2603 Planes Of Chaos Pdf To Word
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Planes of Chaos is a massive boxed set that includes a 128-page GM's setting book, a 48-page player's setting book, a 32-page adventure book, a 32-page Monstrous Compendium, and five poster maps. Together these books detail the five chaotic planes in the Great Wheel: the Abyss, Arborea, Limbo, Pandemonium, and Ysgard. The howling madness of Pandemonium. The glorious battlefield of Ysgard. INSIDE YOU'LL FIND: The Book of Chaos, a 128-page guide for the Dungeon Master to the places, creatures, and special conditions of the five Chaos planes. The Travelogue, a 48-page player's guide to these planes, profusely illustrated with full-color maps and. Planescape Campaign Expansion: The Planes of Chaos. Intro and Travelogue Ahhh, box sets. There was a time when TSR not only made boxes for the campaign setting, but for multiple supplements for the setting.
It’s a wandering site that rotates among the different beauty deities in Arborea (Aphrodite, Hanali and Sune). A player that bathes in the fountain for more than an hour has his Charisma boosted by 1 point for every 5 points of existing CHA (rounded up). This effect lasts one year. What the fountain doesn’t do is change Charisma into something other than a stat for poorly written rules that most groups choose to ignore outside of class requirements, so who cares.
Despite being intelligent, Ratatosk are still squirrels, so if you feed one they’ll follow you forever. Hiring a Ratatosk as a guide is recommended, because the branches of Yggdrasil are miles long and not every branch has a portal at its end. A huge ecosystem of creatures both mundane and magical spend their entire lives on Yggdrasil. The most legendary of these is the dragon Nidhogg, which guards/eats the roots which connect to Hel’s realm in Nifleheim, the second layer of the Grey Wastes. Yggdrasil also connects to Loki’s Hall in Pandemonium, the Norn’s realm in the Outlands, and every Prime world the Norse Powers have worshippers. Yggdrasil even connects to places with no obvious relation to the Norse, including the Pinwheel in Limbo, and other branches are connected to the Beastlands and the realm of Arvandor. Many would like to control the exit points of these branch, but unfortunately the branches shifts in the Astral, causing the portals to shift about.
Their drawback is they have a -2 to their reaction rolls for all non-members. Agnossus of the Dispossessed posted: Who do you think you’re talking to?
I don’t mind taking some time to describe details most players wouldn’t care about. But paragraphs like this, and dedicated sections to describing what sort of mundane goods are made well in a town leads me to believe there had to be someone at TSR thought that players really wanted to run a trading company in D&D. Not only is this dumb padding, but often it ignores the implications of the setting when these tangents include lines like “‘Course, as long as a basher’s bread isn’t made from poison grain from the Grey Wastes, it doesn’t matter.” What if I’m a Pit Fiend and like to eat poison food because everything else takes like cardboard to me?
If the target is a Tanar’ri, it becomes either a stronger or weaker form of Tanar’ri. If the target is inanimate, it becomes useless goop.
While her petitioners don’t mind this, visitors are disturbed by them. As a result, priests and wizards cannot regain spells unless they hire a dream hunter (20g a day, although towns in the realm will have one on retainer). Both Skullbury and the dreams are described in the first section of this entry, where normally important NPCs and special magical effects have separate sections in these entries. There’s also the catte-drawing below that screws up the formatting of one of the pages. Whatever I’m just being nitpicky again. Merratet is located on the far side of a vast ocean on the border of Vanaheim.
Then it has the not-so-good advice of requiring a save versus paralyzation to not react strongly, but at least it says this should only be done as a last resort, and “failing a saving throw shouldn’t always be a bad thing for the characters.” It even says to give extra xp to players that that get melodramatic. Wow, I almost forgot I’m reading 2nd edition D&D. While the wilderness will go easy on a respectful berk, but it’s damn near impassable. While the terrain isn’t obviously supernatural, it is massive, well beyond the scale of any Prime Material world. It’s fortunate that both the Greeks and Elves love ridable flying creatures, because you’ll need one to travel the plane. Nature spirits range from sylvan creatures like dryads or sylphs, while others are guardians of a mountain, river, cloud, etc. And every mountain has a guardian spirit, even Olympus itself.
