Portals & Planes 3e
Portals & Planes 3e
Credits
MANAGING DEVELOPER
Greg Benage
WRITING
Mike Mearls
INTERIOR ILLUSTRATIONS
Steven Bagatzky, Ed Cox, William Eaken, Cos Koniotis, Anneth Lagamo, Brad McDevitt, Hian Rodriguez, Scott
Schomburg, Mattias Snygg
EDITING
Greg Benage, Rob Vaughn ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
ART DIRECTION System License version 1.0. A copy of this License can be found at
www.wizards.com.
Greg Benage
Dungeons & Dragons® and Wizards of the Coast® are Registered
LAYOUT Trademarks of Wizards of the Coast and are used with permission.
Greg Benage
Copyright © 2003 Fantasy Flight Publishing, Inc. Legends & Lairs™
PUBLISHER is a trademark of Fantasy Flight Publishing, Inc. All rights reserved.
This work, or parts thereof, may not be copied without permission.
Christian T. Petersen
PRINTING
Bang Printing
Contents
CHAPTER ONE
Planar Adventuring 5
CHAPTER TWO
CHAPTER THREE
Worlds Beyond 81
CHAPTER FOUR
Fantasy Flight Games is pleased to present ter concludes with a number of sample worlds,
Portals & Planes, the latest volume in our complete with detailed statistics blocks.
Legends & Lairs line of sourcebooks for the
d20 System. Portals & Planes gives players Chapter 4 presents comprehensive information
and DMs everything they need to create and on designing and running planar threats, crea-
play exciting plane-traveling and world-hop- tures, races, and civilizations. It includes rules
ping adventures and campaigns. on adapting existing creatures to the planes
and on varying their descriptions to
Chapter 1 presents new rules for player charac- present new and exciting encoun-
ters, including new prestige classes, ters to the players. Finally, this
feats, magic items, and chapter presents a host of new
spells uniquely suited creatures and monsters appropri-
to planar environ- ate to a plane-traveling fantasy
ments and distant campaign, from automatons to vortex
worlds. The howlers.
chapter also
provides tactics
and advice for
playing each of The Open
the core classes Game
in planar adven-
tures. License
All game rules and
Chapter 2 describes
statistics derived
the different types
from the d20
of planar portals
System Reference
and how to design
Document are des-
and integrate
ignated as Open
them into your
Game Content. The
campaign. This
introductions to individ-
chapter also allows
ual chapters and sections
you to determine the
detail specifically the
traits of individual por-
Open Game Content found
tals, from basic characteristics
within them. All other text is
like size and operation to special
designated as closed content.
effects like time travel and transfor-
mation.
All illustrations, pictures, and dia-
grams in this book are Product Identity
and the property of Fantasy Flight Publishing,
Inc., © 2003.
4
CHAPTER ONE: Planar Adventuring
CHAPTER ONE
Planar
Adventuring
The planes have long held a special place in flavor. Remember that these same tools help
fantasy adventuring. Many experienced gamers your DM build unique villains, so be sure to
have a story about the time their characters pay attention to them.
journeyed to hell and fought a legion of
demons and devils, or of an epic struggle to Above all else, keep your mind open and con-
sneak into a god’s palace and steal a mighty sider all possibilities. The planes are limitless
artifact. vistas of adventure, realms that your DM can
forge into memorable worlds that you’ll be
Adventuring on the planes requires a set of recounting for years to come.
skills distinct from the habits and tactics you
may have developed to handle dungeons,
wilderness, and urban scenarios. Usually, the
environment and the unknown quantities with-
in it are the greatest hurdles you face. A dun-
Character
geon usually has a convenient escape route, a
city offers friendly havens for rest and recov-
ery, and the wilderness includes terrain that you
Classes
may be familiar with. An alien plane could fea- Planar adventures require versatility from
ture none of these. In essence, you have to start adventurers. Given that a plane could pose a
your adventuring career from scratch. The limitless array of hazards, characters that can
monsters are all new, the NPCs may be friends perform well in a variety of circumstances have
or foes, and the world around you is a blank the best chance of success. On the other hand,
map waiting for you to explore it. specialists risk severe setbacks if a plane’s fea-
tures diminish their primary skills. A fire wiz-
This chapter focuses on providing you the ard trapped in a plane of endless ice must rely
advice and tools you need to succeed in travel- on his backup spells to survive. Each of the
ing the planes. It starts with an overview of tac- core classes receives a brief overview of its
tics and ideas that can help you deal with pla- strengths, weaknesses, and priorities for planar
nar adventures. It also includes new races, adventures. Some, but not all, receive com-
prestige classes, feats, and spells you can use to mentary on specific skill, feat, and spell
develop characters with a unique, otherworldly choices. If any of these sections are miss-
5
ing, assume that a class has no specific feats or
skills that improve its abilities in planar adven- Bard
tures.
While it may seem like an odd statement, the
The names and game rules describing the char- bard shines like no other class during planar
CHAPTER ONE: Planar Adventuring
acter classes, and all rules-related text derived adventures. Your bardic knowledge ability,
from the d20 SRD, are designated as Open reliance on Charisma for magic, and access to
Game Content. Bluff and Diplomacy as class skills make you
the perfect emissary. When the party meets an
intelligent creature, it is your job to find out its
Barbarian intentions and find a diplomatic solution if one
This class’s access to useful skills such as is possible. At higher levels, bardic knowledge
Survival, Climb, and Jump make it a good can fill in many of the information gaps the
choice for journeying to the planes. While your party may face in strange realms. Make liberal
AC and combat abilities (when you’re not rag- use of that ability to figure out the basic condi-
ing) match up poorly compared to a fighter, tions and arrangement of a world.
your broad skill selection and increased num-
ber of ranks allow you to excel in dangerous Skills
environments. One of the keys to a barbarian’s While Bluff and Diplomacy are easy choices,
success lies in remembering when to rage. The Sense Motive and Gather Information are criti-
bonuses to your Strength and Constitution cal to navigating the planes. When dealing with
scores are equally useful in non-combat situa- intelligent planar creatures, your lack of knowl-
tions. If you need to leap over a wide pit, the +2 edge regarding their plans and intentions can
bonus to your Jump check can make the differ- be a major drawback. Both of these skills
ence between death and an easy landing. counter this limitation by allowing you to see
through deception and track down the informa-
Skills tion you need to make an informed decision.
Make the most of your skill points and go for a There is nothing more embarrassing than arriv-
broad selection of talents. Climb, Jump, and ing on a plane and inadvertently working with
Swim can mean the difference between success a cruel tyrant. In addition, spend some of your
and failure in a planar adventure, especially skill points on a variety of languages, particu-
since you cannot normally predict the sort of larly Draconic and others that might be com-
terrain you must handle. Survival is critical if monly used across the worlds.
no one else in the party has access to it, since
you might face long periods without ready Cleric
stores of food and water. Best of all, you can
use it to ensure that you can find your way back The cleric fills several roles in a planar adven-
to the portal you used to enter an alien world. ture. Obviously, your spells heal the party and
Your illiteracy can be a major hurdle, since it keep it going in the face of powerful monsters.
makes communicating with strange creatures Many of your spells target creatures with spe-
even more difficult than normal. Be sure to cific alignments, such as chaos hammer or pro-
eliminate it as soon as possible. tection from evil. In many cases, planes feature
a preponderance of creatures with similar
Feats alignments, allowing you to make full use of
such spells without fear of wasting them on
Since your primary role is as a combatant, look inappropriate targets. In addition, you may
to feats that allow you to improve your chances have a good Charisma score to help bolster
in a fight. Dodge and the related feats allow your turn attempts. Combined with Diplomacy
you to take advantage of your increased speed as a class skill, you can serve as the party’s
while reducing the AC penalty due to rage. If spokesman when dealing with the intelligent
the party lacks a ranger or druid, you might creatures you meet. However, you may run into
have to take Track and similar feats to help the trouble if your god has a different alignment
party survive alien terrain. While less than an from or is mistrusted by the creatures you meet.
ideal situation, since you really should focus
on combat, it can help cover the party’s
weaknesses in a pinch.
6
CHAPTER ONE: Planar Adventuring
Skills
Druid
Knowledge (religion) is even more important
than normal on the planes, as you can use it to The concept of a nature priest traveling the
identify sects that you might otherwise know planes may seem odd, but the druid is one of
nothing about. The standard religions on your the more effective characters in planar adven-
character’s world might all be familiar to you, tures. Your ability to identify plants and ani-
but the iconography and practices you mals is an invaluable asset when visiting alien
encounter might be utterly unrecognizable. As worlds, allowing you and your companions to
mentioned above, Diplomacy is a key skill for steer clear of dangerous poisons and potential-
dealing with the strange creatures you meet. ly deadly predators. However, many of your
spells focus on animals and plants, two cate-
Domains gories of creatures that might not be common
foes, as opposed to outsiders. The key to suc-
Travel is, unsurprisingly, the best domain you cess in planar adventures lies in your ability to
can take if you plan to spend a lot of time mov- maximize your spells’ utility and make the
ing from one plane to another. Its granted most of your class skills.
power can help overcome some of the environ-
mental obstacles you meet, while the spells it Skills
offers give you many convenient escape routes
from dangerous worlds. The domains centered Diplomacy and Survival combine to give you
on alignment—good, evil, chaos, and law—all the two most important skills in handling pla-
give you access to spells that can defeat crea- nar adventures. The first allows you to interact
tures of the opposite ethos. If you plan on trav- with the many strange animals and civilizations
eling the planes to track down and defeat the you may encounter, while the second is impor-
enemies of your faith, these domains are all tant to finding food and avoiding nasty
good choices. obstacles while traveling across strange
worlds.
7
CHAPTER ONE: Planar Adventuring
Gnomes
CHAPTER ONE: Planar Adventuring
Halflings
Like elves, halfings have little in the way of
embedded culture. They tend to adapt to their
surroundings, seeking out whatever talents and
abilities suit them best. As such, most of their
innate abilities are driven by biology rather
than culture.
Humans
Unlike the other races, humans rarely exhibit
any specific abilities and tendencies based on
cultural factors. Their flexibility is what makes
them capable of thriving in a wide range of
environments. Still, on some worlds humans
develop distinctive cultures that cause them to
develop a similar set of abilities and skills.
12
You may choose one creature type except for
All Races humanoids or monstrous humanoids. For these
groups, you must pick four specific creature
Any race may exchange a +2 bonus to an abil- types. Against your chosen enemies, you gain a
ity score for four points worth of planar racial +4 dodge bonus to AC (1 pick).
mighty spells and powerful servants. Usually, no other information about the spell. He does
if the investigator cannot overcome his foe in a not learn who cast it, the distance to the site, the
few moments, he does not survive the specific spell, or its effects. By the time he
encounter. An investigator stacks the bonus arrives at the place of its casting, his target may
damage he gains from this ability with his have long since fled.
existing sneak attack damage.
Inquisitor (Ex): Under the investigator’s fear-
Eye of Judgment (Ex): The investigator some glare, all but the staunchest agents of evil
develops the ability to quickly assess a person’s crumble and beg for mercy. If the investigator
attitudes, beliefs, and thoughts based solely on successfully uses his eye of judgment against a
mannerisms, actions, word choice, and other creature that has no avenue of escape from him,
subtle hints. After spending 10 minutes observ- such as a bound prisoner, he may interrogate
ing a person, the investigator may make a his subject to gain more information. Each time
Sense Motive check opposed by his target’s the investigator asks his target a question, he
Bluff check. If he succeeds, he learns one of the must make an Intimidate check opposed by his
following facts about the target: his alignment, target’s Will save. If he succeeds, his target
where he grew up and trained in his current must answer the question as truthfully as possi-
class, if he is under the effects of a mind-influ- ble. Note that a creature given misinformation
encing effect, or whether he uses a false name offers it as facts. If the investigator fails, the
and background. The investigator may try creature may either say nothing or lie. These
again each hour. This opposed check is made in checks should be made in secret so that the
secret, and on a failure the investigator’s target players do not know if a creature is telling the
may choose the exact nature of the information truth. A Sense Motive check opposed by a
he learns. In essence, the target puts up a false Bluff check can determine the truth of a crea-
front that fools him. In order to use this ability, ture’s statements as normal. Once the investi-
the investigator must remain within 30 ft. of his gator has failed three Intimidate checks during
target and he must be able to see and hear him. an interrogation, he must stop his efforts for
one day before trying again. The creature’s
Sense Baneful Energy (Su): The investiga- resolve has hardened and the investigator can-
tor’s involvement in efforts to uncover and not break it.
destroy evil magicians allows him to develop a
sixth sense for fell energies. Anytime a spell Indomitable Will (Ex): The investigator
with the evil descriptor is used within a mile of develops a dogged sense of determination as he
the investigator’s current position, he may tracks down and uncovers the hidden forces of
make a Wisdom check (DC 20) with a compe- evil. The knowledge that a horrid threat could
tence bonus equal to his level in this prestige lurk under the most normal-seeming facade
class. If he succeeds, he determines the gen- drives him to work without rest or pause. This
eral direction of the spell’s caster relative to dedication allows him to overcome a variety of
his current position. The investigator gains physical and magical obstacles. The investiga-
16
tor gains a +4 morale bonus on all saving same way that a miser gathers and protects the
throws against mind-influencing effects. When merest copper piece. Those with the willpower,
he is reduced to 0 or fewer hit points, he may fortitude, and arcane talent needed to call and
continue to take partial actions until he dies at bind such creatures stand to expand their pow-
–10 hit points. He cannot check to stabilize on ers far beyond the abilities of the typical mage.
Skill Points at Each Level: 2 + Int modifier. below. This ability represents the secrets and
favors that he extracts from the outsiders that
Class Features he binds to his service.
All of the following are class features of the Arcane Secrets: The keeper’s diabolic
keeper of forbidden lore prestige class. and demonic servants instruct him in
new methods of magic, expanding the
Weapon and Armor Proficiency: The breadth of his learning. Casters that
keeper of forbidden lore gains no prepare spells may add six new spells
additional proficiency with to their books without paying the cost
weapons, armor, or shields. Note and time normally required for that
that armor check penalties for armor process. Casters that spontaneously
heavier than leather apply to the skills cast spells may add three spells to
Balance, Climb, Escape Artist, Hide, their list of known incantations.
Jump, Move Silently, Sleight of These spells may be of any level that
Hand, Swim, and Tumble. the keeper can cast, but no more
than two of them can come from the
Spellcasting: For each level same level. The keeper may take
gained in this prestige class, this ability more than once,
the keeper of forbidden lore gaining additional spells known
gains an additional level of each time.
arcane casting ability. He
gains additional spell slots Arcane Might: The keeper gains
per day, spells known, access to magical power normally
and an increased caster beyond the reach of mortal casters. He
level. If the keeper has gains two additional spell slots that he
levels in more than one may add to any spell level other than
arcane casting class, he the highest spell level that he can
must choose which currently cast. In addition, he cannot
class’s casting ability to improve each allocate both bonus slots to the
time he gains a level in this prestige same level. The keeper may take
class. He gains none of the other bene- this ability more than once,
fits of gaining a level in his other class- gaining bonus slots each time.
es, such as improved familiar abilities
or bonus feats. He only improves his Bond of Service: When the keeper
ability to cast spells. selects this ability, he binds an
outsider into long-term service.
Aura of Command: At 1st Perhaps he learned the crea-
level, the keeper of forbidden ture’s true name and can destroy
lore learns how best to han- it with a word, or he may have
dle outsiders of all types. entered into a pact with a being
Whether he blusters and that commands it. In any case,
threatens his way past a demon the outsider can provide the keep-
or shows an archdevil the appropriate defer- er with a variety of services. The keeper gains
ence, he knows how to deal with planar crea- a +2 competence bonus on all Knowledge
tures in social situations. He gains a +4 compe- (arcana), Knowledge (the planes), and
tence bonus on all Charisma and Charisma- Spellcraft checks as the outsider counsels him.
based skill checks against non-good outsiders. Once per week, the keeper can command his
servant to cast any arcane spell. This spell must
Boon of Service: The keeper of forbidden be two levels lower than the maximum spell
lore extracts powerful magic and lost arcane level the keeper has mastered and is cast at the
lore from the outsiders he calls and binds to
18
The Keeper of Forbidden Lore
Base
keeper’s arcane caster level – 4. For all other points equal to his total character level. These
game mechanic purposes, the keeper casts the hit points increase his maximum total. Each
spell. He must use a standard action to cast a time he acquires a level after selecting this abil-
spell in order to use this ability, and must pay ity, he gains one additional hit point for the
all material components as normal. newly acquired level. The keeper may take this
ability more than once, gaining additional hit
The DM should create a personality and points each time.
appearance for this outsider. It appears as a
fleeting, spectral figure that can speak any lan- Mark of Heresy: The keeper of forbidden lore
guage the keeper can use. Otherwise, it has no delves into areas of knowledge best left alone.
abilities and uses none of its skills on the keep- He traffics with demons, forges pacts with dev-
er’s behalf. Invariably, these servants are angry ils, and even compels service from the lords of
and resent their position. The keeper may take chaos. Such dealings cannot pass without leav-
this ability only once. ing a mark on his physical body and his immor-
tal soul. At every odd-numbered level, the
Diabolic Talent: Under the guidance of his oth- keeper suffers a setback determined on the
erworldly allies, the keeper learns to imbue his mark of heresy table. Demons do not serve
spells with the foul energies of evil planes. All their masters without extracting a price that far
non-evil creatures suffer a –2 circumstance exceeds the demands they make in blood and
penalty to their saving throws to resist his gold. To use the table, roll 1d10 and add the
spells. The keeper may take this ability only keeper’s level in this class. If this yields a
once. duplicate result, skip to the next highest result
on the table until you reach a trait that the keep-
Infernal Craftsman: With the aid of demons er has not yet gained. If you reach the end of
and devils, the keeper uses hellfire and black the table, wrap around to the top and start the
magic to create magic items. Once per month, process over until you find a trait the keeper
he can use an item creation feat with half the does not yet possess.
time and gold ordinarily needed to create the
item. The keeper may take this ability more Unlike other class abilities, the mark of heresy
than once, gaining an additional monthly use of is not lost if the keeper permanently acquires
it each time. Note that the keeper, like any negative levels. However, if he later re-gains a
other spellcaster, can only work on one item at lost level, he does not have to roll again on the
a time. mark of heresy chart.
These weapons deal base damage equal to the Imbue Magical Traits (Su): At 2nd level, the
creature’s natural weapons or based on its size. master’s blend of magical talent and craftsman-
Use whichever value is higher. The master may ship allows him to fashion pieces from his ene-
create light weapons from creatures that are mies into enchanted weapons. He counts as an
smaller than his size, one-handed ones from arcane caster with a level equal to twice his
creatures whose size equals his own, and two- level in this prestige class for the purposes of
handed ones from creatures with a size greater crafting magic weapons. He may use any sor-
than his. In addition, these weapons automati- cerer or wizard spells that a caster of his equiv-
cally defeat the DR type possessed by the crea- alent level could use in order to produce magi-
ture from which they are harvested. For exam- cal weapons. He may grant his weapons
ple, a weapon made from a creature with DR enhancement bonuses, weapon abilities, and all
5/silver would defeat silver DR. other bonuses as normal. He may only use this
ability with weapons fashioned from body
Anyone other than the master who tries to use parts of fallen enemies. Due to his familiarity
one of these weapons suffers the –4 non-profi- with his materials, he the time needed to com-
ciency penalty. Only those schooled in this plete a weapon is halved. Otherwise, he fol-
style of fighting know how to handle the exot- lows the standard rules for creating magical
ic weapons this class produces. A character armaments.
could use the Exotic Weapon Proficiency feat
to wield with proficiency any one weapon pro- Master of Forms (Ex): Each time a master of
duced by a master. forms defeats a creature in battle, he must take
note of its race. Once per day, he may cross a
Creature Size Base Damage race off his list and gain a +1 competence
Tiny 1d4 bonus to attacks for one encounter as he mim-
Small 1d6 ics his selected opponent’s fighting style. Once
Medium 1d8 a race has been removed from this list, it can-
Large 1d8 not be added again. As the master progresses
Huge 1d10 through the planes, he seeks to fight as many
Gargantuan 2d6 different enemies as possible. Once he has
Colossal 2d8 mastered a creature’s fighting style, he must
move on to a different type.
Harvest Armor: The master of a thousand
blades can skin a creature and craft its hide into Bearer of Strange Blades (Ex): When fighting
a durable, thin suit of armor. This armor con- with a weapon he produced from a fallen
fers a natural AC bonus based on the master’s enemy’s body, the master of a thousand blades
skill and the amount of gold he spends on craft- gains a +2 bonus to initiative as his enemies are
ing it. He must purchase chemicals and herbs to surprised and startled by his strange looking
preserve the hide and render it thin enough to armaments.
rest beneath a standard suit of armor.
Regardless of the armor’s listed cost, it takes a Supreme Weapon Harvester: At 5th level, the
master one week to create one. These suits master learns to make improvements to his
require tremendous amounts of customiza- weapon designs in order to grant them
tion. A master may forge them only for his increased utility. By paying 300 gp and work-
22
The Master of a Thousand Blades
Base
ing on a weapon that he has already completed prestige class’s abilities, he gains a +2 compe-
or is in the process of creating, he can grant it tence bonus to all Intimidate checks.
one of the following abilities. He can make it a
double weapon, he can grant it 10-ft. reach, it Forge of Battle (Ex): At 9th level, the master
can grant him a +2 circumstance bonus to dis- of a thousand blades learns to channel the mag-
arm checks, he may opt to drop it rather than be ical energy of his fighting style into a sudden,
tripped when making a trip attack, he can set it terrifying burst. In combat, the master can seize
against chargers to deal double damage, he can a limb from any slain opponent and use it as a
increase its threat range by one, he can increase weapon. Claiming the limb is a full-round
its critical multiplier by one. A given weapon action as the master tears it from his fallen
can receive more than one of these traits, but it enemy. The weapon must be of a size that the
cannot receive any trait more than once. master can wield in one or two hands. Upon
completing this action, all of the master’s
Eye of the Master (Ex): Once per day as a remaining enemies must make Will saves (DC
standard action, the master of a thousand equal to the master’s Intimidate check + 5) or
blades watches an opponent and studies his suffer a –1 penalty to attacks and damage for
fighting style. For the rest of the encounter, the rest of the encounter. This is a fear-based
whenever the master attacks that opponent he effect. A limb claimed in this way counts as a
gains a +2 competence bonus on attack rolls club of the same size as the creature it was
and a +2 dodge bonus to AC against that oppo- taken from.
nent’s attacks. The master must be within 10 ft.
of his enemy to study him in detail, and his foe Blood of the Beast (Su): At 10th level, the
cannot have any concealment against him. master of a thousand blades learns to preserve
the magical abilities and extraordinary capaci-
Exotic Armor Familiarity: The master of a ties of the creatures he harvests his weapons
thousand blades learns to maximize the protec- from. When he creates a weapon, he may opt to
tion afforded by the exotic hides that he cures store one use of an extraordinary or supernatur-
and wears in battle. He may wear it with heavy al ability the creature possessed that it could
armor and its weight no longer counts for deliver through a physical attack. The master
encumbrance. He literally wears this armor as a can use that ability when fighting with his
second skin. weapon once per week. The ability functions
exactly as the monster used it, including save
Fearsome Aspect: While wearing his armor DCs. The master must declare that he is using
and bearing his weapons, the master of a thou- this ability before he attacks.
sand blades takes on a terrifying visage. To a
casual observer, he almost looks like the fear-
some creatures from which he claimed the
materials for his equipment. While wearing
armor and carrying weapons created with this
23
the invading monsters. The PCs could meet a
Tender of Worlds tender, and a druid in the party might join this
class if the tenders approach them for an
While most druids concern themselves with a alliance. Otherwise, the tenders could have
limited area of wilderness such as a forest or assisted the region in the past. Even after their
CHAPTER ONE: Planar Adventuring
mountain range, the tender of worlds seeks to victory, they remain in contact with local
cultivate and watch over the very structure of druids and seek out promising candidates for
the cosmos. These planar druids travel from their organization. It may be a great honor to
world to world, ensuring that no one race or join the tenders, as their efforts in the past have
warlord manages to gain undue influence over kept the region free of demonic influence
multiple planes. Before the tenders organized, and saved many innocent lives.
diseases, predators, and even simple plants
could travel through a portal and wreak Hit Die: d8.
havoc with a planet’s ecosystem. To
help ensure that the planes would Requirements
maintain their unique character and
to prevent a single, dominant force To become a tender of
from subjugating the various worlds, a character must
worlds, the tenders of worlds fulfill all the following
gathered to form a powerful criteria.
check on such ambition. Working
alone or in small groups, the ten- Alignment: Any non-evil.
ders manage entire planes much as Skills: Knowledge (nature) 8
a botanist might cultivate a plant. ranks, Knowledge (the planes)
They hold counsel with kings, 4 ranks.
spread lore of invading monsters, Special: The ability to cast 3rd-
and provide magical and materi- level divine spells and use wild
al aid wherever innocents need shape at least once per day.
their assistance. Special: A tender of worlds
must spend at least one month on
The tender of worlds learns to two planes or worlds other than
incorporate the magic of the his home world. He must use ani-
planes into his divine abili- mal friendship to gain the service of
ties. He attunes his spirit to animals from two planes other than
the cosmic patterns around his plane of origin.
him, learning to create and
move through gates, recog- Class Skills
nize the patterns and traits The tender of worlds’ class skills
of portals, and handle (and the key ability for each skill)
encounters with outsiders. His are Concentration (Con), Craft
magic is the magic of the (any) (Int), Diplomacy (Cha),
planes, yet while the scope of Handle Animal (Cha), Heal (Wis),
his responsibilities expands Knowledge (nature) (Int),
beyond a single world, never Knowledge (the planes) (Int),
mind a river or forest, he is Profession (any) (Wis), Scry (Int),
still fundamentally a force Spellcraft (Int), Survival (Wis), and
for preservation and pro- Swim (Str).
tection.
