[D3] Timeline


Year Event
3000 A group of humans on Earth decide to create a new pocket universe which is dubbed the "Multiverse". This experiment is not sanctioned by the United Federation of Planets nor Starfleet. They call themselves the "Originators" of the "Multiverse Project", and plan their 1 minute use of the Great Computer in the year 3023. All of their research is copied into a hard- copy format (a hammered metal book) for Capsule Donation after completion.
3011 The Originators celebrate the mid-point of their work by creating a mini version of the planned Ethereal Plane and letting artificial time in for one-hundredth of a second. The Ethereal Plane prototype is placed into the Shelves, never to be referenced (or activated) again.
3022 The Originators create the Multiverse, with a race called Humans that resemble their own original form, and a planet called Oerth on the new Prime Material Plane which resembles their own homeworld (Earth). Other planets are created (an infinite number, in fact), some with radically different physical properties than Oerth.
An emphasis is placed on the Multiverse to follow certain patterns of development, some of which are based on old fantasy tales of Earth.
Material cohesiveness in the new pocket Universe is done by an archaic form of science called "Alchemy", using 4 basic elements to give matter a quasi-reality. These Elemental Planes are connected to the Prime, along with the Energy Planes, via the Ethereal Plane.
The new Outer Planes are arranged according to certain principles and patterns of behavior, and are similarly connected via the Astral.
Time is added to the Multiverse in the form of the Original Elemental Plane of Time near the Ethereal Plane, but Time is not started yet.
A discontinuity in the Multiverse, necessary in its creation, is dubbed the "Great Funnel", because it would have infinite volume (but finite size) under the Multiverse's set of physics. A hole is punched in the middle of the Planes, removing nine originally planned "Neutral" Planes, so the Great Funnel is not discovered by the Multiverse's inhabitants and possibly reveal the artificialness of their universe.
Magic is added in the form of an Aura for each planet, and this Aura (along with Time) is to be maintained from Oerth by a copy of the Guardian of Forever. Nine extra copies of the Guardian of Forever is randomly distributed through the Prime Plane as a safety precaution.
3023 Their work completed, the Originators activate the Elemental Plane of Time and study the results. The Great Computer observes and records the progress.
After one-tenth of a second, life on an infinite number of the infinite planets ascend to x9 Super-Gods (Rulers of their each own Pantheons and Realities) and interact with each other in such an explosive and chaotic fashion that within another one-tenth second they start to attempt to escape their Multiverse and control the Originators in the Originator's own Universe. Computer safeguards at the Lab on Earth throw all the Gods into the Great Funnel discontinuity. The Great
Funnel's containment system, under the stress, is partially disrupted and spews forth micro versions of discontinuities that pit the entire Multiverse. These discontinuities are later called the Spheres of Annihilation, and are actually gateways to the infinite volume beneath the Great Funnel where the Super-Gods lie in waiting to escape.
The Originators quickly deactivate the Original Elemental Plane of Time, rewind it back to the beginning of the Multiverse, but the damage is still done. The Great Computer's opinion is that the Multiverse will be unstable again if reactived and will Planar Disintegrate in 10^12 times the observed time period. The Originators deem the Project a failure, destroy the Original Elemental Plane of Time so the project cannot be accidentally reactivated, and Shelve it, along with their
hardcopy of their records, now that it is not worthy of the Capsule.
3024 The yearly inventory indicates that several objects in one Shelf are missing. All of the missing objects were Shelved next to the "Multiverse Project". One of the Originators, who happens to be in the Thirty-Fourth Great Lab Complex (where this Shelf is), scans the Multiverse and finds it to reactivated, but not unstable. All of the Originators stop their current projects and study the Multiverse, even though they are not scheduled to have the facilities of 1 minute of the Great Computer again until the year 3067.
Apparently, a few of the Super-Gods managed to escape the Great Funnel and create a new Elemental Plane of Time (this one in the Astral), even though no time was flowing in the Multiverse. This was intriguing to the Originators until they realized one of the missing items from the Shelf was the hard-copy of their Multiverse records.
These few Super-Gods, later called "Creators of the Universe" Gods by the Multiverse inhabitants, were so drained by their taking of objects from the Universe that they all faded into weakness. The objects from the Shelf (including the book which will be later called The Codex of the Infinite Planes) were placed into their own planes with no gates, as they were all powerful x10 Artifacts.
3036 One of the Originators, while studying the Multiverse, carelessly forgot to shield his mind during a session, and was absorbed by the Plane of Negative Energy. When brought around, he related his experiences to the other Originators. He found himself more powerful even than the x9 Super-Gods, and could roam the Planes at will. He found Oerth and
the rest of the Prime to be quite fantastic and realistic, much more than he expected. All of the Originators merge with the Multiverse, and they find themselves as x20 Gods, and explore their new universe.
4319 The Originators become bored with their exploration of the Multiverse project, and agree to shut it down in hopes that by now technology in the real Universe has advanced enough to build a better Multiverse.
They realize they will no longer be Immortal, but they really are bored. One of the x9 Super-Gods in the Ultra Planes suggests perhaps they could build a new Great Computer and a new Multiverse out here in the Ultra Planes (in the Multiverse) instead of returning. The Originators like this idea and create Multiverse inside of Multiverse continuously, each one of better design than the one before, and are not seen again for a long time.
8616 The Baklunish-Suloise Wars began.
8635 First employment of humanoid mercenaries in Baklunish-Suloise Wars.
8643 Oerid migrations east of peak point.
8654 Suloise migrations begin.
8679 Invoked Devastation of Rain of Colorless Fire from the Great Iron Flask.
8884 Kingdom of Aerdy founded.
8991 Battle of a Fortnight's Length.
9100 Tuerny enslaves (what is now) Ekbir, is killed when releasing a powerful Creature from Great Iron Flask (Iron Flask of Tuerny the Merciless)
Silver Ship arrives at Oerld and drops off the Pod.
Town of Silverport established.
9101 Overking crowned in Rauxes.
Great Kingdom's frontier reaches Greyhawk City.
The colonists explore the local area around Silverport.
Contact with Oerld native race "Chilterik" - an intelligent yet primitive avian race who live in the Highwater Peaks.
The Chilterik are friendly but distrust technology.
9104 Contact with Oerld native race "the Mists" (real name is unknown). The Mists, masters of gravity manipulation and
imprisonment effects, attack Silverport and kill about 20% of the population. The colonists modify the power systems
on the Pod and use it as a weapon to force the Mists away. Unfortunately, the Pod itself is damaged and most of the
information it carries is lost.
9105 New settlement is formed near the Gola Sea, it eventually becomes the Great City.
Contact with Oerld native race "Atlanti", an aquatic race from the Gola Sea, who appear as a bunch of thin ropes tied
together. The Atlanti appear friendly, and they offer fish and buildings constructed of sand to the colonists.
9110 Silver Ship reappears over Silverport, and many colonists come out to greet it. The Silver Ship image is actually an
Atlanti illusion meant to deliver the colonists as food once they get aboard. Several high level colonists destroy the
illusion and hunt the Atlanti, but the Atlanti disappear into the Gola Sea with about a thousand prisoners.
The high level colonists follow them but only two return, the rest were slain.
9112 New democratic government forms with a non-expansionism policy that stays in effect for thirteen centuries.
9313 Age of Great Sorrow commences.
9420 Nomads appear in North, outer dependencies of Aerdy gain sovereignty.
9456 Kingdom of Nyrond established.
Kingdom of Keoland at peak.
9537 Turmoil between Crowns.
9546 Iron League founded.
Bandit Kings sack Trigol.
Rise of the Sea Princes.
9561 Demi-human realms of Ulek and Celene are affected.
9571 Concordant Opposition created (a merging effect from the Codex of the Infinite Planes), and the Great Funnel (Discontinuity) is discovered.
9579 Might of Iuz grows, humanoid invasions become common.
9588 Red Dragon Mountain attacked by AP88 where a proto-Material Form of Tiamat the Chromatic Dragon is slain. Theradin the Lizard Man is flung far into the future by a latent Superstition effect [DM10-old]
Tiamat cannot return for 81 years, requiring a 9-year ceremony.
9598 County of Urnst becomes Palatinate under Duchy of Urnst.
Greyhawk becomes a free city.
9613 Rise of the Horned Society, humanoids take Pomarj.
9660 Snerd the Green Dragon arrives from the future with a fragment of the Stone S'serin Slab, and prepares Red Dragon Mountain. [DM1,DM10]
9661 Snerd the Green Dragon begins the ceremony to summon Tiamat.
9663 Bone March falls to humanoids.
9669 Tiamat the Chromatic Dragon's Material Form returns, in whole this time.
Snerd the Green Dragon, now free to do as he wills, goes to the Heat Rocks of Savoy, where he is infected by radiation and develops mutant psionics. [DM1]
Battle of Emridy Meadows, Horde of Elemental Evil scattered.
9671 Hershan allies many mages into the Great Wizard Psionic Enchantment ("Grid") to prepare for the construction of the Island of Good [DM1]
Snerd the Radiation Dragon uses a fragment of the Stone S'serin Slab to control Hershan, Snerd uses Hershan's Tempromancy to discover he is to be slain by AP89, Snerd uses Somniomancy to misdirect them [DM1]
Snerd slain by AP89 in the Heat Rocks of Savoy, Copper Key recovered, Hershan the Greyhawk Dragon flies AP89 away [DM1]
Thanatos (an intermediatary to a God of Death which Dragcoarn of AP89 worships) becomes interested in the now- inactive Grid, begins a theory on the Aura and how to pervert it for evil deeds [DM2]
AP89 attacked and almost slain by Grim Worgs, saved by the Celstar Elves and rest at their lair for months [DM1]
9672 Thanatos constructs the Great Priest Psionic Enchantment ("Rift"), to misdirect worship so that he can become powerful [DM2]
AP89 pretend to become evil and become intermediataries of Thanatos, use the Cloak of ? to clone Thanatos and delay him while they use several scrolls of Conduit Destruction to entrap him on his 284th level Abyss layer forever. [DM2]
