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24

Making the Astral Plane a High-level Destination The Astral Plane is already a mid-level destination. The chart Astral Plane Encounters (DMG 154) lists the minimum Astral Plane encounter as EL 8 with 1 noble djinn (MM 114-5) (perhaps accompanied and captured--so it can grant wishes--by some insignificant-to-the-EL githyanki who lost their mid-level ...


21

Well, Rope Trick descriptions reads as follow: The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Well, what is an "extradimensional space" then? A number of spells and magic items utilize extradimensional spaces, such as rope trick, a bag of holding, a handy ...


16

I would say, do not railroad them to the material plane. They want to be on the astral plane? Fine. Just give them astral obstacles. Or better, opponents who can track them from plane to plane. You can also use some kind of dimensional anchor, but again, I would advice not to use it to stick them on the material plane. Instead, let them go to the astral ...


15

Yes, they do all have long names. :) The seventeen outer planes are (listed on Manual of the Planes, p. 28) as follows. You can click each one for some information about it. Heroic Domain of Ysgard Ever-Changing Chaos of Limbo Windswept Depths of Pandemonium Infinite Layers of the Abyss Tarterian Depths of Carceri Gray Waste of Hades Black Eternity of ...


13

It's from a 2e Planescape supplement called Faces of Evil: The Fiends, and while it doesn't appear to be a whole layer, it is all data I can find on official stuff existing on that layer. In short, on the 403rd layer of the Abyss, a Fallen Archon rules the City of Confusion, and several other Fallen Archons are her minions. They try to cure the mortals that ...


13

You've got a few options for forcibly removing a party from the astral, which are largely the same as convincing them to avoid it until they're higher level but don't overlap entirely. Show them the natives While making them fight an Astral Guardian, or Astral Dreadnought, or Githyanki raiding party may or may not be railroading depending on setup, you ...


13

There is a feat called Create Portal from the Forgotten Realms Campaign Setting (pg. 34). You have learned the ancient craft of creating a portal, a permanent magic device that that instantaneously transports those who know its secrets from one locale to another. Faerun is riddled with portals. Prerequisite: Craft Wondrous Item (PH) Benefit: ...


11

No, there is not. The foci for plane shift do not have a listed cost: they are considered negligible and therefore are covered by a Spell Component Pouch: Spell Component Pouch A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a ...


10

Unfortunately, now the party is spamming that planar shift to avoid any obstacles in the Material plane. There is an extremely easy way to make them stay on the Material plane -- give them something to do on the Material plane. Goals, jobs, enemies -- enemies that they wish to defeat, not avoid. Play on their backstories, on their character desires, ...


9

To answer the question rules-as-written: Wherever the DM thinks appropriate. There appears to be no answer beyond that (especially nothing as specific as a table of default destinations) using official 3.5e materials - 3PP d20 material or earlier editions may be another matter. For a more useful answer, we need to go beyond rules-as-written (which after ...


9

Your campaign is transitioning power levels, and you need to adjust. Just as cliffs aren't an obstacle once a party has Fly, nothing physical is an obstacle once a party has teleport and, later, Dimension Shift. You've been able to railroad them using physical obstacles to this point. Now if you want them to follow your plot, you need to use plot ...


8

Cutter, before I start rattling an answer 'round my bone-box, I have to suggest you look at the 'Planescape' setting. It was released for Second Edition AD&D, it's not hard to find on eBay, and it's the best examination of planar adventuring a basher could ask for. Even if you don't want to make use of the setting and cosmology it describes, the sections ...


8

Assuming none of your party is native to the Astral, you could just have some angry githyanki dismiss them; Being hurled to a random location on your home plane is a potentially awesome setup for an adventure and is almost certainly going to be a major setback to their travel plans.


7

After hints from @Lord_Gareth and a fair bit of searching, I found what I was looking for: Androlynne, Abyssal Layer 471. It is detailed on page 148 of the D&D 3.5 Fiendish Codex I - Hordes of the Abyss. It is ruled by an Obyrith, Pale Night, so it isn't really controlled by Celestials. Eladrin children are bound here, and Good creatures wage a ...


7

There is no one "Shadow Plane"/"Plane of Shadow"/"Shadowfell" because it is only an archetype that different games use. There is no one canonical "shadow plane". It is the GM's discretion as to what to veto and what to include. Might seem harsh, but a GM has got to do what a GM has got to do. If it works for your game, good. The civilization most players ...