Skill Points at Each Level: 4
Campaign Seed: The tenders + Int modifier.
could become involved in an area that
comes under assault by demons, devils, and Class Features
other outsiders. Alarmed by the influx of out-
siders into a previously peaceful realm, the ten- All of the following are class features of the
ders dispatch rangers and druids to the area to tender of worlds prestige class.
help ready its defenses and teach its inhabi-
tants tactics and methods useful in fighting
24
The Tender of Worlds
Base
Weapon and Armor Proficiency: The tender Planar Magic: Due to the tender’s connection
of worlds gains no additional proficiency with to the planes, he can use spells that normally
weapons, armor, or shields. Note that armor affect animals on outsiders. When preparing
check penalties for armor heavier than leather any spell that normally affects only animals, he
apply to the skills Balance, Climb, Escape may choose to ready a version that affects only
Artist, Hide, Jump, Move Silently, Sleight of outsiders. Tenders who spontaneously cast
Hand, Swim, and Tumble. spells make this decision when using the spell.
Animal friendship is the one exception to this
Spellcasting: For each level gained in this ability. The tender may gain the services of out-
prestige class, the tender of worlds gains an siders, but their CR can be no more than half
additional level of divine casting ability. He the highest CR of the animals he may gain as
gains additional spell slots per day, spells companions.
known, and an increased caster level. If the
keeper has levels in more than one divine cast- Planar Jaunt (Sp): At 3rd level, the tender of
ing class, he must choose which class’s casting worlds learns to open and follow the pathways
ability to improve each time he gains a level in between worlds, though his knowledge and
this prestige class. He gains none of the other skill are imprecise at best. He may cast plane
benefits of gaining a level in his other classes, shift once per day as a divine spell, using his
such as improved turning or druid class abili- total divine caster level.
ties. He only improves his ability to cast spells.
Step of a Thousand Leagues (Sp): The tender
Planar Sense (Su): The tender of worlds gains of worlds masters not only the passages
an intuitive sense of the planes’ flow of energy, between planes, but also the affinities and gate-
their arrangement, and the pathways between ways that connect one region of a plane to
them. With a successful Survival check (DC another. At 4th level, he may cast teleport once
20), as a standard action he can determine the per day as a divine spell using his divine caster
destination of any gate or portal that he encoun- level.
ters. In addition, when entering a new plane he
may make a Survival check (DC 20) to attune Alter Planar Currents: The tender of worlds
himself to its energies, gaining insight into its can use his knowledge of planar structure and
traits and tendencies. With a successful check, the flow of cosmic energy to create a localized
he learns the general strength and effects of its region in which a plane’s traits fail to function
planar traits. Furthermore, at the DM’s option, at their normal levels. The tender and all his
he learns of its general history and reputation allies within 50 ft. of him gain a +4 competence
among planar travelers. This information could bonus on all checks and saves to resist planar
include creatures commonly encountered, the traits.
beings that control it, the gods worshipped on
the plane, and so forth. Speaker of a Million Tongues (Su): At
6th level, the tender perceives the planar
25
bindings that form and sustain intelligent life. blade strikes from behind. His arrows slip into
He sees the patterns in speech and customs that portals, teleporting to drive directly down upon
underlie all civilizations, allowing him to feel an opponent. The world walker’s foes must
at home with a wide variety of races, from the continually watch all directions, for they can
humans of the kingdom of Vestrial to the never be sure where his next strike will come
CHAPTER ONE: Planar Adventuring
through a shimmering portal and emerges from attack in that round, he may use a melee attack
a similar gateway above, behind, or below his at a range of up to 30 ft. The world walker
foes. If the world walker uses a move-equiva- strikes through a small gate, assaulting a target
lent action to activate this ability, he gains a +2 at long range. The world walker may us this
bonus on attack rolls against his opponent. In ability with unexpected strike if he can some-
addition, his foe must make a Spot check (DC how activate both abilities and attack in the
10 + the world walker’s level in this class + same round.
half the world walker’s Intelligence modifier)
or lose his Dexterity bonus to AC against the Strike of a Thousand Directions (Su): At 10th
world walker’s attacks until his next action. level, the world walker learns to manipulate
Using this ability does not draw an attack of time, planar energies, and ki with unparalleled
opportunity. skill in a small, localized area. When the world
walker attacks, his weapon or fist disappears
Planar Jump (Sp): The world walker’s into a shimmering portal. Similar gateways
increasing understanding of the planar bindings appear throughout the area, and duplicates of
grants him more options in manipulating them. his fist or weapon spring from each of them to
At 6th level, he learns to slip through more shatter his enemies. Activating this ability is a
complicated, but deeper, folds and tears in free action that does not provoke an attack of
space. He may cast dimension door three times opportunity. When the world walker uses it, his
per day as a sorcerer with a level equal to his next attack splinters into five separate but iden-
total character level. tical strikes. These attacks may target any crea-
ture within 30 ft. of the world walker, and he
Improved Planar Charge (Su): At 8th level, may use up to two attacks against the same
the world walker seethes with planar energies creature. Roll attacks and damage separately
when he rushes towards an opponent. His for each. For example, a world walker could
momentum allows him to slip into planar folds. attack five different creatures, one creature
He gains the benefits of his planar charge abil- twice and three creatures once, or two creatures
ity as normal. In addition, he no longer suffers twice each and a third creature once. All of
an AC penalty when charging and can take as these attacks are resolved as if the world walk-
many turns as he wants while charging. er used his unexpected strike ability, though
this talent does not consume one of that abili-
Distant Strike (Su): At 9th level, the world ty’s daily uses. The world walker may use the
walker learns to open up a small gateway over strike of a thousand directions once per day. If
a much longer than normal distance. Usually, he gains multiple attacks per round, only his
his manipulation of planar structure takes place first attack gains this ability’s benefits.
on a short, limited basis. Using this talent, he
can create portals that span longer distances.
Once per day, he may use a move-equivalent
action to activate this ability. With his next
28
Combat Sense [Fighter,
Planar Feats General]
for every two caster levels. For example, if you the most powerful demons and devils.
had Elemental Mastery (fire) at 10th level, your
fire spells would deal an additional 5 points of You may also use this ability against any crea-
damage. Add this bonus damage to the spell’s ture called into your world via a summon mon-
total damage, not each die. ster spell regardless of its type.
Special: You may take this feat more than Normal: Turning affects only undead crea-
once, choosing a different energy type each tures.
time you gain it.
Master Linguist [General]
Exotic Fighting Style You have a talent for language that allows you
[Fighter, General] to puzzle out the meaning of tongues that you
have never before encountered. By analyzing a
Compared to warriors on your home world, creature’s physical mannerisms, its tone of
you utilize a strange method of dueling. Your voice, and the pattern of its speech, you can
unfamiliar strikes, blocks, and ripostes foil attempt to communicate with it.
their efforts and, more importantly, sap their
confidence. Prerequisite: Int 13+, ability to speak at least
three languages other than Common and your
Prerequisite: Base attack bonus +3, must have racial tongue.
visited at least two planes for one month each.
Benefit: When you attempt to communicate
Benefit: Once per encounter, you may gain with a creature whose language you do not
either a +1 competence bonus to melee attacks understand, you must make an Intelligence
or a +1 dodge bonus to AC for a number of check to determine how much you can deci-
rounds equal to 1 + your Intelligence bonus. pher. The master linguist table gives guidelines
Activating this ability is a free action, and you for the ability check DCs. You may make a
do not have to make use of it over consecutive check once for each particular phrase. If you
rounds. For example, if you could use this abil- fail, you must spend an hour listening to the
ity for three rounds, you could employ it for the creature’s language before you can try again.
first two rounds of a fight, stop using it, and You gain a +2 competence bonus to your check
then use your final round later in the fight. if the creature speaks slowly and clearly and a
+4 circumstance bonus if it uses physical
Expel Outsiders [General] objects and gestures to convey its meaning.
You channel divine energy into an outsider’s After a short period, you can attempt to speak
material form, disrupting it and forcing the to a creature in its native language. After five
creature to flee back to its plane of origin. successful Intelligence checks to use this feat,
you may make an Intelligence check with a DC
Prerequisite: Turn Outsiders, ability to turn of 10 + the total words you attempt to commu-
undead. nicate in a sentence. On a success, the creature
understands you. On a natural roll of 1, regard-
Benefit: You may use one of your daily turning less of modifiers, the attempt fails and you
attempts to expel an outsider to its home plane. accidentally convey the opposite of your
Make a turning check as normal with the fol- intended message.
lowing modifications. You may target only one
creature with this ability, and it must be within
60 ft. of you. Unlike standard turning checks,
you must roll 1d20 and add your level. If this
total is greater than or equal to twice the tar-
get’s Hit Dice, it is immediately forced back
30
Master Linguist Table
Situation DC
Benefit: You may use your ability to turn Prerequisite: Base attack bonus +8, Watchful
undead against outsiders. Resolve the turn Strategist.
attempt as normal. Outsiders are not rebuked,
commanded, turned, or destroyed. Instead, out- Benefit: As a move-equivalent action, you may
siders with an alignment different from yours choose to watch a single opponent and prepare
become shaken. They suffer a –2 morale penal- a response to his action. When that foe takes his
ty to attacks, checks, and saves for a number of turn, the DM must announce his action. You
rounds equal to 1d4 + your Charisma modifier. may then take a standard action as normal.
Outsiders with an alignment identical to yours Your opponent must then take his action as
gain a +2 morale bonus to attacks, checks, and stated by your DM, even if it is now impossible
saves for the same duration. due to your action. In that case, your opponent
wastes his action. You may use this feat once
Normal: Turning affects only undead crea- per encounter.
tures.
31
Normal: When you delay, you can act only
Dimensional Hop
after seeing what your opponents do or before
they act. When you ready an action, you must Conjuration [Teleportation]
attempt to guess your foe’s action. Level: Sor/Wiz 2
Components: V, S, M
CHAPTER ONE: Planar Adventuring
33
The cabin’s interior remains at room tempera-
Sphere of Safe Passage
ture and it holds a supply of fresh air that lasts
Abjuration 24 hours divided by the number of creatures
Level: Clr 3, Drd 3, Sor/Wiz 3 within it. The door can be locked (Open Lock
Components: V, S, F DC 40) while the hull and windows are, for all
CHAPTER ONE: Planar Adventuring
and jewels. The rod’s true power becomes and can have any traits, abilities, and functions
apparent when it is exposed to a magical gate- as chosen by the DM (see Chapter 2). So long
way, as described in Chapter 2. When touched as the scroll remains unrolled and secured,
to a gateway, the rod’s bearer may make a creatures may travel through it. Closing this
Spellcraft check (DC 20) to temporarily re- portal is as simple as rolling up the scroll. From
attune the portal to allow travel to a plane of his the entry point, the scroll looks like a piece of
choice. The check requires five minutes of parchment from one side, a portal on the other.
uninterrupted work. On a failed check, the It has the same appearance on its destination
rod’s user may try again until he suc- end, though it cannot be rolled up and taken
ceeds. The portal functions as per from that side.
the spell plane shift,
transporting any- Caster Level: 17th;
one who walks Prerequisites: Craft
through it to the Wondrous Item,
selected destina- Scribe Scroll, gate;
tion. Roll once to Market Price:
determine dis- 30,000 gp; Weight: 2
placement, with all lbs.
creatures arriving at
the same place. The Vortex Darts: At first
portal loses all of its glance, these weapons
traits and features appear to be nothing
save for its ability more than barbed, steel
to transport users darts. They function as +3
to the selected darts, and when they suc-
plane. This effect cessfully hit a creature they
functions for 1d4 min- spawn tiny planar
utes, after which the gateways within its
portal returns to body. These gates
normal. The rod channel electricity,
may be used only fire, acid, and cold into
once per day the creature’s body,
per portal. A dealing 3d4 points of
portal changed damage to it one
in this man- round after the suc-
ner does cessful hit. This
not allow two- damage counts as
way travel. Once a all four types of ener-
character moves gy. A creature must have
through it, he must find resistance to all four to gain
another portal to go back home. any resistance to this damage.
The darts are exceptionally
Caster Level: 9th; Prerequisites: Craft durable and may be re-used if they are
Wondrous Item, planar compass, plane shift; recovered after being thrown.
Market Price: 15,000 gp; Weight: 2 lbs.
Caster Level: 9th; Prerequisites: Craft Magic
Arms and Armor, acid arrow, cone of cold,
fireball, lightning bolt; Market Price: 10,000
gp; Weight: 1/2 lb.
36
CHAPTER TWO: Gates to other Worlds
CHAPTER TWO
Gates to
other Worlds
Portals provide easy access to distant realms, Opening a portal activates powerful magic that
alien worlds, and strange planes. By the same spawns a mystic connection between two
token, they give creatures from those places places in time and space. Walking through the
access to your campaign world. This chapter portal allows a creature to move along that con-
addresses the role portals play in a campaign, nection to appear somewhere or somewhen
how you can use them to add variety and new else. Depending on the type of portal, it may
challenges to your game, and the rules that appear as a mundane doorway, a radiant sphere
cover their operation and use. Game rules and of energy, or a stairway heading down into
mechanics derived from the d20 SRD are des- impenetrable darkness. Not all portals function
ignated as Open Game Content. Non-rules alike. Some allow two-way travel. If you walk
related text in this section is designated as through a portal, you can simply turn around
closed content. and head back through to return home. Others
allow one-way trips, stranding travelers in the
weird realms they lead to, while a few trans-
Portals: The form their users to grant them the ability to sur-
vive in alien environments. Only a fool takes a
portal lightly. One step can lead to death,
Basics imprisonment, or worse.
one portal different from another. Portals are bond between them. Over time, this bond
powerful, rare items. As such, they tend to have grows so strong that a physical passage opens
highly individualized capacities and abilities. between the two points. A traveler could walk
While they fall into a few general categories, into a forest in his world and emerge on the
the special traits and functions they can feature other side in a different world if that forest was
make two portals unlikely to share the same part of a mingling.
exact details.
The various portal types are detailed below.
The three basic portal types are: They are given game rules, examples, and
descriptions of how you can use them in your
Gateway: A typical portal that connects one campaign.
world to another, a gleaming doorway or gate
that when opened leads to somewhere or some-
when else. Most DMs and players picture a
Gateways: Doors to
gateway when they think of a portal to another Anywhen
plane.
Gateways pass for plain, vanilla, dependable
Malignancy: A tear in the planes that allows modes of transportation when compared to
one plane to slowly destroy the other. Creatures other portals. Gateways almost always appear
spontaneously transform into the invading as doorways, such as gates, doors, stairwells,
plane’s counterpart, the terrain and atmosphere and windows. Sometimes, they are designed to
changes and shifts, and so on. A malignancy is appear as mundane items. A gateway could be
more than a portal. It is an attack on the very disguised as a painting of a woodland scene
fabric of a plane’s existence. simply by placing a picture frame around it. A
gateway designed as a secret door can prevent
Mingling: A powerful correspondence most casual snoops from stumbling across it.
between two planar locales that forms a
38
Activating a gateway is simple and easy. A user that, when entered, leads a character to some
needs only to open the gateway and step time or place other than that which physically
through it. The gateway forms a powerful mag- lies on the other side of it.
ical correspondence between two points, allow-
ing objects to travel between them simply by The one important thing to consider about a
ture you can present in your game, but the gate- dangerous conditions. Horrid creatures spawn
ways’ limited size, hidden nature, and relative from the air itself, generated by the malignan-
inaccessibility prevents these gateways from cy’s transforming properties or ripped from one
having a major impact on your world. The wiz- world and cast into another. Cities crumble into
ards restrict access to the explorers they hire, haunted ruins in a matter of moments, while
and the gates themselves may be the size of a terrible storms of magical energy blast and scar
typical doorway, too small to allow large num- the land.
bers of creatures to easily use them. Most
important of all, the wizards could design Each malignancy displays unique physical
emergency measures with which the gates can effects, but they all follow the same general
be easily destroyed. patterns. Pulsating waves of energy surge forth
from a central point, the heart of the malignan-
Malignancies: Cancers of cy. These waves appear as incandescent walls
of energy, and sometimes they cause additional
the Planes effects such as a momentary pause in the flow
of time. As the wave passes, it randomly alters
While a malignancy is rather easy to use to creatures and materials. Generally speaking,
travel from one area to another, it is perhaps the the less intelligent the creature the more likely
most dangerous, threatening kind of portal. A it is to be transformed. Theoreticians have long
malignancy develops when the planar binding debated the nature of this distinction, and most
between two realities deteriorates. If this decay agree that simple creatures are more likely to
causes the two planes to meld into one another lose hold of their identity in the face of a malig-
but stops before it can run out of control, a min- nancy’s alterations.
gling (see below) arises. Otherwise, the inter-
play of energies between the two planes causes Over time, the malignancy’s reach extends to
an imbalance in energy. One plane slowly gath- cover a greater and greater area. Unless some-
ers more power and through natural, arcane one completes the ritual of mending, it can
processes repairs the rift by absorbing the raw grow to cover hundreds of square miles or even
material of the plane it has mingled with. Over engulf an entire planet.
time, one plane is slowly destroyed, its materi-
al absorbed into the other plane. Known as a A malignancy generates many portals between
malignancy, this effect is sometimes used by the planes, mostly between the two worlds that
vile creatures and civilizations to extend their are caught within it, though sometimes the pla-
domain to different worlds. Since a malignancy nar stress generates pathways to distant worlds
alters a plane’s environment to match the and realms. Many of these portals resemble
invading realm’s characteristics, it creates a gateways and minglings, but others are prod-
beachhead suitable for use by invading out- ucts of the malignancy’s transforming powers.
siders and other creatures that may be unable to As the boundaries between planes diminish, a
survive outside of their home plane. traveler can literally walk from one plane to
another. The malignancy replaces one plane’s
A malignancy takes a variety of forms, depend- material with the other’s, permanently binding
ing on its severity. The most minor, and most them together.
common, malignancies alter a local area within
a plane to match the invading realm’s terrain, Sometimes, this replacement allows a creature
creatures, and atmosphere. After converting a to visit a few points within the invading plane.
few square miles, the malignancy dissipates as For example, a malignancy could replace a lake
enough energy and matter has been spent to in a lush, forest world with a rocky crater from
heal the rift between the planes. This phenom- a desert one. A creature from the forest world
enon produces bizarre, seemingly nonsensical would see a crater in the place where the lake
terrain such as patches of boiling water in the once stood. If it walked into the crater, it would
midst of an ocean, stony mountains honey- unwittingly enter the desert plane and would
combed with caves rising from a desert
40
CHAPTER TWO: Gates to other Worlds
have to cope with that realm’s physical charac- For example, a desert world invading a forest
teristics. It could still see its home plane bor- realm would leave the wooded areas as little
dering the crater, but it could interact with any more than withered, dead stands of trees stick-
creatures from the desert world that stood with- ing out of the slowly rising sands. The temper-
in it. To return home, it would simply have to ature would become searing hot, even if the
walk out of the crater. Other times a malignan- forest world is gripped in winter, while sand-
cy allows only a one-way trip. The creature storms would frequently arise to plague travel-
from the forest world would be trapped in the ers. Make a list of the planar traits that you
desert plane as soon as it stepped into the want to use to reflect the invading realm’s char-
crater. The terrain surrounding the crater acteristics.
would, to its eyes, waver and shift, seemingly
transforming into the desert world. Depending on the malignancy’s strength, its
transforming storms could happen as infre-
Game Rules quently as once per week or as often as once
per hour. The stronger the storm, the more
The primary danger a malignancy poses lies in often it manifests. Each time a storm appears,
its ability to alter and change terrain and crea- apply the effects of one of the invading plane’s
tures. The first step you must take in designing traits to the area of the malignancy. As the
these portals is to look at the conditions and ter- wave of energy spreads, it immediately trans-
rain within the dominant plane, the one that is forms the world around it. Usually, the victim
invading and altering the weaker realm. plane’s terrain is completely altered and
Chapter 3 includes extensive rules for design- replaced but in some places vestiges of it may
ing strange worlds and mysterious planar remain. A city may be reduced to ruins, a stand
realms. Use the environmental effects listed of trees turned into charred logs, and so on.
there to construct the regions that have been Creatures of the animal or plant types with-
altered by the malignancy, drawing on the in the storm’s area of effect must make
invading plane’s characteristics to help you Intelligence checks (DC 10 or higher, see
decide on what options to use.