AP89 return to the Prime and the Caliphate of Ekbir hold a celebration for their victory as the town of Nehro is affected by the Aboleth in the Great Underground Bubble, the townspeople move below ground and are enslaved by the Aboleth to do their duties.
9673 Scarlet Brotherhood first reported with the Prince of Furyondy/Provost of Veluna kidnapped.
9676 Guide to the World of Greyhawk Volume III completed by the Savant-Sage.
9680 The planet ?, using Imagination psionics, construct the Great Lich Psionic Enchantment ("Apex") and use it to move their planet and absorb Auras from other planets, gaining Magical Factors.
9685 Most of the enslaved townspeople of Nehro are released due to the help of a Concordant psionic Spirit Naga, who loses his material form for 14 years. AP89 are still enslaved.
9698 The Absorption Planet begins its journey towards Oerth.
9699 The Spirit Naga returns to the Great Underground Bubble and releases AP89, who slay the Aboleth. AP89 return to surface. [DM3]
A black spot in the night sky is noted from astrologers, who believe it to be a large object headed towards Oerth. [DM3]
The first Spelljamming vessel is constructed on Oerth (Elven Man-o-War class), and is christened the Silver Magocracy (S.M.) "Abraxas".
9700 The S.M. Abraxas intercepts the Absorption Planet on its maiden voyage and all power and everyone on board is absorbed. [DM3]
AP89 discover Gateway Mountain with the help of Hershan, and use the Guardian of Forever there to destroy the Apex. Gold Dragon Mountain is constructed in the process. AP89 retires. [DM3]
9702 AP90, in the vessel Abraxas, destroy Tiamat's Chromatic Dragon Form in Red Dragon Mountain. The Monacle, using the Time Gates, reconstructs her less than a month later. [DM10-first run at Widener]
9703 Snerd the Green Dragon sent to the past with a fragment of S'serin Slab.
Abraxas returns (for the second out of four times) to destroy Tiamat, and succeeds to do so, along with her 5 escorts and the devil Goap. [DM10-second run at Widener]
A bar fight in Concordant Opposition leads to the discovery of a "cloud" of Magical Factor 10 one hundred miles up the Great Funnel. Vy-Contex (the owner of the bar) starts researching a possible second plane of Concordant Opposition, and calls it "Sigil" (after the bar). [DM10]
9704 The Codex of the Infinite Planes is banished to its own plane, where there are no readers [DM11-second run at Widener].
9705 Escape Dome is rescued before destruction [DM12-second run at Widener].
9706 Maldev released by followers of Ozla [DM4-summer campaign]
9707 Tiamat returns, this time as a Prismatic Dragon (form is called Diamar).
Abraxas quickly completes its repairs at Anguinum Synod [DM9]
9708 Abraxas returns and destroys Diamar. [DM10-first run at Penn State]
9709 Abraxas discovers and destroys 3 of the 10 material forms of the Codex of the Infinite Planes. The real Codex is discovered, and two members of AP92 are absorbed. [DM11-first run at Penn State]
9722 First Tower of Enoreth constructed (Udgru Forest), over the ruins of an ancient burial ground of the Horg [DM16]
9733 Second Tower of Enoreth constructed (Udgru Forest), over the old temple to Tuerny the Merciless [DM16]
Enoreth abandons First Tower of Enoreth, moves into Second Tower
9744 Enoreth killed after attempting to use an Incantatrix/Lich effect on a material form of the Iron Flask of Tuerny the Merciless
9800 First contact with the world that has Sandwaves, Cloud Elves, etc.
9858 The last of the original colonists (a Sandwave) dies of old age.
9882 The Great War begins with the barbarian attack on the city of Calbut.
9884 The Great War ends with the meeting of the Great Counsil in Greyhawk city. Otiluke and Tenser are slain by Rary the Traitor.
9893 Sigil (2nd layer of Concordant Opposition) created by the Somniomancer Vy-Contex severing the 666th plane of the Abyss and wrapping the plane around the Great Funnel of Concordant Opposition
9894 Second Invoked Devastation caused by Wisityne the Time Elemental Grue in the plane of Sigil [DM16]
The S.M. Abraxas assists in the attack on Wisityne [DM16]
9895 Tiamat returns as the Multi-Hued Dragon called Takhisis. Her Egg, guarded by the Dracolich Snerd, is captured by AP94- 2.5 and given to a group of Druids near Greyhawk City.
9896 [DM10-second run at Penn State] and [DME1] begin.
9901 The Assassin's Guild campaign.
9902 The Wizard's Guild campaign.
9903 Dungeon of Doom and the fall of the Silver Magocracy.
9910 Creation of Astral Bubble, becomes a Wizard Guild and base for the Silver Magocracy.
9913 Correct date of Assassin's Guild campaign.
The Aboleths distribute their precognition mushrooms, then got killed for their crimes.
First encasing of good spirits into metal to create Rainbow Silver.
Carasting (Guildmaster of Assassin's Guild P23) got put down a hole.
Lord Karll raises his prized Chickens.
9914 Correct date of Wizard's Guild campaign. The Alleys overload and go haywire but are fixed.
Kurtulmak tries to spread his power to all of his Kobold followers but fails.
First appearance of the Challenger in campaign play. Rixthaxth allies with humans.
The *Potion of Treasure Finding* activated, summoning all artifacts to the Astral Bubble.
The *Potion of Treasure Finding* got put down a hole. Skarn 3 got put down a hole.
The x14 Big Gun was shot into the Ultraplanes. Genocide of Githyanki.
Lord Gith goes back in time to 2040 and ends up in an alternate timeline.
9915 Correct date of Dungeon of Doom. End of Silver Magocracy. Death of P-Son.
This is the year you want to be if you want one of Chris's mechanical Time Machines.
9916 Nerof Gasgol got put down a hole. Smiley the Lich got put down a hole multiple times.
The Stealth Masters appear and put themselves down the deeper hole.
Dungeon o' Demogorgons destroyed. Isis got put down a hole and recovered.
Writing of the Necronomicon by Hastur and sent backwards in time to the year 1300.
The Impalator got put down a hole. Genocide of Skarace. Rellim got put down a hole.
9923 Mordenkainen gives up all possessions and leaves in giant asteroid.
9924 The Time Elementals become reclusive and avoid contact whenever possible.
The Codex of the Infinite Planes rewrites itself into 10 alternate forms.
9925 The Greyhawk Council comes into power with the absence of Nerof Gasgol.
9927 Elminster ascends as a x7 being, leaves shadowy image (Crayola Elminster) behind.
9932 The Goblins, seeing the Silver Magocracy isn't being rebuilt, attack Elven outposts.
9933 Inhuman Wars between Elves and Goblins begin.
9934 The Dwarves join the Inhuman Wars on the Elves' side.
9940 Goblin ships outnumber Elven ships by more than 100 to 1. Elven gods develop technology from the previous loop; Elven ships are fitted with Romulan Cloaking Devices.
9962 High death rates cause most Elven Gods to lose 1 multiplier.
9963 The Greyhawk Council declares the Humans to be Neutral in the Inhuman Wars; many Humans disagree and join the fighting.
9966 The Lizard Men and the Kobolds join the Inhuman Wars on the Elves' side.
9975 The Daemons of the abandoned Githyanki Empire join the Inhuman Wars on the Goblins' side.
9976 The Inhuman Wars expand to the Outer Planes; the Elven gods lose another multiplier.
9991 First appearance of the Witchlight Marauders, a race created by the Goblins and the Daemons.
The Witchlight Marauders rampage Krynn, whose fleet join the Inhuman Wars on the Elves' side.
The Great Dragons of Anguinum Synod improve Krynn's spelljamming fleet, making them the most advanced ships in known space.
9993 Inhuman Wars between Elves and Goblins finally end. The Elves won.
The Greyhawk Council convinces the Elves not to put the entire Goblin race down a hole.
All Goblin gods lose 1 multiplier instead. The Elven gods regain their lost multipliers.
9999 A group of adventurers led by Dr. Van Richten dominate Ravenloft and turn it into a good-aligned demi-plane connected to the Positive Energy Plane.
Lord Strahd Von Zarovich and Baron Vlad Tolenkov got put down a hole.
10000 The Originators appear for a split-second to see if their god (Jesus Christ) has returned.
TF (Temporal Factor) becomes 11.
An expedition to the Astral Plane to locate other humanoid planets disappears without a trace.
10005 Genocide of Black Ice Bugs by Greyhawk Council.
10006 Greyhawk Council begins influencing Kara-Tur and the Valley of the Mage.
10007 Evil force at Molag (Horned Society) defeated attempting to revive Red Dragon Mountain.
A resistance to the Greyhawk Council is begun near Blackmoor.
Crayola Elminster is revived as Elminster, reduced to x2 status.
10008 Defeat of Greyhawk Council. Gateway Mountain destroyed (MF lowered to 5). Death of D-Son.
Rixthaxth, chasing The Challenger, comes into contact with Synnibarr.
The Challenger got put down a hole by his own people.
10009 Invasion of Species 8472A. Return of USS Hawthorne.
Attempt by Magius Mynotaus of Minotaur's Clearing to steal the Mirror Universe Gateway succeeds, with unpredictable results (MF raised to 7).
Rary the Traitor (follower of Greyhawk Council) got put down the deeper hole.
Elminster, Zantriss, and Rixthaxth got put down a hole but recovered.
Otiluke, Tenser, and Otto return. Gateway from Goy III put on Oerth (MF raised to 10).
Return of Silver Magocracy caused by The Rage from Synnibarr.
Rixthaxth becomes Smoked Rixthaxth after visiting Synnibarr. Synnibarr destroyed.
Return of P-Son; revives D-Son.
10010 Recovery of Memory Prime by USS Hawthorne crew. MF and PF lowered to 9.
Smoked Rixthaxth develops strange clairsentience powers, battles with Smiley the Lich.
Return of the wizard Blackmoor from the Nexus. The Rage and D-Son got put down a hole.
10011 Wizard's Guild II campaign. [DME3]
10012 MF and PF raised to 10.
10083 Return of Mordenkainen, caused by Circle of Eight worshipers.
10535 The main power cell from the Pod, inactive since the battle with The Mists, disappears suddenly. It then reappears a day later. Even the Gods do not know the cause.
10550 Around this time the evil Cult of Dahar Surevar forms under the Great City. Defensive towers are set up within the city.
10612 Lack of sufficient resources causes the end of the non-expansionism policy.
Formation of the Dungeoneer's Guild to assist the clearing of areas for new settlements.
10631 The current year [DME4]
A settlement is formed near the river entrance to the Highwater Peaks; this is the setting for the Dungeoneer's Guild campaign.
12957 A copy of the Guide to World of Greyhawk Volume III is discovered in an Illithid's lair in the Riftcanyon.
12971 The Guide finds its way to the Royal University at Rel Mord.
Pluffet Smedger the Elder at the Royal University examines the Guide.
12998 The Glossography, a game based on the Guide which duplicates "reality" (in fact it resembles AD&D first edition closer than anything else yet to this date) is written by Pluffet Smedger. An appendix is added which strongly resembles AD&D second edition.
12999 Pluffet Smedger writes a second appendix to the Glossography, where he theorizes that reality is sort of like an Imagination Psionic effect from a group of beings that call themselves "Originators". A simple Divination school spell to confirm his theory causes Pluffet Smedger to not release the second appendix and to have all of the copies of
the Glossography and the Guide destroyed.
13000 The Originators return to the Prime Material Plane.

