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Manual of the Planes

Manual of the Planes

Manual of the Planes

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credence to this <strong>the</strong>ory by occasionally taking requestsfor destinations. Sometimes, such requests are fulfilled,though <strong>the</strong>re seems to be no pattern as to which are fulfilledand how soon.World Serpent Inn FeaturesBeyond <strong>the</strong> common room, <strong>the</strong> World Serpent Inn is amass <strong>of</strong> twisting hallways and passages, broken bynumerous doors and staircases to o<strong>the</strong>r levels. Some <strong>of</strong><strong>the</strong> doors are portals to o<strong>the</strong>r planes, while o<strong>the</strong>rs leadto libraries, studies, storage chambers, and rooms for<strong>the</strong> various inhabitants.Use <strong>the</strong> following table to determine <strong>the</strong> featuresencountered by anyone moving randomly about <strong>the</strong>back rooms.Nature <strong>of</strong> <strong>the</strong> World Serpent Inn’sBack Rooms and Hallwaysd% Type <strong>of</strong> Feature1–10 Stairs11–30 Additional corridor31–60 Door to bedroom/living quarters61–70 Door to library/study71–80 Door to storage room81–90 Portal to demiplane91–00 Portal to ano<strong>the</strong>r location or planeStairs: The stairs access ano<strong>the</strong>r floor <strong>of</strong> <strong>the</strong> Inn thathas additional passages. Roll d% to determine <strong>the</strong> direction<strong>of</strong> <strong>the</strong> stairs. On a result <strong>of</strong> 1–50 <strong>the</strong>y lead up;o<strong>the</strong>rwise <strong>the</strong>y lead down.Additional Corridor: Any such corridor has 1d4 doorsin it, as placed by <strong>the</strong> DM. These may include secretdoors as well as normal ones.Bedroom/Living Quarters: These rooms are dominatedby large furniture—beds, armoires, s<strong>of</strong>as, largechairs, and <strong>the</strong> like. Each such room has a 50% chance<strong>of</strong> having a second door. Any living quarters or studymay (50% chance) be inhabited by one or more beings<strong>of</strong> a challenge level equal to that <strong>of</strong> <strong>the</strong> visitors. Aninhabited room has only a 10% chance <strong>of</strong> treasure.Library/Study: Libraries and studies usually containdesks, chairs, cabinets, bookshelves, and <strong>the</strong> like. Anysuch room may (25% chance) be inhabited by one ormore beings <strong>of</strong> a challenge level to equal to that <strong>of</strong> <strong>the</strong>visitors, and <strong>the</strong>re is a 20% chance <strong>of</strong> treasure in thiscase. The selection <strong>of</strong> books in a study or library <strong>of</strong>tenincludes rare and fantastic volumes, <strong>the</strong> contents <strong>of</strong>which may or may not be valid for <strong>the</strong> current coterminousplane. There is a 25% chance that such a room hasa second door.Storage Room: These rooms are little more than closetsfilled with supplies, unused furnishings, and foodor treasure stashed here by travelers who never found<strong>the</strong>ir way back. Roll d% to determine <strong>the</strong> exact contents<strong>of</strong> <strong>the</strong> room. A result <strong>of</strong> 1–40 indicates food, 41–80 indicateslinen, 81–95 indicates old furniture, and 95–00indicates treasure. Any treasure in a storage room isappropriate for a 6th-level encounter and has an 80%chance <strong>of</strong> being trapped in some way.Demiplane: This two-way portal is <strong>the</strong> sole access to arandom demiplane. Effectively, this is a chunk <strong>of</strong> someo<strong>the</strong>r reality that has hung onto <strong>the</strong> World Serpent Innduring its planar perambulations.Portal: The door opens onto ano<strong>the</strong>r plane. Roll randomlyfor its destination on <strong>the</strong> Random Portal AppearanceTable for <strong>the</strong> main entrance. This is a one-wayportal that disappears when <strong>the</strong> main entrance changesits destination.Mapping <strong>the</strong> back rooms and passages is possible, butsuch maps are valid only as long as <strong>the</strong> Inn’s mainentrance remains coterminous with a particular plane.When it changes connecting planes, <strong>the</strong> back roomsand hallways shuffle as well, forcing those within tomap <strong>the</strong>ir surroundings again.Sometimes <strong>the</strong> movement <strong>of</strong> walls caused by such ashift cuts <strong>of</strong>f a few back rooms and passages entirelyfrom <strong>the</strong> rest <strong>of</strong> <strong>the</strong> World Serpent Inn. If <strong>the</strong>se areasare uninhabited, <strong>the</strong>y tend to disappear. If <strong>the</strong>y areinhabited, those within may break through <strong>the</strong> woodenwalls to reconnect with <strong>the</strong> Inn. (Alternatively, at <strong>the</strong>DM’s option, breaking through a wall can cause thatportion <strong>of</strong> <strong>the</strong> World Serpent Inn to shear <strong>of</strong>f anddump those within it unceremoniously into a randomplane.) Characters can use spells such as find <strong>the</strong> pathto locate particular spots within <strong>the</strong> World SerpentInn—such as <strong>the</strong> closet where <strong>the</strong>y stashed a vorpalsword before <strong>the</strong> main entrance changed connections.Getting truly lost in <strong>the</strong> back rooms is difficult. A travelerwishing to return to <strong>the</strong> common room merely hasto make that his or her goal. After that, every new doorhas a 10% chance <strong>of</strong> leading back to a familiar area(such as one <strong>of</strong> <strong>the</strong> hallways leading to <strong>the</strong> commonroom, <strong>the</strong> balcony, or <strong>the</strong> warehouses near <strong>the</strong> kitchen).Though killing an opponent is difficult given <strong>the</strong>plane’s fast healing trait, subdual works normally. As aresult, <strong>the</strong>re are stories <strong>of</strong> kidnappers roaming <strong>the</strong> backhalls—in particular, a gang <strong>of</strong> vampires that captureand keep travelers for <strong>the</strong>ir blood.A few <strong>of</strong> <strong>the</strong> hallways and rooms have windows. Theseare always one-way portals that look out over o<strong>the</strong>r4

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