41
Sample Malignancy Sizes
Type Storm Rate Transformation DC Growth Rate
Minor 1/month 10 +1/2 mile radius/month
CHAPTER TWO: Gates to other Worlds
the sample malignancy table) or be immediate- the ritual attempt fails and the caster must start
ly transformed into random monsters native to over from the beginning. If the caster com-
the invading plane and with the same or fewer pletes the ritual, the malignancy stabilizes. The
Hit Dice. As with the planar traits, make a list energy storms causing the changes cease and
of creatures and monsters native to the invad- the zone of change stops growing. In 2d4 days,
ing plane and use them to replace animals that all gateways spawned by the malignancy close
fail their checks. permanently, severing the connection between
the two planes and restoring balance to the cos-
Malignancies spread at variable rates depend- mic firmament.
ing on their strength. The stronger the malig-
nancy, the faster it covers the land. A powerful Creating a Malignancy: Some vile, aggres-
malignancy can cover a kingdom in a matter of sive races and deities use malignancies as a
weeks, but most take a few months to extend way to conquer entire worlds, expand their
more than a few miles in any direction. holdings, and smash their enemies. Spawning a
Usually, a malignancy stabilizes after reaching malignancy is no easy task. The spells wish and
this size but in extreme cases, or when an intel- miracle can be used to weaken the planar bind-
ligent creature intentionally creates and culti- ings between worlds, causing the slow leak of
vates a malignancy, it can grow far larger. energy that characterizes a malignancy. A spell-
caster must cast wish or miracle for 10 consec-
Halting a Malignancy: A malignancy can be utive days, each day focusing on the same
stopped but not reversed with the use of the rit- point, the same target plane, and the desired
ual of mending. This powerful magical formu- effect. The actual phrasing of the request is
la draws on ambient energies of the entire vic- contained with the Codex of Infinite Bindings,
tim plane, rather than the local area affected by a long-lost tome supposedly penned by a rogue
the malignancy, to repair the rift. Any spell- godling who stole the secrets of the multi-
caster capable of casting 4th-level or higher verse’s construction. After completing these
spells can learn and use the ritual. It takes 10 spells, the caster creates a minor malignancy
days minus the caster’s Intelligence modifier to between two worlds, the one he currently occu-
learn the ritual’s formula. Once a caster has pies and a target plane of his choice. For every
learned it, he can use it whenever he fulfills its 10 additional, consecutive days he performs
requirements. this ceremony, he increases the malignancy’s
severity by one category as per the sample
Completing the ritual requires that a caster malignancy sizes table.
expend 20 total levels of spells. The caster
must spend one hour meditating on the ritual’s Very few spellcasters have successfully created
mystic formula, at which time he expends the a malignancy in this manner. The gods are
spell slots or prepared spells totaling 20 levels. loath to allow such actions. Only evil deities
Spells expended in this manner have no effect grant such a miracle and lawful evil gods are
and casters who must prepare spells need not 75% likely to deny the spell’s effects.
do so for the day in order to use the ritual. After
completing this preparation, the caster must In Your Game
scribe a complex, geometric pattern using
10,000 gp of diamond, mithral, or gold dust on Malignancies can serve as an excellent source
the ground within the malignancy. This takes of villains, an unexpected incursion of planar
two hours of work, and if the caster is dis- monsters, and an environmental threat that
turbed in any manner he must make a could unravel the very fabric of the world. A
Concentration check (DC 15). If he fails, malignancy that appears in the midst of a city
or similarly populated area can cause tremen-
42
dous damage as strange monsters wander the caught in a flash flood and must leap into near-
streets, the buildings and streets shift and by trees or find high ground before they are
change, and so on. The real key to using this swept away.
portal lies in your ability to weave an interest-
ing, strange environment. A malignancy bends You can use the random terrain manifestation
means to block it out, such as a silence time, plenty of creatures could have passed
spell, fail to diminish its effects. All through the planar veil, while the malignancy
Listen checks suffer a –1 circumstance may have had enough time to transform a wide
penalty per minute the noise persists. swath of territory. Imagine a malignancy that
After 30 minutes, the noise ends with a erupts in the midst of a lonely forest deep with-
thunderous crack. At that moment, the in an empire. Within a few months, a previous-
world changes around the characters. ly peaceful area of the realm, far from the dan-
As the planes collide and change, the gerous borderlands, could be besieged by
effects of the transformation manifest hordes of planar beasts swarming from the por-
as sonic energy. tals the malignancy created. The characters
91–100 The ground and terrain shudder and may investigate what seems like a simple
move like living organisms. For a brief incursion of undead or outsiders, only to find
moment, they lose all color and shape that the creatures were spawned by something
before snapping into the form of the that could threaten the entire world.
invading plane’s terrain.
The malignancy does not necessarily have to
A malignancy’s source can drive a campaign’s link your campaign world to a place that
plot or dictate the enemies the party must over- spawns terrible, dangerous monsters or that
come in order to stop it from overwhelming seeks conquest and bloodshed. The world on
their world. A villain, especially one with a the other side of this portal could be a peaceful
strong link to an alien world or plane, could place that wants to stop the malignancy from
create one as a convenient beachhead into the spreading. In this case, the characters must
PCs’ homelands. Outsiders from elemental work with the denizens of the other world to
planes, demons, devils, and other strange mon- find the ritual of mending. As mentioned
sters may feel most comfortable in an extreme above, the first barrier the PCs face is learning
environment that can prove deadly to to trust what seems like a dangerous foe. In
humanoids. For example, fire elementals thrive addition, NPCs from the PCs’ homeworld may
in searing hot areas. Human and elf warriors lobby for war or insist that only an invasion
might not even be able to engage the fiery into the interloping world can halt the malig-
invaders if their lands are consumed in flames nancy.
and lava.
For campaigns that center on roleplaying and
If the source of the malignancy is a villain or politics, this can provide a critical issue of con-
spellcaster, the characters may have to defeat tention between the PCs and their rivals.
him in order to prevent its spread. The villain Remember that in this case, the characters’ ene-
may have a copy of the ritual needed to undo mies could be good-aligned or even members
the malignancy. Otherwise, the malignancy of the PCs’ churches and other organizations.
could be a natural effect that runs out of con- Afraid for their land’s survival and worried that
trol. The PCs may mistake the alien monsters a mistake could doom them all, these NPCs
that arrive through it as invaders, when in fact could fight long and hard to block the charac-
those creatures are as afraid of the malignancy ters’ efforts in favor of a shortsighted, fruitless
as the characters. If the PCs can overcome their plan. The NPCs are not necessarily stupid or
mistrust and anger towards the “invaders” they evil. They may simply be frightened or unable
can ally with them to heal the rift. Finding the to see the wisdom of aiding the creatures from
ritual needed to repair the damage may require beyond the malignancy. To them, the portal’s
the characters to depart on an epic quest across effects are a sure sign of the invaders’ evil
the planes to uncover it. plans.
In terms of your campaign world, a malignan- Even after a malignancy has passed, its effects
cy can herald the arrival of a major new threat still remain on the campaign world. A once
to peace and stability. Outsiders, elementals, lush, verdant area could be transformed into a
44
CHAPTER TWO: Gates to other Worlds
rocky, parched ruin. A city is turned into a Most sages write off the fantastic stories as a
weird edifice of odd architecture, strange crude ploy to win fame and attention or the
design, and unfathomable geometry. Monsters fevered dreams of an inexperienced traveler
and animals spawned by the malignancy who ate the wrong type of mushroom.
remain and perhaps successfully breed new However, a few take careful note of the travel-
generations, giving you a ready source of new er’s reports and correlate their tales with
creatures to add to your campaign world. A descriptions of distant planes and worlds.
malignancy is a handy way to permanently These sages know that in some areas, a strange
introduce changes to your campaign world or confluence of geometry, mystical energies, and
add new threats to it. geography can combine to create a persistent, if
unpredictable, portal between worlds. In some
Minglings: Hidden Paths regions, a traveler can enter a forest on one
world and emerge from the other side on a dif-
Between Worlds ferent plane or alien world. Known as min-
glings of the planes or mingling portals, these
In isolated villages at the edge of civilization, geographical features are invariably infested
the peasants whisper of the strange old wood. with a wide manner of strange phenomena and
Despite the heat or cold, the trees are always creatures, making them not only difficult to
shrouded in mist. Sometimes, adventurers wan- employ for planar travel but dangerous to
der into the forest and return with strange tales inhabit.
of impossible vistas such as oceans that appear
just beyond the thickest stands of trees, soaring A mingling arises when two planes share a
mountains that reach to the sky, and even strong bond or correlation centered on a specif-
stranger sights. Others never come back at all. ic location or geographical feature. Often, a
Yet, for every explorer who stumbles into an mingling features multiple pathways to
otherworldly domain, dozens return to town many different realms. A mountain cave
bored, tired, and frustrated. burrows into the earth and has side pas-
45
Usually, a mingling exhibits a few strange
magical traits. A persistent mist may cling to
the land, regardless of the weather conditions.
The air is always a little hotter than normal,
while spontaneous magical effects may dupli-
CHAPTER TWO: Gates to other Worlds
Game Rules
sages that branch out to the plane of earth, a Minglings require few special rules for their
demon haunted forest, and the court of a chaos construction, as they follow the same basic
lord. In the middle of a great ocean, a whirlpool rules as gateways. However, learning to use a
sucks ships down to a hole in the ocean floor mingling in the game is a much more daunting
and out to the green waters of a distant world. task than deciphering a gateway’s function.
Most minglings are difficult to use, as the path- To determine the pathway to follow in order to
ways one must walk to cross the planes within use a mingling, you must make a Knowledge
them are not always obvious. While a cave or (arcana) check (DC 30) and spend at least one
mountain pass offers only one route, a forest or day exploring the mingling’s area. In addition,
the convoluted streets of a city holds many dif- you need to use several spells to find the
ferent pathways a traveler can follow, with only threads of energy that reveal the mingling’s
a few distinct paths opening gateways to other pattern. During the day in which you attempt
worlds and planes. Decoding these trails is an your Knowledge (arcana) check, you must cast
arduous task that requires an extensive knowl- detect magic four times, see invisibility twice,
edge of the planes, magic, and geometry. and true seeing once. This spread of spells
allows you to identify the mingling’s auras,
Minglings are mazes of planar energies that can analyze them, and determine their underlying
lead you almost anywhere. A mingling that per- workings. You do not gain any special knowl-
sists in a city block may require you to walk edge of where the mingling may take you, but
around a building five times clockwise, enter a you do learn how to activate it. Note that you
specific doorway, walk up a set of stairs, then do not necessarily need to prepare or cast the
enter a closet and close the door behind you. spells yourself. You can use magic items, such
When you open the door, you find yourself in a as potions or scrolls, to duplicate their effects.
closet at a castle hundreds of miles away or on However, the same person must make the skill
a different world. Minglings are sometimes check and cast the spells. Make your
notoriously difficult to use, making them easy Knowledge (arcana) check after expending the
to overlook and favored by creatures that spells.
want to secretly move between the planes.
46
Not all minglings have such stringent require- unusually powerful winds. Undead might
ments for their use. From the examples given dwell within a graveyard that has a connection
above, the cave mingling shows that some of to a world dominated by the living dead, and so
these portals are as easy to use as a gateway. A on. Refer to Chapter 3 for information on pla-
traveler needs only walk through a cave or nar traits and their game rules. Using more than
who do not meet these requirements cannot use Device check to emulate or mask his align-
the gate. Usually, they are either prevented ment, race, or other characteristics. Consult
from entering it or it simply fails to activate that skill’s description for the appropriate DCs
when they walk through it. In either case, only and other guidelines. On a failed check, the
creatures who meet this trait’s requirements portal fails to operate as normal.
may travel via the portal.
In Your Campaign: A limited access gate pro-
In some cases, the limited access trait causes a vides a convenient escape route for villains, a
portal to react differently based on who enters ready explanation for why temples could build
it. If a creature fails to meet the activation planar gates without fear of monsters or other
requirements, the portal could send him into a threats seizing them, or a puzzle that forces the
prison, a location far from the portal’s location, characters to find some item to allow them
or some other inconvenient place. A portal to a through a portal. The requirements to use a por-
god’s planar fortress may send non-believers to tal with this trait can extend to the objects a
a prison block where they are questioned and character carries, a password that must be spo-
punished for trespassing. ken, a sequence of hand signs, and other keys
to “unlock” a portal.
The limited access trait can define characteris-
tics a creature must have, or it can list those Limited Charges: Some portals are designed
that a creature cannot have. For example, a gate to allow only a few creatures at a time to use
may be designated to work only for good crea- them. These portals usually connect to danger-
tures or it may work for ones that are not evil. ous or monster-infested regions. By placing a
In the latter case, good and neutral creatures limit on how many creatures can use the portal,
could activate the gate. the designers help ensure that it cannot be used
for a mass incursion or invasion. A portal with
The limited access trait can be overcome by this trait allows a fixed maximum number of
anyone who makes a successful Use Magic creatures to use it over a certain time period.
50
Once this limit is reached, the portal fails to with the characters scrambling to complete a
function until the time limit expires. For exam- goal or defeat a villain before they are forced
ple, a portal could allow six users per day, 12 back to their home plane. Usually, players pre-
per week, one per year, and so on. fer to make slow and steady progress in an
adventure to ensure that they can heal up and
it cannot fly in that direction. characters must fight while they (and their ene-
mies) are pushed, pulled, and generally bat-
All inanimate objects are pushed away from tered about by the vortex’s howling winds.
the portal at a speed based on their weight. All
objects move a base of 4d6 feet per round away Whispers of Knowledge: While some portals
from the portal. Reduce this speed by 1d6 for bestow spells and abilities on their users to help
every 100 lbs. above 100 that the object them survive in an alien environment, a portal
weighs. For example, a 200-lb. object would with this ability literally teaches its users how
move 3d6 feet away from the portal each to navigate an alien society or fend for them-
round. Once an object moves out of the gate’s selves in a strange wilderness. Portals with the
area, it is no longer subject to this effect. whispers of knowledge trait grant their users
temporary skill ranks, languages, and feats.
A creature pulled into the gate is ejected from These abilities persist for a number of days
the other end. It must make a Strength check equal to the user’s Intelligence score. Since
(DC 10) or be thrown 4d6 feet out of the gate’s these skills and feats are only temporary abili-
exit. On a successful check, the creature stum- ties, they cannot be used to fulfill the prerequi-
bles from the gate and appears next to it as nor- sites to any ability.
mal. However, it must make Strength checks as
normal to resist the gate’s effects on subsequent Normally, this trait confers ranks in skills such
rounds. as Knowledge, Survival, Swim, and Climb.
These skills can spell the difference between
When the vortex gate blasts a creature away life and death in a planar realm. For example, a
from its exit, you can either pick a likely desti- portal to a world inhabited by outsiders bound
nation for it or you can use the following ran- by an intricate code of honor could give its
dom method. Start the creature’s movement in users the knowledge needed to communicate
a random square adjacent to the gate. Then, with those creatures without insulting their
move it away from the gate by randomly select- honor. Normally, these gates grant up to 8 ranks
ing an adjacent square until the creature in a skill. Treat these ranks as if a character
exhausts its movement. Always move the crea- selected them as normal. They cannot be used
ture away from the gate. This random process to violate the standard cap on skill ranks based
should never allow the creature to move closer on level, and characters that count a skill as
to the gate. If the creature hits a solid object, cross-class gain a half rank per rank spent on it.
the creature and whatever it hits suffer damage For example, a gate to a realm inhabited by a
as if they fell a distance equal to the total dis- race adept with arcane magic grants 8 ranks in
tance the creature moves. The creature’s move- Spellcraft. A fighter, who counts Spellcraft as a
ment then ends. If it hit a living creature, its tar- cross-class skill, would gain a total maximum
get must immediately make a Strength check bonus of +4, while a wizard, who has Spellcraft
(DC 10). If the moving creature is larger than as a class skill, could gain up to a +8 bonus.
the one it hit, its target must make this check
with a –4 circumstance penalty per size catego- While languages are normally purchased using
ry below the creature that struck it. If it is larg- skill ranks, these portals grant full command of
er, it gains a +4 circumstance bonus per size a language regardless of a character’s class and
category above the creature that struck it. Intelligence.
In Your Campaign: A vortex gate provides a In Your Campaign: Like the spells or transfor-
sudden, nasty surprise for characters who per- mation traits, this trait is a convenient ability
haps treat gates as simple doorways to be used that makes it easier for the PCs to cope with
at will. A vortex portal also serves to force the planar travel. Many times, dealing with alien
PCs into a portal that they are perhaps not cultures goes from being an intriguing chal-
ready to handle, especially if it is disguised as lenge to a frustrating obstacle when the PCs
a mundane doorway. The characters come cannot communicate with the creatures they
56
meet or navigate their culture. Use this trait to the other hand, a portal from a port city to a
give the characters the basic skills and abilities dwarven silver mine is likely to cause a major
they need to interact with the creatures they boom in trade between those two places. The
meet and handle the basic necessities of life on dwarves can save money and labor moving
another plane. their heavy, bulky wares, while the port can
political or economic power group could gain seek to conquer and exploit the lands on the
control of it. A portal’s advantages are not other side, neutral governments would use a
always obvious. A mercantile guild that relies portal if they could profit from it, and good
on shipping and overland travel to move goods ones would likely err on the side of caution lest
might be suspicious of a portal. Change is a the portal allow a powerful force to invade the
daunting prospect to those in power, especially land. In any case, the portal’s strategic and eco-
if they must risk their resources and power to nomic benefits would be harnessed for the
take advantage of it. Thus, your campaign state’s benefit. Troops and scouts would use it
world could see a new guild, religion, or king- to cut down on travel times if the portal led
dom rise in power as it uses a portal to advance somewhere on the same world, while a planar
its cause. gateway might be secured and guarded by a
powerful fighting force.
While portals offer advantages to different
groups, the exact nature of those benefits dif- Once it is clear that mob of demons or a simi-
fers from one type of organization to the next. larly destructive force does not lurk directly on
A temple may use a portal to contact its divine the other side, the government would move to
leaders, while a merchant house may use it to explore the distant land and investigate its
open up new trade routes. Listed below are var- potential uses. Again, alignment plays a role in
ious groups and factions that may exist in your this reconnaissance. An evil lord would proba-
campaign world along with some ideas on how bly send a heavily armed and armored group to
each could exploit a portal, what changes that capture a few locals and question them, while a
could bring to a campaign world, and how the neutral or good ruler would rely on a diplomat
characters could become involved in them. backed up by enough soldiers to repel any
attacks.
Criminals If a government controls a portal, chances are
A thieves’ guild or criminal cartel would see a that it applies tight restrictions on who is
portal as a convenient way to cover its crimes. allowed to travel through it. A portal is a poten-
It could turn its attention to the world on the tially dangerous tool, especially if the world on
other side of the portal, especially if the portal the other side is rife with monsters and other
is concealed on its destination end. The guild threats. In the interests of maintaining safety
could either steal from residents on the other and security, the government may allow only a
side or find narcotics and rare items to import select few explorers and researchers through
and sell on the black market. A city suddenly the gate. The characters could be part of such a
swamped with strange, noxious chemicals team, tasked with exploring the gate’s far end
from foul realms could have a group of smug- and determining if large-scale operations are
glers traveling to distant planes to find nar- safe to conduct.
cotics and similar goods to sell on the streets.
The thieves could draw the wrath of a powerful Religion
figure on the portal’s far side, leading to an
invasion into the city as soldiers and enforcers Of all the groups listed here, a religious order
seek to track down the criminals. A thieves’ stands to gain the most from a gateway. A tem-
guild could bribe government officials to wage ple could feature several portals to distant
war against the invaders, tricking the authori- realms of the gods or other places from its
ties into fighting their own battle for them. The myths and teachings. Clerics could travel to a
characters may have to step into this conflict to miniature plane where angels, devils, or similar
bring it to a halt and unite both sides in seeking beings instruct them in the art of divine magic
the true villains. and the teachings of the faith. Powerful reli-
gious figures, those who guide the faithful on a
national or continental level, might even go to
the divine planes to have a personal audience
with their gods.
58
The more active the gods are in your campaign If a society has access to a portal, trade and
worlds events, the more likely they are to con- profit are most likely the two engines that drive
tact and confer with their mortal followers. its use. If money can be made from something,
Angels and other outsiders might be common someone will find a way to exploit it. Trade
sites in a city’s temple district, while an adven- drove many of the European explorers who
spellcasters or via messengers, a portal allows risks for your world’s developments. Any
a direct connection from one point to another. changes the characters cause spin off towards
The king could demand that his dukes and your world’s future, allowing you to conve-
barons attend an audience in his throne room niently duck their ramifications. Since the char-
on a moment’s notice. The noblemen must sim- acters lack knowledge of the world’s future,
ply step through a portal, meet with their lord, they do not have to deal with any changes on a
and then step back through. Normally, such firsthand basis. Travel back in time, on the
communication would be impossible without other hand, poses a host of potential issues.
the use of magic. Portals make it much easier These problems can be overcome, but it pays to
for a central authority to enforce strict control think about them before leaping into time trav-
over its outlying areas. el adventures.
Alternate worlds offer the easiest way to handle If you want to give time-traveling characters
these changes in a clean, simple manner. Under the option of altering history, you need to think
a very small area, such as a village, and affects water is the firmament in which the planes are
events for no more than a month. A light nestled. A brave traveler with a ship, crew, and
change covers anything that covers a slightly plenty of supplies could theoretically sail from
larger area, such as a small town, and has ram- one end of the cosmos to another. The river
ifications that persist for up to a year. A medi- provides access to most of the planes, but it is
um change encompasses anything that kills a a dangerous place fraught with aquatic and oth-
person who has a minor effect on history or has erworldly horrors.
a widespread, decade-long impact on events. A
heavy change involves killing a person who The Vortex: This phenomenon is a tempest of
plays a major, though supporting, role in his- air and energy that you must fly through in
torical events and includes any change likely to order to navigate. A careless traveler can be
have an impact on the character’s present. An dragged into one and tossed into a random
overwhelming change includes anything that plane. Vortices are notoriously difficult to nav-
radically shifts the nature and condition of the igate, but they offer access to a wide number of
character’s present era. times and places.
blow through this area, as they swirl high eler must journey hundreds or thousands of
above in the realm of air. Still, sometimes miles to reach civilization.
storms the size of entire worlds swoop down to
toss the waters and disturb the firmament of the The border between a world island and the
islands. These calamities strike perhaps once river of worlds operates as a portal. It can be
every thousand years, yet the stories of the given a variety of traits that allow voyagers to
destruction and upheavals they cause echo adapt to life on it, though these abilities usual-
through history. Great cataclysms within the ly reflect the world’s characteristics rather than
planes can be attributed to these storms, and some planned set of abilities selected by an
entire races and historical epochs have been intelligent being.
wiped away by them. Earthquakes, tidal waves,
a rain of fire, and worse can all befall a world The world spheres, the planes that float within
when its island or sphere within the river is bubbles upon the sea, are more difficult to enter
rocked by a rampaging planar storm. than the islands. These realms must be entered
through a portal on the outer edge of the
In some areas, the river of worlds steams and sphere’s surface. Not every world sphere fea-
boils from the fiery heat of the plane of fire. tures gates on its surface, requiring a traveler to
Known as the boiling seas, these stretches of use advanced spells and magic items to access
the river bound spheres dominated by the ele- it. Other times, these portals are located above
ment of fire. The islands in these areas are the waterline, leaving them open only to crea-
choked with volcanoes and burning plains, tures with the ability to fly.
while salamanders and fire elementals prowl
their shores. A few planar sages theorize that to A portal located on a sphere’s edge works just
the creatures of the plane of fire, the river of like a gateway as described above. It can fea-
worlds is a hellish place of endless water. Evil ture any traits, though like a world island these
criminals from that plane are banished to the abilities are determined by the plane’s charac-
river, leading the few fire creatures found in the teristics rather than by directed, intelligent
planar river to be overly aggressive, hateful, design. These portals can lead anywhere with-
and murderous. Unfortunately, the glow of the in the plane or world they access, and without
flaming islands serves as a natural beacon for divination magic there is little chance that an
travelers who have lost their way. Many unfor- explorer can determine where a gate will take
tunates have sailed to their dooms when they him.
ventured too close to a burning island.
As with the world islands, a sphere does not
The plane of earth is bound to the river through represent the true size of the world it bounds.
the many islands and world spheres that float To an outside observer, a sphere may be a few
within it. In many ways, this element is in the hundred miles across, or even smaller, yet it
closest harmony with the river. While air soars can contain within it an infinite world, plane, or
above it and fire smolders within it, the island even collection of the two. Researchers theo-
worlds of earth mingle with the river’s waters rize that the world spheres and islands are
and form a balanced equilibrium. The world merely shadows reflected through the planar
islands appear to be nothing more than a bindings upon the river of worlds. Rather than
mariner would sight on a terrestrial ocean. physically encompass a world, they are merely
aspects or avatars of its characteristics and
However, the planar bindings of the river allow place among the planes. This explains why
a gargantuan world to appear as nothing more water is not the most powerful of the four ele-
than an island a few hundred miles across. As a ments, even though some sages argue that it
ship approaches, the island seems to grow dis- should be, given its importance on the river.
proportionately larger as the distance to it
dwindles. Finally, when a ship approaches In addition to the worlds and islands that dot
close enough, it crosses the planar bounds the river, in some isolated spots entire floating
64
cities built from the flotsam and jetsam of the If you would rather not bother with any details
planar tides ride the currents. These places are of a sea voyage, you can simply assign a trip
inhabited by a variety of creatures, including across the river an arbitrary length in days that
planar travelers stopping to rest and re-supply fits your campaign or the adventure you cur-
and aquatic creatures that dwell within the river rently are running for your group.
them an appropriate challenge for the party’s them, he may attack or use a spell to
level. harass them depending on his align-
ment.
Threat Table
41–60 A swarm of outsiders rushes through
d% Result the air. A few of them (numbers and
1–50 Roll on the aquatic monsters table strength appropriate to the party’s
51–75 Roll on the intelligent aquatic crea- level) decides to have some fun with
tures table the characters while the rest travel on.