The one notable feature is that it’s inhabited by “soft, devout giant maidens” that are often the target of bridal rai-OKAY MOVING ON! I dunno Tony, can you add more cunning to that beard? So here’s the effects of the fires in Muspelheim the realm (and presumably the rest of the layer).
Volund is a dwarf with wizard levels, something that wasn’t allowed by 2nd Edition Rules. We’ll get into how he manages that later. The other NPCs are a ship-wright named Swanhild Prow-Gleam, and the Skald Torsten the Fair. The main watering hole for visitors is a shop/inn/bard college called Starry Night. Skeinheim: Skeinheim is the stronghold of the Ring-Givers sect.
For intelligent undead, there’s the Last Meal, which serves energy levels. Entertainment at the Last Meal is provided by Ladislas the Cruel, a Tiefling bard who, by his description, is probably the most metal a pre-electricity musician is allowed to be. The adventure hook is that a priestess of Lolth has appeared as a banshee looking to work for Kiaran instead. Moving on to places we haven’t covered in the Travelogue, the next layer is number 377, the Plains of Gallenshu. This is an independent layer dominated by huge herds of Armanites.
Trying to summon a creature from a different Outer Plane fails 10% of the time. Divination: Double range and duration, but only one creature can be spied on at a time. Scrying locations, events or groups fails. Illusion: Loki controls these spells, so they work normally except in times of danger. At which point the spell fails unless the caster knows the key.
Following this they curl into a ball and can no longer take any action. Others can lead a Hysteric character around, and if brought to a sheltered area, they revert to the previous stage. The one change is they’ll be extremely reluctant to go back outside-as soon as they’re exposed again they return to hysteria. To the booklet’s credit, it tells the DM to give a lot of leeway to characters in this condition, limit encounters, and get through this stage as quickly as possible. Resignation: The culmination of these awful, awful rules that even the booklet seems to hate is that the character gets a quirk while in Pandemonium. What this quirk is depends on the character, but the booklet gives some suggestions. Generally these are inoffensive, like impulsively polishing armor or looking over one’s shoulder every couple of seconds.
Instead, the book tells the DM that these responses should occur once or twice an adventure, and be tailored to the situation, rather than an excuse to wipe a party. The Book of Chaos posted: The best use of the Abyss’s magical backlash is an ever-present threat, and just the knowledge that spells may backfire or set off arcane alarms is enough to make smart players more cautious. Finally, there are a whole slew of changes to spells both for The Abyss in general and on individual layers in particular. “Because of the extreme variety of terrain, the DM must arbitrate the effects of individual layers of the Abyss.” Let’s go over the changes to each school, because hoo boy, they are a doozy.
The benefit of being a Ring-Giver is that anyone who accepts a gift from a Ring-Giver is obliged to them. This works out to a +1 to +4 on reaction rolls with the receiver of the gift, and can claim favours.
On the Chaos side, there typically are not any towns congregated around Great Road portals. In a similar vein, towns usually don’t appear around portals to Sigil. The reason for this is because it’s impossible to tell who’s going to come through it. And if those people happen to be assholes, there’s no recourse besides what they have on hand. Lenore of the Converts Sect posted: Am I a Dustman?
If the wizard was in the chaos-soup and fails this check, a wild surge automatically occurs. In stable areas, wild surges occur if the wizard rolls a 20 on his check.
Under services it says that players might be able to barter for a pony. Even under “local news”, which every other town has a couple of adventure seeds, here it says that unless you visit while another traveller is around, you won’t learn anything you didn’t already know. Just.*ugh* The Spawning Stone The last locale described is a site. The Spawning Stone is the closest thing Slaadi have to a home domain. The Githzerai call it Uzkrocl, while the Ysgardians call it “Slaadheim” ( ) The Spawning Stone is where Slaadi go to breed, taking turns based on the 5 different varieties.
