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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 ...


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

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: ...


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

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 ...


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

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 ...


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

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 ...


2

There is a book called the "Manual of the Planes". It covers the following: The Feywild The Shadowfell The Elemental Chaos The Astral Sea Sigil, City of Doors The Far Realm The Plane of Dreams In each of the above it goes into further detail, explaining highlights in each of the above areas, depicting major cities and ports, places of worship, and other ...


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, ...


1

If you can find it, I would recommend Chessboards: The Planes of Possibilities. This is a supplement itself to The Primal Order, a non-system-specific supplement written by Peter Adkison, head of Wizards of the Coast at the time it was published. TPO was designed as a ruleset GMs could add on top of their existing campaigns/systems, and was useful for ...



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