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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 5:THE TRANSITIVEPLANESstrength. An eerie howling increases with each round,and with a brutal suddenness <strong>the</strong> e<strong>the</strong>r cyclone tears ateverything in its path.Travelers can flee <strong>the</strong> e<strong>the</strong>r cyclone by moving onto <strong>the</strong>coexistent plane or seeking shelter. Spells with <strong>the</strong> forcedescriptor, such as Leomund’s tiny hut, protect <strong>the</strong> travelerfrom <strong>the</strong> effects <strong>of</strong> an e<strong>the</strong>r cyclone, but wea<strong>the</strong>r spellssuch as control wind and control wea<strong>the</strong>r have no effect onan e<strong>the</strong>r cyclone. It’s o<strong>the</strong>rwise impossible to outrun ane<strong>the</strong>r cyclone.One <strong>of</strong> <strong>the</strong> greatest dangers <strong>of</strong> an e<strong>the</strong>r cyclone is howit can scatter a group <strong>of</strong> adventurers, leaving <strong>the</strong>m unableto find each o<strong>the</strong>r—or to find exits from <strong>the</strong> E<strong>the</strong>realPlane. At <strong>the</strong> DM’s option, roll only once on <strong>the</strong> tablebelow for a group <strong>of</strong> travelers, provided <strong>the</strong>y are relativelyclose to each o<strong>the</strong>r when <strong>the</strong> e<strong>the</strong>r cyclone strikes.Table 5–5: E<strong>the</strong>r Cyclonesd% Effect01–30 Take 1d10 points <strong>of</strong> damage (Fort save DC 20negates). Roll again in 1 minute if still within <strong>the</strong>cyclone.31–60 Move 1d10 miles in random direction. You are nolonger in <strong>the</strong> storm and can move back normally.61–80 As above, but 2d20 miles in random direction.81–90 As above, and take 3d10 points <strong>of</strong> damage (Fort saveDC 20 negates).91–95 Take 3d10 points <strong>of</strong> damage (Fort save DC 20 negates)and return to <strong>the</strong> Material Plane. If you reappear insidea solid object, you’re shunted aside but take 1d6 points<strong>of</strong> damage for each 5 feet traveled this way.96–100 Fly through an e<strong>the</strong>real curtain into ano<strong>the</strong>r plane ordemiplane. Determine destination randomly onTable 5–4.Undead are unaffected by e<strong>the</strong>r cyclones, includingghosts and such creatures as devourers. Ghosts that aren’ttied to a particular Material Plane location may even ridean e<strong>the</strong>r cyclone, surfing on <strong>the</strong> e<strong>the</strong>real winds.Table 5–6: E<strong>the</strong>real Encountersd% Encounter Number CR At EL01–04 Blink dog 3d6 2 905 Celestial, ghaele 1 13 1306 Celestial, planetar 1 16 1607 Celestial, solar 1 19 1908 Couatl 1 10 1009 Demon, armanite† 1d3 7 910–11 Demon, bebilith 1d3 9 1112 Demon, succubus 1 9 913 Devil, cornugon† 1 10 1014 Devil, narzugon, and nightmare 1 10 1015 Devourer 1 11 1116–35 Encounter on coexistent terrain* — — —36–40 E<strong>the</strong>r cyclone — — —41–42 E<strong>the</strong>real Clr11 1 11 1143–44 E<strong>the</strong>real Clr11 and Ftr8 1 15 1545–54 E<strong>the</strong>real curtain — — —55–56 E<strong>the</strong>real Ftr9 1 9 957–61 E<strong>the</strong>real filcher 1 3 362–66 E<strong>the</strong>real marauder 1 3 367–68 E<strong>the</strong>real Sor15 1 15 1569–70 E<strong>the</strong>real Wiz15 1 15 1571–72 Ghost Ftr5 1d3 7 973–74 Ghost Wiz6 1 8 875–76 Ghost Rog7 1 9 977–78 Ghost minotaur 1d6 6 979–80 Ghost troll 1d3 7 981–85 Mercane trading mission‡ — — 586–89 Nightmare 1 5 590–95 Phase spider 1d8 5 1196–100 Xill 1d6 6 11*Roll a random encounter for <strong>the</strong> terrain this part <strong>of</strong> <strong>the</strong>E<strong>the</strong>real Plane is coexistent with. This may include creaturesthat are capable <strong>of</strong> detecting and affecting creatures on <strong>the</strong>E<strong>the</strong>real Plane, including those with vision-based attacks suchas basilisks and those with spells and spell-like abilities.