76–98 Roll on the travelers from another The characters could face demons,
world table devils, or even a group of malicious
99–100 Roll on the beast from the depths table elementals.
Aquatic Monsters Table 61–80 A dragon flies overhead. If the crea-
d% Creature CR ture is evil, it may swoop down to
1–6 Aboleth 7 plunder the PCs’ ship or devour them.
7–15 Chuul 7 A good dragon may ignore them or
16–24 Dinosaur, elasmosaurus 5 stop to question them out of curiosity.
25–32 Dire shark 9
33–35 Dragon turtle 9 81–100 A mighty storm giant keeps his castle
36–45 Water elemental, Small 1 beneath the waves near the PCs’ cur-
46–55 Water elemental, Medium 3 rent location. The giant arises from the
56–60 Water elemental, Large 5 river to demand tribute for invading
61–65 Gibbering mouther 5 his territory. If the PCs are friendly and
66–70 Kraken 12 treat him with respect, he asks only for
71–79 Sea lion 4 a few coppers. If they are arrogant,
80–89 Tojanida, juvenile 3 demanding, or obviously evil, he
90–95 Tojanida, adult 5 forces them to pay hundreds of gold
96–100 Tojanida, elder 9 pieces or smashes their ship to splin-
ters.
Intelligent Aquatic Creatures Table
Beast from the Depths Table
d% Result
1–20 Elf, aquatic 1/2 d% Result
21–40 Locathah 1/2 1–10 Elasmosaurus
41–50 Water mephit 3 11–20 Dire shark
51–70 Merfolk 1/2 21–30 Dragon turtle
71–90 Sahuagin 2 31–50 Large water elemental
91–100 Triton 4 51–60 Huge water elemental
61–65 Greater water elemental
Travelers from Another World Table 66–70 Elder water elemental
71–80 Sea hag
d% Result 81–85 Kraken
1–20 Another ship laden with trade goods 86–95 Adult tojanida
sails into view. The captain and his 96–100 Elder tojanida
crew are traders from an alien world
who could share news with the charac- In Your Game
ters, offer them items for sale, or
attempt to swindle them. The river of worlds can serve as a complete
maritime setting for your campaign, with the
21–40 A lone wizard using a magical characters voyaging between the worlds on
device to fly soars overhead. He seeks ships, via aerial creatures, or with magical
66
spells or items. The characters could be traders You could use this connecting realm in addition
or explorers who go from world to world in to the astral and ethereal planes, with both of
search of artifacts, to complete quests, or sim- those realms maintaining their position in the
ply to visit strange lands. In essence, you can cosmology of your campaign world. The river
treat the river of worlds like a huge ocean with of worlds might only allow access to various
In essence, apply the vortex’s effects in propor- When the characters first enter a vortex, you
tion to the creature’s movement for the round. can pick its width or randomly determine it by
At the end of the creature’s movement, apply rolling d% and treating the result as a percent-
any remaining obligatory downward move- age of one mile. For example, if you roll an 86
ment that has not yet been spent. the vortex is 86% of a mile long.
An open portal into a vortex allows the planar Random Vortex Contents Table
winds to sweep through and suck creatures,
debris, and other materials into it. Scholars the- d% Result
orize that the imbalance in planar energies 1–5 Creature: A monster or NPC with a CR
between the vortex and a plane it opens onto equal to the party’s level – 2 drifts into
causes the rush of air and material into it. view.
6–10 Creature: A monster or NPC with a CR
A 5-ft.-wide open portal creates an area of suc- equal to the party’s level – 1 floats past.
tion with a 50-ft.-radius spread. For every addi- 11–15 Creature: A monster or NPC with a CR
tional 5 ft. of width, extend this spread by 20 ft. equal to the party’s level hurtles by.
Creatures within this area must make Strength 16–20 Creature: A monster or NPC with a CR
checks (DC 10) or be dragged 4d6 feet toward equal to the party’s level + 1 soars into
the portal. In addition, failure on this check view.
reduces a creature’s speed to 0 ft. for all move- 21–25 Creature: A monster or NPC with a CR
ment modes other than burrowing. A burrowing equal to the party’s level + 2 approach-
creature can escape by digging into the earth. es the characters.
Creatures that make this check may move at 26–30 Creature: A powerful wizard who seeks
half speed but may not fly. to study the vortex inspects a portal
near the characters’ location.
All inanimate objects are dragged towards the 31–35 Creature: A flock of demons, devils, or
portal based on their weight. All objects move some other flying outsider on a mission
a base of 4d6 feet per round toward the portal. to find a specific portal soars by. The
Reduce this speed by 1d6 for every 100 lbs. creatures may attack the PCs if they
above 100 that the object weighs. For example, sight them. These creatures should
a 200-pound object would move 3d6 feet have an EL equal to the party’s level +
towards the portal per round. 1d3–1.
36–40 Creature: A creature shoots through a
A creature pulled into a portal is thrown 1d100 nearby portal and lands amidst the
feet into the vortex and begins falling on its characters. It has a CR or level equal to
next round, as described above. Creatures that the party’s level. The creature could be
are bound together remain linked, while those on the run from its enemies, or it might
able to fly or under the effects of spells such as even have knowledge of the vortex.
levitate may immediately begin to use them. A 41–45 Hulk: A battered ship, an entire build-
creature that moves through a portal under its ing, or a similar edifice floats near the
own power (as opposed to those dragged into characters. Creatures may dwell within
one) are not thrown into the vortex. They start it, or it could hold supplies the PCs
their movement adjacent to the portal they need, a map of the portals in this area
used. of the vortex, or a powerful, long-lost
relic.
While floating through a vortex, a traveler can 46–50 Corpse: The dead body of a giant, drag-
come into contact with a wide range of objects, on, titan, or similar monstrous creature
items, or other creatures. You can use the ran- floats into view. Smaller creatures may
dom vortex contents table to spawn debris that use the body as a home, dwelling with-
floats near the characters as they travel in its pockets or even pitching tents in
through a vortex. Roll 1d6 times on the table its flesh. A tribe of primitive
humanoids could worship the corpse as
70
a god, as they tear flesh from it to eat In addition to the random events that can befall
and even tend mold and giant maggots a party within a vortex, the nature of this portal
on its decaying surface. and its relationship with the planes causes dra-
51–55 Bend: The vortex bends sharply in a matic changes in its environment. A vortex can
random direction, giving the characters exhibit a wide variety of traits and features, as
can travel through the vortex to explore the For lower-level adventurers, the vortex pre-
planes, create isolated sanctuaries where they sents a dangerous environment not because of
can study and work in peace, and escape from the monsters or hazards it presents but because
powerful enemies who may seek to hunt them it can strand them far from home. One wrong
down. The creatures dwelling in a vortex could step can send a character hurtling into the void.
be explorers sent from distant worlds to plumb Luckily, the base rate of speed for the vortex is
the vortex’s depths. An accident could send low enough that a quick-thinking party can
them spiraling down the passageway, leaving save a falling comrade. As DM, you can always
them forever isolated from home. A magically choose to alter this speed in order to increase
advanced civilization could construct a plat- the danger inherent in traveling the vortex.
form and a series of staircases to access nearby Bump the speed from 30 to 60, 90, or even 120
portals. By anchoring their constructs in an to emphasize the deadly environment.
open portal, the structure could be stable However, at these speeds a single fall can kill
enough to survive. or strand a character. These limits make the
vortex much deadlier for parties below 7th
Other cultures could see the vortex as an level, as they have limited access to abilities
inescapable realm. They could throw criminals, that can save them from falling or that can
dissidents, and other undesirables into it. Over overcome the vortex’s environment. The 30 ft.
time, these outcasts could form a simple soci- speed is a danger, but not one that is impossible
ety that survives on the castoffs the portals to overcome.
sometimes belch forth. Depending on how
active the portals are, this tiny society could To really bring the vortex to life, you should
prosper or forever remain on the edge of col- emphasize the howling wind, the strange flow
lapse. If the portals provide plentiful food and of energy, and the alien environment. Any
water, small communities within the vortex items the characters find in the vortex, from a
could persist for many years. Some of the por- simple castoff sword to an entire stone temple
tals may be located below water, causing floating in the winds, should feature some ele-
steady streams of fresh water to cascade into ment that is strange and alien. Refer to ency-
the vortex at different points. A community clopedias, Web sites, and magazines for pic-
near such a stream could gather fish and other tures of odd sites and items to use during the
foodstuff from the water, allowing it to survive game. Ancient Aztec, Roman, Greek, Chinese,
indefinitely. On the other hand, if little food and Japanese cultures had art styles sufficient-
and water is available in the vortex, the micro- ly different from the medieval European stan-
societies that emerge could be dangerous to dard in fantasy campaigns to set them apart.
travelers. They could devolve into cannibalism,
leading them to greet visitors warmly to gain Dip into your collection of monster books to
their trust before killing and devouring them. find the weirdest creatures to throw at the party.
The vortex is literally an otherworldly realm.
The strange, floating islands found within the The less familiar you can make it, the better it
vortex can vary in size depending on the needs will work in your game. If the players see crea-
of your campaign. Larger ones can house tures they recognize and fight the same old
fortresses, research stations, and small villages. foes, they may view the vortex as nothing more
Strange, planar flora and fauna could live on than a handy mass transit system to the planes.
them, giving settlers a steady source of food.
These islands could be the shattered remains of When the characters enter the vortex, try to
entire demiplanes that were sucked into the design at least one challenging encounter for
vortex, wreckage from magical structures built each trip they take. Use the random vortex con-
within the vortex, or a naturally occurring phe- tents table to throw some odd sites and encoun-
nomenon spawned by the intense energies that ters at them to remind them that the vortex
flow through it. The islands are a convenient should never be taken lightly. A journey into it
location for dungeons, strange locations, should always be a dangerous proposition.
72
CHAPTER TWO: Gates to other Worlds
It may be useful to give the characters a few days along its length in search of their quarry.
magic items that they can use in the vortex to A magic item such as a planar compass could
make travel easier. Ideally, the environment point the characters in the right direction or
should remain a concern for the characters, but lead them to portals they must take to find their
unless they can travel through the vortex, it goal in the trackless, infinite pathway of the
poses little utility to them. Some of the items vortex.
from Chapter 1, such as the aethership or the
rod of planar stability, are particularly useful in
the vortex. Wormholes: Passage to
The characters could enter a vortex for a vari- Infinity
ety of reasons. A villain could flee into a vor-
tex, forcing the PCs to give chase if they are to Planar scholars of a philosophical bent often
finally defeat him. Similarly, a powerful arti- ponder the history and origin of the cosmos. If
fact could be thrown into a vortex or a quest the gods made men, goblins, elves, and
could lead the characters to enter one in order dwarves, who made the gods? And what
to find a specific planar portal. You can create spawned that process that led to the gods’ gen-
planes or worlds accessible only through a vor- esis? While most folk are content to accept the
tex. Spells or magic items that allow planar creation stories offered by various cults, sects,
travel only point out the location of a portal in and religions, many philosophers are too curi-
a vortex that leads the characters to where they ous and inquisitive to accept stories and myths
want to go. that rely on faith, rather than facts, to answer
their questions. For these seekers of knowl-
Other adventures could revolve around the vor- edge, wormholes offer the most tantalizing, and
tex itself. The characters may have to travel to at the same time the most frustrating,
a temple or wizard’s tower long ago cast into glimpse into what may have come before,
the vortex, forcing them to voyage for many and what might come after, this cosmic
reality.
73
CHAPTER TWO: Gates to other Worlds
If a vortex represents the empty void between Not all researchers agree that this analogy is an
the planes, wormholes honeycomb the raw pla- accurate representation of the cosmos. Instead,
nar material that serves as a buffer between the they see wormholes as cousins to vortices.
planes and some other reality. Or at least, that While a vortex is a chaotic construct infused
is what most sages believe. Wormholes exhibit with energy, a wormhole is much more orderly,
a number of traits that suggest they originated easier to navigate, and composed of solid,
beyond the cosmos and could connect it to physical matter. They consider vortices to be
entire universes beyond even divine reckoning. the byproduct of the energy flow that exists
between the planes. Wormholes are mere pas-
Planar researchers believe that the entire cos- sages through the planar material that bounds
mos, including the astral and ethereal planes, the vortices and separates the planes. Some
rests within a greater cosmic firmament, and researchers take this a step further, theorizing
within this layer sits other collections of planes that a vortex actually burrows through the pla-
and worlds. If the planes are islands, then the nar material and leaves wormholes in its wake.
astral and ethereal planes, and the vortices that
run between them, are like the ocean in which Regardless of the theories and models used to
they sit. To extend the analogy further, this understand them, wormholes serve as tunnels
strange material is much like the sky that between the planes. Much like vortices, they
bounds them from above. Travelers could voy- allow travelers to physically walk between
age across the waters, find new islands, and planes with a few days of traveling. While a
move from one end of the ocean to the other vortex is chaotic and difficult to navigate, a
without ever achieving the means to soar into wormhole is more stable and static. At first
the sky above. To extend the analogy, a flier glance, it appears to be nothing more than a
could reach high enough to find entirely new huge subterranean passage.
oceans or, as is the case with wormholes, new
pathways and patterns in the islands below Wormholes are named for their shape. They are
him. round, rough tunnels of a damp, clay-like sub-
74
stance that is usually cool to the touch. They found in great numbers. Other times, truly
resemble channels dug by titanic worms, hence alien, bizarre creatures can be found shambling
their name. Dim, gray light radiates from the through the tunnels. These strange creatures,
walls, providing conditions similar to very known as true outsiders, are said to originate
early morning or late dusk. In most areas of a from a realm beyond the cosmos. Sages who
Rumors abound of entire lakes or even oceans While demons and devils are a daunting threat,
that fill the lower reaches of the wormholes, they are nothing compared to rumors of the
but thus far explorers have yet to confirm such colossal monstrosities known as planar worms.
tales. Many sages point to the wormholes’ According to rumor and legend, these creatures
shape and size as evidence of their link to vor- are responsible for the formation of the worm-
tices, and their seemingly random turns and holes. As no direct evidence of their existence
twists, including frequent sharp turns up and has been uncovered, most reputable sages dis-
down, lend support to this belief. In some miss such claims as wild fantasies. Still, about
areas, explorers are forced to employ climbing once every decade an exploration party finds a
gear or spells such as fly to proceed along a new wormhole tunnel, or a section of tunnel
wormhole, as it bends and turns up or down at caked with the crushed remnants of creatures,
a sharp angle. structures, and objects that once stood within it.
The sages claim that these are merely fluctua-
Like vortices, wormholes are studded with tions in the planar bindings, natural events akin
many portals along their sides. These portals to the variations in a vortex’s winds and width.
are usually connected to the wormhole via
small side passages that branch off from its A small cult of doomsday prophets known as
sides, ceiling, and floor. Most of them are gate- the Heralds of the Worm maintains that the
ways, though some minglings that function via wormholes are infested with enormous, planar
corridors and tunnels lead into wormholes. carrion worms that threaten to someday burst
Like a vortex, a wormhole’s gates usually clus- through the cosmos’s binding and bring ruin to
ter together based on the plane or world they all the worlds and planes. Some of the heralds
lead to. In any given section of these tunnels, seek to prevent access to the tunnels. They
the portals all lead to the same or closely linked believe that activity within them angers the
worlds. Often, adventurers who stumble across worms and increases the likelihood of apoca-
a dungeon or underground portal to a worm- lypse. Other members of this loose sect end-
hole mistakenly believe they have entered lessly patrol the tunnels, desperately hoping to
some strange portion of the underworld. meet a worm, offer it worship, and gain access
to unimaginable power.
Wormholes support a surprisingly large num-
ber of living creatures. The ambient moisture The Trade Towns
and stable environment are conducive to life,
and the relative ease with which a creature can The settlements within wormholes are usually
move from a portal into a wormhole allows located in a section that offers easy access to
migrations and other large-scale intrusions to multiple planes via portals. Entire trading
take place with relative ease. Unlike a vortex, towns have arisen in this where merchants
which can drag a traveler to his doom, there is from a variety of worlds can meet to do busi-
little about the wormhole’s environment that ness. Rare spices, gems, jewels, weapons, and
can prove deadly aside from other residents armor from a multitude of realms trade hands
and intruders. in these towns. An eclectic mix of creatures,
from elves and dwarves to civilized half-fiends
However, in some areas wormholes are infest- more interested in business and profit than the
ed with strange, dangerous creatures. In areas pursuit of evil, rub shoulders.
with many portals that link to demonic or dia-
bolic realms, those planes’ evil residents can be These towns usually depend on outside
shipments for food and water, though in
75
Wormhole Mist Table
Concealment Range (miss percentage)
Mist Level 1/4 (10%) 1/2 (20%) 3/4 (40%) 9/10 (50%) Total
CHAPTER TWO: Gates to other Worlds
some cases the tepid water of the wormhole is the temperature can correspondingly rise or
enough to sustain them. The typical trade town plummet. The wormholes’ distinctive trait is
features a tall, imposing wall to keep out ram- the sometimes thick, dense mist that persists
paging monsters, while platforms for archers within them. This mist can range from a slight
and spellcasters serve to repel aerial attackers. haze to a dense cloud that obscures all vision.
These settlements are usually managed, rather The wormhole mist table describes several dif-
than ruled, by an alliance of merchants who ferent levels of concealment this mist can pro-
want to promote and sustain trade between var- vide.
ious worlds and realms. Typically, business is
too profitable for anyone to consider attacking Aside from the mist, a wormhole can feature
the settlement in open warfare. After all, war is several planar traits as described earlier in this
bad for business. It drives away customers, chapter. You can select traits that fit with the
causes losses of men and material, and exposes worlds the wormhole’s portals connect to, or
merchants to unwanted risks. Rather than allow you can simply pick ones that fit the mood or
a war to drain resources, the competing fac- encounters you want to present.
tions within a trade town rely on subterfuge,
trickery, and deceit to win their way. Wormholes can be mapped just like any other
wilderness area. In addition to an overhead
The merchants or overlords who control a trade view of the terrain, you might want to add a
town typically demand taxes on goods sold or cross section view to remind yourself of any
brought into their markets. After skimming a elevation changes, features of the tunnel’s roof
profit off this revenue, they hire mercenaries to or floor, and other odd locations. Remember
man the walls, build inns, taverns, and market- that a wormhole is not necessarily bound by the
places for visitors, and provide a review board same restrictions as a mountain range, forest,
of disinterested judges to resolve any disputes. or other outdoor environment you may map. A
Owing to this settlement’s planar origins, the spellcaster or flying creature could erect a lair
review board is usually manned by lawful neu- at the top of a tunnel, while important, heavily
tral creatures, such as ordinators (see Chapter used portals in a region could open high on the
4), who can guarantee a fair and impartial judg- wormhole’s sides. Stairs carved into the walls,
ment. The town guard frequently numbers crude elevators crafted from rope, stones, and
golems, constructs, and mercenaries recruited timbers, or other conveyances may be neces-
from across the cosmos. These mindless or sary to allow access to the wormhole’s floor.
alien guards help ensure that they enforce the
law without any preference to one group or fac- The portals that lead to a wormhole can take on
tion. Still, bribery and other favors can help almost any form except a malignancy.
sway the guards to one faction or the other. Gateways can connect to them, and in some
cases an ambitious wizard or trader could con-
Game Rules struct a passage to a wormhole in order to gain
access to the large number of portals that stud
Wormholes require few custom rules. As the wormhole’s sides. Such a gateway could
described above, they are fairly static, also allow easy access to a trade town. A vortex
unchanging environments when compared to can offer many points of entry to a wormhole,
other types of portals. The air temperature usu- reinforcing the theory that the two portals are
ally remains within the acceptable bounds for somehow connected. As mentioned above, in
living creatures, though in regions of many some cases a mingling can create a powerful
portals that connect to hot or cold worlds, correspondence between a wormhole and a
76
world. Invariably, the passageway between
them leads through a cave or hallway that slow-
ly transforms into a tunnel leading into the
wormhole’s main passage.
also determine this for themselves if their char- hole (or they could be tasked with exploring
acters come across a terrain feature that they one) and the trade town beyond. From there,
know should not be along their planned route. they can access many different planes and
worlds, allowing you to run a planar campaign
These rules add an element of uncertainty and without having to explain how relatively weak
danger to a trip through a wormhole. On the characters can survive in a distant, dangerous
other hand, they can make for a boring game if realm.
the characters become lost and spend an entire
game session wandering around your map. Many fantasy campaigns feature a town and
These rules are best used for areas with plenty dungeon combination, giving the characters a
of encounters and sites that the characters can convenient place to battle monsters, find trea-
stumble into. Otherwise, speed up the game by sure, and then return home to rest up, sell any
telling the characters their current direction and treasure they found, and meet up with friendly
letting them travel ahead a few hours. Do not NPCs who can provide advice, quests, and
narrate the entire trip, as that could become other aid.
very boring very quickly.
In a similar manner, you can use a trade town
Finally, while this section uses compass direc- as the base for a plane-hopping campaign. The
tions, in a wormhole there is no such thing as characters could use a trade town as their base,
north. Instead, use north and other directions meeting up with friendly NPCs who ask them
on your maps to keep things clear and help you to undertake missions on their behalf and
keep track of the players’ location. As long as encountering a broad range of intelligent crea-
you can determine the party’s direction of trav- tures to give them a sense of a planar
el, the players do not have to use north, south, campaign’s scope. When it
and other directions to describe their actions. comes time
For example, on your map you may have a to adven-
trade town “north” of a portal the characters ture,
use. If the characters want to walk from the
portal to the town, you can use that direction
in your own notes along with this system. If
the characters turn right while traveling north,
they are now going east, and so forth.
In Your Game
Wormholes offer a much safer, less vari-
able method of planar travel than vor-
tices. For low-level characters, a
wormhole provides a convenient access
point to a variety of worlds. If
78
planes. In contrast, a wormhole (or vortex) fea-
Random Direction Table tures dozens of portals to a wide number of
worlds. If you want the planes to play a small
d8 Direction or limited role in the campaign, a trade town
1 North and a wormhole might be overdoing it. If you
Here are a few other ideas that explain why a and facing the daunting task of trying portals at
trade town may develop and what its origin random, these explorers could found a small
means for its growth and appearance. settlement that, over time, grows into a town.
These settlements are especially common in
Defense: If planar monsters and incursions areas where the planar mists are thick, as trav-
from other planes are a problem in an area, a elers run a much greater risk of becoming lost
trade town might be founded to defend a portal in such regions.
or serve as a bulwark against invaders. In this
case, the trade town is more of a castle than a A settlement’s government is determined large-
market place. Trade and commerce could still ly by the character and moral leanings of who-
take place in the town, but the ruling govern- ever founded it. These trade towns can range
ment is most likely composed of military fig- from safe refuges that offer food, water, and
ures assigned to manage the castle. Justice is healing to slave camps where weak, vulnerable
swift and extreme, as the commanders are alert wanderers are forced to serve the bandits who
to any attempts to infiltrate and subvert the maintain it. The founder’s alignment should
fortress. Rather than an open, walled town, this play a major role in determining how the set-
place is most likely a grim fortress with thick tlement functions and how it reacts to out-
walls, fortified towers, and plenty of barracks siders.
for troops. Chances are that such a structure
was built and is currently maintained by a gov- Once you have determined the basic purpose
ernment from a world accessible by a nearby and function of a trade town, the rest is all
gate. That government may still control the details. Draw a map of the place, being sure to
fortress. In any case, a trade town built for include any shops, inns, temples, and other
defense is probably built so that the portal it is important places the characters may want to
supposed to protect is kept within a fortified visit. When creating the place’s inhabitants, try
tower or keep. to come up with a two- or three-sentence
description of the important NPCs in town.
