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dangerousdungeons:chapter12 [2019/05/29 20:17]
robertfreemanday created
dangerousdungeons:chapter12 [2019/06/21 23:34] (current)
robertfreemanday Formatting clean up
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 **THE INNER PLANES** **THE INNER PLANES**
  
- The Inner Planes are so named because they border directly on the Prime Material Plane and it is from the Inner Planes where the physical elements and energies of "reality" derive from. The Inner Planes are accessible via the Astral, Aethereal and Shadow Planes and also border on the Dreamlands. Scholars are undecided whether alternate Material Planes share the same Inner Planes as the Prime Material or have their own separate but similar Inner Planes.  +The Inner Planes are so named because they border directly on the Prime Material Plane and it is from the Inner Planes where the physical elements and energies of "reality" derive from. The Inner Planes are accessible via the Astral, Aethereal and Shadow Planes and also border on the Dreamlands. Scholars are undecided whether alternate Material Planes share the same Inner Planes as the Prime Material or have their own separate but similar Inner Planes.  
  
  
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 **TRAVEL IN THE INNER PLANES** **TRAVEL IN THE INNER PLANES**
  
- WiP+WiP
  
  
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 **SPELLCASTING IN THE INNER PLANES** **SPELLCASTING IN THE INNER PLANES**
  
- Spells generally function normally in the Inner Planes with a few caveats: +Spells generally function normally in the Inner Planes with a few caveats: 
  
 Spells which involve one of the four prime elements will either be significantly stronger, weaker or fail completely depending on the physical nature of the plane where the spell is cast, although specific effects are left to the GM's discretion. For example, a //Fireball// cast on the Elemental Plane of Water would fail completely while on the Elemental Plane of Fire the GM might rule that the spell gains an additional 1d6HD.  Spells which involve one of the four prime elements will either be significantly stronger, weaker or fail completely depending on the physical nature of the plane where the spell is cast, although specific effects are left to the GM's discretion. For example, a //Fireball// cast on the Elemental Plane of Water would fail completely while on the Elemental Plane of Fire the GM might rule that the spell gains an additional 1d6HD. 
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- **THE PRIME MATERIAL PLANE**: The Prime Material plane is the focus of the __OSRIC__ rules and the primary location of most campaigns. The Prime Material is both connected to the Astral Plane and permeated by the Æthereal Plane and the Inner (Elemental) Planes. All of the player character races and most monsters are native to the Prime Material Plane. +**THE PRIME MATERIAL PLANE**: The Prime Material plane is the focus of the __OSRIC__ rules and the primary location of most campaigns. The Prime Material is both connected to the Astral Plane and permeated by the Æthereal Plane and the Inner (Elemental) Planes. All of the player character races and most monsters are native to the Prime Material Plane. 
  
  
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 Spells and abilities that effect healing and resurrection draw from the Positive Material Plane. Additionally, the  clerical ability to //turn undead// derives from this plane.  Spells and abilities that effect healing and resurrection draw from the Positive Material Plane. Additionally, the  clerical ability to //turn undead// derives from this plane. 
  
-  Creatures native to the Positive Material Plane are nearly all beings of pure energy and rarely encountered elsewhere. Due to the immense energies present on this plane, it is nearly impossible for most non-native beings to survive here without themselves being either absorbed into the fabric of the Plane or utterly destroyed. +Creatures native to the Positive Material Plane are nearly all beings of pure energy and rarely encountered elsewhere. Due to the immense energies present on this plane, it is nearly impossible for most non-native beings to survive here without themselves being either absorbed into the fabric of the Plane or utterly destroyed. 
  
  
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 **Alignment(s)**: Chaotic Good **Alignment(s)**: Chaotic Good
  
- Hara Berazaiti is the divine mountain from which the River of Life springs, thence flowing across the Plains of Aaru, around the celestial mountain of Shamayim and eventually watering the eternal garden of Vaikuntha. The mountain itself resembles a tiered, cloud covered tower encircled by a staircase known as the Stairway to Heaven. At the uppermost tier is believed to be the home of the gods.+Hara Berazaiti is the divine mountain from which the River of Life springs, thence flowing across the Plains of Aaru, around the celestial mountain of Shamayim and eventually watering the eternal garden of Vaikuntha. The mountain itself resembles a tiered, cloud covered tower encircled by a staircase known as the Stairway to Heaven. At the uppermost tier is believed to be the home of the gods.
  
  
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 **Alignment(s)**: Lawful Neutral/Good **Alignment(s)**: Lawful Neutral/Good
  
- Vaikuntha is a lush, well-tended garden surrounding the Bottomless Pool of Reflection, watered by the River of Life which originates in Hara Berazaiti. +Vaikuntha is a lush, well-tended garden surrounding the Bottomless Pool of Reflection, watered by the River of Life which originates in Hara Berazaiti. 
  
