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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 6:THE INNERPLANESsimilar fashion (see Combat in Three Dimensions inChapter 1).FEATURES OF THE ELEMENTAL PLANEOF EARTHFor <strong>the</strong> traveler, <strong>the</strong> greatest danger on <strong>the</strong> ElementalPlane <strong>of</strong> Earth is being accidentally caught and suffocatedwithin solid earth. Travelers who manifest in <strong>the</strong>caverns and o<strong>the</strong>r “clear areas” <strong>of</strong> <strong>the</strong> plane are safe fromthat danger (unless a cave-in occurs), but a traveler whosuddenly manifests randomly on <strong>the</strong> plane runs <strong>the</strong> risk<strong>of</strong> suffocation and speedy burial.Even creatures that do not need to brea<strong>the</strong> may stillfind <strong>the</strong>mselves trapped in <strong>the</strong> rock and soil, unable toextricate <strong>the</strong>mselves. In such cases <strong>the</strong>y must wait forrescue by an outside source, and <strong>the</strong>y may fall prey tostarvation and dehydration.At <strong>the</strong> DM’s discretion, those who wind up buried inan area <strong>of</strong> relatively loose soil on <strong>the</strong> Elemental Plane <strong>of</strong>Earth can start digging a chamber for <strong>the</strong>mselves (takingabout 10 minutes to clear a 5-foot cube). From <strong>the</strong>re <strong>the</strong>yhave to choose a direction and start digging, hoping t<strong>of</strong>ind an open cavern.A spellcaster trapped in solid earth can use only spellsthat do not require a somatic component, and <strong>the</strong> onlyfoci and material components that may be used are thoseat hand. Verbal components are unaffected.For those trapped on a long-term basis, starvation anddehydration become threats. The elemental life forms arepart <strong>of</strong> <strong>the</strong> plane itself and thus inedible. The outsidernatives <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Earth that requirenormal sustenance <strong>of</strong>ten have <strong>the</strong>ir own permanent communitiesto draw upon. Except in such areas, <strong>the</strong> evergrindingmotion <strong>of</strong> <strong>the</strong> plane’s soils prevents anythingfrom taking root long enough to blossom—even if it hadenough light to do so.Travelers trapped in <strong>the</strong> rocky state <strong>of</strong> <strong>the</strong> plane areeffectively blind until <strong>the</strong>y can reach a space large enoughto cast a spell or light a torch. Even <strong>the</strong>n, <strong>the</strong> ElementalPlane <strong>of</strong> Earth is by its nature as dark as <strong>the</strong> deepestcave—<strong>the</strong>re is no sky or sun here at all. Darkvision functionsnormally in <strong>the</strong> twisting passages <strong>of</strong> <strong>the</strong> ElementalPlane <strong>of</strong> Earth, but those without it must provide <strong>the</strong>irown light source.There are luminous gems and crystals found naturallywithin <strong>the</strong> plane that may provide light (usually as brightas a candle, large deposits are <strong>the</strong> equivalent <strong>of</strong> a torch).Such discoveries are usually signs <strong>of</strong> recent or presentoccupation <strong>of</strong> <strong>the</strong> area by o<strong>the</strong>r inhabitants.Special DiscoveriesFor every 8 hours (at most) that a character or group <strong>of</strong>characters spends digging through <strong>the</strong> plane, <strong>the</strong>re is a10% chance <strong>of</strong> coming across something <strong>of</strong> interest. If <strong>the</strong>d% roll indicates a discovery sometime in <strong>the</strong> next 8hours, <strong>the</strong>n roll 1d10 to determine what <strong>the</strong> discovery is(see <strong>the</strong> table below) and roll 1d8 to determine how manyhours pass before <strong>the</strong> discovery.1d10 Discovery1–4 Elemental pocket5–8 Metal seam9 Gem seam10 FossilElemental Pocket: Most adventuring on <strong>the</strong> ElementalPlane <strong>of</strong> Earth takes place in <strong>the</strong> clear spaces <strong>of</strong> <strong>the</strong>plane, those parts that are not earth itself but <strong>the</strong> intrusions<strong>of</strong> o<strong>the</strong>r planes onto <strong>the</strong> Elemental Plane <strong>of</strong> Earth.Most common are caverns worn by nonnative water andtunnels carved by living things. The plane itself movesslowly, like a thick batter, and it eventually fills <strong>the</strong>se in.A more durable kind <strong>of</strong> clear space is an elementalpocket from ano<strong>the</strong>r plane, a place where ano<strong>the</strong>r planeemerges onto <strong>the</strong> Elemental Plane <strong>of</strong> Earth. Theseregions are dangerous if broken into, because <strong>the</strong>y cansurge wildly into <strong>the</strong> surrounding areas, immersing <strong>the</strong>mcompletely with that element. An elemental pocket <strong>of</strong>water floods an area, while an elemental pocket <strong>of</strong> firesubjects those within to <strong>the</strong> dangers <strong>of</strong> being on <strong>the</strong> ElementalPlane <strong>of</strong> Fire.pqqqqrs72DIGGING YOUR WAY OUT1d10/1d20 Strength Progress perAs an optional rule, <strong>the</strong> DM may choose to aid or limit <strong>the</strong> Roll Kind <strong>of</strong> Earth DC 10 Minutesamount <strong>of</strong> earth a character can dig. For travelers who appear1–3 Soil 15 10 feet4–6 Very s<strong>of</strong>t rock 17 5 feetunexpectedly on <strong>the</strong> Elemental Plane <strong>of</strong> Earth, roll 1d10 to7–8 S<strong>of</strong>t rock 19 4 feetdetermine <strong>the</strong> kind <strong>of</strong> soil or rock <strong>the</strong>y arrive in (see <strong>the</strong> table9 Hard rock 21 2 feetbelow). Then each character must make a Strength check to 10 Very hard rock 23 1 footsee whe<strong>the</strong>r he can extricate himself sufficiently to start 11–17 Same as previous As above As abovedigging in <strong>the</strong> first place. In addition, <strong>the</strong> various kinds <strong>of</strong> earth 18–20 Clear space — Normal movementaffect how far an individual can dig in a round.For every 10 minutes <strong>of</strong> digging, make a new roll to determine<strong>the</strong> kind <strong>of</strong> earth, but from now on roll 1d20. Subsequentrolls represent changes in <strong>the</strong> kind <strong>of</strong> rock being dug through,and <strong>the</strong>y <strong>of</strong>fer a chance that <strong>the</strong> traveler breaks through to aSoil is equivalent to Material Plane soil—<strong>the</strong> kind you’d find ina farmer’s field. Very s<strong>of</strong>t rock is chalk or limestone. S<strong>of</strong>t rockincludes sandstones and gravel deposits. Hard rock is granite,and very hard rock is marble or basalt.clear space—a cavern, tunnel, lair, or o<strong>the</strong>r open area.pqqqqrs

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