Ghost Town: Not all trade towns grow and Unless they are going to fight the PCs, these
prosper. Some die off as trade routes dry up, characters do not need complete stat blocks. If
while others may be overrun and destroyed by you want to run adventures set in a trade town
rampaging demons, devils, and other threats. or if it should serve as a place where the char-
Ghost towns within a wormhole can serve as acters can find missions and quests, create
dungeons rife with creatures and treasure, NPCs who have conflicts and problems that
potential headquarters for the PCs’ incursions need resolution. A trader may need someone to
into the planes, or lairs for monsters and vil- find a lost caravan, while a temple to a good
lains. When building a ghost town, think about deity may face harassment or clandestine
how and why the place was built just as you attacks from an evil cult in town.
would with any other town. With its history in
mind, you can design the layout and determine
what sorts of monsters (if any) live there. A
ghost town destroyed in an attack may still be
infested by the creatures that destroyed it,
while one that has remained unused for quite
some time could host a wide range of scav-
engers and creatures looking for a convenient
lair. The dead buried within the stronghold
might animate as skeletons, zombies, or even
more powerful undead.
Worlds
Beyond
One of the hallmarks of fantasy gaming is the game or look to for inspiration and guidance in
sense of wonder it breeds, the feeling that any- building your own.
thing could be behind a dungeon door, over the
hills, or in the forest’s black depths. RPGs are Game rules and statistics derived from the d20
so much fun in part because of their freedom, SRD are designated as Open Game Content.
spontaneity, and open-ended nature. With a Non-rules text is designated as closed content.
special-effects budget limited only by your
imagination, you can literally build whatever
you can dream of when designing worlds for
the characters to visit. This chapter serves as a
guide to your world-building efforts. It covers
Building
the basics of designing a plane, such as creating
new cultures, monsters, and threats and fea-
tures details rules, planar traits, and other mate-
Worlds
rial you can use to make your job easier. While building a plane may seem like a daunt-
ing task, in reality it is only as complicated and
The first section of this chapter covers the involved as you want it to be. Many times, a
basics of world design. It describes how you plane makes only a short appearance in a cam-
can make your planes alien (or familiar) to the paign or serves as the setting for an adventure
players and includes a series of traits you can or two. In those cases, you only need to create
apply to the planes you design to give them a enough detail and information on the plane to
unique feel backed up by game rules. The next cover you for those game sessions in which it
two sections cover creatures and cultures. The appears.
material on creatures gives you rules and
advice on how to take standard fantasy mon- For example, in your campaign the characters
sters and make them strange, unknowable crea- have to chase a villain to a castle he built on a
tures. The section on cultures details the traits fiery world infested with efreet, red dragons,
and aspects of a culture that you can tinker with and similar creatures. In this case, the only
to present the characters with a truly alien, for- details you need are the villain’s castle, the
eign civilization. Finally, this chapter ends with area immediately around it, NPCs and
several sample planes that you can use in your other creatures the PCs may encounter,
81
CHAPTER THREE: Worlds Beyond
standard game setting is creating one that is too plane an important part of your campaign you
different. Thinking about the important traits can go for subtler, less obvious differences. In
and aspects of a world helps you focus your addition, detail and background information on
efforts and put the detail into areas that need it it becomes much more useful. The longer you
the most. expect the party to spend on a plane, the more
opportunities you have to show them your
Your summary sentence can take a lot of dif- world and bring out its details and important
ferent forms. Here are some examples to help aspects that might not be immediately appar-
you get a handle on the process: ent. In many ways, you can treat a world like a
kingdom, city, or other area in your campaign
“The Great Machine is a mechanical world world that would play host to a series of adven-
where constructs and golems fill the roles of tures. Flesh out NPCs, create plots and adven-
plants and animals.” ture seeds, and so on. The more you can tie
such development into the world’s unique char-
“The Nightlands is a world of eternal night acteristics, the better. For example, in a plane
where vampire lords keep herds of human cat- dominated by dinosaurs and lizardfolk the
tle.” adventures you design should involve tyran-
nosaurs as opponents, lizardfolk cultists or
As you can see, a one-sentence description of a shamans as villains, and so on. The more inter-
world covers its basic appearance, important action the characters have with the characteris-
inhabitants, and general tone. Without too tics that make your world unique, the more
much detail, you already have a basic overview likely they are to stand out as important parts of
of the challenges the characters are likely to the setting.
face in these areas and the type of development
work you need to do to bring the world to life.
For example, the Nightlands are controlled by The Top Ten Easily Overlooked
undead creatures. Perhaps divine magic is Changes
weaker there and undead gain several benefits Food: The animals and plants on a world may
on that world. be indigestible by the characters. They had bet-
ter hope they brought enough rations.
Use a one-sentence summary of a plane or
world as a guide to what you want to empha- Disease: As the exploration of the New World
size to the players and the details that should demonstrated, diseases migrate along with
come out during play. explorers. A disease could strike the PCs, or
they could expose the natives to one.
4. How Does it Fit In?
The final issue to consider in putting together a Light: We take the sun for granted, but there is
plane is its place in your campaign. If you want no guarantee that the PCs can find suitable light
a plane to serve as a setting for an adventure or on a plane.
two, you should design it with a few memo-
rable traits that are obvious and play an impor- Gravity: This may seem like a science fiction
tant role in how the game works. In this case, concept, but a plane could have higher or lower
the plane’s physical environment and monsters gravity compared to the PCs’ home.
are probably the two most important aspects as
far as the characters are concerned. The less Shape: Who says every world is a sphere?
time the characters spend in a world, the fewer Rings, doughnuts, squares, and triangles are all
opportunities you have to show them the possible forms a plane can take. Look to your
details and structure of the plane. Furthermore, dice for examples.
it does not pay to spend a lot of time explain-
ing and discussing a world that will drop Sound: Imagine an utterly silent world, where
from the campaign after a few sessions. Go sonic energy simply does not exist. Most spells
84
CHAPTER THREE: Worlds Beyond
no longer function, and the characters must use players have to absorb. In the second one, the
gestures to communicate. PCs suffer consequences because of the condi-
tions, bringing the world’s details to the fore-
Time: The characters could travel to an era in front of any situation and giving the players a
the campaign world’s past or future. reminder that they are dealing with a different
environment.
Up Is Down: Gravity does not always have to
pull objects in one direction. Perhaps multiple This section introduces rules and advice for
directions or surfaces on the world count as making your own game effects based on your
“down.” planes’ characteristics and traits. It introduces a
series of planar traits, rules modules you can
Weather: Hot and cold are obvious choices, but use to model various effects and characteristics
consider a world eternally gripped by a thun- of a world. By combining a few traits you can
derstorm, hurricane, or similar fierce weather. model almost any world you can imagine. In
addition, this section includes guidelines and
Planar Nuts and Bolts examples for creating your own traits and
worlds.
Once you have the basic idea of a plane’s
themes and important traits, you can then get to Hazards
work drawing them out and putting them into
practice. One of the key maxims in writing is To help organize the environmental effects of
“show, don’t tell.” A similar principle applies to the different traits, they are all presented as
designing things for your campaign. Rather hazards. First presented in Dungeoncraft, haz-
than tell the players that a world has freezing ards are a shorthand method for presenting
weather, impose penalties on them for the dangers other than traps and monsters.
weather. In the first case, your world’s charac- Hazards include freezing weather, a rag-
teristics are just another bit of information the ing fire, and similar threats. All hazards
85
can be broken down and described with the fol- 10 minutes later he must save again at –2. After
lowing attributes. another 10 minutes, he saves again at –4. After
still another 10 minutes, he must save again at
Name: A generic description of the hazard, –6. Each time Boris fails his saving throw, he
such as the searing heat of a lava pit, a devas- suffers the ill effects of the hazard.
CHAPTER THREE: Worlds Beyond
Initial Save: The saving throw type and DC Damage: This entry describes the effects
necessary to resist the hazard’s effects. This inflicted on those who fail their saves against
may change over time, as per the save interval the hazard. These can include temporary or
and interval penalty. A character must make permanent ability damage, hit point damage, a
this saving throw immediately after he is magical spell or effect such as slow, disease,
exposed to a hazard. If a character begins his poison, or whatever else you can create.
turn exposed to a hazard, he makes his save
before taking any actions. In some cases, a hazard inflicts damage even if
a character makes his saving throw. In that
Saving Throw Interval: Some environmental case, the damage on a failed saving throw is
hazards become progressively more difficult to listed first, with the effects on a successful sav-
cope with over time. For example, a character ing throw listed second. Some hazards, such as
marching through the desert in full plate may a river of flowing lava, are so incredibly dan-
be able to stave off exhaustion for a short time, gerous that no character could ever hope to
but eventually the strain and dehydration come into contact with them and escape
become too much for him to handle. The inter- unscathed.
val describes how often a character must make
a saving throw as long as he is exposed to the Other times, a hazard inflicts more damage as a
hazard. Even if a character fails a saving throw, character is exposed to it over time. For exam-
he must still make a new one and could take ple, a character suffering from starvation may
more damage from a hazard over time. not show many outward signs of its effects at
first, but over time he rapidly loses strength. In
An interval can also be expressed as a distance most cases, it is enough to simply apply the
or some other condition a character’s actions same effects with each failed save. However,
can fulfill. For example, a character may have some effects inflict a rapid spiral that causes
to make a Balance check for every 20 feet he progressively more damage over time. These
walks across a 60-foot-long high wire. If he effects and rules for applying them are noted in
stands in place he can maintain his balance, but the hazard’s damage description.
as he moves he risks losing his balance and
falling. Special Effects: This header covers any notes
relating to the hazard that make it unique and
Not all hazards have an interval. Once the char- provides rules to cover any special cases or
acters overcome them they no longer pose a exceptions it may entail. For example, a char-
threat. Of course, if the characters expose acter wearing a thick fur coat may gain a sav-
themselves to the hazard again, they must make ing throw bonus to resist a freezing snowstorm,
any appropriate saves or checks to resist it. while one wearing full plate in broiling heat
may suffer a penalty to his saves. Since these
Interval Penalty: Some hazards are more dif- rules cover a wide range of effects with a sin-
ficult to resist over time. A character marching gle set of standardized rules, most hazards have
across the desert loses fluids and becomes a few special effects and unique traits that are
more susceptible to heat exhaustion. Each time explained here.
the saving throw interval passes, the penalty
increases by its base amount. For example, Skills, Abilities, and Hazards: In some cases,
Boris the Bold is dealing with an environmen- rather than make a saving throw to resist a haz-
tal hazard that has a saving throw interval of 10 ard a character may instead make a skill or abil-
minutes and an interval penalty of –2. He ity check. For example, while traveling through
makes his first save without a penalty, but a thorny, briar-choked forest the characters
86
may have to make Survival checks to carve a example, the heat trait can be scaled from a
usable path and avoid taking damage. In this steamy rainforest to a fiery, hellish landscape
case, the skill check takes the place of a saving of flaming lakes and rivers of molten rock.
throw but the hazard otherwise works as nor-
mal. To resist the hazard, a character must The planar traits are broken down into several
The planar traits are a bit like creature tem- Using the Traits
plates in that you can apply them to the typical While at first glance the traits may seem
plane to easily change it to a different setting. restricted to specific types of planes and
The traits are presented first. Each one gives a sharply divided between categories, they
small section of rules or an adjustable scale you present a set of tools useful in a wide
can set to achieve the effect you want. For array of circumstances.
87
mind, you can use them in a wide range of cir-
cumstances to present and model weird envi-
ronments, bizarre magical effects, and unique
locations.
CHAPTER THREE: Worlds Beyond
Cold Trees encased in ice so thick that it forms a solid canopy of snow.
Evil A forest of trees formed from damned souls. They screech and moan pitiably.
Good A gleaming, emerald forest inhabited by elves, angels, and peaceful fey.
Heat A stand of ever-burning trees that choke the air with their smoke and ash.
Law Row after row of perfectly arranged, exactly identical trees.
Life A “forest” that is actually a patch of hair on some mammoth, dormant crea-
ture.
Necropotence A forest infested with undead trees. Use the treant’s stats, but the trees cannot
move.
Technology A maze of antennas, solar collectors, and other devices used by an under-
ground city.
Weather A stand of trees with holes worn into them by the wind. When the winds blow
strong enough, the trees whistle.
secure in their mountain peak fortresses. High gravity slows them down and reduces
Aquatic creatures present an obvious source of their fighting ability.
enemies, or they could colonize sunken cities.
The Strength modifier applies directly to the
The waterways category goes a long way to characters when they visit a place with lighter
defining a flooded world’s nature. Imagine a or heavier gravity. Compared to the world’s
land engulfed in lava, green slime, or another inhabitants, they are stronger or weaker respec-
exotic material. The chaos trait is also a good tively. A character whose speed is reduce to 0
fit. The waters could constantly shift and or less due to gravity can still move at a speed
change the terrain features that poke up of 5 ft. unless his speed was reduced due to
through them. encumbrance. If his speed was reduced due to
wearing heavy or medium armor (as opposed
Forest/Jungle: A forest or jungle can range to carrying equipment or a heavy load) he can
from a welcoming, bright realm populated by still move with a 5-ft. speed. Finally, all ranged
friendly sprites to a dark, foreboding place weapons have their range reduced in high grav-
where goblins, spiders, and worse lurk behind ity and increased in low gravity.
every tree. In a planar realm, you can vary this
terrain type’s feel by tinkering with how the In addition to its relative strength or weakness,
trees developed. One forest might have oaks gravity can feature multiple directions on a
that rise hundreds of feet into the sky, while given plane. You can nominate a single direc-
another may actually be a forest of towering tion as down and have everything on a plane
stone monoliths. Try to think of what trees arranged with that in mind. Alternatively, mul-
would be like on this world. Consider its most tiple directions could count as “down” depend-
important traits, the ones you want to bring to ing on one’s position on a world. In any room,
the forefront of the campaign, and use those to area, or plane, you can create multiple gravita-
drive your description. The alternate forest tional attractions. Select several directions for
table lists a sample forest type for several trait gravity’s pull. An object moves towards the
categories. strongest pull, tumbling in its direction as per
the standard rules for falling. For simplicity’s
Gravity: The force that keeps creatures from sake, assume that if more than one gravitation-
flying off into space could be stronger or weak- al force pulls a creature, the strongest one wins.
er on a given plane. Even if the action takes If two gravities oppose each other, the stronger
place on a flat plane, the characters might still one wins but the modifiers it grants are reduced
enter an environment where they weigh less or by the losing force’s total modifier values. If
more than what they are used to. Low gravity the weaker force’s modifiers are negative,
makes things easier on the party, as the PCs ignore them and simply use the stronger one’s
can leap over obstacles and move faster. as listed.
90
Gravit y
Gravity Strength
Level Speed Modifier Range Increment
In areas without gravity, characters must move Golems, animated objects, and other constructs
by swimming through the air. Objects float in most likely dominate these worlds. In some
space unless they somehow acquire velocity. cases an intelligent, living race could build and
Characters use the Swim skill, but reduce all maintain this realm, perhaps on behalf of some
speeds by half. Characters who can push them- powerful being. The magic and technology cat-
selves off an object must make a Strength egories provide many useful traits for this ter-
check (DC 10) to move at their normal walking rain, as undoubtedly either or both play a role
speed for a number of rounds equal to their in maintaining the environment.
Strength bonus +1, with a minimum of 1.
Objects in motion tend to stay in motion until Mountains: Soaring into the sky, mountains
they hit an object. Once a character achieves a present a daunting challenge for even the expe-
level of speed, he does not need to spend any rienced ranger or outdoorsman. They are typi-
actions to move. He continues to move in his cally cold, have few easily followed trails, and
starting direction and with his starting speed their cliffs can send an adventurer falling to his
until he hits an object. Collisions deal damage doom. Planar mountains may stretch hundreds
as if a character fell half the distance equal to of miles into the air, leading to areas of airless
his speed. An object or character that hits an vacuum. Volcanic cones may dot a mountain
object must make a Reflex save (DC 10) or range, spewing smoke, ash, and lava into the
bounce off and move in a random direction at air and down the mountain slopes. Caves in the
one-quarter of its pre-collision speed. A charac- mountains’ rocky sides could lead deep into
ter may spend a standard action to grab hold of forgotten caverns and ancient dungeons.
an object and automatically succeed at his
Reflex save. The weather category, specifically the vacuum
or thin air traits, is a natural fit for a mountain-
Zero gravity makes it easier to use ranged ous plane. Areas rife with active volcanoes can
weapons at extreme distances, since they can use the heat category, while most other moun-
soar through the air without gravity’s interfer- tains can use the traits from the cold list. Flying
ence. Multiply range increments by 4. and cold monsters fit into the mountains, while
fiery ones work in volcanic areas. Giants,
Mechanical: These worlds consist of iron dwarves, goblins, and orcs are all commonly
cogs, metal plates, and other pieces of machin- depicted as mountain dwellers.
ery. In place of rivers and valleys, there are
streams of oil and grooves worn into the rusted, Organic: This alien environment is a mon-
metal plates that form the ground. Mechanical strous living being the size of an entire world.
worlds are artificial replicas of the natural envi- The hills are lumps of flesh, the rivers its blood
ronment. The stars in the sky, the mountains and bile. Creatures that dwell within this world
that tower above the horizon, the trees in a for- could be organisms that have adapted to life on
est, all of these features are reproduced with or in the planar creature or they could be its
metal and glass. In place of rivers and oceans immune system sent to defeat intruders. The
are canals and pools. Perhaps a highly ground glistens with slime and mucous, while
advanced race slowly destroyed its world and in some areas mold and even trees could take
tried to rebuild it, or the entire plane is a grand root and thrive in rivers of spittle and plains of
experiment cast aside by a neglectful god or flesh. At random intervals, the ground shud-
still under its watchful gaze. In any case, con- ders as organs beneath it rumble into
structs replace everything that lives. motion or discharge bodily fluids.
91
Alternate Plains
Sample Plains Notes
Glass The characters stand on a massive sheet of clear glass, allowing them to see what
CHAPTER THREE: Worlds Beyond
In this bizarre landscape, almost any trait specific axes, with wind and storms forced to
works fine. In areas within the creature, the follow specific paths by the world’s strange
heat category provides tools to simulate the sti- shape, a sure sign of a plane dominated by law.
fling environment. Law, chaos, good, or evil
traits can reflect the creature’s alignment. If the Splintered: Shattered into dozens or even hun-
creature is dead, it could spawn undead horrors dreds of pieces, a splintered world consists of
that benefit from the necropotence category. chunks of solid ground that float in some medi-
um. Think of the asteroid belt, but instead of
Plains: Flat, expansive, and generally feature- drifting through space the rocks float in water,
less, plains may seem like a dull choice for ter- air, vacuum, or some other material.
rain. A journey to another world is not about to Civilizations thrive on a few individual pieces,
stand out in the players’ memories if they jour- particularly those that retained their atmos-
ney to a grassy field. On the other hand, there pheres. Others could be dead worlds, littered
are situations in which plains are a good option. with ruins and overrun by zombies, ghouls, and
If you do not want the terrain to overshadow skeletons. A splintered world may have been
other features of the world, plains are a good blasted by a great cataclysm, or it could have
choice. In addition, you can vary the material been created in its current form. Only creatures
of the plains. A featureless grassy prairie is that can survive the separating medium can
mundane. An endless glass floor floating in visit other realms, possibly allowing wildly
space is exotic. Like forests, plains can be as divergent cultures to develop. A splintered
memorable and unique as you make them. The plane could consist of radically different
sample plains table lists some ideas. worlds, each with its own set of planar traits.
Shaped: Not every world is a neatly formed The chaos traits are ideal for this terrain, since
sphere or a flat plane. A plane’s surface can the concept of a floating, randomly distributed
form a ring, cube, or some other exotic shape. world is innately chaotic. Magic and technolo-
Imagine a world built on the interior of a gy traits may play a major role in sustaining
sphere. The sun hangs in the middle, providing civilized areas against the hostile environment.
an endless day, while a careful observer could The weather takes on an important new mean-
see what lies far ahead if the world is small ing, as a fierce storm in the plane’s medium
enough. A plain shaped like a bucket could could send two chunks hurtling away from or
have a sun that dips down from the sky, reach- crashing into each other. Alliances crumble and
es its lowest point, then floats back up to the civilizations fall based on the ever-changing
heavens. You can have a lot of fun by picking geography of the plane’s habitable chunks.
up random household objects and using them
as the basis for a planet or plane’s surface. Subterranean: Imagine a world where the
Consider how gravity works, how a sun or subterranean tunnels never lead to the world
moon orbits it, and so on. above. Regardless of how far you journey up or
down, all you find are more caverns and pas-
Shaped worlds are natural candidates for the sages. Subterranean worlds are like infinite
magic and technology traits. Perhaps powerful blocks of stone and dirt honeycombed with
magic or an enormous machine formed the cracks. The endless stone stretches from one
realm, or its shape alters magic in odd ways. end of the plane to the other. Spiders, cen-
The weather systems may be directed along tipedes, and rats infest the land, while creatures
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CHAPTER THREE: Worlds Beyond
such as drow and troglodytes thrive and erect and fish swim through the waters, and the air is
sprawling civilizations. thick with flies. The creatures may not be hos-
pitable to humanoid travelers, but a swamp is
The endless darkness of a subterranean world by no means lifeless.
may make it seem like a good candidate for the
evil traits, but remember that not everything Depending on the temperature, the swamp
that dwells in the earth is evil. The dwarf or could be a steamy realm of lizards and
gnome version of paradise could be a subter- dinosaurs or a frigid, desolate quagmire. The
ranean plane. While the weather may seem evil and necropotence trait categories are ideal
irrelevant in an underground realm, magma choices for this type of terrain. Zombies and
flows can provide heat, polar areas could con- skeletons could lurk within the muck, ready to
sist of ice caves, and a planar vortex could sup- spring upon unsuspecting travelers. The grim,
ply fresh air and howling winds. Creatures dark environment could reflect the baneful
adapted to total darkness are ideal for this envi- influence of demons, devils, or other evil crea-
ronment, though in some areas strange varieties tures. Add a tinge of the supernatural to the
of stone or fungi could provide light. swamp’s description, such as ghostly appari-
tions that swirl through the waters or wailing
Swamp: The entire plane is trapped in a mire souls of the damned trapped in the mud.
of thick, gooey mud. Buildings and trees may
poke through the goop, while in some places Tundra: Swept by frigid winds, locked in the
patches of firm ground provide a solace from cold’s endless grasp, tundra worlds are lands of
the endless mire. In this environment, bugs, ice and snow. The sun may shine for only a few
rats, and other vermin thrive. Pools of stagnant brief hours a day, if at all, and the few civilized
water dot the landscape, along with forests of realms always teeter on the edge of starvation
sickly, teetering trees. Though the terrain is dif- and collapse. Ice covers the oceans, rivers,
ficult to travel through, life does thrive here. and lakes, while the weather frequently
Small animals burrow nests in the trees, snakes drives living things to seek shelter. Men,
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CHAPTER THREE: Worlds Beyond
beasts, and other creatures fight for caves and rents and shifting bodies of warm and cold
thermal springs. In such a world, the characters water dictate the weather.
face as much peril from a snowstorm as from a
frost giant or a wandering band of raiding bar- For an interesting twist on this concept, use the
barians. waterways traits to transform these worlds into
realms of endless magma, slime, and other
Obviously, the cold traits are ideally suited to materials. While difficult to survive, they can
this environment. Light is another important provide the characters with a memorable
trait, as it may be dark most of the time. You adventure. Obviously, aquatic creatures should
can tie the world’s descent into an ice age with dominate in this environment. Consider the
the decline of magic, or perhaps a rise in arcane light traits and think about how a sun would
energy tied to ice and cold helped form this operate in this environment. Perhaps it moves
world. Frost giants, ice mephits, and other crea- through the water, leaving deadly, boiling
tures adapted to the cold thrive in these realms. zones in its wake.
Freezing Conditions
This cold trait presents a variety of different
levels you can use. Like a dial, you can set it
from a mild chill to a deadly freeze. A different
hazard represents each level of cold. You can
vary the hazard’s level within a plane, or you
can use a single setting for the entire realm.
Heavy: Fortitude save DC 15; 10 minute inter- Overwhelming: Fortitude save DC 15; 5
val; –1 penalty/interval; 1d4 subdual damage; minute interval; –1 penalty/interval; 1d4 subd-
Special: There is a 10% chance each hour that ual damage; Special: There is a 10% chance
any water and potions a character carries freeze each hour that any water and potions a charac-
solid. It takes 20 minutes for a liquid to melt. ter carries freeze solid. It takes 20 minutes for
Exposing the frozen liquid to an open flame a vial to melt. Exposing the frozen liquid to
reduces this time to 5 minutes. an open flame reduces this time to 5 min-
utes.