  
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 Thus Axis Mundi connects all the planes as a kind of astral infrastructure and many planar travellers enter Axis Mundi just to cross it and reach an entry point to some other plane. Thus Axis Mundi is replete with all kinds of creatures: traders, travellers, adventurers, diplomats of all kinds and origins (including angelic or demonic) meet here. No one dares destabilize the peace of Axis Mundi, and many truces are sealed here. Thus Axis Mundi connects all the planes as a kind of astral infrastructure and many planar travellers enter Axis Mundi just to cross it and reach an entry point to some other plane. Thus Axis Mundi is replete with all kinds of creatures: traders, travellers, adventurers, diplomats of all kinds and origins (including angelic or demonic) meet here. No one dares destabilize the peace of Axis Mundi, and many truces are sealed here.
- The only permanent residents of Axis Mundi is the mysterious Council of Arch Druids (its members are the Arch-Druids of the different Material Planes), self-styled guardians of the World Tree. The Council's dogma holds the proposition that it was the first ever druidic society that spawned all others, just as the Axis Mundi is the original wilderness from which all others (on the different planes) sprang forth. The Arch-Druids think that a mystic connection exist between the World Tree and the wildernes in other planes, and if any is damaged all others are damaged as well.+ 
 +The only permanent residents of Axis Mundi is the mysterious Council of Arch Druids (its members are the Arch-Druids of the different Material Planes), self-styled guardians of the World Tree. The Council's dogma holds the proposition that it was the first ever druidic society that spawned all others, just as the Axis Mundi is the original wilderness from which all others (on the different planes) sprang forth. The Arch-Druids think that a mystic connection exist between the World Tree and the wildernes in other planes, and if any is damaged all others are damaged as well.
  
  
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 This is possible via two methods: Astral Projection and Physical Projection: This is possible via two methods: Astral Projection and Physical Projection:
  
- **Astral Projection**: This method is the most common, and in usually accomplished through the use of a magical spell (c.f. 9<sup>th</sup>-lvl Arcane //Astral Spell//) or a magical item or portal. Travellers using this method appear as normal but with a visible glowing aura and an astral cord that binds their astral form with their physical body, usually on the Prime Material plane. The astral cord trails their form for around 10'. It is intangible and normally cannot be touched or severed. Certain magic items (such as the Astral Swords of the Annunakim) and events (Astral Whirlwind) are capable of severing the astral cord. If the cord is severed, the traveler's astral form will dissipate within 1d8 rounds and they will be forced back into their physical form. +**Astral Projection**: This method is the most common, and in usually accomplished through the use of a magical spell (c.f. 9<sup>th</sup>-lvl Arcane //Astral Spell//) or a magical item or portal. Travellers using this method appear as normal but with a visible glowing aura and an astral cord that binds their astral form with their physical body, usually on the Prime Material plane. The astral cord trails their form for around 10'. It is intangible and normally cannot be touched or severed. Certain magic items (such as the Astral Swords of the Annunakim) and events (Astral Whirlwind) are capable of severing the astral cord. If the cord is severed, the traveler's astral form will dissipate within 1d8 rounds and they will be forced back into their physical form. 
  
- While astrally projecting, the physical body of the traveller is effectively in a state of complete stasis, neither aging or requiring food or water. However, the physical form is subject to damage as normal. If the physical form of an astral traveller is slain, their astral cord will dissipate and the being will die within 1d12 turns. +While astrally projecting, the physical body of the traveller is effectively in a state of complete stasis, neither aging or requiring food or water. However, the physical form is subject to damage as normal. If the physical form of an astral traveller is slain, their astral cord will dissipate and the being will die within 1d12 turns. 
  
- Physical bodies of astral travellers are also susceptible to possession by extra-planar beings or by the 5<sup>th</sup>-lvl Arcane spell //Magic Jar//. Possession in this way does not allow the victim a Saving Throw and they will be unable to return to their body until the possessing spirit has been exorcised or leaves voluntarily. If an astral traveler's astral cord is severed while their physical form is possessed, the victim's soul is irretrieveably lost and their physical body will die, barring a //wish //or divine intervention. +Physical bodies of astral travellers are also susceptible to possession by extra-planar beings or by the 5<sup>th</sup>-lvl Arcane spell //Magic Jar//. Possession in this way does not allow the victim a Saving Throw and they will be unable to return to their body until the possessing spirit has been exorcised or leaves voluntarily. If an astral traveler's astral cord is severed while their physical form is possessed, the victim's soul is irretrieveably lost and their physical body will die, barring a //wish //or divine intervention. 
  