[D4] Traps


[D4.0] Traps (General Rules)

Traps are designed to obviously harm or hinder the party. Monsters are generally not affected by traps (they don't set them off, it's as if they had a continuous Protection from Traps running).
Effects on the room that have a trade-off, or that also affect the monsters in the dungeon, are generally Tricks or Specials, not Traps.
Remove/Avoid Traps will always succeed on a natural 01 and fail on a natural 00. If it fails, there is a 50% chance the trap will explode in the Rogue's face.
Traps can be moved or taken by the PC, if they are removed twice using Remove Traps. The second time the trap is removed, it is at double penalty plus an additional -50%, and if the rogue fails, the trap explodes in his face. (So a normal trap is at -50%, magical/psi is at -150%, and out of phase is at -250% on the second roll.)
Traps that the PC has can be thrown for their effect (as a throwing attack), or set up somewhere else (requires a 1V action, no Find/Remove Traps roll is necessary).

[D4] Traps


[D4.1] Normal (Mechanical) Traps

Normal Trap Source d161
Arrow trap DMG1 1
arrow trap (CR1) Jamis_Buck 2
Arrow trap, 1-3 arrows, 1 in 20 is poisoned. DMG1 3
Arrow trap, poisoned DMG1 4
Ball trap DMG1 5
Basic Arrow Trap: CR 1; Atk +10 ranged (1d6/x3, arrow) SRD3.5 6
Blade scything across inside container DMG1 7
Box of Brown Mold: CR 2; 5-ft. cold aura (3d6, cold nonlethal) SRD3.5 8
Bricks from Ceiling: CR 2; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5-ft. squares) SRD3.5 9
Built-to-Collapse Wall: CR 6; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10-ft.-by-10-ft. area) SRD3.5 10
Burnt Othur Vapor Trap: CR 7; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6 Con) SRD3.5 11
Caltrops DMG1 12
Caltrops, poisoned DMG1 13
Camouflaged Pit Trap: CR 1; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall) SRD3.5 14
Camouflaged Pit Trap: CR 2; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 15
Camouflaged Pit Trap: CR 3; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple targets (first target in each of two adjacent squares) SRD3.5 16
Camouflaged Pit Trap: CR 4; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 17
Camouflaged Pit Trap: CR 5; DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 18
Ceiling block falls DMG1 19
Ceiling collapses DMG1 20
Ceiling lowers DMG1 21
Ceiling Pendulum: CR 3; Atk +15 melee (1d12+8/x3, greataxe) SRD3.5 22
Chute DMG1 23
Chute down 1 level (cannot be ascended in any manner) DMG1 24
Collapsing Column: CR 4; Atk +15 melee (6d6, stone blocks) SRD3.5 25
Compacting Room: CR 6; hidden switch bypass (Search DC 25); walls move together (12d6, crush); multiple targets (all targets in a 10-ft.-by- 10-ft. room); never miss; onset delay (4 rounds) SRD3.5 26
Contact poison on container DMG1 27
Contact poison on treasure DMG1 28
Crushing Room: CR 10; walls move together (16d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds) SRD3.5 29
crushing wall trap (CR10) Jamis_Buck 30
Crushing Wall Trap: CR 10; no attack roll required (18d6, crush) SRD3.5 31
Deathblade Wall Scythe: CR 8; Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con) SRD3.5 32
Deeper Pit Trap: CR 1; hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 33
Door falls outward causing 1-10 hit points DMG1 34
Door, falling DMG1 35
Door, one way DMG1 36
Door, resisting DMG1 37
Door, specific DMG1 38
Door, spring DMG1 39
Doorknob Smeared with Contact Poison: CR 5; poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con) SRD3.5 40
Drawer Handle Smeared with Contact Poison: CR 9; poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con) SRD3.5 41
Dropping Ceiling: CR 9; ceiling moves down (12d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 round) SRD3.5 42
falling block trap (CR5) Jamis_Buck 43
Falling Block Trap: CR 5; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares) SRD3.5 44
flooding room trap (CR5) Jamis_Buck 45
Flooding Room Trap: CR 5; no attack roll necessary (see note below) SRD3.5 46
Floor, collapsing DMG1 47
Floor, illusionary (non-magical) DMG1 48
Fusillade of Darts: CR 1; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares) SRD3.5 49
Fusillade of Darts: CR 5; Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area) SRD3.5 50
Fusillade of Greenblood Oil Darts: CR 7; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13 Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area) SRD3.5 51
Fusillade of Spears: CR 6; Atk +21 ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft.-by-10-ft. area) SRD3.5 52
Gas released by opening container DMG1 53
Gas, blinding DMG1 54
Gas, corroding DMG1 55
Gas, fear DMG1 56
Gas, nausea DMG1 57
Gas, obscuring DMG1 58
Gas, poison DMG1 59
Gas, sleep DMG1 60
Gas, slowing DMG1 61
Gas, weakness DMG1 62
Gas; party has detected it, but must breathe it to continue along corridor, as it covers 60' ahead DMG1 63
hail of needles (CR1) Jamis_Buck 64
Hail of Needles: CR 3; Atk +20 ranged (2d4) SRD3.5 65
Insanity Mist Vapor Trap: CR 8; gas; never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10-ft.-by-10-ft. room) SRD3.5 66
Javelin Trap: CR 2; Atk +16 ranged (1d6+4, javelin) SRD3.5 67
Jaw trap DMG1 68
large net trap (CR1) Jamis_Buck 69
Large Net Trap: CR 2; Atk +5 melee (see note) SRD3.5 70
Lock Covered in Dragon Bile: CR 7; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0) SRD3.5 71
Moving Executioner Statue: CR 5; hidden switch bypass (Search DC 25); Atk +16 melee (1d12+8/x3, greataxe); multiple targets (both arms attack) SRD3.5 72
Oil (equal to one flask) pours on random person from hole in ceiling, followed by flaming cinder (2d6 damage) DMG1 73
Passage, blocked by falling bars DMG1 74
Passage, closed by stone block DMG1 75
Pendulum, ball or blade DMG1 76
Pit DMG1 77
pit trap (100 ft. deep) (CR5) Jamis_Buck 78
pit trap (20 ft. deep) (CR1) Jamis_Buck 79
pit trap (30 ft. deep) (CR3) Jamis_Buck 80
pit trap (40 ft. deep) (CR2) Jamis_Buck 81
pit trap (80 ft. deep) (CR4) Jamis_Buck 82
Pit Trap: CR 2; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall) SRD3.5 83
Pit Trap: CR 3; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall) SRD3.5 84
Pit Trap: CR 4; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall) SRD3.5 85
Pit Trap: CR 5; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall) SRD3.5 86
Pit, 10' deep with spikes, 3 in 6 to fall in DMG1 87
Pit, 10' deep, 3 in 6 to fall in, pit walls move together to crush victim(s) in 2-5 rounds. DMG1 88
Pit, 10'deep, 3 in 6 to fall in DMG1 89
Pit, locking DMG1 90
Pit, locking & flooding DMG1 91
Pit, with poisoned spikes DMG1 92
Pit, with spikes DMG1 93
Poison Dart Trap: CR 1; Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis) SRD3.5 94
poison needle trap (CR2) Jamis_Buck 95
Poison Needle Trap: CR 1; Atk +8 ranged (1 plus greenblood oil poison) SRD3.5 96
Poison Needle Trap: CR 2; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness) SRD3.5 97
Poison Wall Spikes: CR 5; Atk +16 melee (1d8+4 plus poison, spike); multiple targets (closest target in each of two adjacent 5-ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitude save resists, 1d4 Str/1d4 Str) SRD3.5 98
Poisoned Arrow Trap: CR 3; lock bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (Large monstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con) SRD3.5 99
Poisoned Dart Trap: CR 4; Atk +15 ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10-ft.-by-10-ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex) SRD3.5 100
Poisoned needles in hondles DMG1 101
Poisoned needles in lock DMG1 102
Poisoned Spiked Pit Trap: CR 10; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str) SRD3.5 103
Poisonous insects or reptiles living inside container DMG1 104
portculis trap (CR2) Jamis_Buck 105
Portcullis Trap: CR 1; Atk +10 melee (3d6) SRD3.5 106
Razor-Wire across Hallway: CR 1; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 107
Rolling Rock Trap: CR 1; Atk +10 melee (2d6, rock) SRD3.5 108
Room, elevator DMG1 109
Room, flooding DMG1 110
Room, sliding DMG1 111
Scything blade DMG1 112
scything blade trap (CR1) Jamis_Buck 113
Scything Blade Trap: CR 1; Atk +8 melee (1d8/x3) SRD3.5 114
Secret Door DMG1 115
Spear trap DMG1 116
spear trap (CR2) Jamis_Buck 117
Spear trap, 1-3 spears, 1 in 20 is poisoned. DMG1 118
Spear trap, poisoned DMG1 119
Spear Trap: CR 1; Atk +12 ranged (1d8/x3, spear) SRD3.5 120
Spears released from walls when container opened DMG1 121
Spiked Blocks from Ceiling: CR 6; Atk +20 melee (6d6, spikes); multiple targets (all targets in a 10-ft.-by-10-ft. area) SRD3.5 122
spiked pit trap (100 ft. deep) (CR6) Jamis_Buck 123
Spiked Pit Trap (100 Ft. Deep): CR 6; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each) SRD3.5 124
spiked pit trap (20 ft. deep) (CR2) Jamis_Buck 125
spiked pit trap (40 ft. deep) (CR3) Jamis_Buck 126
spiked pit trap (60 ft. deep) (CR4) Jamis_Buck 127
spiked pit trap (80 ft. deep) (CR5) Jamis_Buck 128
Spiked Pit Trap (80 Ft. Deep): CR 5; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each) SRD3.5 129
Spiked Pit Trap: CR 2; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each) SRD3.5 130
Spiked Pit Trap: CR 3; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each) SRD3.5 131
Spiked Pit Trap: CR 4; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each) SRD3.5 132
Spiked Pit Trap: CR 5; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 each) SRD3.5 133
Spring darts firing from front of container DMG1 134
Spring darts firing up from top of container DMG1 135
Spring dartsfiring up from inside bottom of container DMG1 136
Stairs, collapsing DMG1 137
Stone block dropping in front of the container DMG1 138
Stone Blocks from Ceiling: CR 3; Atk +10 melee (4d6, stone blocks) SRD3.5 139
Stone falls from ceiling causing 2-20 hit points of damage to each person failing his save DMG1 140
Swinging Block Trap: CR 1; Atk +5 melee (4d6, stone block) SRD3.5 141
Trapdoor opening 6' in front of container DMG1 142
Trapdoor opening in front of container DMG1 143
Tripping Chain: CR 2; multiple traps (tripping and melee attack); Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain) SRD3.5 144
Ungol Dust Vapor Trap: CR 5; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1 Cha drain) SRD3.5 145
Vent, acid DMG1 146
Vent, fire DMG1 147
Vent, gas DMG1 148
Wall Blade Trap: CR 1; hidden switch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe) SRD3.5 149
Wall Scythe Trap: CR 4; Atk +20 melee (2d4+8/x4, scythe) SRD3.5 150
Water-Filled Room Trap: CR 4; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (5 rounds); liquid SRD3.5 151
Water-Filled Room: CR 7; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); water SRD3.5 152
Well-Camouflaged Pit Trap: CR 2; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall) SRD3.5 153
Well-Camouflaged Pit Trap: CR 7; DC 25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 154
Well-Camouflaged Pit Trap: CR 8; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall) SRD3.5 155
Whirling Poison Blades: CR 6; hidden lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19–20 plus poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); multiple targets (one target in each of three preselected 5-ft. squares) SRD3.5 156
Wide-Mouth Pit Trap: CR 6; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area) SRD3.5 157
Wide-Mouth Pit Trap: CR 9; DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area) SRD3.5 158
Wide-Mouth Spiked Pit Trap: CR 4; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each) SRD3.5 159
Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (giant wasp poison, DC 14 Fortitude save resists, 1d6 Dex/1d6 Dex) SRD3.5 160
Wyvern Arrow Trap: CR 6; Atk +14 ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save resists, 2d6 Con/2d6 Con) SRD3.5 161

