12.07.2015 Views

Manual of the Planes

Manual of the Planes

Manual of the Planes

SHOW MORE
SHOW LESS
  • No tags were found...

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

CHAPTER 6:THE INNERPLANES74<strong>the</strong> Great Dismal Delve is a freestanding gate to almostevery secret location within <strong>the</strong> D&D cosmology.The dao encourage this rumor and make <strong>the</strong>ir passagesavailable to planar travelers who crave secrecy in <strong>the</strong>ircomings and goings. The only thing keeping <strong>the</strong> GreatDismal Delve from being more a popular destination is<strong>the</strong> dao’s own devious nature. The dao assume that everyoneelse is as untrustworthy as <strong>the</strong>y are, and <strong>the</strong>y keep along list <strong>of</strong> grudges against anyone, deity or mortal, wholooks at <strong>the</strong>m sideways. As a result, many <strong>of</strong> <strong>the</strong> mostpowerful beings in <strong>the</strong> D&D cosmology avoid <strong>the</strong> GreatDismal Delve.EarthquakesThe Elemental Plane <strong>of</strong> Earth is constantly in motion.Usually this motion is a slow, grinding process that fillsin <strong>the</strong> caverns and tunnels made by those who havepassed before. Sometimes <strong>the</strong> motion is much moresudden and dangerous.Those caught within <strong>the</strong> area <strong>of</strong> an earthquake (usuallya 150-foot radius) suffer <strong>the</strong> effects <strong>of</strong> an earthquake spell.In addition, characters in caverns or passages must makeReflex saves (DC 17) or wind up in <strong>the</strong> bury zone <strong>of</strong> acave-in (see Cave-Ins and Collapses in Chapter 4 <strong>of</strong> <strong>the</strong>DUNGEON MASTER’s Guide). Characters buried by loose soiland rock must ei<strong>the</strong>r dig <strong>the</strong>mselves out or be extricatedby <strong>the</strong>ir allies.EARTH ENCOUNTERSThe Elemental Plane <strong>of</strong> Earth is place <strong>of</strong> great mass andsolidity. Creatures that can’t burrow and lack <strong>the</strong> xorn’s abilityto pass through <strong>the</strong> earth are only encountered withintunnels, caverns, or o<strong>the</strong>r pockets that dot this solid plane.The table below is suitable for typical travelers, but <strong>the</strong>DM can also use it as a springboard for encounter tablesfor specific areas by adding new creatures or changing<strong>the</strong> percentages.On a d% result <strong>of</strong> 96–100, characters encounter somethingon Table 6–2: Elemental Plane <strong>of</strong> Earth Encounters.Roll once per hour.ELEMENTAL PLANE OF FIREIt is a plane continually ablaze.It smells <strong>of</strong> burning flesh and ashen dreams.It is flame incarnate.Everything is alight on <strong>the</strong> Elemental Plane <strong>of</strong> Fire.The ground is nothing more than great, evershiftingplates <strong>of</strong> compressed flame. The air ripples with <strong>the</strong> heat<strong>of</strong> continual firestorms, and <strong>the</strong> most common liquid ismagma, not water. The oceans are made <strong>of</strong> liquid flame,and <strong>the</strong> mountains ooze with molten lava. It is a crematoriumfor <strong>the</strong> unprepared traveler and an uncomfortablespot even for <strong>the</strong> dedicated adventurer.Fire survives here without need for fuel or air to burn,but flammables brought onto <strong>the</strong> plane are consumedreadily. The elemental fires seem to feed on each o<strong>the</strong>r toproduce a continually burning landscape.ELEMENTAL PLANE OF FIRE TRAITSThe Elemental Plane <strong>of</strong> Fire has <strong>the</strong> following traits.• Normal Gravity: The “ground” beneath one’s feet ismade <strong>of</strong> heavier flame, ash, and debris, but it providesfooting similar to <strong>the</strong> ground on <strong>the</strong> Material Plane.• Normal Time.• Infinite Size.• Alterable Morphic.• Fire-Dominant.• Enhanced Magic: Spells and spell-like abilities with<strong>the</strong> fire descriptor are both maximized and enlarged (asif <strong>the</strong> Maximize Spell and Enlarge Spell had been usedon <strong>the</strong>m, but <strong>the</strong> spells don’t require higher-level slots).A fireball spell would thus deal maximum damage(although many <strong>of</strong> <strong>the</strong> plane’s natives are immune to firedamage). Spells and spell-like abilities that are alreadymaximized or enlarged are unaffected by this benefit.• Impeded Magic: Spells and spell-like abilities that useor create water (including <strong>the</strong> summoning <strong>of</strong> water elementalsor outsiders with <strong>the</strong> water subtype) areimpeded. This includes spells <strong>of</strong> <strong>the</strong> clerical Waterdomain. These spells and spell-like abilities can still beused, but a successful Spellcraft check (DC 15 + level <strong>of</strong><strong>the</strong> spell) must be made to do so.FIRE INHABITANTSDespite being one <strong>of</strong> <strong>the</strong> most hostile <strong>of</strong> <strong>the</strong> Inner <strong>Planes</strong>,<strong>the</strong> Plane <strong>of</strong> Fire is also one <strong>of</strong> <strong>the</strong> most vibrant and populated.A number <strong>of</strong> elementals, outsiders with <strong>the</strong> firesubtype, and fire-using creatures may all be found here.Elementals are sentient pieces <strong>of</strong> <strong>the</strong> plane itself,moving with something that resembles volition and purpose.They include elemental analogs <strong>of</strong> creatures <strong>of</strong> <strong>the</strong>Material Plane, as well as <strong>the</strong> fire elementals known tospellcasters through <strong>the</strong> various summon monster spells.Such elementals normally have no love <strong>of</strong> fleshy, coolercreatures, and many attack merely to burn <strong>the</strong>m and feed<strong>of</strong>f <strong>the</strong> flames.Outsiders such as efreet, azers, and salamanders havemore organized societies. They <strong>of</strong>ten have large settlements,<strong>the</strong> best-known <strong>of</strong> <strong>the</strong>se being <strong>the</strong> efreeti City <strong>of</strong>Brass. Outsiders tend to be (at least slightly) more hospitableto outsiders, and several communities go out <strong>of</strong><strong>the</strong>ir way to accommodate travelers.Fire-using creatures call <strong>the</strong> Elemental Plane <strong>of</strong> Firehome as well, usually residing near elemental pocketsand vortices that lead to <strong>the</strong>ir home planes. Creaturesthat are immune to fire, such as devils (but not demons orcelestials), may also be found at such locations. There isregular traffic in information, goods, and prisonersbetween <strong>the</strong> City <strong>of</strong> Brass and <strong>the</strong> Nine Hells.The native language <strong>of</strong> most inhabitants <strong>of</strong> <strong>the</strong> ElementalPlane <strong>of</strong> Fire is Ignan, a sharp, hissing and clickinglanguage. Those natives who deal with o<strong>the</strong>r planesmay speak additional languages. Infernal and <strong>the</strong>Common tongue <strong>of</strong> <strong>the</strong> Material Plane are <strong>of</strong>tenspoken in such cases.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!