- Only magically enchanted items and weapons will accompany an astrally projecting traveller. These will function normally while on the Astral Plane. If lost, these items cannot normally be retrieved by any means short of a //wish//+Only magically enchanted items and weapons will accompany an astrally projecting traveller. These will function normally while on the Astral Plane. If lost, these items cannot normally be retrieved by any means short of a //wish//
  
 **Physical Projection**: This method is typically accomplished through the use of the 5<sup>th</sup>-lvl Divine spell //Plane Shift//. Physical projection is hazardous as the being may be damaged and/or killed as normal.  **Physical Projection**: This method is typically accomplished through the use of the 5<sup>th</sup>-lvl Divine spell //Plane Shift//. Physical projection is hazardous as the being may be damaged and/or killed as normal. 
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-  ***THE OUTER ASTRAL:**+***THE OUTER ASTRAL:**
  
  
  
-  ***THE INNER ASTRAL:**+***THE INNER ASTRAL:**
  
  
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 **TEMPORAL DISTORTION**: The GM should roll a 1d10 to determine the kind of distortion. Distortions are temporary and unpredictable events and last for 1d10 hours in Inner Astral regions and 1d10 days in Outer Astral regions. The effects of temporal distortions are not normally apparent to astral travellers until they return to their plane of origin.  **TEMPORAL DISTORTION**: The GM should roll a 1d10 to determine the kind of distortion. Distortions are temporary and unpredictable events and last for 1d10 hours in Inner Astral regions and 1d10 days in Outer Astral regions. The effects of temporal distortions are not normally apparent to astral travellers until they return to their plane of origin. 
  
- **1-3: Temporal Acceleration**: Time is speeded up within this region in relation to the traveller's point of origin. One round in this region is equivalent to one turn elsewhere, and one round equivalent to 1 hour and so one. A traveller spending too long in such a distortion may well return to find almost an entire year has passed.+**1-3: Temporal Acceleration**: Time is speeded up within this region in relation to the traveller's point of origin. One round in this region is equivalent to one turn elsewhere, and one round equivalent to 1 hour and so one. A traveller spending too long in such a distortion may well return to find almost an entire year has passed.
  
- **4-6: Temporal Deceleration**: Time is slowed within this region in relation to the traveller's point of origin. One hour in this region is equivalent to one turn elsewhere and one turn equivalent to one round. A traveller spending time in such a distortion may return to find they have been gone only a few minutes.+**4-6: Temporal Deceleration**: Time is slowed within this region in relation to the traveller's point of origin. One hour in this region is equivalent to one turn elsewhere and one turn equivalent to one round. A traveller spending time in such a distortion may return to find they have been gone only a few minutes.
  
- **7-8: Stasis**: Time virtually stops in this region in relation to the visitor's point of origin. Characters spending time in this region do not age and any magical effects instigated here (e.g. potions or spells) are effectively permanent as long as the affected traveller remains within the region of the stasis distortion.  +**7-8: Stasis**: Time virtually stops in this region in relation to the visitor's point of origin. Characters spending time in this region do not age and any magical effects instigated here (e.g. potions or spells) are effectively permanent as long as the affected traveller remains within the region of the stasis distortion.  
  
- **9-10: Temporal Displacement**: Travellers entering this region are either (1-3) hurled forwards or (4-6) backwards in time in relation to their point of origin. The exact length of time in either case is 1d10 years.+**9-10: Temporal Displacement**: Travellers entering this region are either (1-3) hurled forwards or (4-6) backwards in time in relation to their point of origin. The exact length of time in either case is 1d10 years.
  
 **LOST:** The astral traveller or party of travellers has become lost. The GM should treat this as if they have become lost in a wilderness area for purposes of determining direction travelled. At t GM's discretion, travellers with a reliable guide or astral map may be able to avoid this event entirely.  **LOST:** The astral traveller or party of travellers has become lost. The GM should treat this as if they have become lost in a wilderness area for purposes of determining direction travelled. At t GM's discretion, travellers with a reliable guide or astral map may be able to avoid this event entirely. 
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 **THE ÆTHEREAL PLANE** **THE ÆTHEREAL PLANE**
  
- The Æthereal Plane surrounds the Inner Planes and connects them with the Prime Material. +The Æthereal Plane surrounds the Inner Planes and connects them with the Prime Material. 
  
  
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-  ***THE OUTER ASTRAL:**+***THE OUTER ASTRAL:**
  
  
  
-  ***THE INNER ASTRAL:**+***THE INNER ASTRAL:**
  
  
dangerousdungeons/chapter12.txt · Last modified: 2019/06/21 23:34 by robertfreemanday