[D4] Traps


[D4.2] Magical/Psionic Traps

Magical/Psionic Trap Source d46
Acid Arrow Trap: CR 3; Atk +2 ranged touch; (acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds) SRD3.5 1
Acid Arrow Trap: CR 8; multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9 ranged touch; (acid arrow, 18th-level wizard, 2d4 acid damage for 7 rounds) SRD3.5 2
Acid Fog Trap: CR 7; (acid fog, 11th-level wizard, 2d6/round acid for 11 rounds) SRD3.5 3
air sucked out of room (CR5) Jamis_Buck 4
Bestow Curse Trap: CR 4; (bestow curse, 5th-level cleric, DC 14 Will save negates) SRD3.5 5
Black Tentacles Trap: CR 7; (black tentacles, 7th-level wizard, 1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two adjacent 5-ft. squares) SRD3.5 6
Blade Barrier Trap: CR 7; (blade barrier, 11th-level cleric, 11d6 slashing, DC 19 Reflex save half damage) SRD3.5 7
Burning Hands Trap: CR 2; (burning hands, 1st-level wizard, 1d4 fire, DC 11 Reflex save half damage) SRD3.5 8
Burning Hands Trap: CR 3; (burning hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half damage) SRD3.5 9
Chain Lightning Trap: CR 7; (chain lightning, 11th-level wizard, 11d6 electricity to target nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary targets, DC 19 Reflex save half damage) SRD3.5 10
Destruction Trap: CR 8; (destruction, 13th-level cleric, DC 20 Fortitude save for 10d6 damage) SRD3.5 11
Earthquake Trap: CR 8; (earthquake, 13th-level cleric, 65-ft. radius, DC 15 or 20 Reflex save, depending on terrain) SRD3.5 12
electrified floor (CR4) Jamis_Buck 13
Energy Drain Trap: CR 10; Atk +8 ranged touch; (energy drain, 17th-level wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude save negates) SRD3.5 14
Explosive runes DMG1 15
Extended Bane Trap: CR 3; (extended bane, 3rd-level cleric, DC 13 Will save negates) SRD3.5 16
Fire Trap: CR 3; (fire trap, 3rd-level druid, 1d4+3 fire, DC 13 Reflex save half damage) SRD3.5 17
Fire Trap: CR 5; (fire trap, 7th-level wizard, 1d4+7 fire, DC 16 Reflex save half damage) SRD3.5 18
Fireball Trap: CR 5; (fireball, 8th-level wizard, 8d6 fire, DC 14 Reflex save half damage) SRD3.5 19
flame jet (CR2) Jamis_Buck 20
Flame Strike Trap: CR 6; (flame strike, 9th-level cleric, 9d6 fire, DC 17 Reflex save half damage) SRD3.5 21
floor transforms into acid (CR6) Jamis_Buck 22
Floor, illusionary DMG1 23
Forcecage and Summon Monster VII trap: CR 10; multiple traps (one forcecage trap and one summon monster VII trap that summons a hamatula); (forcecage, 13th-level wizard), (summon monster VII, 13th-level wizard, hamatula) SRD3.5 24
Ghoul Touch Trap: CR 3; (ghoul touch, 3rd-level wizard, DC 13 Fortitude save negates) SRD3.5 25
globe of cold (CR4) Jamis_Buck 26
Glyph of Warding (Blast): CR 4; (glyph of warding [blast], 5th-level cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.) SRD3.5 27
Glyph of Warding (Blast): CR 6; (glyph of warding [blast], 16th-level cleric, 8d8 sonic, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.) SRD3.5 28
illusion over spiked pit (CR3) Jamis_Buck 29
Incendiary Cloud Trap: CR 9; (incendiary cloud, 15th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage) SRD3.5 30
Inflict Light Wounds Trap: CR 2; (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 Will save half damage) SRD3.5 31
lightning blast (CR3) Jamis_Buck 32
Lightning Bolt DMG1 33
Lightning Bolt Trap: CR 4; (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 Reflex save half damage) SRD3.5 34
Lightning Bolt Trap: CR 6; (lightning bolt, 10th-level wizard, 10d6 electricity, DC 14 Reflex save half damage) SRD3.5 35
Phantasmal Killer Trap: CR 5; (phantasmal killer, 7th-level wizard, DC 16 Will save for disbelief and DC 16 Fort save for partial effect) SRD3.5 36
poison gas trap (CR10) Jamis_Buck 37
Power Word Stun Trap: CR 8; (power word stun, 13th-level wizard) SRD3.5 38
Prismatic Spray Trap: CR 8; (prismatic spray, 13th-level wizard, DC 20 Reflex, Fortitude, or Will save, depending on effect) SRD3.5 39
Reverse Gravity Trap: CR 8; (reverse gravity, 13th-level wizard, 6d6 fall [upon hitting the ceiling of the 60-ft.- high room], then 6d6 fall [upon falling 60 ft. to the floor when the spell ends], DC 20 Reflex save avoids damage) SRD3.5 40
Sepia Snake Sigil Trap: CR 4; (sepia snake sigil, 5th-level wizard, DC 14 Reflex save negates) SRD3.5 41
Summon Monster VI Trap: CR 7; (summon monster VI, 11th-level wizard) SRD3.5 42
Symbol DMG1 43
Teleporter DMG1 44
Wail of the Banshee Trap: CR 10; (wail of the banshee, 17th-level wizard, DC 23 Fortitude save negates); multiple targets (up to 17 creatures) SRD3.5 45
Word of Chaos Trap: CR 8; (word of chaos, 13th-level cleric) SRD3.5 46

[D5] Tricks


[D5.0] Tricks (General Rules)

Tricks are usually some sort of trade-off effect or a puzzle that needs to be figured out. Monsters from the Trick's dungeon generally ignore Tricks, but summoned and transported monsters do not ignore Tricks (they require some familiarity with to be immune to).
 
Tricks that are illusionary in nature can be "disbelieved" by spending a 0 action and making an Int check. If you attempt to disbelieve something and
Once you disbelieve or make a save against a Trick, you generally don't have to do it again; you are now immune to that Trick.
 
Tricks usually have charges (sometimes Elevators, Gates, and Illusions do not). You can either have a set number of charges, or give the trick a 10% change of suddenly being out charges with each use. In practice, I usually have a trick run out of charges when it becomes tiresome or abusive.
 
Tricks cannot be picked up or moved in general, unless the whole room is moved (e.g. Estate Transference). Even if the DM decides they can be picked up, Tricks frequently have an Ego score (1d100 per multiplier).
 
Some Tricks (especially the DMG1 ones) do not have exact game effects; the precise amount of damage or whatever should vary by DL and the importance of the Trick to the DM anyway. Sometimes a Trick is a throwaway point resolved with one Remove Tricks roll, sometimes it's an important component of the dungeon. Because of this, this list of Tricks are just general ideas to spark the DM's imagination. If nothing comes to mind during play, you can roll twice on the table and create a combination Trick using two results (this is almost always enough to spark my imagination, even when it's 2 AM and I'm fatigued from running D&D all night!).
 
If not given, the physical form a Trick has can be rolled on the following table:
 
Monster Generators:
 
Monster Generators have a DL rating, usually starts with the Dungeon Level of the current dungeon.
They "awaken" if they gain line-of-sight with a player character.
They summon a monster of their DL rating every segment; the summoned monster is not sick.
 
It takes DL*DL*10 dmg (or a Remove Tricks) to reduce the DL rating of a Monster Generator by 1.
They have AC 0, cannot be backstabbed or overhit, but you can crit on a Monster Generator.
If a DL I Monster Generator takes 10 dmg (or is Removed Tricks), it is destroyed.
 
