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
Table 6–2: Elemental Plane <strong>of</strong> Earth Encountersd% Encounter Number CR At EL01 Dragon, blue, adult 1 13 1302 Dragon, copper, young adult 1 10 1003–11 Dao 1d6 7 1012–13 Earth element dire wolverine* 2d6 5 1014–15 Earth element gargoyle* 2d4 5 1016-17 Earth element purple worm* 1 14 1418–19 Earth element remorhaz* 1d3 8 1020–21 Earth element rhinoceros* 1d3 6 822 Earth elemental, Small 2d6+3 1 823–24 Earth elemental, Medium-size 2d4 3 825–26 Earth elemental, Large 1d4 5 827–28 Earth elemental, Huge 1 7 729–30 Earth elemental, Greater 1 9 931–32 Earth elemental, Elder 1 11 1133 Earth half-elemental 1d8 5 101deinonychus†34 Earth half-elemental medusa† 1 9 935 Earth half-elemental minotaur† 1d6 6 936 Earth half-elemental owlbear† 1d6+1 6 1037 Earth half-elemental troll† 1d3 7 938 Earthquake — — —39–44 Elemental pocket — — —45–50 Fossils‡ — — —51–56 Gemstones‡ — — —57 Giant, stone 1d3 8 1058–61 Janni 1d4+1 4 762 Magma paraelemental, Small 2d6+3 1 8d% Encounter Number CR At EL63 Magma paraelemental, 2d4 3 8Medium-size64 Magma paraelemental, Large 1d4 5 865 Magma paraelemental, Huge 1 7 766 Magma paraelemental, Greater 1 9 967 Magma paraelemental, Elder 1 11 1168–70 Mephit, earth 2d4 3 971–73 Mephit, salt 2d4 3 974–76 Mercane trading mission§ — — 1277–82 Metal seam‡ — — —83 Ooze paraelemental, Small 2d6+3 1 884 Ooze paraelemental, 2d4 3 8Medium-size85 Ooze paraelemental, Large 1d4 5 886 Ooze paraelemental, Huge 1 7 787 Ooze paraelemental, Greater 1 9 988 Ooze paraelemental, Elder 1 11 1189–90 Thoqqua 1d8 2 691–93 Xorn, minor 1d8 3 794–98 Xorn, average 1d8 6 1099–100 Xorn, elder 1d3 8 10*Apply <strong>the</strong> earth element creature template.†Apply <strong>the</strong> half-elemental creature template.‡There is a 50% chance <strong>of</strong> encountering ano<strong>the</strong>r group here: asquad <strong>of</strong> mountain dwarves (01–40), a squad <strong>of</strong> duergar(41–70), or a cluster <strong>of</strong> average xorn (71–100).§Trading mission consists <strong>of</strong> two mercanes with seven averagexorn guides.CHAPTER 6:THE INNERPLANESPockets normally extend 20 feet from <strong>the</strong> breach point.In some places, <strong>the</strong> area around an elemental pocket hasbeen carefully mined, and <strong>the</strong>se areas may be still beinhabited by natives <strong>of</strong> <strong>the</strong> emerging plane.Metal Seam: This type <strong>of</strong> deposit is usually a preciousmetal on <strong>the</strong> Material Plane, such as gold, silver, or platinum.A typical seam produces 1,000 gp per hour’s diggingfor 4d10 hours before giving out.Gem Seam: These smaller but more valuable discoveriesproduce rough, uncut gems. Such a deposit can net2d10 gems. Successful use <strong>of</strong> <strong>the</strong> Craft (gemcutting) skillcan yield gems <strong>of</strong> great value. Determine <strong>the</strong> value <strong>of</strong> <strong>the</strong>finished product by using Table 7–5: Gems in Chapter 7<strong>of</strong> <strong>the</strong> DUNGEON MASTER’s Guide.Fossil: This is a generic term for objects and creatures(living or dead) that have been trapped in <strong>the</strong>stone until discovered by prospectors or explorers.When someone digging through <strong>the</strong> plane hits a fossil,roll a random encounter on <strong>the</strong> table <strong>of</strong> your choicefrom <strong>the</strong> DUNGEON MASTER’s Guide for <strong>the</strong> appropriatechallenge level. If <strong>the</strong> creature is one that would notsurvive long-term burial on <strong>the</strong> Elemental Plane <strong>of</strong>Earth, <strong>the</strong> characters find its body instead (and anytreasure on it). If it is a creature that might survive sucha period <strong>of</strong> entombment, such as a construct or a corporealundead, <strong>the</strong>n <strong>the</strong> discoverers have a new problemon <strong>the</strong>ir hands.Great Dismal DelveThe most civilized race on <strong>the</strong> Elemental Plane <strong>of</strong> Earth is<strong>the</strong> dao (as <strong>the</strong>y will undoubtedly tell you). These geniesare found in a number <strong>of</strong> communities and are <strong>of</strong>ten atodds with <strong>the</strong> native elemental life because <strong>the</strong> dao continuallydesire to deal with extraplanar races. The greatest<strong>of</strong> <strong>the</strong> dao communities is <strong>the</strong> Great Dismal Delve, alsoknown as <strong>the</strong> Great Mazework. It is here that <strong>the</strong> greatestleader <strong>of</strong> <strong>the</strong> race makes her home.The delve itself is a maddening maze <strong>of</strong> passages, memorizedby <strong>the</strong> dao but confusing to <strong>the</strong> traveler. The daoand <strong>the</strong>ir slave races live here in dark splendor, eagerlymining gems for trade. Slaves, <strong>of</strong>ten <strong>the</strong> losers in bets andbargains made with <strong>the</strong> dao, build and rebuild passages,fend <strong>of</strong>f elemental attacks, and are o<strong>the</strong>rwise slowlyworked to death by <strong>the</strong>ir uncaring masters.Glowing crystals line <strong>the</strong> Great Dismal Delve, andgreat vaults are set with <strong>the</strong>m in star patterns unlike anyseen on <strong>the</strong> Material Plane. Food is grown here as well,mostly luminous fungus that thrives in <strong>the</strong> darker areas.This smelly, bad-tasting food primarily feeds <strong>the</strong> slaves.The dao <strong>the</strong>mselves eat and drink only for <strong>the</strong> sensationand can survive as easily on rocks as on anything else.Some have such strange tastes that <strong>the</strong>y willingly consumerare gems, thinking <strong>the</strong>m delicacies.The Great Dismal Delve spans a number <strong>of</strong> large, naturalcaverns that are tectonically unstable. Earthquakes arefrequent occurrences, which keeps <strong>the</strong> slaves busywithin <strong>the</strong> continentwide Delve.The connections and passages <strong>of</strong> <strong>the</strong> Great DismalDelve link up with a bewildering array <strong>of</strong> portals leadingto o<strong>the</strong>r Inner <strong>Planes</strong>, <strong>the</strong> subterranean reaches <strong>of</strong>some <strong>of</strong> <strong>the</strong> Outer <strong>Planes</strong>, and <strong>the</strong> deepest dungeons <strong>of</strong><strong>the</strong> Material Plane. It is rumored that somewhere within73
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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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- Page 33 and 34: Greater planar bindingHoly wordLess
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- Page 81 and 82: • Impeded Magic: Spells and spell
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they first enter the downdraft or b
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are big enough for whole cities and
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the truth, the ice sheet has object
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Scion Queen Mother at all times, an
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they have three possible courses of
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always find themselves in the surf
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amid treasure gathered over eons—
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BYTOPIA INHABITANTSBytopia is home
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on the Material Plane, sounds more
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BelierinBelierin is a land of misty
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without touching the ground. The Be
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ARBOREA LINKSArborea borders the Be
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CHAPTER 7:THE OUTERPLANESOUTLANDS I
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OutlandsExcelsiorSigilTradegateEcst
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CHAPTER 7:THE OUTERPLANES152Table 7
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CHAPTER 8:DEMIPLANES154to multiple
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of naivete. Neth doesn’t know how
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Illus. by A. Swekelhe planes suppor
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BARIAURMedium-Size OutsiderHit Dice
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precious and lovely, firres take up
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Summon Tanar’ri (Sp): Tanar’ri
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Spinagon (Baatezu)Narzugon (Baatezu
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Xag-YaXeg-YiMedium-Size Outsider (I
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dull black orbs that reflect noligh
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DaoMaridLarge Outsider (Air, Evil)L
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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