97
The elemental traits draw on a few traits from
Snow
the magic category. Those abilities can dampen
On a world locked in a cold environment, snow spells and effects based on their descriptors,
storms can leave drifts that reach over a including elemental ones such as fire and sonic.
human’s head. Snow inhibits movement, pro- In addition to the effects listed here, use those
CHAPTER THREE: Worlds Beyond
vides cover, and can obscure line of sight. The traits to modify how spells function in planes
level of snow determines the penalties charac- with altered elements.
ters face when moving and fighting in it.
Choose a creature size from Tiny to Colossal. The traits given here list specific changes for
This size reflects the snow’s depth. Medium- many of the elements and energy types. In
size snow is knee-deep to a creature of that addition, the elemental ascendancy and enerva-
same size and so on. The penalties and benefits tion traits allow you to build environments
a creature gains depend on its size relative to where elemental creatures gain or lose potency.
the snow.
Elemental Ascendancy
Concealment: Deep snow can engulf a crea-
ture, granting it concealment against its ene- Many creatures draw on the fundamental, cos-
mies. For every size category beneath the mic energy of their respective elemental
snow’s size, a creature gains a 10% miss patrons. Efreet sustain their forms and strength
chance against all attacks directed against it. with raw fire, while water elementals depend
This miss chance cannot rise above 50%. on a plane’s connection to their home realms.
In some cases, planes feature enhanced con-
Speed: Wet, thick, and heavy, snow proves a nections and alignments with energy types. In a
difficult obstacle for smaller creatures. While realm rocked by a continual lightning storm,
tall monsters can step over or through it, punier creatures of air and electricity absorb the ambi-
ones need to burrow through or climb over it. ent energy and bathe in its comforting glow.
For every size category beneath the snow’s
level, a creature suffers a –10-ft. penalty to its The elemental ascendancy trait reflects the
speed and cannot run. This penalty applies only strength and power creatures can draw from a
to walking speed. Flying, burrowing, and other plane. Each time you select this trait, pick any
movement modes suffer no penalties in snow. creature descriptor or subtype. Creatures with
the chosen subtype gain Strength and
Snowshoes and Skis: These handy tools make it Constitution enhancement bonuses. They also
much easier to move through snow. A creature receive a damage bonus on all attacks and
equipped with either of these items suffers no effects they use that have the same descriptor
penalties to his speed and can run through snow or subtype. In addition, spells and attacks used
as normal. These items allow a character to by any creature that shares this trait’s descrip-
remain atop the snow, denying him any con- tor gain the listed bonus damage. For example,
cealment due to its depth. A pair of snowshoes an azer has the fire subtype. Any fire attacks,
or skis costs 5 gp. spells, and abilities it uses, such as its heat
extraordinary ability, deal additional damage.
Even non-fire creatures that use fire attacks
Elemental would gain bonus damage. Do not multiply this
bonus damage on a critical hit. Note that you
The same planar forces that infuse a world with
can use this trait in place of or in addition to
evil, lock into the rigid course of law, or send it
some of the category-specific booster traits,
spinning into primal chaos can also alter how
such as chaos ascendant.
the basic elements function. The elemental
traits allow you to pick one or more traits and
change how they function. Fire may glow with Elemental Ascendancy
a dull flame that barely singes skin. Electrical Str Con Elemental
spells fail to function, while a dead silence sets Level Bonus Bonus Damage
in on a world without sound. The elemental Faint +0 +0 +1d3
traits allow you to make some fundamental Light +0 +2 +1d6
changes to how the world works, introducing a Medium +2 +4 +1d8
variety of complications that can make an Heavy +4 +6 +1d10
adventurer’s life more interesting. Overwhelming +6 +8 +1d12
98
For a given type of elemental vacuum, spells
Elemental Enervation
that feature a type’s descriptor suffer the arcane
An elemental creature caught in a plane that weakness trait with a strength equal to the vac-
lacks its fundamental energy is like a fish with- uum’s power. See page 113 for details on
out water. Divorced from the source of its arcane weakness. In addition to that trait’s
99
Faint: –1 circumstance penalty to Hide.
Fire
Without elemental energy to ignite them, fires
become impossible to ignite.
Sonic
Worlds devoid of sonic energy are utterly
silent.
Faint +1 +0 +1 +0
Light +2 +1 +2 +0
Medium +3 +2 +3 +1
Heavy +4 +3 +4 +2
Overwhelming +5 +4 +5 +3
Foes gain a +2 bonus on attack rolls against emotionally trying situation, such as combat,
cowering characters. an argument, or a similar clash, he must make
a Will save each round before his action. On a
Greed: A traveler’s mind wanders to his com- failed save, he lashes out in a murderous rage.
panion’s goods, noting their fine make and If engaged in combat, he makes a ranged or
obvious value. In time, he grows to covet them. missile attack against a randomly selected tar-
The evil realm’s malignant influence plays on get. If engaged in a conversation or argument,
his growing attraction, eventually compelling he attacks whomever he speaks with. In other
him to steal against his will. stressful situations, he attacks a randomly
selected target. The evil plane warps and twists
For each hour a character spends in this area, perceptions, driving even the most mild-man-
he must make a Will save. On a failed check, he nered explorer to kill over trivial incidents. The
attempts to steal an item carried by the nearest victim of this effect must make another save
friend or ally. He may make a Sleight of Hand 1d6 rounds later or he continues to suffer this
check to pick a pocket, discreetly place an effect.
unattended item into his backpack, or other-
wise attempt to take something. As DM, you Empower Evil
decide the exact actions the character takes.
The PC loses control to the evil realm, forcing In the dark lands dominated by the fell powers,
him to take actions he might not otherwise the thick aura of evil lends strength and aid to
attempt. Until the character leaves the cloud of its adherents. Black-hearted creatures channel
baneful influence, he makes no attempt to mightier spells, swing their blades with
return the item. If confronted, he may opt to renewed strength, and shrug off spells with the
return it and has no recollection of how the merest effort. In their home territory, these foul
item came into his possession. When running villains find vitality in the very land itself. For
this effect, note each character’s Sleight of this reason, invading an evil land is a daunting
Hand, Hide, and Move Silently bonuses and prospect. The weakest kobold or demonling
secretly use them to resolve theft attempts. fights like a hardened warrior in a realm with
Unless a character notices the robbery, he this trait, forcing invaders to pay for every inch
remains unaware of his loss until he attempts to of conquered territory. From the dark lords’
use a lost item or goes through his possessions. point of view, this trait emboldens their follow-
For particularly dangerous results, mix greed ers and pushes them to compete among them-
with the hatred trait. The arguments this trait selves. In this manner, the strong rise to the top
breeds can swiftly turn deadly. and the weak fall in battle. Best of all, the con-
fidence this trait lends to their minions makes
Hatred: Simple arguments spill over into them eager to invade other lands.
deadly battles in this environment. Requests
become orders. Observations turn into Like many other traits, empower evil features
unspeakable insults. Perhaps the plane alters five different strength levels. It grants an evil
the speaker’s words, or it beguiles listeners into creature divine bonuses to attacks, skill checks,
finding veiled insults and threats where none saving throws, and spell save DCs. Apply the
exist. In any case, dear friends turn against each spell DC modifier to spells cast by evil crea-
other with deadly results. tures. All creatures with evil alignments or the
evil subtype qualify for these bonuses.
Whenever a character is subjected to an
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CHAPTER THREE: Worlds Beyond
or equal to the listed percentage, the party
Hatred of the Land
comes under attack.
Enraged by the presence of good creatures, the
very fabric of an evil plane lashes out at them. Level Attack Frequency
Trees rake them with their branches, the ground Faint 20%/24 hours
shifts to knock them prone, and bolts of light- Light 20%/12 hours
ning descend from the sky. A few evil planes Medium 20%/6 hours
are so thoroughly malevolent that they attack Heavy 30%/3 hours
invading good creatures. These realms are per- Overwhelming 40%/1 hour
haps the darkest places in all the planes. This
trait appears in worlds ruled by dark gods or The attackers should consist of animated
formed by the efforts of demons and devils. It objects with a total EL equal to the party’s level
is also common on organic worlds formed by – 1d3. This method presents them with an
the body of an evil being. encounter that can prove troublesome but has
little chance of defeating them. The creatures
This trait’s strength rating determines the spawned by this trait usually attack with sur-
strength of the attacking features of the world. prise, as they spring upon the party from
In addition, the stronger this trait the more behind or beneath them. They gain a +4 cir-
often it spawns an attacker. Set up the struggle cumstance bonus to all Hide and Move Silently
with this trait just like you would any other checks to surprise the PCs. Typical animated
encounter, save that the attack comes from the objects include trees, rocks, mounds of dirt,
party’s midst. For example, a tree or rock in the and other natural features.
middle of the party’s camp could animate to
fight them. If you want to increase this trait’s deadliness,
set the EL equal to the party’s level or their
The attack frequency shows how often this trait level +1d4–1. In this case, the animated ter-
comes into play. Roll d% once after the listed rain presents a clear threat that slowly
time period passes. If the total result is less than wears away their resources and can put
103
their lives in jeopardy. You can also tie the their toughest challenge in these realms, as
creatures’ strength to this trait’s rating. their shreds of self-doubt grow gargantuan
However, it is usually a good idea to rate the under the relentless, crushing influence of an
two separately. If you throw too many tough evil realm. The baneful nature of this trait liter-
encounters at the party, they have little chance ally saps the energy from good creatures,
CHAPTER THREE: Worlds Beyond
resemblance to terrestrial worlds. Some feature action breaks down into the possible and the
the ultimate expression of regularity and order: impossible; all variations in between, particu-
an endless, featureless, perfectly flat plane. larly degrees of difficulty, fade into oblivion.
The worlds of law are noteworthy to travelers This trait replaces all d20 die rolls with either a
for their static environments and the strong pull static number or a skewed range of results. The
they exert to fit outsiders into their sacred pat- die or result a creature uses depends on its
terns. A man walking across these realms finds alignment. Replace all d20 rolls with the die
himself stepping into a fixed, repeated pattern. ranges or results listed below. As you can see,
In other cases, planar traits take the form of this trait is a very powerful ally for the crea-
actual laws handed down by the scions of tures of law. While it enforces the orderly, pre-
order. Magic might fail to work on a plane dictable feel of these planes, be sure to use its
because its rulers decreed it. highest ratings in moderation.
Light
The sun shines upon the world, bringing end-
less, gentle light to the lands beneath it. Or per-
haps the sky remains eternally dark. Perhaps a
few stars cast a feeble glow, but otherwise the
land is encased in blackness. On a different
plane, three suns pound the land with a merci-
less radiance, turning the entire world into an
endless desert.
Glare
On some planes, natural light takes on a strange
characteristic that can prove bothersome and
even deadly to visiting creatures. Their skin
burns, their eyes suffer glare, and without find-
ing cover they can sustain serious injury.
Perhaps the world’s light is somehow different,
casting a glare that injures visitors, or a magi-
cal effect punishes all creatures that enter the
land. In any case, the glare trait allows you to
turn a world’s light into a dangerous effect that
can prove troublesome for the party. Forced to
111
travel by night, they may face the dangerous ter may have destroyed the sun, leaving the
challenge of trying to explore a world where world in ruins, or perhaps its strange ecosystem
the sun can kill them. has adapted to darkness.
Damage inflicted by this hazard counts as a fire Light: The world receives the equivalent of
CHAPTER THREE: Worlds Beyond
effect. Heat or fire resistance protects against it. bright starlight. Creatures with low-light vision
However, those abilities do not protect against can see as normal, but others must struggle in
the glare effects. Creatures native to the plane the gloom. Fungi and nocturnal creatures
are likely immune to these effects. Otherwise, thrive.
they are forced to work and travel by night.
Medium: The world is analogous to Earth. It
Faint: Fortitude save DC 10; 1 hour interval; receives the light of a sun and can feature the
–1 penalty/interval; 1d3 damage; Special: All same general climates and conditions as the
creatures that rely on sight suffer a –1 penalty real world.
to attacks and checks that require sight due to
the glare. Heavy: Two or more suns glare down upon the
world, or perhaps the sun never sets. In either
Light: Fortitude save DC 10; 30 minute inter- case, the world has warm, wet weather. Jungles
val; –1 penalty/interval; 1d3 damage; Special: and thick forests cover many parts of the land,
All creatures that rely on sight suffer a –1 but in warmer climes the heat has produced
penalty to attacks and checks that require sight deserts.
due to the glare.
Overwhelming: Multiple suns hang in the sky,
Medium: Fortitude save DC 15; 15 minute never dipping below the horizon long enough
interval; –1 penalty/interval; 1d3 damage; for the world to cool. A few isolated regions of
Special: All creatures that rely on sight suffer a thick forest and jungle arise where water is still
–2 penalty to attacks and checks that require available, but for the most part the world is a
sight due to the glare. rocky wasteland.
Magical Drought
The power of magic can wax and wane on
worlds, making it sometimes easy to command
a powerful spell and at others impossible to
command the simplest incantation. The magi-
cal drought trait allows you to add a layer of
difficulty in casting spells. Before a caster can
employ a spell, he must
114
Level Caster Level DC
Magical Flux
Faint 5
The flow of magic can run like a stream or flow Light 10
like a river. In the first case, spells trickle out Medium 15
with greatly reduced effects. In the second, Heavy 20
115
The bane of the living trait presents a series of turn resistance bonus does not apply to undead
hazards that reflect the continual, life-leeching clerics, who draw upon the realm’s might in
capabilities of many necropotent worlds. equal measure to fuel their efforts.
Creatures exposed to these worlds slowly lose
their life energy, gaining negative levels with Level Turn Resistance
CHAPTER THREE: Worlds Beyond
schools of study. Guns, cars, airplanes, and d20 rules include basic stats for firearms.
even more advanced equipment take the place
of cure spells, enchanted weapons, and other Advanced Tech
tools commonly seen in fantasy worlds.
Medusas, giants, and dragons are little more In some worlds, the strange magic of technolo-
than stories told to frighten children and enter- gy has displaced, replaced, or perhaps even
tain adults. In such realms, the characters could exists alongside arcane and divine magic. The
wield absolute power with their spells. advanced tech trait is useful shorthand for
Other times, their enchantments are lit- keeping track of the standard level of technolo-
tle use against laser rifles, mecha- gy in a world. It can range from clubs and rocks
nized robots, and battle tanks. to advanced robots and energy weapons. As
mentioned above, you can consult the core
The technology trait category rules for basic information on advanced
allows you to introduce radi- weapons or use other d20 resources to fill out
cally new settings to your these details.
planar cosmology.
Pitting paladins Arcane Masquerade
and wizards When magic enters a world ruled by technolo-
against machine gy, the guiding laws of that realm mold and
gun–toting gang- change magic to blend it into
sters, alien cyborgs, the environment. A wizard
and other menaces wandering through a
can provide a refresh- world analogous to
ing change of pace, 21st century Europe
but it presents some hidden may find that his
pitfalls that can derail a spells manifest as
campaign. Once the coincidences, explainable
adventure is over, you effects, and other appear-
may face the prospect ances that the plane’s
of characters looting pis- natives can explain using
tols, rocket launchers, science. The victim of a
and similar equipment flesh to stone spell grows
from their foes. The utterly rigid, his muscles
traits presented locked in place, rather than
here are turning into a rocky statue. A
designed to fireball causes a nearby gas
alert you to these prob- line to detonate, while magic
lems and give you tools to handle the missile takes the form of a small
integration of technology into a fantasy cam- pistol that appears in its caster’s
paign with as little (or as much!) complication hand, fires, and then disappears. The gods of a
as you want. technologically advanced world may work to
keep magic’s existence a secret. The strange
In addition to high-tech items, this category interplay between advanced science and pow-
also covers worlds dominated by technological erful spells may produce secondary visual
creations, such as golems, clockwork creatures, effects. In any event, a caster’s spells appear as
and other constructs. On some planes, such explainable phenomena.
artificial life has long since conquered organic
beings for complete dominance. In other cases, The arcane masquerade trait features an
mechanical beings evolved and prospered via Intelligence check DC that an observer may
strange, unknown processes. This trait cate- attempt to determine that a spellcaster, magical
gory allows you to develop worlds where creature, or other manifestation of magic is
living creatures give way to constructs.
118
Advanced Tech
Level Technology
Faint None: Civilization has yet to rise.
indeed a supernatural entity or effect. An These constructs show the full range of person-
observer is never forced to make this check. alities and alignments, with good and evil king-
Instead, he makes it only if he seeks an arcane doms rising to battle for supremacy.
explanation. Note that events captured on video Mechanical sages and wizards probe into the
allow an observer to make a check to note any mysteries of organic life, fascinated that intelli-
odd events, but once a check fails it cannot be gence can seem to spring naturally from the
attempted again. environment. Others view living things as
anathema, working to stamp them out to pre-
This trait provides you with a convenient tool vent them from overwhelming the realm.
to allow characters the full use of their abilities
without drawing inordinate amounts of atten- Planes with this trait can present a mix of
tion. You can combine it with portal traits such organic and artificial life, or they can feature
as transformation to give the characters equip- constructs exclusively. In the former case, the
ment and clothing appropriate to a modern or intelligent golems may use beasts of burden
futuristic plane. In some cases, you may want and live alongside humans and other civilized
to focus on scenarios more subtle than a fight- races. Sometimes, the divide between them
er jousting with a car and the wizard defeating proves too great and leads to war, but more
the city’s entire police force. This trait makes it often the two sides segregate themselves
much easier for the PCs to blend in without according to alignment rather than origin.
robbing them of their resources. Dwarves and their lawful good stone golem
allies battle orcs and endless waves of chaotic
Note that this trait leaves equipment, weapons, evil flesh golem raiders, while in other areas
armor, and other items unchanged. Unless you oppressive constructs force humans into slav-
use portal traits to alter the PCs’ appearance ery. Constructs, as intelligent, free-willed crea-
and items, they might still stick out due to their tures, have the same capacity for benevolence
gear. A man with a sword does not need to dish and malice as any other race. You can pick a
out any magical effects to attract attention. general alignment for them in keeping with
your ideas for a plane.
Level Intelligence DC
Faint 10 On some planes, organic life has either died off
Light 15 or never evolved in the first place. These
Medium 20 realms feature artificial life and nothing else,
Heavy 25 leading to forests of trees carved from jade,
Overwhelming 30 fields of thin, flexible metal grass, and other
sights. You can build an utterly alien landscape
Mechanical Supremacy or create artificial analogs to natural features.
Artificial life reigns supreme on some planes. The mechanical supremacy trait grants all con-
The magic behind golems, shield guardians, structs bonuses to their Intelligence, Wisdom,
and similar creatures runs rampant on them, and Charisma scores. These awakened
imbuing these normally mindless creatures machines also gain 2 + Int modifier skill points
with independent intellects. Constructs can per Hit Die with quadruple skill points for the
grow, learn, and master skills just like living first Hit Die. They gain one feat plus an addi-
things on these planes. Freed from the typical tional feat for every three Hit Dice they
restraints they must shoulder, they produce civ- have. As a default, these constructs keep
ilizations that rival anything erected by men, these abilities when they travel else-
elves, dwarves, and other humanoid races.
119
where while any brought into this plane remain world. A pistol, on the other hand, is a bit more
mindless. You can modify this ruling if you mysterious. The explosive force that propels a
want to restrict constructs to certain planes or bullet could be explained as magic, as could a
think it would be fun to have the party wizard’s car’s engine. Remember, though, that you can
golem suddenly gain a personality. define almost anything as “technology.”
CHAPTER THREE: Worlds Beyond
Faint: Fortitude save DC 10; 1 hour interval; Weak Air Currents: Strength DC 10; 1 round
–1 penalty/interval; 1d6 damage. interval; Moved 2d6 feet in the current’s direc-
tion; Special: A character or vessel moving
Light: Fortitude save DC 15; 30 minute inter- with a current gains an additional 2d6 ft. of
val; –1 penalty/interval; 1d6 damage. movement per round. For travel over long peri-
ods, increase the group’s speed by 5 feet.
Medium: Fortitude save DC 20; 15 minute
interval; –1 penalty/interval; 1d6 damage. Moderate Air Currents: Strength DC 15; 1
round interval; Moved 5d6 feet in the current’s
Heavy: Fortitude save DC 20; 10 minute inter- direction; Special: A character or vessel mov-
val; –1 penalty/interval; 1d6 damage. ing with a current gains an additional 5d6 ft. of
movement per round. For travel over long peri-
Overwhelming: Fortitude save DC 25; 5 ods, increase the group’s speed by 20 feet.
minute interval; –1 penalty/interval; 1d6 dam-
age. Strong Air Currents: Strength DC 20; 1 round
interval; Moved 10d6 feet in the current’s
Waterways direction; Special: A character or vessel mov-
ing with a current gains an additional 10d6 ft.
The rivers, oceans, and lakes of a plane go a of movement per round. For travel over long
long way to defining its character. Remember periods, increase the group’s speed by 40 feet.
that while water covers over half of the Earth’s
surface, few people think of it as an aquatic Boiling Water
world. This trait category allows you to spice
The ideal waterway for planes of fire, boiling
up your planes by introducing a variety of dif-
water burns creatures foolish enough to enter it
ferent substances that can fill the role normally
and forms a difficult obstacle to any character
filled by water. From seas of flaming oil to
who lacks an item or spell that protects him
streams of sludge and slime, these unique ter-
from heat damage.
rain features add a new dimension of the alien
to the outer planes.
Boiling Water: No save; 1 round interval; 1d6
damage; Special: A character fully submerged
The waterways traits differ from the other cat-
in boiling water takes 10d6 damage per round.
egories in that they present terrain features
rather than global rules you can use to make a
world different. When creating a plane, pick Dust
one of these traits to fill in the world’s oceans A tremendous cataclysm can disintegrate huge
and use it to build a strange environment for the swathes of the landscape, turning it into a thick
PCs to explore. layer of dust. A rampant magical effect causes
a desert to shift and move like a liquid body,
Not every plane needs to have strange water- allowing skiffs to move across the sands.
ways. You can use these features to populate a Creatures swim through the dirt, and deep
dungeon, add a strange location to a wilderness within it lie the forgotten ruins of an ancient
adventure, or present the characters with a civilization. Dust waterways are useful in
daunting obstacle. planes with a close connection to the earth
element.
121
Treat dust exactly like water. Spells and effects endless wastelands ravaged by a great cata-
that alter how a character interacts with water, clysm. Some of these worlds feature weather
such as water breathing, work exactly the same much like the typical inhabited world, while
when dealing with liquid dust. Characters who others have an array of strange effects. The
fall into it must swim or they risk drowning. weather traits allow you to tinker with storms,
CHAPTER THREE: Worlds Beyond
Light: Fortitude save DC 15; 5 minute inter- Medium: Fortitude save DC 15; 3 round inter-
val; –1 penalty/interval; 1d2 damage. val; –1 penalty/interval; 1d6 damage, –10
Heavy: Reflex save DC 20; 2 round interval; Dexterity damage makes all characters vulner-
–1 penalty/interval; 1d4 fire damage, exposed able to physical attacks and effects that require
to flames hazard listed below. Reflex saves. Fast, mobile characters lose
access to feats such as Spring Attack and
Overwhelming: Reflex save DC 25; 1 round Dodge, crippling their main combat abilities.
interval; –1 penalty/interval; 1d4 fire damage, Rogues, bards, and monks have a difficult time
exposed to flames hazard listed below. using skills such as Hide and Move Silently.
Flames: Reflex save DC 15; 1 round interval; Constitution damage is perhaps the most dan-
1d6 damage; Special: On a successful save, the gerous effect, as it saps a character’s maximum
flames are extinguished. A character gains a +4 hit points and can kill him should his score
bonus on this save if he rolls on the ground or drop to zero. Fortitude saves resist many
if the flames are smothered with a cloak or sim- effects that require a saving throw to avoid
ilar item. instant death.
57–60 Evil for those who can brave its treacherous envi-
61–64 Fear ronment.