The total damage to completely destroy a Monster Generator (from full strength all the way down to destroyed) is as follows. This also serves as a quick reference to see what DL a Monster Generator becomes after taking a lot of damage (e.g. a DL VI generator at 910 hp takes 600 dmg, it is now a DL IV generator).
DL I = 10, DL II = 50, DL III = 140, DL IV = 300, DL V = 550, DL VI = 910, DL VII = 1400, DL VIII = 2040, DL IX = 2850, DL X = 3850
Form Source d29
Altar DMG1 1
Arch DMG1 2
Ceiling DMG1 3
Container (Barrel, Jar, Vase, etc.) DMG1 4
Dome DMG1 5
Door DMG1 6
Door, Secret DMG1 7
Fire DMG1 8
Fireplace DMG1 9
Force Field DMG1 10
Fountain DMG1 11
Furnishings DMG1 12
Idol DMG1 13
Illusion DMG1 14
Machine DMG1 15
Monster DMG1 16
Painting DMG1 17
Passage DMG1 18
Pedestal DMG1 19
Pillar or Column DMG1 20
Pit DMG1 21
Pool DMG1 22
Room (Floor) DMG1 23
Stairway DMG1 24
Statue DMG1 25
Tapestry DMG1 26
Vegetation DMG1 27
Wall DMG1 28
Well DMG1 29

[D5] Tricks


[D5.1] x1 Tricks

x1 Trick Source d125
Aging (roll for the Trick's physical form in [D5.0]) DMG1 1
Animated (roll for the Trick's physical form in [D5.0]) DMG1 2
Anti-Magic (roll for the Trick's physical form in [D5.0]) DMG1 3
Appearing/Disappearing (roll for the Trick's physical form in [D5.0]) DMG1 4
Asks (roll for the Trick's physical form in [D5.0]) DMG1 5
Attacks (roll for the Trick's physical form in [D5.0]) DMG1 6
Attributes, rearranges Stats (roll for the Trick's physical form in [D5.0]) DMG1 7
behind rubbish Jamis_Buck 8
behind tapestry Jamis_Buck 9
Changes - Alignment (roll for the Trick's physical form in [D5.0]) DMG1 10
Changes - Attribute (roll for the Trick's physical form in [D5.0]) DMG1 11
Changes - Class (roll for the Trick's physical form in [D5.0]) DMG1 12
Changes - Minds From Body to Body (roll for the Trick's physical form in [D5.0]) DMG1 13
Changes - Sex (roll for the Trick's physical form in [D5.0]) DMG1 14
Collapsing (roll for the Trick's physical form in [D5.0]) DMG1 15
Combination lock (roll for the Trick's physical form in [D5.0]) DMG1 16
Directs (roll for the Trick's physical form in [D5.0]) DMG1 17
Disintegrates (roll for the Trick's physical form in [D5.0]) DMG1 18
Distorted - Height/Depth (roll for the Trick's physical form in [D5.0]) DMG1 19
Distorted - Width/Length (roll for the Trick's physical form in [D5.0]) DMG1 20
down-sliding Jamis_Buck 21
Electrical Shock (roll for the Trick's physical form in [D5.0]) DMG1 22
Elevator room (with lever to select DL) DM 23
Elevator room, descends 1 level and will not ascend for 30 turns. DMG1 24
Elevator room, descends 2 levels and will not ascend for 30 turns. DMG1 25
Enlarge/reduces (roll for the Trick's physical form in [D5.0]) DMG1 26
Enrages (roll for the Trick's physical form in [D5.0]) DMG1 27
False (roll for the Trick's physical form in [D5.0]) DMG1 28
false wall Jamis_Buck 29
Flesh To Stone (roll for the Trick's physical form in [D5.0]) DMG1 30
Fruit (roll for the Trick's physical form in [D5.0]) DMG1 31
Gaseous (roll for the Trick's physical form in [D5.0]) DMG1 32
Gate (to random plane) in room (can be dispelled, or closed by a x1 or higher being passing through from this side) DM 33
Geas/Quest (roll for the Trick's physical form in [D5.0]) DMG1 34
gesture trigger Jamis_Buck 35
Gravity - Greater (roll for the Trick's physical form in [D5.0]) DMG1 36
Gravity - Lesser (roll for the Trick's physical form in [D5.0]) DMG1 37
Gravity - Nil (roll for the Trick's physical form in [D5.0]) DMG1 38
Gravity - Varying (roll for the Trick's physical form in [D5.0]) DMG1 39
Greed-Producing (roll for the Trick's physical form in [D5.0]) DMG1 40
Illusionary wall concealing a chamber with monster and treasure DMG1 41
Illusionary wall concealing a chute below DMG1 42
Illusionary wall concealing a pit above DMG1 43
illusory wall Jamis_Buck 44
Intelligent (roll for the Trick's physical form in [D5.0]) DMG1 45
Invisible (roll for the Trick's physical form in [D5.0]) DMG1 46
magic word trigger Jamis_Buck 47
Magical Pool/Throne: Adjusts a random ability score permanently, roll 1d6: (1-2) +1d4, (3-4) -1d4, (5-6) +1d4 to one and -1d4 to another DMG1 48
Magical Pool/Throne: Does a High Frequency Sample DM 49
Magical Pool/Throne: Grants a wish, but pool has an alignment (rolled randomly, not known to PCs unless they cast Know Alignment), wish might be reverse or twisted if differing alignments DMG1 50
Magical Pool/Throne: Teleports (roll 1d4): (1) Back to surface, (2) Elsewhere on this DL, (3) 1 DL down, (4) 100 miles away outside DMG1 51
Magical Pool/Throne: Turns gold into platinum (50%) or lead (50%) DMG1 52
Magical Pool: Effect of a randomly determined potion (will repeat same potion effect as last drink 75% of the time) DM 53
Magical Pool: Heal (75%) or Poison (death/40) (25%) DM 54
Magical Throne: Has an Ego score of 1d100, gives person +1d10 Chr and +1QM action while sitting in the chair DMG1 55
Magical Thrones: There are two thrones; If a person sits in each one: their personalities, mental abilities and consciousnesses switch bodies DM 56
magically reinforced Jamis_Buck 57
Mirage Arcana of a powerful monster (not actually there) DM 58
Monster Generator: Animal (summons an Animal every segment) Gauntlet 59
Monster Generator: Beholder (summons a Beholder every segment) Gauntlet 60
Monster Generator: Dragon (summons a Dragon every segment) Gauntlet 61
Monster Generator: Elemental (summons an Elemental every segment) Gauntlet 62
Monster Generator: Giant (summons a Giant every segment) Gauntlet 63
Monster Generator: Golem (summons a Golem every segment) Gauntlet 64
Monster Generator: Humanoid (summons a Humanoid every segment) Gauntlet 65
Monster Generator: Insect (summons an Insect every segment) Gauntlet 66
Monster Generator: Lycanthrope (summons a Lycanthrope every segment) Gauntlet 67
Monster Generator: Ooze (summons an Ooze every segment) Gauntlet 68
Monster Generator: Outer (summons an Outer every segment) Gauntlet 69
Monster Generator: Plant (summons a Plant every segment) Gauntlet 70
Monster Generator: Reptile (summons a Reptile every segment) Gauntlet 71
Monster Generator: Undead (summons an Undead every segment) Gauntlet 72
Monster Generator: Water (summons a Water every segment) Gauntlet 73
Monster Generator: Weird (summons a Weird every segment) Gauntlet 74
Moves/Rolls (roll for the Trick's physical form in [D5.0]) DMG1 75
One-Way (roll for the Trick's physical form in [D5.0]) DMG1 76
passwall Jamis_Buck 77
Pivots Two Possible Ways (roll for the Trick's physical form in [D5.0]) DMG1 78
Points (roll for the Trick's physical form in [D5.0]) DMG1 79
Poison (roll for the Trick's physical form in [D5.0]) DMG1 80
Polymorphing (roll for the Trick's physical form in [D5.0]) DMG1 81
pressure-plate trigger Jamis_Buck 82
push-brick trigger Jamis_Buck 83
Randomly Acts (roll for the Trick's physical form in [D5.0]) DMG1 84
Releases - Coins (roll for the Trick's physical form in [D5.0]) DMG1 85
Releases - Counterfeit Coins (roll for the Trick's physical form in [D5.0]) DMG1 86
Releases - Gem/Jewelry (roll for the Trick's physical form in [D5.0]) DMG1 87
Releases - Magic Item (roll for the Trick's physical form in [D5.0]) DMG1 88
Releases - Map (roll for the Trick's physical form in [D5.0]) DMG1 89
Resisting - General (roll for the Trick's physical form in [D5.0]) DMG1 90
Resisting - Specific (roll for the Trick's physical form in [D5.0]) DMG1 91
Rising/Sinking (roll for the Trick's physical form in [D5.0]) DMG1 92
rotating wall Jamis_Buck 93
Shifting (roll for the Trick's physical form in [D5.0]) DMG1 94
Shoots (roll for the Trick's physical form in [D5.0]) DMG1 95
side-sliding Jamis_Buck 96
Sliding (roll for the Trick's physical form in [D5.0]) DMG1 97
Sloping (roll for the Trick's physical form in [D5.0]) DMG1 98
Spinning (roll for the Trick's physical form in [D5.0]) DMG1 99
stuck Jamis_Buck 100
Suggests (roll for the Trick's physical form in [D5.0]) DMG1 101
Suspends Animation (roll for the Trick's physical form in [D5.0]) DMG1 102
Symbiotic (roll for the Trick's physical form in [D5.0]) DMG1 103
Takes/Steals (roll for the Trick's physical form in [D5.0]) DMG1 104
Talks - Intelligently/Normally (roll for the Trick's physical form in [D5.0]) DMG1 105
Talks - Nonsense (roll for the Trick's physical form in [D5.0]) DMG1 106
Talks - Poetry / Rhymes (roll for the Trick's physical form in [D5.0]) DMG1 107
Talks - Singing (roll for the Trick's physical form in [D5.0]) DMG1 108
Talks - Spell Casting (roll for the Trick's physical form in [D5.0]) DMG1 109
Talks - Yells/Screams (roll for the Trick's physical form in [D5.0]) DMG1 110
Teleports (roll for the Trick's physical form in [D5.0]) DMG1 111
Treasure disguised to appear as something else DMG1 112
Treasure hidden behind a loose stone in the wall DMG1 113
Treasure hidden by Illusion (to change or hide appearance) DMG1 114
Treasure hidden by Invisibility DMG1 115
Treasure hidden in secret compartment in container DMG1 116
Treasure hidden in secret space under contoiner DMG1 117
Treasure hidden inside ordinary item in plain view DMG1 118
Treasure hidden under a heap of trash/dung DMG1 119
Treasure hidden under a loose stone in the floor DMG1 120
Treasure in a secret room nearby DMG1 121
up-sliding Jamis_Buck 122
Wall 10' behind slides across passage blocking it for from 40-60 turns. DMG1 123
Wish Fulfillment (roll for the Trick's physical form in [D5.0]) DMG1 124
Wish Fulfillment, Reversal (roll for the Trick's physical form in [D5.0]) DMG1 125

[D5] Tricks


[D5.2] x2 Tricks

x2 Trick Source d3
Gate (to random plane) in room (cannot be dispelled unless a x2 or higher being steps through from this side) DM 1
Monster Generator in room (summons a monster every segment) DM 2
Sphere of Annihilation in room S1 3

[D6] Specials


[D6.0] Specials (General Rules)

Specials are continuous effects that cover a large area (generally the entire room or, in extreme cases, the entire dungeon).
Monsters are not immune to Specials, even monsters from this dungeon (or this room). Even the monster that created the Special is not immune to it. This is one primary difference between a Trick and a Special.
Making a save vs. a Special does not make you immune to it. You must save again at every one of it's intervals (generally every segment). This is another important difference between a Trick and a Special.
Specials cannot be moved unless the whole room is moved (e.g. Estate Transference), and sometimes even then they won't move.
Since Specials cover the entire room, a physical form (similar to what's done for Tricks in [D5.0]) is not needed. However, the DM can optionally have an item in the room that turns the Special on or off, or an item that must be destroyed to turn the Special off. This may be desirable for the DM if the Special has a really nasty effect.