5

I'd suggest changing some of the following to get a unique flavour for every plane: Temperature - a basic change, but if you require players to constantly find water it has a big impact on the game. If they need to melt ice a lot for something to drink, they will hit a problem when the fire attracts monsters. Describe their breath frosting the air and the ...


5

No. An outsider is defined as a creature at least partially composed of the essence of some plane other than the material plane. Also see The Planes for pages of detail on the planes and how they work. A humanoid traveling to an outer plane is a "weirdo" or "stranger" but not technically an outsider. On their home plane, I'm sure Joe Dretch makes more of a ...


5

The confusion comes from the word "Native", which is a bit misleading. The description is: Native Subtype This subtype is applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this ...


5

Yes, there is now only the Elemental Chaos. The previous cosmology has been entirely scrapped. I don't miss it at all: I find the new cosmology far richer and more exciting and fascinating to work with, and D&D 4e's development team thoroughly succeeded in their mission at giving the DM more flexibility in their choices. If you want to run an elemental ...


4

Instead of coming up with mechanics that will throw them back to the physical plane or prevent them from entering the astral plane and possibly frustrating your players because they feel you are "trying to prevent them from having fun", I suggest simply talking with them. Explain that their abuse of phase shifting makes it difficult for you to come up with ...


3

This will start similarly to the second question answer, since it comes from a similar point. The confusion comes from the word "Native", which is a bit misleading. The description is: Native Subtype This subtype is applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, ...


3

I think one of the easiest ways to play on alternate planes of existence, but also the most boring way, is to just have them be "other countries". It's a common solution, especially for high level characters, when the familiar cities and environments they grew up in aren't challenging any more, and you want to introduce newer settings where everyone is ...


3

So according to Summon Monster: This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). Which brings the question: can a Native Outsider be Extraplanar? Extraplanar Subtype This subtype is applied to any creature when it is on a plane other than its native plane. A creature ...


3

Though I've never actually played 4e (just read about it), Ravenloft would be (is?) a part of the Shadowfell, whose official description lists domains of dread pretty similar in concept to what we have in Ravenloft. There's a good chance Ravenloft would be (is?) a larger, relatively constant and permanent group of domains in 4e (as many have guessed - rather ...


3

Lots of things live in the Shadow Plane. For example, the Dark template from Tome of Magic can be applied to any creature; it’s kind of the Shadow Plane equivalent to the Celestial and Fiendish templates. Unlike those templates, however, Dark is quite excellent: among other things, it gives Hide in Plain Sight, as an LA +1 template. (do note that RAW, ...


2

There is no RAW list, and there cannot be. As written, Plane Shift is supposed to be extremely inaccurate and random. The important part is: you appear 5 to 500 miles (5d%) from your intended destination This means that no, there is absolutely no way to be less than 5 miles away from your intended destination, and so there cannot be a RAW list of ...


2

Unbeknownst to the party, the ship has always had charges. It just ran out of them. Astral termites infest the ship. Each trip, 1d4 passengers must make Reflex saves or be injured as parts of it break unexpectedly. Repairing the ship causes it to lose its magical properties. Magical fungus starts growing inside hull, spores require Fortitude saves daily ...


2

The Rolemaster Elemental Companion breaks down elements into several categories (listed later on for completeness) from these I'd suggest the following compounds: Opposition: Fire opposes Water Earth opposes Wind Wind opposes Earth Water opposes Fire And the combinations: Fire (dominant) + Earth = Magma (Opposes Ice) Fire (dominant) + Wind = ...


2

Fire + Wind = Sparks/Lightning/Plasmas Water + Wind = Effervescence (I summon the elemental plane... of fizzy drinks!) Water + Earth = Mud 2 Earth + Water = Quicksand/Ketchup 1/Thixotropic Ground. (Or, if you're boring, Clay) 1 I really couldn't resist the element of Ketchup. Sorry. Blame Schlock Mercenary. Not to be confused with the paraelemental plane ...


2

There's nothing wrong with "plot magic", and in fact, as a 2e DM you're severely handicapped by restricting yourself from using plot magic because the system is built with the firm knowledge that DMs know they can use so-called plot magic. (The cultural revulsion against GM fiat and anything that even looks kind of like GM fiat was born during the 3e era, ...



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