65–68 Fire
69–72 Force The chaos mountain is a testament to the fury
73–76 Good and energy of the endless legions of chaos.
77–80 Lawful Many eons ago, an ambitious lord of chaos
81–84 Light known as Nimbrel schemed to pierce the
85–88 Mind-affecting planes and unleash a massive legion of gibber-
89–92 Sonic ing chaos beasts. By creating a multitude of
93–96 Teleportation portals to a variety of planes, he hoped to
97–100 Roll twice more weaken the planar bonds and plunge the entire
cosmos into entropy. In the end, Nimbrel was
too ambitious. His plan required focus and
Sample coordination beyond the capacity of chaos
legions. Yet, he did not completely fail. The
chaos mountain still stands, a monument to his
The following planes serve as examples of The chaos mountain is a massive peak that cuts
what you can do with the various traits present- through a variety of planes. Many portals are
ed earlier in this chapter. Use them as settings set along its slopes, with each of these gate-
for adventures, examples for your own design ways connecting to a different world. At the
work, and components in your campaign’s sys- mountain’s highest points, it breaks into planes
tem of worlds and planes. that are otherwise inaccessible to travelers.
Some claim that Nimbrel’s legion of workers
Each of the sample worlds includes a one sen- and mighty spells fell apart when they came
tence summary that describes its basic traits, into contact with these planes. Whether these
background, a description of its appearance, realms terrified the chaos lord into stopping his
notes on its inhabitants, and a list of traits that work or lured him into a life of peace and tran-
apply to it. Traits are listed by name, with their quility, none can say.
strength (if applicable) followed by category
listed in parentheses. For traits that have easily The mountain forms its own plane. The land at
summarized effects, their specific details are its base extends a few miles in every direction,
listed in the trait summary. a bare, rocky plane devoid of life. The moun-
tain is 200 miles wide at its base and extends
Many of the sample planes are built on classic 100 miles into the sky. At its uppermost point,
archetypes of fantasy literature and gaming. it is barely a few hundred feet across. Caves,
These examples are by no means canonical paths, and caverns dot its sides. In many places,
guides to these places. Instead, think of them as the pathway is no more than three feet across.
templates or starting points for your own planar Chaos beasts are common here, as are preda-
campaigns. tors from the many worlds to which the moun-
tain connects.
The sample worlds use the traits as a basis for
entire settings that you can quickly put togeth- The weather around the mountain is continual-
er. They combine several traits together to form ly stormy. At times, howling winds composed
a model you can use for your own planes. With of the souls of chaos creatures who died in the
a few tweaks, you can design dozens of planes mountain’s construction descend upon travel-
with a few adjustments to the basic examples. ers, tearing away their sanity with long, mourn-
ful shrieks and cries. Even in the absence of
this supernatural gale, the wind drives snow
and freezing gusts against the mountain. Many
128
icy creatures lurk upon the mountain, and rocs
swoop down to pluck travelers from the path-
ways.
Traits
The Fens
Summary: The home plane of hags and other
twisted creatures, the fens are a mammoth, pla-
nar swamp infested with evil.
and scouts. Other hags work as guardians and purpose none can guess. A dim, continual radi-
watchers for other evil beings. A villain might ance cloaks this plane in a continual, evening
entrust a hag with hostages, stolen items, and glow.
other things he may want to keep hidden away.
Sometimes, the greedy, mercenary hags deal Golems and other constructs, granted intelli-
with heroes, selling them information or gence by this plane’s strange magic, inhabit the
prophecies at a steep price. While these predic- machine. They construct small shelters of
tions are not always trustworthy, for enough metal scavenged from the machine’s inner
gold a hag gladly betrays its allies and cus- workings, resting within them between their
tomers. long bouts of working to ensure that the
machine continues its function. The golems
The swamp itself holds little of value. The hags and their mechanical allies must be vigilant, for
long ago dredged it for anything of value. chaos creatures of all types (see Chapter 4)
Aside from alligators, the odd dinosaur, and a wage a continual war against them. In some
vast array of vermin, it holds nothing of note. areas of the machine, the elemental force of
chance has overwhelmed the machine’s struc-
tured order. Gears spasm and shudder in erratic
Traits patterns, and the very structure of this planar
mechanism melts and fades. Sages theorize that
Elemental Ascendancy (Acid): Creatures with the machine is an important component of the
the acid sub-type gain +6 Strength, +8 endless war between law and chaos. Its struc-
Constitution, all acid attacks deal +1d12 dam- tured regularity is anathema to the chaos lords,
age (Overwhelming, Elemental); Empower and as such they commit waves of their follow-
Evil: Evil creatures gain +5 to attacks, +4 to all ers to its destruction.
skill checks, +5 to saves, and a +3 bonus to
their spells’ save DCs (Overwhelming, Evil); In many areas the great machine is a blasted
Extreme Heat: Fortitude save DC 15; 30 battlefield, with golems and the occasional
minute interval; –1 penalty/interval; 1d4 subd- paragon of law standing against massive
ual damage (Medium, Extreme Heat); hordes of minor chaos creatures. Thus far, the
Sunlight: This world receives the equivalent of machines have held their ground. The great
bright starlight. Creatures with low-light vision machine continues to tick down to its unknow-
can see as normal, but others must struggle in able destiny, but the forces of chaos press for-
the gloom. Fungi and nocturnal creatures thrive ever onward. Whatever the machine’s purpose
(Light, Light); Air Currents: Strength DC 15; 1 may be, it might never reach it without the aid
round interval; Moved 5d6 feet in the current’s of heroes.
direction; Special: A character or vessel mov-
ing with a current gains an additional 5d6
Traits
movement per round. For travel over long peri-
ods, increase the group’s speed by 20 feet Arcane Instability: 10% chance spells turn into
(Moderate, Waterways). different spells (Light, Chaos); Strength of
Pattern: Will save DC 15; 15 minute interval;
The Great Machine –1 penalty/interval; repeat last action or 1d10
damage (Medium, Law); War World: There is a
Summary: In the world of the great machine, 20% chance per hour that a group of animated
constructs work tirelessly to overcome chaos’s objects with an EL equal to the party’s level
relentless advance. attacks. This trait applies only if a member of
the party is chaotic (Medium, Life);
Visitors to the great machine find themselves Mechanical Supremacy: Constructs gain +14
standing on a great plane of bronze. Rivers of Int, +16 Wis, +14 Cha (Overwhelming,
oil flow through channels carved into the Technological).
ground, while in the distance mammoth
gears slowly tick from one monstrous tooth
130
CHAPTER THREE: Worlds Beyond
The dukes of hell divide this plane into separate
Hell realms, each with a distinct character based on
its ruler’s nature. The traits listed below cover
Summary: A fiery inferno inhabited by devils the general conditions within this dreaded
that torment the souls of the wicked. place. You can add additional traits to cover
specific regions.
The classic realm of evil, hell is a fiery plane
where devils endlessly torment the souls of the Traits
damned. The dukes of hell reign over this place
with iron fists, demanding absolute loyalty Extreme Heat: Fortitude save DC 15; 10
from their followers. Meanwhile, they all end- minute interval; –1 penalty/interval; 1d4 subd-
lessly plot to subvert and cheat hell’s diabolic ual damage (Heavy, Heat); Empower Evil: +3
order. Ambition rules over all in this terrible attacks, +2 checks, +3 saves, +1 spell DCs
place, as the devils seek solely to advance and (Medium, Evil); Arcane Potency: Fire spells
grow their personal power. gain +1 save DC, +2 caster level (Medium,
Magic); Magical Veil: Divine magic used by
Hell is a twisted mockery of all that is good and good casters, DC 15 caster level to us spell
wholesome in the cosmos. The forests are (Medium, Magic).
twisted, charred stands of withered trees. Its
few seas boil from the heat and churn in the The Nightlands
wake of massive, ravenous beasts. All evil and
lawful outsiders are perfectly at home here. Summary: The Nightlands is a world of eter-
The souls trapped in hell take the form of nal night where vampire lords keep herds of
ghosts, zombies, or lemures. The devils pass human cattle.
their time tormenting these poor creatures,
who, regardless of their wounds, arise again to Gripped in eternal twilight, the Nightlands
face another day of unending pain. are a haven for powerful undead crea-
tures. Centuries ago, this plane was much
131
like any other land. Human, dwarf, and elf The savage forest appears at first glance to be
kingdoms controlled much of the world, while nothing more than a thickly wooded land. The
orcs, goblins, and other barbarians nipped at trees grow close together, and ferns and other
their borders. undergrowth choke the few patches of clear
ground. Disarmed by the plane’s tranquil
CHAPTER THREE: Worlds Beyond
This carefully maintained balance was facade, heedless travelers stretch out, relax, and
destroyed when the world’s sun sputtered out prepare for a pleasant stay. Such rash actions
and died. While the living fought and bickered invariably lead to the death of those foolish
over their trivial concerns, an unholy alliance enough to enter this dreaded plane.
of vampires and liches gathered to seize the
world. They wrought a mighty ritual that extin- The savage forest acts much like a gigantic
guished the sun. In a single night, the undead organism that sees all non-native life as a dan-
legions boiled from burial grounds, tombs, and gerous, foreign virus that must be eliminated.
underworld caverns to conquer the living. The trees grasp at visitors with their branches,
Divided by centuries of warfare, the men, orcs, seeking to rend and tear them with supernatur-
and elves proved no match for the endless al strength. Wolves, birds, and other mundane
legions of skeletons and zombies. Their con- animals gather in packs to hunt down and kill
quest complete, the undead lords enslaved the all who enter this land. Even the air is an
surviving humanoid populations and, in many enemy, as it holds many diseases that can over-
cases, used them as food stock to satisfy the whelm and kill a traveler.
undead legions’ thirst for the living.
Despite these dangers, the savage forest draws
Currently, the vampire lords and lich-kings more than its share of explorers. Supposedly,
have completed a ritual that channeled heat the forest and the animals within it were
energy from the plane of fire to the Nightlands, charged to guard some great treasure by a pow-
staving off an ice age. Though these dread lords erful druid. This nature priest’s magic was so
worked together to conquer their world, rival- powerful that he was able to bend the ecosys-
ries, hatreds, and jealousies divide them. Their tem of an entire world to his will. While the
undead legions regularly march to war, while druid’s name, intentions, and the details of the
living creatures kept for food have become a treasure he hid are lost to the mists of time, his
valuable commodity. Their ghoul keepers legacy lives on.
brand them at an early age and herd them in
large, walled farms. In a few places, resistance The presence of plant-choked ruins within the
against the undead continues. Groups of orcs, savage forest is a testament that something or
elves, and humans, all of whom have long since someone once dwelled here. Whether they
cast aside their differences, fight a guerilla war were destroyed as part of the druid’s ancient
to free their kin and smash the undead. They pact, none can say. Sometimes, fugitives and
infiltrate the cities of ghouls and ghosts, seek- powerful spellcasters flee here to escape their
ing artifacts and weapons they can use to strike enemies and establish a secure base. By using
down the undead overlords. In some cases, powerful spells to protect their domains, they
they flee to other worlds in search of aid. gain the services of a legion of unwitting
guardians.
Traits
Traits
Sunlight: no sun (Faint, Sun); Arcane Potency:
Necromancy+2 save DC and caster level Plague World: Fortitude save DC 20; Special:
(Heavy, Magic); Kingdom of the Dead: +5 turn Disease with 1 day interval; –1 penalty/inter-
resistance (Overwhelming, Necropotence); val; 2 points of temporary Con damage
March of the Dead: creatures animate as skele- (Medium, Life); War World: There is a 20%
tons or zombies one hour after death (Faint, chance per hour that a group of beasts, plants,
Necropotence). or other creatures with an EL equal to the
party’s level attacks. These creatures gain the
The Savage Forest barbarian’s rage ability (Heavy, Life); Hatred
of the Land: 40%/1 hour plants animate and
Summary: The land itself seeks to extermi- attack (Overwhelming, Evil).
nate all who invade the savage forest.
132
Traits
The Shattered Sphere
Terrain (Splintered); Sunlight: Equivalent of
Summary: Dozens of rock chunks float within starlight (Light, Sun); Waterways: Air currents
space, forming the world known as the shat- blow between the asteroids, allowing grand fly-
CHAPTER FOUR
Threats &
Civilizations
The planes host a vast array of creatures and say, the planes can spawn a staggering variety
civilizations. From the strange creatures that of civilizations and social groups. The text of
lurk between the cosmic fabric to the eternal this section is designated as closed content.
war between the forces of pure law and ele-
mental chaos, the planes are filled with mon-
sters and creatures that you can throw at the
Creating Civilizations
characters in your campaign. This chapter pro- Depicting a planar civilization as a truly unique
vides advice for depicting strange civilizations and different culture is no easy task. On the one
and tailoring creatures for use in a planar cam- hand, it is important to keep the groups the PCs
paign, and presents a variety of new monsters encounter at least somewhat recognizable. If
to surprise your players. If Chapter 2 gave you the characters have no means by which they
the tools to send the characters to the planes can communicate with a group, never mind
and Chapter 3 presented a menu of options for navigate its conventions and traditions, their
building them, this chapter outlines the ene- encounter with it can be frustrating rather than
mies, monsters, and allies the characters can challenging.
meet there.
The best way to start designing a planar civi-
lization is to follow much of the same advice
Planar given for creating new worlds. Start with one
or two unique traits that set a civilization apart
from other groups the PCs have encountered.
Civilizations Think about how those traits would make a
society different and how you can use them to
illustrate the group’s unique traits to the players
One of the challenges that the characters can and their characters. Telling the PCs that a
face in planar adventures is meeting and deal- group of planar barbarians regard pain as a
ing with exotic cultures. Consider the various near-sacred sensation is nowhere near as effec-
historical empires and cultures in the real world tive as describing how the barbarians brand
and how their societies, architecture, and social themselves with hot iron, insert metal pins into
structures developed. Now, imagine if they their skin, and ritually scar themselves. If the
originated on different planes. Needless to barbarians expect the PCs to engage in similar
136
practices to show their good faith as ambas-
Details and Unique Traits
sadors, then that unique cultural trait becomes
an important part of the game as the players After you have thought about the civilization’s
grapple with exposing their characters to such basic traits, you should consider any strange
dangers. The best unique cultural traits have a traits or characteristics that set it apart from
31–40
palms
Clawed paws
The Automatons
41–50 Hook tentacles In the depths of history, a race of known as the
51–60 Spiked protrusions Anarrians developed the art and science of pro-
The new monsters given in this chapter repre- The Anarrians conquered portions of several
sent several planar groups or unique creatures worlds, but in due time their appetite for con-
that wander the cosmos. The text of this section quest outweighed their ability to fight. They
is designated as Open Game Content. underestimated their enemies’ will to fight,
and several protracted campaigns put
unendurable strains on their supply lines.
139
CHAPTER FOUR: Threats & Civilizations
Their fighting machines sputtered and col- ancient wars of conquest still wander the
lapsed on the battlefield, while the civilians wormholes and gateways of creation, destroy-
who remained behind grappled with starvation ing all living things they encounter. Rumors
and thirst. With each passing day, the swirl of massive armies of automatons that
Anarrians’ supplies dwindled while they stood move like clouds of locusts across the land,
no closer to victory. Soon, a great revolt shat- destroying everything in their path as they con-
tered the power of the leaders who had ordered tinue to obey commands given to them thou-
the invasions. Caught without supplies, their sands of years ago.
conquering hosts were scattered to the winds in
a stunning series of defeats. Dreadnought
In short order the Anarrians devolved into sav- Huge Construct
agery, forced to fight over the scraps of their Hit Dice: 20d10 (110 hp)
dead civilization. A few of their great wizards Initiative: –2
escaped to the planes with the secret of their Speed: 20 ft. (4 squares)
magic, but in a short period of time knowledge AC: 21 (–2 size, –2 Dex, +15 natural), touch 6,
of the constructs and the gates to other worlds flat-footed 21
was lost. Anarria passed from the annals of the Base Attack/Grapple: +15/+29
planes, a mere footnote listed among other Attack: Bladed leg +19 melee (2d6+6)
ambitious realms with a taste for expansion. Full Attack: Bladed leg +19/+14/+9 (2d6+6)
Space/Reach: 10 ft./10 ft.
While Anarria has passed into history, the tools Special Attacks: Fire blast, holocaust engine,
of its military power remain active. Their impaling spikes
automatons have spread across the planes. In Special Qualities: DR 15/magic, spell immu-
some cases, ambitious mages use ancient plans nity, spell-like abilities
to rebuild them as servants. Other times, Saves: Fort +6, Ref +4, Will +6
some of the machines that remain from the Abilities: Str 22, Dex 7, Con —, Int —, Wis
140
11, Cha 10 struct suffer 16d6 points of fire damage. A DC
Environment: Any 24 Reflex save halves this damage. The dread-
Organization: Solitary, squad (2–5), swarm nought can activate this ability once per day,
(4–16) and it loses the use of its fire blast for 1d4 hours
Challenge Rating: 12 after employing it. The save DC is Charisma-
The dreadnought once served as the primary Spell Immunity (Ex): The powerful magic
siege engine and terror weapon in the that spawns a dreadnought renders it immune
Anarrians’ conquering armies. Equipped to to a wide range of spells. Only a few spells
spread as much devastation as possible, the have any effect on it. Rusting grasp deals nor-
dreadnought’s piercing legs and fiery cannon mal damage to it. Heat metal and chill metal
have leveled many settlements over the cen- deal damage to it as per the spell descriptions.
turies. Small swarms of these machines still Repel metal or stone affects it as normal.
scour the planes, sweeping away everything in Shatter deals it damage as if it were a crys-
their path in a bid to win a war that ended cen- talline creature. Disintegrate affects it as nor-
turies ago. mal. Other spells simply fail to have any effect
on the dreadnought. In addition, the dread-
Combat nought is immune to supernatural abilities and
spell-like effects, save for those that duplicate
In battle, the dreadnought uses simple tactics to the spells listed above.
overcome its enemies. It tries to use its fire
blast attack to soften an opponent before wad- Spell-like Abilities (Sp): 1/day—gate, tele-
ing in with its bladed legs. If multiple dread- port. Caster level 20th.
noughts can gang up on a single target or group
of enemies, they coordinate their fire blasts to Construct: Immune to mind-influencing
engulf them in a hellish inferno. Dreadnoughts effects, poison, disease, and similar effects. Not
rarely use their holocaust engine attack unless subject to critical hits, subdual damage, ability
they are on the verge of defeat. At that point, damage, energy drain, or death from massive
they unleash their fiery innards to either damage.
destroy their enemies and survive or to inflict
one last parting shot on the enemy.
Spiked Demolisher
Fire Blast (Su): As a standard action, the
Large Construct
dreadnought can unleash a cone of fire 60 ft.
Hit Dice: 8d10 (44 hp)
long from the tubes set on its legs. Any creature
Initiative: +0
caught in this blast suffers 14d6 points of fire
Speed: 20 ft. (4 squares)
damage. A DC 20 Reflex save halves this dam-
AC: 19 (–1 size, +10 natural), touch 9, flat-
age. The dreadnought can use this ability once
footed 19
every four rounds. The save DC is Charisma-
Base Attack/Grapple: +6/+14
based.
Attack: Spiked hammer +9 melee (2d8+6)
Full Attack: Spiked hammer +9/+4 melee
Holocaust Engine (Su): By triggering all four
(2d8+6)
of its fire blasters at once and consuming all of
Space/Reach: 5 ft./10 ft.
its onboard fuel, the dreadnought can spread a
Special Attacks: Spike shower, stagger-
wide swathe of destruction in the area around
ing blow
it. All creatures within a 60-ft. burst of the con-
141
Special Qualities: DR 5/magic Staggering Blow (Ex): The demolisher’s brute
Saves: Fort +2, Ref +2, Will +1 strength allows it to land a crushing blow
Abilities: Str 18, Dex 11, Con —, Int —, Wis against its foes, staggering them and leaving
7, Cha 8 them knocked senseless. Once per round, the
Environment: Any demolisher can use a full attack action to make
CHAPTER FOUR: Threats & Civilizations
Organization: Solitary, squad (2–12) a single attack. If it hits, its target must make a
Challenge Rating: 4 DC 18 Fortitude save or be stunned for 1d3
Treasure: Standard rounds. The save DC is Strength-based.
Alignment: Always neutral
Advancement: 9–16 HD (Large); 17–28 HD Construct: Immune to mind-influencing
(Huge) effects, poison, disease, and similar effects. Not
Level Adjustment: — subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive
This towering, metallic humanoid looks like a damage.
suit of armor spawned from some infernal
workshop. Its face is crafted to resemble a
snarling human, while long, sweeping steel
Venomhatcher
horns are set on its helmet. Short, sharp spikes Large Construct
cover its chest, arms, and shin guards. It hefts Hit Dice: 10d10 (55 hp)
a spiked, steel hammer the size of man with Initiative: +0
casual ease. Speed: 30 ft. (6 squares)
AC: 20 (–1 size, +2 Dex, +9 natural), touch 11,
Spiked demolishers formed the vast bulk of the flat-footed 18
automaton armies. Serving as foot soldiers in Base Attack/Grapple: +7/+14
the metallic legions, they marched into battle to Attack: Leg stab +9 melee (1d8+3)
conquer their masters’ enemies. Demolishers Full Attack: Leg stab +9/+4 melee (1d8+3)
frequently travel with dreadnoughts and ven- Space/Reach: 5 ft./10 ft.
omhatchers, helping them complete missions Special Attacks: Acid stream, venom cloud
programmed into them in ages past. In some Special Qualities: Acid resistance 30, blind-
cases, these machines still guard ancient out- sight 60 ft., DR 10/magic, spell immunities,
posts, dungeons, and other areas that hold trea- spell-like abilities
sures once hoarded by the Anarrian nobility. Saves: Fort +3, Ref +5, Will +4
More than one small town or village has been Abilities: Str 16, Dex 14, Con —, Int —, Wis
leveled after curious adventurers unwittingly 13, Cha 11
opened a cache containing these guardians, set- Environment: Any
ting them loose to exterminate all creatures that Organization: Solitary, team (2–6), horde
could pose a threat to the riches they guard. (4–20)
Challenge Rating: 8
Combat Treasure: Standard
Alignment: Always neutral
Demolishers fight with a grim, relentless
Advancement: 11–20 (Large); 21–30 (Huge)
strength. They ignore the injuries they sustain
Level Adjustment: —
in favor of focusing their attacks on their ene-
mies. This tactic can prove their undoing, as
Before you stands a strangely organic, four-
clever adventurers place as much open ground
legged mechanical creature with a long, sinu-
between themselves and these constructs as
ous head that extends to jet black, inky fluid. In
possible to rain missile fire and spells upon
a matter of moments, every living thing touched
them.
by that foul material turns brown and dies.
Spike Shower (Ex): Once per hour, the spiked
Venomhatchers were designed to clear an area
demolisher can fire a volley of razor sharp
of native life, wiping away forests, towns, and
spikes from its hull in a cone 30 ft. in length.
even large groups of enemies to clear the way
Creatures in this area must make DC 13 Reflex
for the Anarrian invasion force. These organic
saves or suffer 2d4 points of damage. The save
machines were rarely deployed in close ranks
DC is Charisma-based.
with other troops, as their attacks tend to cover
a wide area that wrought devastation on both
142
sides of a fight. Venomhatchers were sent on toxic smoke from its body that extends in a 30-
long, circuitous routes through the planes with ft. area around it and 20 ft. in the air above it.
orders to destroy any living thing they encoun- The smoke is stationary once created. It
tered. Experienced adventurers have learned to obscures all sight, including darkvision,
tread carefully in sections of wormholes that beyond 5 feet. A creature 5 feet away has one-
tence, some of the most fundamental building that led to their creation, and the general
blocks of the cosmos came into being. Before arrangement and function of the planar system.
the gods, before the first intelligent humanoids, Some avatars try to influence their home plane,
before the first sparks of magic lit the endless driving it closer to the ideals and thoughts that
dark, beings of pure thought and action formed spawned them. Others pay no heed to their
from the primordial mists. Some sages believe birthplace, instead striking out on their own to
that these creatures were the first steps in the advance their nature however they see fit.
creation of the cosmic order. They embody the
qualities, beliefs, and actions that form the All avatars share a few common abilities listed
foundation of all intelligent life: death, hope, below.
knowledge, and other traits. What became of
these beings is a mystery. Some researchers Cosmic Link: An avatar of a given type auto-
posit that these beings of raw emotion, thought, matically senses the presence of other avatars
and potential splintered into the gods. Others that share its nature within 100 miles of its cur-
see them as cosmic shepherds who venture rent position. While within this range, the
beyond the fabric of reality, seeding worlds avatars can communicate via telepathy. No bar-
from raw nothingness and maintaining the per- rier, regardless of its thickness or composition,
fect universal balance between chaos and can prevent this communication.
order, good and evil, life and death.