[D6] Specials


[D6.1] x1 Specials

x1 Special Source d24
A random psionic frequency functions at (50%) zero effect (50%) double effect DM 1
A random school of Wizard magic functions at (50%) zero effect (50%) double effect DM 2
A random sphere of Priest magic functions at (50%) zero effect (50%) double effect DM 3
Distance Distortion: All distances in room are tripled DM 4
Distance Distortion: Everyone in the room (incl. PCs) are in the same "group"; all area affects cover the entire room; "Hole in the Middle" does not function DM 5
DRZ (Dispel Radiation Zone) - radioactive effects (e.g. Psi9) get countered; existing radioactive effects have SL% chance of being dispelled per segment DM 6
Gas in room: Blindness (must save every segment) DMG1 7
Gas in room: Fear (must save every segment) DMG1 8
Gas in room: Obscures vision DMG1 9
Gas in room: Poison (must save every round or slain) DMG1 10
Gas in room: Sickness/Nauseated (must save every segment) DMG1 11
Gas in room: Sleep (must save every segment) DMG1 12
Gas in room: Strength (all in room get +1d6 Str while in room) DMG1 13
Gravity high 1d6+1 G (see [C8]) DM 14
Gravity low 1/(1d6+1) G (see [C8]) DM 15
Innate abilities cannot be cast in the room, existing effects are OK DM 16
Magic cannot be cast in the room, existing effects are OK DM 17
Proof against Teleportation (includes Blinking within room, Plane Shifting, etc.; nothing comes in or out without walking) DM 18
Psionics cannot be cast in the room, existing effects are OK DM 19
Radiation (Psi9) of RS=1d12 (doesn't fluctuate) DM 20
Radiation (Psi9) of RS=1d12 (fluctuates each round) DM 21
Rogue abilities cannot be cast in the room, existing effects are OK DM 22
Tempus Fugit (time within the room flows at 5x rate compared to outside the room) DM 23
Turning Undead is at -1d4 CL and -1d6 to the 1d20 turn roll (the 1d4 and 1d6 are fixed amounts, rolled once) (1 in 4 chance this is a bonus instead) DM 24

[D6] Specials


[D6.2] x2 Specials

x2 Special Source d9
Dimensional Mine Generator (one mine per segment, hits a random player or monster, takes 1d100 dmg and is Wrenched) DM 1
DIZ (Dispel Innates Zone) - innates get countered; existing innate effects have SL% chance of being dispelled per segment DM 2
DMZ (Dispel Magic Zone) - spells get countered; existing magical effects have SL% chance of being dispelled per segment Q1 3
DPZ (Dispel Psionics Zone) - psionics get countered; existing psionic effects have SL% chance of being dispelled per segment DM 4
Ego of items is doubled in room, all intelligent items and artifacts in room get +1E action DM 5
Nothing in the room can be affected by Invisibility, Dust of Disappearance, Displacement DM 6
Roll 1d3+1 times on the x1 Special table; duplicated results are doubled/tripled/quadrupled DM 7
Saving Throws cannot be made in the room except on a natural 20 (with no adjustments or die setting effects whatsoever). DM 8
Time Stop - Room is permanently and continuously Time Stopped, only creatures with Time/Reality Stability, Immune Time, or a personal bubble of Time can function here. DM 9

[D6] Specials


[D6.3] x3 Specials

x3 Special Source d2
DXZ (Dispel Concordant Zone) - concordant spells get countered; existing concordant effects have SL% chance of being dispelled per segment DM 1
Gods cannot see, hear, or sense into this room unless they are actually there; Divine Intervention fails DM 2

[D7] Dungeon Dressing


[D7.1] Dungeon Types

Dungeon Type (see also [D8] City Dressing) Source d42 (d54)
Arena Level (whole DL is one huge room) DM 1
Assassin's Guild DM 2
Graveyard/Crypt DM 3
Lair (Animal) DM 4
Lair (Beholder) DM 5
Lair (Dragon) DM 6
Lair (Elemental) / Elemental Cave DM 7
Lair (Giant) DM 8
Lair (Golem) DM 9
Lair (Humanoid) DM 10
Lair (Insect) / Hive DM 11
Lair (Lycanthrope) DM 12
Lair (Ooze) DM 13
Lair (Outer) / Dungeon biased by a Plane DM 14
Lair (Plant) DM 15
Lair (Reptile) DM 16
Lair (Undead) DM 17
Lair (Water) DM 18
Lair (Weird) DM 19
Lair (Alien) DM 20
Lair (Faerie) DM 21
Lair (Immortal(s)) DM 22
Lair (NPC Party/Parties) DM 23
Lair (Psionic-using (roll 1d30 for frequency)) DM 24
Lair (Technological) DM 25
Living Dungeon (dungeon itself is alive) DM 26
Martial Arts Dojo DM 27
Maze DM 28
Narrow Corridors (only 3' wide, single file) DM 29
Natural Cave DM 30
Signal Tower / Lighthouse Dungeon1 31
Special Dungeon (it's mostly [D6] Specials) DM 32
Temple DM 33
Thieves' Guild DM 34
Trap Dungeon (it's mostly [D4] Traps) S1 35
Trick Dungeon (it's mostly [D5] Tricks) WG7 36
Unconnected Rooms (use teleporters to get around) DM 37
Unusual Material (walls are made of this), roll on [E5] DM 38
Unusual Material, Blood Rock (+1 crit ranges) Dungeonscape3 39
Unusual Material, Deadwood (Undead resist turning) Dungeonscape3 40
Unusual Material, Mage Stone (spells enhanced by 1 CL) Dungeonscape3 41
Wizard's Tower DM 42
(Roll a [D7.2] Room Type, the dungeon is all that type) DM (43-46)
(Roll on this table twice) DM (47-54)

[D7] Dungeon Dressing


[D7.2] Room Types

Room Type Source d85
Animal Pens Dungeon1 1
Antechamber (Entry room into larger room) DMG1 2
Armory DMG1 3
Audience DMG1 4
Aviary DMG1 5
Banquet DMG1 6
Barracks / Quarters DMG1 7
Bath / Bathing Room DMG1 8
Bedroom/Boudior DMG1 9
Bestiary DMG1 10
Cell DMG1 11
Chantry (Shrine) DMG1 12
Chapel DMG1 13
Cistern (holds water) DMG1 14
Class- DMG1 15
Closet DMG1 16
Conjuring DMG1 17
Corridor DMG1 18
Court DMG1 19
Crypt / Burial Chamber DMG1 20
Dining / Feast Hall DMG1 21
Divination- DMG1 22
Dormitory DMG1 23
Dressing Room DMG1 24
Elevator Room Dungeon1 25
Empty (completely clean) Dungeon1 26
Entry-/Vestibule DMG1 27
Fountain/Pool Room Dungeon1 28
Gallery DMG1 29
Game Room DMG1 30
Garbage Room Dungeon1 31
Gardens Dungeon1 32
Guardroom DMG1 33
Hall DMG1 34
Hall, Great DMG1 35
Hallway DMG1 36
Harem/Seraglio DMG1 37
Heating Room (for warmth) Dungeon1 38
Kennel DMG1 39
Kitchen DMG1 40
Laboratory DMG1 41
Library DMG1 42
Lounge DMG1 43
Map Room / Cartography Dungeon2 44
Meditation DMG1 45
Meeting Room Dungeon1 46
Museum Dungeon2 47
Music Room Dungeon2 48
Nest (animal) Dungeon1 49
Observatory DMG1 50
Office DMG1 51
Pantry DMG1 52
Pen/Prison DMG1 53
Pool Dungeon2 54
Priest's Chamber/Lab DM 55
Privy/Secret- DMG1 56
Psionicist's Chamber/Lab DM 57
Reception- DMG1 58
Refectory (Monestary Dining Room) DMG1 59
Robing Room DMG1 60
Rogue's Chamber/Lab DM 61
Salon DMG1 62
Shrine DMG1 63
Sitting Room DMG1 64
Smithy/Forge DMG1 65
Solar DMG1 66
Stable DMG1 67
Storage DMG1 68
Strongroom/Vault DMG1 69
Study DMG1 70
Temple DMG1 71
Throne Room DMG1 72
Torture Chamber DMG1 73
Training/Exercise/Practice DMG1 74
Treasure Room Dungeon1 75
Trophy Room DMG1 76
Wafer Closet/Toilet DMG1 77
Waiting Room DMG1 78
Wardrobe Dungeon2 79
Warrior's Chamber/Lab DM 80
Well DMG1 81
Wine Cellar Dungeon1 82
Wizard's Chamber/Lab DM 83
Workroom DMG1 84
Workshop DMG1 85

