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Manual of the Planes

Manual of the Planes

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There is no day or night on <strong>the</strong> Astral Plane. Instead agray radiance lights <strong>the</strong> entire plane from all directions.While <strong>the</strong>re seems to be nothing in <strong>the</strong> area, vision fadesat about 600 feet. O<strong>the</strong>r senses function normally.Psychic StormsThere are winds in <strong>the</strong> Astral Plane, but <strong>the</strong>y do not usuallyaffect <strong>the</strong> astral traveler. Clothing and hair tends t<strong>of</strong>lutter backward during astral travel, but rarely do <strong>the</strong>psychic winds blow more strongly than a light breeze.But occasionally, part <strong>of</strong> <strong>the</strong> Astral Plane flares up intoa psychic storm that whips through <strong>the</strong> area, delayingtravelers or driving <strong>the</strong>m onto o<strong>the</strong>r planes. Psychicstorms may also affect <strong>the</strong> minds <strong>of</strong> travelers.The storm itself usually brews up without warning.The Astral Plane darkens in one direction, and <strong>the</strong>darkness quickly engulfs everything in its path. Onlythose who move directly away from a psychic storm ata speed <strong>of</strong> 320 feet can outrun it. O<strong>the</strong>rs are overtakenby <strong>the</strong> storm.Those caught within <strong>the</strong> grip <strong>of</strong> a psychic wind mightbe blown <strong>of</strong>f course and suffer mentally from <strong>the</strong> psychicturbulence <strong>of</strong> <strong>the</strong> storm. Though <strong>the</strong>y are violent,psychic storms have consistent winds, so several travelerscaught in <strong>the</strong> same psychic storm are blown to <strong>the</strong>same destination. Consult <strong>the</strong> following table, rollingonce per group for location effects, and once per individualfor mental effect:Table 5–2: Psychic StormsLocation Effect, Travelers in Physical Formd% Effect01–40 Diverted. Add 1d6 hours to travel time.41–60 Blown <strong>of</strong>f course. Add 3d10 hours to travel time.61–80 Lost. Begin travel again as if starting anew.81–100 Sent through random color pool. Roll onTable 5–1: Random Color Pools.Location Effect, Travelers in Astral Formd% Effect01–40 Diverted. Add 1d6 hours to travel time.41–60 Blown <strong>of</strong>f course. Add 3d10 hours to travel time.61–80 Lost. Begin travel again as if starting anew.81–95 Silver cord takes 2d10 points <strong>of</strong> damage, <strong>the</strong>ntraveler diverted (as above).96–100 Silver cord takes 4d10 points <strong>of</strong> damage, <strong>the</strong>n travelerblown <strong>of</strong>f course (as above).Mental Effectd% Effect01–40 Stunned (no saving throw) for 1d6 minutes.41–50 Confused (Will save DC 20 negates), as confusionspell, for 3d8 minutes.51–60 Unconscious (Fort save DC 20 negates)for 1d10 hours.61–80 Fear (Will save DC 20 negates), as spell,for 2d10 minutes.81–90 Feebleminded (Will save DC 20 negates), asfeeblemind spell, for 2d10 hours.91–95 Pain (Fort save DC 25 negates), as symbol <strong>of</strong> pain,for 2d10×10 minutes.96–100 Insanity (Will save DC 25 negates), as <strong>the</strong> spell.Astral ObjectsBits <strong>of</strong> solid matter are strewn through <strong>the</strong> Astral Plane.Most <strong>of</strong> <strong>the</strong>se objects have been sucked through colorpools or left behind by careless (or deceased) adventurers.It’s easy for travelers to spot such items (subject to <strong>the</strong>usual maximum vision range) and maneuver toward<strong>the</strong>m. Natives <strong>of</strong> <strong>the</strong> Astral Plane, in particular <strong>the</strong>githyanki, <strong>of</strong>ten sail <strong>the</strong> astral winds looking for bits <strong>of</strong>debris to add to <strong>the</strong>ir own fortresses and hoards.About 10% <strong>of</strong> found debris may be valuable (<strong>the</strong> equivalent<strong>of</strong> a 10th-level treasure; see Chapter 7 <strong>of</strong> <strong>the</strong> DUNGEONMASTER’s Guide). Such treasure may be in <strong>the</strong> form <strong>of</strong> alocked chest, a dead body, or a bag <strong>of</strong> holding that met an uglyfate when it was put inside a portable hole and cast onto <strong>the</strong>Astral Plane. Valuable treasures found in this manner <strong>of</strong>tenhave powerful owners who want <strong>the</strong>ir valuables back.Dead DeitiesIf your cosmology has deceased deities in it (forgottenpowers <strong>of</strong> <strong>the</strong> ancient past, deities worshiped by nowdeadraces, or even full pan<strong>the</strong>ons that lost a power struggle),<strong>the</strong> Astral Plane is where <strong>the</strong> physical forms <strong>of</strong> thosedeities can rest—<strong>the</strong> deities’ graveyard.What happens when a deity dies—and, for that matter,whe<strong>the</strong>r deities can truly die at all—is up to you. Butimagine <strong>the</strong> massive form <strong>of</strong> a long-forgotten deity floatingon <strong>the</strong> Astral Plane, overgrown with detritus andmoss to <strong>the</strong> point that it is no longer immediately recognizable.These vaguely humanoid lumps are anywherefrom a few hundred feet to several miles long. Deaddeities have gravity localized to <strong>the</strong>m. Astral denizenscan find a “down” <strong>the</strong>re and walk around normally,though <strong>the</strong>y can leave again and be free <strong>of</strong> <strong>the</strong> deaddeity’s gravity with just a thought.Because <strong>the</strong> massive physical bodies <strong>of</strong> <strong>the</strong> deities areindestructible, <strong>the</strong>y may be built upon. Some races,including <strong>the</strong> more agnostic githyanki, have used deaddeities as bases <strong>of</strong> operation. A dead deity cannot be visiblymoved, nor taken out <strong>of</strong> <strong>the</strong> Astral Plane. Attempts t<strong>of</strong>orce a dead deity elsewhere results in it snapping rightback to where it sits on <strong>the</strong> Astral Plane.Given that <strong>the</strong>se massive bodies exist, what are <strong>the</strong>dead deities? It is up to you, but here are a few ideas:• They are truly <strong>the</strong> mortal forms <strong>of</strong> <strong>the</strong> deities, and <strong>the</strong>yneed only to be reunited with <strong>the</strong>ir life-spirit andconsciousness to return to full power.• They are not deities at all, but ra<strong>the</strong>r gravestones for<strong>the</strong> deities—great idols from <strong>the</strong> Outer <strong>Planes</strong> thatwere cast adrift when that particular deity disappeared.• They are deities all right, but <strong>the</strong>y aren’t dead. Theyonly sleep, waiting until <strong>the</strong>ir followers return andga<strong>the</strong>r sufficient strength to allow <strong>the</strong>m to awaken andremake <strong>the</strong> cosmos.The process <strong>of</strong> restoring deities to life likewise dependson your cosmology, but having <strong>the</strong> body present is probablya good starting point. As a result, travelers whoCHAPTER 5:THE TRANSITIVEPLANES51

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