†This creature does not have <strong>the</strong> ability to travel to <strong>the</strong>E<strong>the</strong>real Plane <strong>of</strong> its own power. Its presence may indicate thatit was sent here through ano<strong>the</strong>r situation (90%) or that <strong>the</strong>remay be a curtain to that creature’s native plane nearby (10%).‡Trading mission consists <strong>of</strong> two mercanes and nine Ftr5.pqqqqrs58OPTION: MULTIPLE ETHEREALSWithin <strong>the</strong> Great Wheel <strong>of</strong> <strong>the</strong> D&D cosmology, only <strong>the</strong>Material Plane has a coexistent E<strong>the</strong>real Plane. But you mayallow o<strong>the</strong>r planes access to <strong>the</strong> E<strong>the</strong>real Plane as well.Some, all, or none <strong>of</strong> your planes can be coexistent with e<strong>the</strong>realplanes <strong>of</strong> <strong>the</strong>ir own. You might restrict <strong>the</strong>se “mini-e<strong>the</strong>realplanes” to planes <strong>of</strong> a particular type, such as Elemental <strong>Planes</strong>or Outer <strong>Planes</strong>. This means that <strong>the</strong>re could be an E<strong>the</strong>realElemental Plane <strong>of</strong> Fire, or an E<strong>the</strong>real Plane <strong>of</strong> Elysium.Inhabitants <strong>of</strong> those planes would be able to access <strong>the</strong>irparticular E<strong>the</strong>real Plane and use spells and spell-like abilitiesthat effect <strong>the</strong> E<strong>the</strong>real Plane. Creatures that call <strong>the</strong> E<strong>the</strong>realPlane home would be found in <strong>the</strong> associated E<strong>the</strong>real <strong>Planes</strong>as well.An E<strong>the</strong>real Plane connected to ano<strong>the</strong>r plane may havesome, all, or none <strong>of</strong> <strong>the</strong> attributes <strong>of</strong> that plane. It still has <strong>the</strong>core traits <strong>of</strong> <strong>the</strong> E<strong>the</strong>real Plane (no gravity, and a normaltime). But it could have, for example, <strong>the</strong> fire-dominant trait ifit’s coexistent with <strong>the</strong> Elemental Plane <strong>of</strong> Fire, or a weak evilalignedtrait if it’s connected to <strong>the</strong> Gray Waste <strong>of</strong> Hades.Multiple E<strong>the</strong>real <strong>Planes</strong> can be used in conjunction with <strong>the</strong>Deep E<strong>the</strong>real option. In this case, travelers can move from <strong>the</strong>Material Plane to ano<strong>the</strong>r plane directly through <strong>the</strong> E<strong>the</strong>realPlane. First a traveler attains <strong>the</strong> E<strong>the</strong>real Plane that’s coexistentwith <strong>the</strong> Material Plane. Then <strong>the</strong> traveler moves into <strong>the</strong>Deep E<strong>the</strong>real, and from <strong>the</strong> Deep E<strong>the</strong>real moves to <strong>the</strong>E<strong>the</strong>real Plane that’s coexistent with <strong>the</strong> destination plane.To make such a trip, use <strong>the</strong> time scale as indicated for <strong>the</strong>Deep E<strong>the</strong>real, giving <strong>the</strong> effort <strong>the</strong> same time as “returning to<strong>the</strong> Material Plane.” Travelers coming out <strong>of</strong> <strong>the</strong> Deep E<strong>the</strong>realappear at a random location on <strong>the</strong> E<strong>the</strong>real Plane that’s coexistentwith <strong>the</strong> new plane.Finally, you can link multiple planes through one E<strong>the</strong>realPlane. For example, all <strong>the</strong> Outer <strong>Planes</strong> might link to <strong>the</strong> sameE<strong>the</strong>real Plane, while ano<strong>the</strong>r E<strong>the</strong>real Plane links <strong>the</strong> Inner<strong>Planes</strong> to <strong>the</strong> Material Plane.pqqqqrs

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