[D7] Dungeon Dressing


[D7.3] Furniture / Main Room Features

Furniture / Main Room Feature Source d236
alcove Jamis_Buck 1
altar DMG1 2
altar Jamis_Buck 3
arch Jamis_Buck 4
armchair DMG1 5
armoire DMG1 6
arras (coin container) DMG1 7
arrow slit (wall)/murder hole (ceiling) Jamis_Buck 8
bag DMG1 9
balcony Jamis_Buck 10
barrel DMG1 11
barrel Jamis_Buck 12
bed DMG1 13
bed Jamis_Buck 14
bench DMG1 15
bench Jamis_Buck 16
blanket DMG1 17
bookcase Jamis_Buck 18
box (large) DMG1 19
brazier Jamis_Buck 20
brazier & charcoal DMG1 21
Bridge, Bone Dungeonscape3 22
Bridge, Chain DM 23
Bridge, Conjured (magical) Dungeonscape3 24
Bridge, Force (magical) Dungeonscape3 25
Bridge, Ice Dungeonscape3 26
Bridge, Log Dungeonscape3 27
Bridge, Rope DM 28
Bridge, Stone DMG1 29
Bridge, Swinging (like a swing) Dungeonscape3 30
Bridge, Web Dungeonscape3 31
Bridge, with car and pulley system DM 32
Bridge, Wood DMG1 33
bucket DMG1 34
buffet DMG1 35
bunks DMG1 36
butt (large borrel) DMG1 37
cabinet DMG1 38
cage Jamis_Buck 39
caldron Jamis_Buck 40
candelabrum DMG1 41
carpet Jamis_Buck 42
carpet (largish) DMG1 43
carving Jamis_Buck 44
cask DMG1 45
casket Jamis_Buck 46
catwalk Jamis_Buck 47
Caved-in/Collapsed Area Dungeonscape3 48
chair DMG1 49
chair Jamis_Buck 50
chair, padded DMG1 51
chair, podded, arm DMG1 52
chandelier DMG1 53
chandelier Jamis_Buck 54
charcoal DMG1 55
charcoal bin Jamis_Buck 56
chasm Jamis_Buck 57
Chasm, Constructed (purposely built) Dungeonscape3 58
Chasm, Natural Dungeonscape3 59
chest Jamis_Buck 60
chest of drawers DMG1 61
chest of drawers Jamis_Buck 62
chest, large DMG1 63
chest, medium DMG1 64
Chimney Dungeonscape3 65
Chimney, Fire (for fireplace) Dungeonscape3 66
chute Jamis_Buck 67
Chute, Flesh (acid damage) Dungeonscape3 68
Chute, Sand/Quicksand Dungeonscape3 69
closet (wardrobe) DMG1 70
coal DMG1 71
coat rack Jamis_Buck 72
collapsed wall Jamis_Buck 73
couch DMG1 74
crate DMG1 75
crate Jamis_Buck 76
cresset (torch on a pole) DMG1 77
cupboard DMG1 78
cupboard Jamis_Buck 79
curtain Jamis_Buck 80
cushion DMG1 81
dais (raised platform) DMG1 82
desk DMG1 83
divan Jamis_Buck 84
dome Jamis_Buck 85
door (broken) Jamis_Buck 86
dung heap Jamis_Buck 87
evil symbol Jamis_Buck 88
fallen stones Jamis_Buck 89
firepit Jamis_Buck 90
fireplace Jamis_Buck 91
fireplace & wood DMG1 92
fireplace with mantle DMG1 93
firkin (small barrel) DMG1 94
Floors of Air Dungeonscape3 95
Floors of Bone Dungeonscape3 96
Floors of Fire Dungeonscape3 97
Floors of Flesh Dungeonscape3 98
Floors of Glass Dungeonscape3 99
Floors of Ice Dungeonscape3 100
Floors of Insects Dungeonscape3 101
Floors of Magma Dungeonscape3 102
Floors of Ooze Dungeonscape3 103
Floors of Plants Dungeonscape3 104
Floors of Souls Dungeonscape3 105
Floors of Water Dungeonscape3 106
Floors of Webs Dungeonscape3 107
Flowstone (slippery) Dungeonscape3 108
font Jamis_Buck 109
forge Jamis_Buck 110
fountain DMG1 111
fountain Jamis_Buck 112
fresco (painting) DMG1 113
furniture (broken) Jamis_Buck 114
gong Jamis_Buck 115
grindstone DMG1 116
hamper DMG1 117
hay (pile) Jamis_Buck 118
hogshead (large cask of liquid) DMG1 119
hole Jamis_Buck 120
hole (blasted) Jamis_Buck 121
hossock (ottoman) DMG1 122
idol Jamis_Buck 123
idol (largish) DMG1 124
iron bars Jamis_Buck 125
iron maiden Jamis_Buck 126
keg DMG1 127
kiln Jamis_Buck 128
ladder Jamis_Buck 129
ledge Jamis_Buck 130
loom DMG1 131
loom Jamis_Buck 132
loose masonry Jamis_Buck 133
manacles Jamis_Buck 134
manger Jamis_Buck 135
mat DMG1 136
mattress DMG1 137
mirror Jamis_Buck 138
mosaic Jamis_Buck 139
mound of rubble Jamis_Buck 140
oven Jamis_Buck 141
overhang Jamis_Buck 142
pail DMG1 143
painting DMG1 144
painting Jamis_Buck 145
pallet DMG1 146
partially collapsed ceiling Jamis_Buck 147
pedestal DMG1 148
pedestal Jamis_Buck 149
peephole Jamis_Buck 150
pegs DMG1 151
pillar Jamis_Buck 152
pillory Jamis_Buck 153
pillow DMG1 154
pipe (large cask) DMG1 155
pit (shallow) Jamis_Buck 156
platform Jamis_Buck 157
pool Jamis_Buck 158
portcullis Jamis_Buck 159
quilt DMG1 160
rack Jamis_Buck 161
ramp Jamis_Buck 162
recess Jamis_Buck 163
relief Jamis_Buck 164
rug DMG1 165
rushes (herbs) DMG1 166
sack DMG1 167
sconce Jamis_Buck 168
sconce, wall DMG1 169
screen DMG1 170
screen Jamis_Buck 171
shaft Jamis_Buck 172
sheet DMG1 173
shelf DMG1 174
shelf Jamis_Buck 175
shrine DMG1 176
shrine Jamis_Buck 177
sideboard (china closet) DMG1 178
sofa DMG1 179
spinning wheel Jamis_Buck 180
staff, normal DMG1 181
stall or pen Jamis_Buck 182
Stalactites (some might fall) Dungeonscape3 183
Stalagmites Dungeonscape3 184
stand DMG1 185
statue DMG1 186
statue Jamis_Buck 187
statue (toppled) Jamis_Buck 188
steps Jamis_Buck 189
stool Jamis_Buck 190
stool, high DMG1 191
stool, normal DMG1 192
stuffed beast Jamis_Buck 193
sunken area Jamis_Buck 194
table (large) Jamis_Buck 195
table (small) Jamis_Buck 196
table, large DMG1 197
table, long DMG1 198
table, low DMG1 199
table, round DMG1 200
table, small DMG1 201
table, trestle DMG1 202
tapestry DMG1 203
tapestry Jamis_Buck 204
throne DMG1 205
throne Jamis_Buck 206
trash (pile) Jamis_Buck 207
tripod Jamis_Buck 208
trough Jamis_Buck 209
trunk DMG1 210
tub DMG1 211
tub Jamis_Buck 212
tun DMG1 213
urn DMG1 214
wall basin Jamis_Buck 215
wall basin and font DMG1 216
Walls of Air Dungeonscape3 217
Walls of Bone Dungeonscape3 218
Walls of Fire Dungeonscape3 219
Walls of Flesh Dungeonscape3 220
Walls of Glass Dungeonscape3 221
Walls of Ice Dungeonscape3 222
Walls of Insects Dungeonscape3 223
Walls of Magma Dungeonscape3 224
Walls of Ooze Dungeonscape3 225
Walls of Plants Dungeonscape3 226
Walls of Souls Dungeonscape3 227
Walls of Water Dungeonscape3 228
Walls of Webs Dungeonscape3 229
wardrobe Jamis_Buck 230
weapon rack Jamis_Buck 231
well Jamis_Buck 232
winch and pulley Jamis_Buck 233
wood billets (shelf beds) DMG1 234
workbench DMG1 235
workbench Jamis_Buck 236

[D7] Dungeon Dressing


[D7.4] Wizard Furnishings

Wizard Furnishings Source d67
alembic (alchemical still) DMG1 1
balance & weights DMG1 2
beaker DMG1 3
bellows DMG1 4
bladder DMG1 5
book DMG1 6
bottle DMG1 7
bowl DMG1 8
box DMG1 9
brazier DMG1 10
cage DMG1 11
caldron DMG1 12
candle DMG1 13
carafe (decanter) DMG1 14
chalk DMG1 15
condlestick DMG1 16
crucible DMG1 17
cruet (flask) DMG1 18
crystal ball DMG1 19
decanter DMG1 20
desk DMG1 21
dish DMG1 22
flask DMG1 23
funnel DMG1 24
furnace DMG1 25
herbs DMG1 26
horn DMG1 27
hourglass DMG1 28
jar DMG1 29
jug DMG1 30
kettle DMG1 31
ladle DMG1 32
lamp DMG1 33
lens (concave, convex, etc.) DMG1 34
magic circle DMG1 35
mortar & pestle DMG1 36
pan DMG1 37
parchment DMG1 38
pentacle DMG1 39
pentagram DMG1 40
phial DMG1 41
pipette DMG1 42
pot DMG1 43
prism DMG1 44
quill DMG1 45
retort (glass jug with long neck for alchemy) DMG1 46
rod, mixing/stirring DMG1 47
scrolI DMG1 48
scroll tube DMG1 49
sheet DMG1 50
skin DMG1 51
skull DMG1 52
spatula DMG1 53
spoon, measuring DMG1 54
stand DMG1 55
stool DMG1 56
stuffed animal DMG1 57
tank (container) DMG1 58
tongs DMG1 59
tripod DMG1 60
tube (container) DMG1 61
tube (piping) DMG1 62
tweezers DMG1 63
vial DMG1 64
waterclock DMG1 65
wire DMG1 66
workbench DMG1 67

[D7] Dungeon Dressing


[D7.5] Priest/Religious Furnishings

Priest/Religious Furnishings Source d43
altar DMG1 1
bell(s) DMG1 2
brazier(s) DMG1 3
candelabra DMG1 4
candles DMG1 5
candlesticks DMG1 6
cassocks (robes) DMG1 7
chime(s) DMG1 8
cloth (altar) DMG1 9
columns/pillars DMG1 10
curtain/tapestry DMG1 11
drum DMG1 12
font DMG1 13
gong DMG1 14
holy/unholy symbol(s) DMG1 15
holy/unholy writings DMG1 16
idol(s) DMG1 17
incense burner(s) DMG1 18
kneeling bench DMG1 19
lamp(s) DMG1 20
lectern DMG1 21
mosaics DMG1 22
offertory container DMG1 23
paintings/frescoes DMG1 24
pews DMG1 25
pipes (musical) DMG1 26
prayer rug DMG1 27
pulpit DMG1 28
rail DMG1 29
robes DMG1 30
sanctuary DMG1 31
screen DMG1 32
shrine DMG1 33
side chair(s) DMG1 34
stand DMG1 35
statue(s) DMG1 36
throne DMG1 37
thurible (incense) DMG1 38
tripod DMG1 39
vestry (clothing) DMG1 40
vestments DMG1 41
votive light/candle DMG1 42
whistle DMG1 43

