Dungeon Master's Guide
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"PLANAR PORTALS<br />
• aistlin's] eyes studied the Portal, studied every detail<br />
ently-although it was not really necessary. He had seen<br />
-myriad times in dreams both sleeping and waking. The<br />
._ells to open it were simple, nothing elaborate or complex.<br />
~-ch ofthefive dragon heads surrounding and guarding<br />
~ Portal must be propitiated with the correct phrase. Each<br />
:.tSt be spoken to in the proper order. But, once that was<br />
_ ne and the White-Robed Cleric had exhorted Po/adine<br />
·'ltercede and hold the Portal open, they would enter.<br />
· · ould close behind them.<br />
_-md he would face his greatest challenge.<br />
-Margaret Weis & Tracy Hickman, War of the Twins<br />
~orta l "<br />
is a general term for a stationary interplanar<br />
nnection that links a specific location on one plane<br />
a pecific location on another. Some portals function<br />
.:-e doorways, appearing as a clear window or a fog<br />
.;.--ouded passage, and interplanar travel is as simple<br />
.--epping through the doorway. Other portals are<br />
tions-circles of standing stones, soaring towers,<br />
ing ships, or even whole towns-that exist in<br />
tiple planes at once or flicker from one plane to<br />
- ther. Some are vortices, joining an Elemental Plane<br />
- a very similar location on the Material Plane, such<br />
-= - e heart of a volcano (leading to the· Plane of Fire) or<br />
depths of the ocean (to the Plane of Water).<br />
? ing through a planar portal can be the simplest<br />
_-w travel from the Material Plane to a desired<br />
arion on another plane. Most of the time, though, a<br />
:tal presents an adventure in itself.<br />
:=- t. the adventurers must find a portal that leads<br />
ere they want to go. Most portals exist in distant<br />
ations, and a portal's location often has thematic<br />
- arities to the plane it leads to. For example, a portal<br />
- e heavenly mountain of Celestia might be located<br />
a mountain peak.<br />
- cond, portals often have guardians charged with<br />
illfing that undesirable people don't pass through.<br />
:;>ending on the portal's destination, "undesirable<br />
- pie·· might include evil characters, good characters,<br />
:ards , thieves, anyone wearing a robe, or any mortal<br />
-e ture. A portal's guardian is typically a powerful<br />
- · gical creature, such as a genie, sphinx, titan, or<br />
.-e of the portal's destination plane.<br />
-=-mally, most portals don't stand open all the time,<br />
_-open only in particular situations or when a certain<br />
_ ·rement is met. A portal can have any conceivable<br />
- ement, but the following are the most common:<br />
e. The portal functions only at particular times:<br />
ilfing a full moon on the Material Plane, or every ten<br />
y . or when the stars are in a particular position.<br />
nee it opens, such a portal remains open for a<br />
ired time, such as for three days following the full<br />
~ n . or for an hour, or for ld4 + 1 rounds.<br />
-- ation. The portal functions only if a particular<br />
ondition is met. A situation-keyed portal opens<br />
on a clear night, or when it rains, or when a certain<br />
spell is cast in its vicinity .<br />
Random. A random portal functions for a random<br />
period, then shuts down for a similarly random<br />
duration. Typically, such a portal allows ld6 +<br />
6 travelers to pass through, then shuts down<br />
for ld6 days.<br />
Command Word. The portal functions only if a<br />
particular command word is spoken. Sometimes the<br />
word must be spoken as a character passes through<br />
the portal (which is otherwise a mundane doorway,<br />
window, or similar opening). Other portals open when<br />
the command word is spoken and remain open for a<br />
short time.<br />
Key. The portal functions if the traveler is holding a<br />
particular object; the item acts much like a key to<br />
ll. door. This key item can be a common object or a<br />
particular key created for that portal. The city of Sigil<br />
above the Outlands is known as the City of Doors<br />
because it features an overwhelming number of such<br />
item-keyed portals.<br />
Learning and meeting a portal's requirements can<br />
draw characters into further adventures as they chase<br />
down a key item, scour old libraries for command<br />
words, or consult sages to find the right time<br />
to visit the portal.