Eternal Form: When an avatar is reduced to
The avatars of thought and action are the sole zero or fewer hit points, it immediately disap-
remnants of these entities’ influence on reality. pears along with any of the items and equip-
These beings are the purest, most absolute rep- ment that formed with it. For example, an
resentation of the traits they embody. Some of avatar of death disappears along with its scythe
them remain isolated from reality, content to when it perishes, but any other equipment it
turn their interests and studies outward. Others may have carried remains behind.
are driven to spread the power of their trait
across the planes, actively seeking out enemies
to defeat and avatars of qualities that oppose
Avatar of Death
their own. Many great, heroic quests have Medium Outsider (Evil)
involved the avatars. An avatar of knowledge Hit Dice: 12d8+24 (78 hp)
may be the only being that knows the answer to Initiative: +6
a sphinx’s riddle, while an avatar of rage might Speed: 30 ft. (6 squares)
be the force behind a sudden barbarian inva- AC: 20 (+2 Dex, +8 natural), touch 12, flat-
sion. footed 18
Base Attack/Grapple: +12/+15
In any event, a nearly countless number of Attack: Scythe +19 melee (2d4+7/19–20/x4)
avatars exist for each quality, though a particu- Full Attack: Scythe +19/+14/+9 melee
lar plane or world may have none, a few, or (2d4+7/19–20/x4)
many. The avatars exert a planar distortion Space/Reach: 5 ft./5 ft.
wherever they travel, helping to shape a Special Attacks: Death’s cold grip, death’s
world’s development towards the traits and scythe, eye of doom
qualities they embody. For example, a world Special Qualities: DR 10/good, spell resis-
torn apart by war may host several dozen tance 21, spell-like abilities
avatars of rage, while one known for its Saves: Fort +10, Ref +10, Will +12
advanced learning and mastery of arcane stud- Abilities: Str 17, Dex 14, Con 15, Int 15, Wis
ies could be home to a small conclave of 19, Cha 16
avatars of knowledge. Skills: Bluff +13, Concentration +12, Heal
+14, Hide +12, Intimidate +13, Knowledge
Avatars arise when a plane takes a sudden, (the planes) +12, Listen +14, Move Silently
drastic turn to reflect one of these creature’s +12, Sense Motive +14, Spot +14
144
Feats: Cleave, Improved Initiative, Power
Attack, Spell Focus (Necromancy), Weapon
Focus (scythe)
Environment: Any
Organization: Solitary
145
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral good
CHAPTER FOUR: Threats & Civilizations
Advancement: —
Level Adjustment: —
Combat
In battle, an avatar of hope stands near the front
lines but avoids direct confrontation. Her role
is to inspire and lead, though not necessarily by
example.
Avatar of Hope Fury of the Righteous (Su): Once per hour,
Medium Outsider (Good) the avatar of hope can strike terror into the
Hit Dice: 3d8+3 (16 hp) hearts of evil creatures. Exposed to the power
Initiative: +7 of righteous hope, foul-hearted creatures see
Speed: 30 ft. (6 squares), fly 100 ft. good (20 that they can never truly conquer the forces of
squares) good. All evil creatures within a 60-ft. burst of
AC: 13 (+3 Dex), touch 13, flat-footed 10 the avatar must make DC 18 Will saves or suf-
Base Attack/Grapple: +3/+3 fer a –2 morale penalty to attacks, checks, and
Attack: Quarterstaff +3 melee (1d6) saves. The save DC is Charisma-based.
Full Attack: Quarterstaff +3 melee (1d6)
Space/Reach: 5 ft./5 ft. Song of Bravery (Su): As long as the avatar of
Special Attacks: Fury of the righteous hope continues to sing, she may use her
Special Qualities: DR 10/evil, song of brav- Perform check in place of any Will save
ery, spell immunity, SR 25, vessel of hope attempts that good creatures within 60 ft. of her
Saves: Fort +4, Ref +6, Will +8 make. The avatar must spend a standard action
Abilities: Str 10, Dex 17, Con 13, Int 18, Wis to begin singing, but afterward she only needs
16, Cha 24 to use a free action to sustain her performance.
Skills: Diplomacy +15, Heal +12, Perform Effects such as silence cancel this ability. Each
+15, Spot +12 time a good creature within this ability’s range
Feats: Improved Initiative, Iron Will makes a Will save, the avatar makes a Perform
146
check. The creature making the saving throw Before you stands a platemail-clad warrior.
uses the higher of the two results. The avatar The armored figure bears a greatsword and
gains the benefits of this ability. wears a belt with severed heads lashed to it.
The names of various crimes—rape, murder,
Spell Immunity (Su): The avatar can never be torture— are written on the heads with dried
An old man clad in white robes and bearing All-Knowing: The avatar of knowledge has
a thick book and an hourglass sits hunched access to all fields of study, no matter how
148
strange or obscure. His Knowledge skill bonus
applies to all possible specialties and sub- A human female clad in blood soaked bandages
groups of that skill. For example, he uses his and bearing a scourge stands before you.
listed Knowledge (all) skill for checks con- Blood flows down her body, dripping into a
cerning arcana, the planes, religion, nature, and pool that slowly grows at her feet. A mere
entries, they are summarized here. Not every Hit Dice: 6d8+12 (39 hp)
chaos lord has all of these abilities. Initiative: +6
Speed: 30 ft. (6 squares)
Chaos Legionnaire (Ex): Creatures in the ser- AC: 16 (+2 Dex, +4 natural), touch 12, flat-
vice of chaos gain several abilities. They are footed 14
immune to all mind-influencing effects, dis- Base Attack/Grapple: +6/+6
ease, and sleep effects. They have resistance 20 Attack: +6 quarterstaff melee (1d6)
to a randomly determined energy type. Roll Full Attack: +6/+1 quarterstaff melee (1d6)
once on the table below. Space/Reach: 5 ft./5 ft.
Special Attacks: Call of chaos, spell-like abil-
d% Energy Type ities
1–20 Acid Special Qualities: Child of chaos, DR 10/law-
21–40 Cold ful, liquid body, SR 20
41–60 Electricity Saves: Fort +7, Ref +7, Will +6
61–80 Fire Abilities: Str 11, Dex 15, Con 14, Int 13, Wis
81–100 Sonic 12, Cha 16
Skills: Bluff +10, Concentration +9, Hide +9,
Child of Chaos (Ex): Chance and random luck Knowledge (arcana) +8, Knowledge (the
swirl about the lords of chaos like a storm. Any planes) +8, Listen +7, Sense Motive +8,
creature that tries to fight them must struggle Spellcraft +7
with this effect. Bad luck plagues chaos’s ene- Feats: Dodge, Improved Initiative, Spell Focus
mies. Whenever the enemy of a child of chaos (Transmutation)
must roll dice while fighting it, he must roll Environment: Any
two separate sets and take the lower result. For Organization: Solitary, coven (2–5), cult
example, a fighter attempts to strike a madness (3–18)
giant with his greatsword. He must roll 2d20 to Challenge Rating: 7
attack, taking the lower die result. If he hits, he Treasure: Standard
rolls two sets of 2d6 for damage, again taking Alignment: Chaotic neutral
the lower result. This effect applies to attack Advancement: By character class
rolls against a child of chaos, saving throws to Level Adjustment: +9
resist its abilities and effects, and damage
inflicted against it. This strange, twisted humanoid appears as an
obese man dressed in billowy robes that threat-
Liquid Body (Ex): The servants of chaos en to tear from its bulk. Tentacles, hoofs, and
rarely have stable, static forms. Their organs malformed limbs sprout from its body. The
shift and move within their bodies, while their creature’s robes normally conceal these
skin hardens and softens in the space of min- growths, but sometimes they tear free.
utes. Each creature with the liquid body takes
half damage from a specific attack type. Roll Chaos minions are the foot soldiers in the end-
once on the table below to determine the attack less war against order and law. Many of them
type against which a specific creature gains this are wizards and sorcerers who delved too
protection. deeply into the secrets of chaos, while others
are chaotic worshippers who died and earned
d% Attack Type the honor of a minion’s form. These creatures
1–33 Bludgeoning usually lead mobs of chaos mutates, cultists,
34–66 Slashing and others who offer allegiance to the chaos
67–100 Piercing lords.
Combat
A chaos minion prefers to fight with plenty of
allies alongside it, allowing it to make the most
152
of spells such as haste to defeat its enemies.
Usually, it summons the chaos mutates pledged Chaos Mutate
to it before fighting begins. If it has time, it
strengthens them with haste, bull’s strength, Medium Outsider (Chaos Legionnaire,
and similar magic, while it saves defensive Chaotic, Extraplanar)
Chaos mutates
Spell-Like Abilities are sentient
(Sp): As a creature of arcane energy, the chaos chunks of raw
minion commands a variety of spells. He may chaos. While individually weak, they common-
cast any spell from the Transmutation school a ly appear in numbers great enough to form a
number of times per day based on its level. At threat to even the stoutest kingdom. Their true
will—any 0-level spells; 3/day—1st- and 2nd- threat lies in their unpredictable nature, as they
level spells; 2/day—3rd-level spells; 1/day 4th- rapidly shift from one form to the next during
level spells, flesh to stone, and telekinesis. combat.
Caster level 11th. The save DCs (14+spell
level) are Charisma-based. Combat
Chaos mutates typically serve other, more
powerful chaos lords. As beings of pure
entropy, they tend to make little distinc-
tion between inanimate objects and liv-
153
ing creatures. To these simple monsters, any d% Chaos Mutate Trait
object that bears the ordered taint of law must 1–10 Fly with good maneuverability at its
be destroyed. Thus, they fight with simplistic, current speed
direct tactics. 11–20 Tentacles give +5 ft. reach
21–30 Sharp fangs or claws give +2 bonus
CHAPTER FOUR: Threats & Civilizations
154
Speed: There is a 50% chance the creature
gains the ability to fly at its normal speed with
poor maneuverability. Creatures that cannot fly
have a 50% chance of being able to swim at
their normal speed. Creatures that neither fly
155
Abilities: The spawn’s mind decays, though its
physical body gains strength. It gains +2 Str, +2 Madness Giant
Con, –2 Int, –2 Wis, +2 Cha.
Huge Outsider (Chaos Legionnaire,
Challenge Rating: As base creature +2. Chaotic, Extraplanar)
CHAPTER FOUR: Threats & Civilizations
156
remove curse. Treat this effect as a spell cast by
Combat
a 15th-level sorcerer.
In battle, the madness giant relies on its babble
of insanity ability to render enemies helpless. Roar of Planar Instability (Su): Once per
Opponents who are too strong to fall to that hour, the madness giant can unleash a horrify-
157
demons, though their prodigious combat abili-
Demon, Clawed ties make taking one prisoner a daunting
prospect. In their natural habitat, clawed
Large Outsider (Chaotic, Evil, Extraplanar) demons wander the planes in search of fresh
Hit Dice: 10d8+30 (75 hp) meat and easy victims. Cruel and savage in the
CHAPTER FOUR: Threats & Civilizations
Combat
Putrid devils loathe all life that has not
embraced the comforting grip of disease. They
prefer to use hit-and-run tactics, relying on
their spell-like abilities and mantle of terror to
incapacitate their foes. Once they have dealt
159
with any enemies who remain active, they
infect the rest with their diseases. Their mission Dimensional Predator
completed, they leave to allow their sickness to
run its course. Sometimes, these fiends take Large Magical Beast
active steps to destroy temples, hospitals, and Hit Dice: 8d10+24 (68 hp)
CHAPTER FOUR: Threats & Civilizations
Planar Lurker
(Su): The predator
can slip between the
fabric of the planes,
allowing it to fade
out of existence
while casting its
senses into its
immediate area.
Treat this as the spell ethereal jaunt as cast by
a 12th-level sorcerer. The predator can move Organization: Solitary
into and out of the ethereal as a move-equiva- Challenge Rating: 18
lent action. Treasure: Double standard
Alignment: Always neutral
Advancement: 36–45 HD (Colossal)
Glass Spider Level Adjustment: —
Colossal Outsider (Extraplanar)
A crystalline spider creature weaves a web that
Hit Dice: 35d8+420 (577 hp)
covers the terrain around it. Its body is almost
Initiative: +2
completely transparent, though monstrous
Speed: 100 ft. (20 squares)
organs pulse and throb within its body. It is
AC: 25 (–8 size, –2 Dex, +25 natural), touch 0,
about the size of a house, and the air and
flat-footed 25
ground around it seem to bend and morph as if
Base Attack/Grapple: +35/+66
seen through a jar of water.
Attack: Bite +42 melee (2d8+15)
Full Attack: Bite +42 melee (2d8+15), leg
Glass spiders are the remnants of an earlier
crush +37/+37/+37/+37 melee (2d6+7)
epoch, the period of timeless eternity before the
Space/Reach: 40 ft./25 ft.
gods formed the cosmos into its current state.
Special Attacks: Cosmic disturbance, overrun,
Some sages believe that the spiders are fore-
planar engulf, spin web
runners of all intelligent creatures, the proto-
Special Qualities: DR 25/magic, mystic prism,
typical form of life that first walked the uni-
SR 30
verse’s endless planes. Others claim that the
Saves: Fort +33, Ref +19, Will +24
spiders constructed the wormholes, and that
Abilities: Str 40, Dex 6, Con 34, Int 4, Wis 16,
these creatures are merely the servants of vast-
Cha 20
ly powerful beings who overshadow even the
Skills: Climb +40, Craft (web) +22, Listen
mightiest gods and demons. A small splinter
+28, Move Silently +23, Spot +28, Survival
sect of fanatics maintains that the spiders are
+28, Swim +40
the heralds of the end of the world. The cosmos
Feats: Blind-Fight, Cleave, Endurance, Great
is winding down, these zealots proclaim, and
Cleave, Diehard, Great Fortitude, Improved
the spiders are spawned by reality to help tear
Initiative, Improved Sunder, Iron Will,
apart the multiverse and set the stage for
Lightning Reflexes, Power Attack, Track
reality’s next iteration. Whatever the
Environment: Any
truth, glass spiders are monstrous planar
161
marauders who can single handedly destroy Cosmic Disturbance (Su): The spider’s pres-
entire cities. Their massive size, magical abili- ence in most planes is anathema, a reminder
ties, and capability to travel the planes make that there exist things older than the cosmos
them among the most dangerous creatures itself. All living creatures within 100 ft. of the
known to the civilized races. spider suffer 5 points of damage per round as
CHAPTER FOUR: Threats & Civilizations
162
Spin Web (Ex): As a full-round action, the spi- order demand that the universe lock into their
der can fill a 60-ft. radius area with a thick, dictates and follow them without question.
sticky web three times per day. The spider can While the lords of chaos spread rampant death
cast this web at a range of up to 100 ft. It makes and destruction, the scions of law by no means
a ranged touch attack to place the web where it offer salvation from them. They would remake
anyone who opposes their plans by definition to exchange information and thoughts over the
supports the destruction of the universe. vast expanse of the planes. Nothing can block
this communication, though it functions on a
Cults of Law primal, instinctual level rather than as direct
conversation. For example, if the characters
Few beings outside of the scions’ followers encounter a single champion of law, all of the
offer prayers to elemental law, but in some scions’ followers have memories of the battle
cases madmen, those who seek succor from the and know of the PCs. The forces of law do not
ravages of chaos, and those foolish enough to actively talk to each other, debate, or discuss
believe they can bend law to their own uses tactics. Instead, they merely contribute to and
take up its worship. Law cults meet in secret, draw from a massive, ephemeral store of racial
though in some cases they operate openly to memories. This trait alone makes them deadly
rally commoners and nobles alike against the foes, as a creature that fights against the forces
depredations of raw chaos. In time, though, of law finds its secrets and abilities quickly
members of these cults are forcibly converted propagated across all of the scions’ followers.
into adherents of law. The scions trust no one
except those creatures compelled to obey their Perfection of Law: The absolute order and
dictates. perfect form of lawful creatures manifests as a
hard, crystalline structure. All creatures of law
A cleric who worships the scions of law prays have DR 5/– in addition to any other DR they
to them as a group. Though these beings are have. Account for this DR before applying the
individually powerful, nothing is known of effects of any other DR types they may have.
their individual traits or characteristics. Some
sages believe that they are pure order given Source of Order: Creatures of pure law never
purpose, and as such any detail that would sep- roll dice. Chance and luck may direct their ene-
arate them from the concept of law would mies’ efforts, but their own actions function
change their appearance in mortals’ minds and according to the dictates of law. Whenever a
thus promote chaos. Law cultists use a plain creature with this ability must roll dice, treat
circle forged from silver as their symbol. Their the result as half the maximum possible result
rites consist of bringing order to chaos, such as of the die. For example, when rolling 1d20 to
carefully arranging a pile of stones and medi- attack, a creature of law always counts its result
tating on the eternal truths of law. as 10. This has many implications for creatures
of law. They can never stabilize when they fall
Clerics of this cult gain access to the Law and below 0 hit points, as a d% roll for them always
War domains. The scions’ favored weapon is has a result of 50, and in most cases they either
the heavy mace. In place of the Law domain’s always hit a character or always miss. They
granted ability, clerics of law gain the ability to never score critical hits, as such results rely on
use the adherent of law’s force of law special luck and chance. In battle, the creatures of law
attack once per day. See that template below compensate for this ability by using grapple
for details. The cleric counts his levels in that attacks, flanking, and taking other actions to
class as his Hit Dice when using the ability. gain bonuses to their attacks.
Traits of Law Creatures with this ability have all their ran-
dom values given in absolute terms to account
All followers of law have the following traits for this ability. These values are listed in paren-
and abilities. They are summarized here to save theses after the standard attribute or stat pre-
space, rather than list them with each creature’s sentation.
description.
Special Qualities: An adherent of law gains As is customary for the forces of law, after con-
the legionnaire of order and one mind special quering a new world they set about forcibly
qualities as described above. recruiting every living creature they can track
down into their ranks. This warrior perhaps
Saves: The adherent gains a +3 bonus on all served as a nobleman’s elite guard. He still
saving throws. wears the fine armor and well-crafted sword he
received as part of his posting, though now he
Abilities: Adherents are physically tougher fights for law with unquestioning obedience.
than normal and have stronger, more robust He appears as a human warrior arrayed in
personalities. They gain the following ability armor, save that his body is made of blue, crys-
modifiers: +2 Str, +2 Con, +2 Cha. talline rock and any unique physical features he
once sported have now been replaced with the
Challenge Rating: As base creature +1. scions’ view of the orderly human archetype.
Combat
A vortex howler prefers to make swooping
passes at its targets, seeking to grab them in its
arms or swallow them in its mammoth beak.
169
INDEX
Index
INDEX
monk 9 prestige Classes 14-28
monsters 139-169 races 11-14
Nepentra 133-134 races, variations 13-14
Nightlands 131-132 ranger 9-10
paladin 9 Rapid Recovery 31
planar compass 33 river of worlds 62-67
planes, building 81-128 rod of planar stability 36
planes, chaos 94-96 rogue 10
planes, checklist 82-84 Savage Forest 132
planes, civilizations 136-139 scions of law 163-168
planes, cold 96-98 scroll door 36
planes, creatures 139-169 Shattered Sphere 133
planes, elemental 98-101 sorcerer 10
planes, evil 101-104 spells 32-34
planes, good 104-106 sphere of safe passage 34
planes, hazards 85-87, 124-128 spiked demolisher 141-142
planes, heat 106-107 tender of worlds 24-26
planes, law 107-109 time travel 60-62
planes, life 109-111 Turn Outsiders 31
planes, light 111-112 venomhatcher 142-143
planes, magic 112-115 Vestrial 134
planes, necropotence 115-117 vortex 67-73
planes, sample 128-135 vortex darts 36
planes, technology 118-121 vortext howler 169
planes, terrain 89-94 Wastelands 135
planes, traits 87-128 Watchful Strategist 31
planes, water 121-122 Well-timed Strike 31-32
planes, weather 122-124 wizard 10-11
portals, abilities 48-57 worldwalker 28
portals, campaigns 57-62 wormholes 73-80
portals, criminals 58
portals, government 58
171
71–72 Necropotence–Shroud of Death
Random Terrain Chart 73–74 Technology–Advanced Tech
1–7 Air 75–76 Technology–Arcane Masquerade
8–14 Desert 77–78 Technology–Mechanical Supremacy
15–21 Flooded 79–80 Technology–Technological Aura
81–82 Technology–Technological Virus
Tables
22–28 Forest
29–35 Jungle 83–84 Waterways–Air Currents
36–42 Mechanical 85–86 Waterways–Boiling Water
43–49 Mountains 87–88 Waterways–Dust
50–56 Organic 89–90 Waterways–Magma
57–65 Plains 91–92 Waterways–Slime
66–72 Splintered 93–94 Weather–Acid Rain
73–79 Subterranean 95–96 Weather–Flash Freeze
80–86 Swamp 97–98 Weather–Ghost Wind
87–93 Tundra 99–100 Weather–Rain of Fire
94–100 Water
Random Trait Strength
Total Traits to Generate 1–20 Faint
1–20 1 21–40 Light
21–40 2 41–80 Medium
41–60 3 81–95 Heavy
61–80 4 96–100 Overwhelming
81–90 5
91–100 6 Random Element Trait
1 Acid
Random Planar Traits 2 Chaotic
1–2 Terrain–Gravity 3 Cold
3–4 Chaos–Arcane Instability 4 Darkness
5–6 Chaos–Chaos Ascendant 5 Earth
7–8 Chaos–Chaos Lands 6 Electricity
9 Chaos–Law’s Bane 7 Fire
10–11 Cold–Blizzard Conditions 8 Sonic
12–13 Cold–Freezing Conditions 9 Water
14–15 Cold–Snow 10 Roll twice more
16–17 Elemental–Elemental Ascendancy
18–19 Elemental–Elemental Enervation Random Magic School/Descriptor
20–21 Elemental–Elemental Vacuum
22–23 Evil–Clouds of Baneful Influence 1–4 Abjuration
24–25 Evil–Empower Evil 5–8 Conjuration
26–27 Evil–Hatred of the Land 9–12 Divination
28–29 Evil–Insidious Weakness 13–16 Enchantment
30–31 Evil–Scorn the Righteous 17–20 Evocation
32 Good–Glade of Benevolent Charity 21–24 Illusion
33–34 Good–Strength of the Righteous 25–28 Necromancy
35–36 Good–Weakness of the Vile 29–32 Transmutation
37–38 Heat–Ambient Fire 33–36 Acid
39–40 Heat–Ash Storms 37–40 Chaotic
41–42 Heat–Extreme Heat 41–44 Cold
43–44 Law–Edict of Law 45–48 Darkness
45 Law–Strength of Pattern 49–52 Death
46 Life–Plague World 53–56 Electricity
47–48 Life–War World 57–60 Evil
49–50 Light–Glare 61–64 Fear
51–52 Light–Sunlight 65–68 Fire
53 Magic–Arcane Instability 69–72 Force
54–55 Magic–Arcane Potency 73–76 Good
56 Magic–Arcane Weakness 77–80 Lawful
57–58 Magic–Dead Magic 81–84 Light
59 Magic–Magical Drought 85–88 Mind-affecting
60 Magic–Magical Flux 89–92 Sonic
61–62 Magic–Magical Veil 93–96 Teleportation
63–64 Necropotence–Bane of the Living 97–100 Roll twice more
65–66 Necropotence–Kingdom of the Dead
67–68 Necropotence–March of the Dead
69–70 Necropotence–Strength of Undeath
172
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