Important cutters in Olympus include Galen, a powerful centaur druid, a wood nymph named Greenfire of the Wormwood, and a Sensate “philosopher of hedonism” named Epiros Thuridiphon. The service section states that Mount Olympus only has items available during the Ancient Period. What that includes is in the DMG optional rules.
Anyone who isn’t an elf or half-elf (the book contradicts whether half-elf are affected) entering Arvandor must make a Wisdom Check or become enamored by how awesome the realm is and basically behave like Sam Gamgee having a total elf-sperg. This condition lasts a number of weeks equal to the amount they failed the Wisdom Check. No word on how often this check is made or if those who succeed are immune afterwards. Finally, it seems that the Seldarine are totally cool with the Queen of Air and Darkness (the evil fairie deity) sending her proxies to wreck shit, and their rampages are heralded by howling winds. The important non-god elves are the High Kings and Queens, “rulers of the entire races of elves.” As far as I know none of the other D&D campaigns with elves make mention of these people. The High Kings and Queens are elected, and their followers are shy about violently ejecting any fuck-ups.
At the center of the storm is Diinkarazan, the mad god of the duergar. He sits imprisoned on a stone throne.
For example, while the booklet says that portals to Limbo have a tendency to misfire, it tells the DM that this should only happen if it’s a part of the adventure he has planned. Exasperated Planar to one of the Clueless posted: Of course the place looks different from last time, you berk! We’re in Limbo! A long analogy is provided to try to describe Limbo. The tl;dr version is “Element Stew where the chunks spontaneously form, mutate and dissolve.” The size of these chunks range from miniscule to continent-sized. And how long a chunk lasts can be for a minute to months or even years, but without support any distinct element dissolves back into the chaos.
Besides, it’s been 4 years years since I posted the general rules, and I didn’t include the full chart and spell last time. There are four rules, but the book clumps two together so they can do the whole “Rule of Three” thing. These rules are for Wizards and spells cast by magic items.
They’re both Moon deities, if the name of the realm didn’t give that away. The booklet says that Selune has been wooed by Thor and Loki (damnit, Greenwood! ) in her hall Argentil. The realm changes with the phases of the moon. One of the most interesting effects of this is that periodically the River Oceanus during high tide. The most important feature of the Gates of the Moon is that is has the best known access point to the Infinite Staircase.
Vinndalf of the Ysgardian Dwarves posted: If you aren’t the hammer, some berk’ll think you’re an anvil. All light in Nidavellir is dampened, so you need infravision to see. There’s some in-setting theorizing on why this is so that is actually a joke of quantum mechanics, so that’s worth the word count. The largest community in Nidavellir is the manufactory Ashbringer (also called the Great Bellows and the Chorus of Ringing Anvils). Ashbringer is supported by a network of mineshafts, the greatest of them is Verkelheim. After they are played out, abandoned mineshafts often become infested with underground monsters. The dwarves make regular sweeps to clear out these invaders, partly to protect the realm but mostly to test out their new weapons.
First, simply dying in combat isn’t enough for a rez. A player has to be heroic, which means pushing through enemy ranks, defending allies and going after the biggest foes. I dislike this because it leaves too much room for a DM to screw a player trying to be as as the dice allow. Second, the effect works as the raise dead spell, which in 2nd edition meant the player has to make a resurrection survival save, and loses 1 point of constitution on a success. If a player does manage to prove himself, then Asgard will treat him or her like a rockstar, at least until someone new comes by and shows them up. The most important non-Power NPCs in Asgard are the Valkyries. Now, there are no stats for Valkyries in the Monstrous Supplement that came with the box, nor are they in the Planescape Monstrous Compendium.