong> his symbol <strong>of</strong> hate and discord, six arrowsfacing downward in a fan, sends his worshipers into ablood-mad battle frenzy.ThuldaninThe second layer <strong>of</strong> Acheron appears much like <strong>the</strong> first.However, Thuldanin’s population is quite small. TheCHAPTER 7:THE OUTERPLANES125
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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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Table 5-3: Astral Encountersd% Enco
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try to lure adventurers away from e
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even if prisoners escape, they’re
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Any creature becoming ethereal (inc
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The Plane of Shadow does not connec
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describes some typical abilities an
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Illus. by A. Swekelhe Inner Planes
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positiveElementalPlane ofWaterThree
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A maximum of 20d6 points of damage
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of material and have his life crush
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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