[D7] Dungeon Dressing


[D7.6] Torture Chamber Furnishings

Torture Chamber Furnishings Source d39
bastinadoes DMG1 1
bell (huge) DMG1 2
bench DMG1 3
boots (iron) DMG1 4
branding irons DMG1 5
brazier DMG1 6
cage DMG1 7
chains DMG1 8
chair with straps DMG1 9
clamps DMG1 10
cressets DMG1 11
fetters DMG1 12
fire pit DMG1 13
grill DMG1 14
hooks DMG1 15
iron maiden DMG1 16
knives DMG1 17
manacles DMG1 18
oil (barrel of) DMG1 19
oubliette (pit) DMG1 20
pillory DMG1 21
pincers DMG1 22
pliers DMG1 23
pot (huge) DMG1 24
rack DMG1 25
ropes DMG1 26
stocks DMG1 27
stool DMG1 28
strappado DMG1 29
straw DMG1 30
table DMG1 31
thongs DMG1 32
thumb screws DMG1 33
torches DMG1 34
U rack DMG1 35
vice DMG1 36
well DMG1 37
wheel DMG1 38
whips DMG1 39

[D7] Dungeon Dressing


[D7.7] Doors

Door Type Source d44 (d132)
Archway (open) DMG1 1
Automatic Door (opens if anyone approaches) StarTrek 2
Concealed (Hidden) Door, roll again for type DMG1 3
Bone Door (shrieks loudly if opened) Dungeonscape3 4
Brass Door, Normal DM 5
Bronze Door, Normal DM 6
Double Door, roll again for type DMG1 7
Energy/Elemental Door Dungeonscape3 8
False Door, roll again for type DMG1 9
Flesh Door Dungeonscape3 10
Glass Door (transparent) (shatters if opened) Dungeonscape3 11
Golem Door (it's a Golem creature) Dungeonscape3 12
Dimension Door (as the spell) PH1 13
Ice Door (transparent) Dungeonscape3 14
Intelligent Door, see [E7], might have ego score DM 15
Iris Door (seals as a spiral) DM 16
Iron Door, Normal DM 17
Locked Door, Mechanical DMG1 18
Locked Door, Magic/Psi DMG1 19
Locked Door, Out of Phase DM 20
Membrane Portal (Module Q1 Web Level 4) Q1 21
Mimic (the monster) MM1 22
Mobile Door (door moves around in dungeon) Gauntlet 23
Loop Door (goes to another timeline) DM 24
Time Door (goes to another time) TimeBandits 25
Phase Door (as the spell) PH1 26
Phase Door (phases in/out every so often) Gauntlet 27
Plane Shift Door (other side is on another plane) 28
Plant Door (a door made of plants) Dungeonscape3 29
Plant Door (as the spell) PH1 30
Revolving/Swinging Door DM 31
Secret Door, roll again for type DMG1 32
Sliding Door (slides left/right into wall) DM 33
Specialed Door, roll on [D6] DM 34
Teleport Door (other side is far away) 35
Trapped Door, Mechanical, roll on [D4.1] DMG1 36
Trapped Door, Magic/Psi, roll on [D4.2] DMG1 37
Trapped Door, Out of Phase, roll on [D4.3] DM 38
Tricked Door, roll on [D5] DM 39
Undead Door (has a trapped spirit/ghost) RuinsUnder 40
Unusual Material Door, roll on [E5] DM 41
Void Door (cannot see through doorway) DM 42
Water Lock Door (holds back a lot of water) Dungeonscape3 43
Zombie Door (made of zombies) Dungeonscape3 44
(Stone Door, Normal) DMG1 (45-88)
(Wood Door, Normal) DMG1 (89-132)

[D7] Dungeon Dressing


[D7.9] Minor Items

Minor Item Source d549
acorns DM 1
adder stomach DM 2
alcoline salts DM 3
altar DM 4
alum DM 5
amaryllis stock DM 6
amber rod DM 7
animal hoof DM 8
anvil Jamis_Buck 9
apron DM 10
armchair DM 11
armoire DM 12
arras DM 13
arrow, broken DMG1 14
ash Jamis_Buck 15
ash DM 16
ashes DMG1 17
ashes DM 18
backpack Jamis_Buck 19
bag DM 20
bale (straw) Jamis_Buck 21
bandages DM 22
bandora DM 23
bark DM 24
barrel DM 25
bat guanna DM 26
battle axe DM 27
beaker DM 28
bear pelt DM 29
bed DM 30
bedroll DM 31
bees wax DM 32
bell DM 33
bellows Jamis_Buck 34
belt Jamis_Buck 35
belt DM 36
bench DM 37
bird cage DM 38
bits of fur Jamis_Buck 39
bitumen DM 40
blanket Jamis_Buck 41
blanket DM 42
bloodstain Jamis_Buck 43
blouse DM 44
blow gun DM 45
bone DM 46
bone shards DM 47
bones DMG1 48
bones DM 49
bones (humanoid) Jamis_Buck 50
bones (nonhumanoid) Jamis_Buck 51
book (blank) DM 52
books Jamis_Buck 53
boots Jamis_Buck 54
boots DM 55
bottle Jamis_Buck 56
bottle DM 57
bottle, broken DMG1 58
bowl DM 59
box Jamis_Buck 60
box DM 61
branding iron Jamis_Buck 62
branding iron DM 63
branding irons DM 64
brass dust DM 65
brazier DM 66
brazier/coal DM 67
broken arrow DM 68
broken bottle DM 69
broken glass Jamis_Buck 70
broken pole DM 71
bucket Jamis_Buck 72
bucket DM 73
buffet DM 74
bunks DM 75
butter DM 76
cabinet DM 77
cage DM 78
caldron DM 79
candelabra Jamis_Buck 80
candelabra DM 81
candle Jamis_Buck 82
candle DM 83
candle snuffer DM 84
candlestick DM 85
cap DM 86
cape DM 87
cards (playing cards) Jamis_Buck 88
carpet DM 89
carved horn DM 90
cask DM 91
chain, corroded DMG1 92
chains Jamis_Buck 93
chains DM 94
chair DM 95
chair w/straps DM 96
chalk DM 97
chandelier DM 98
charcoal DM 99
chime DM 100
chissle DM 101
chuncks DM 102
cinders DM 103
clamps DM 104
claw marks Jamis_Buck 105
clay DM 106
cleaver Jamis_Buck 107
cloak DM 108
cloth DM 109
cloth cape DM 110
cloth cloak DM 111
cloth vest DM 112
clothing Jamis_Buck 113
club DM 114
club, splintered DMG1 115
coal DM 116
coat DM 117
cobwebs DMG1 118
cobwebs Jamis_Buck 119
cobwebs DM 120
coin, copper (bent) DMG1 121
cold spot Jamis_Buck 122
cologne DM 123
comb DM 124
common fungi DM 125
copper cutlery DM 126
corn extract DM 127
corpse (adventurer) Jamis_Buck 128
corpse (monster) Jamis_Buck 129
corroded chain DM 130
couch DM 131
cracked flask DM 132
cracks Jamis_Buck 133
cracks, ceiling DMG1 134
cracks, floor DMG1 135
cracks, wall DMG1 136
crate DM 137
crow bar DM 138
crystal ball DM 139
crystal beads DM 140
crystal rod DM 141
crystals DM 142
cup DM 143
cupboard DM 144
curtains DM 145
cushion DM 146
dagger DM 147
dagger hilt DMG1 148
dagger hilt DM 149
dais DM 150
dampness, ceiling DMG1 151
dampness, wall DMG1 152
dart DM 153
decanter DM 154
demon ichor DM 155
desk DM 156
dice Jamis_Buck 157
dice DM 158
dipper DM 159
dipping water Jamis_Buck 160
discarded weapons Jamis_Buck 161
dish DM 162
dishes Jamis_Buck 163
double bed DM 164
dragon blood DM 165
dragon bones DM 166
drapes DM 167
dress DM 168
dried blood DMG1 169
dried blood DM 170
dried peas DM 171
dripping DMG1 172
drum Jamis_Buck 173
drum DM 174
dry leaves/twigs DM 175
dung DMG1 176
dung DM 177
dust DMG1 178
dust Jamis_Buck 179
dust DM 180
eagle eye DM 181
ear spoon DM 182
engraving Jamis_Buck 183
equipment (broken) Jamis_Buck 184
equipment (usable) Jamis_Buck 185
eylashes DM 186
feather DM 187
feather matress DM 188
feather pillow DM 189
fibers DM 190
fire pit DM 191
fish hook DM 192
fishing net DM 193
flail DM 194
flask Jamis_Buck 195
flask DM 196
flask, cracked DMG1 197
flint and tinder Jamis_Buck 198
flour DM 199
flute DM 200
food scraps DMG1 201
food scraps DM 202
foodstuffs (edible) Jamis_Buck 203
foodstuffs (spoiled) Jamis_Buck 204
fools gold DM 205
fork DM 206
fountain DM 207
fungi, common DMG1 208
fungus Jamis_Buck 209
funnel DM 210
fur hat DM 211
furnace DM 212
garlic DM 213
gelatin DM 214
glass DM 215
glass cone DM 216
glass rod DM 217
globes DM 218
glue DM 219
goblet DM 220
gong DM 221
grain alcohol DM 222
grains DM 223
grill DM 224
grinder Jamis_Buck 225
grindstone DM 226
guano DMG1 227
gum arabic DM 228
hacksaw DM 229
hair/fur bits DMG1 230
hair/fur bits DM 231
hairbrush DM 232
hammer DM 233
hammer head DM 234
hammer head, cracked DMG1 235
hamper DM 236
har DM 237
hard high boots DM 238
harp DM 239
harpoon DM 240
havelin head DM 241
helmet dented DM 242
helmet, badly dented DMG1 243
herb tea DM 244
high soft boots DM 245
holly DM 246
holy symbol DM 247
holy water DM 248
hook Jamis_Buck 249
hooks DM 250
horn Jamis_Buck 251
horn DM 252
hourglass Jamis_Buck 253
hourglass DM 254
hug DM 255
human flesh DM 256
incense DM 257
ink DM 258
insects Jamis_Buck 259
iron bar bent DM 260
iron bar, bent, rusted DMG1 261
iron boots DM 262
iron chain DM 263
iron drill DM 264
iron kettle DM 265
iron maiden DM 266
iron symbol DM 267
jar Jamis_Buck 268
javelin DM 269
javelin head, blunt DMG1 270
keg Jamis_Buck 271
keg DM 272
kettle DM 273
key Jamis_Buck 274
knives DM 275
ladder DM 276
ladle DM 277
lamp Jamis_Buck 278
lamp DM 279
lantern Jamis_Buck 280
lantern DM 281
lard DM 282
large box DM 283
large chest DM 284
large rug DM 285
large table DM 286
lasso DM 287
leaf-oak DM 288
leather boot DMG1 289
leather boot DM 290
leather bracers DM 291
leather gloves DM 292
leaves DM 293
leaves (dry) & twigs DMG1 294
lectern DM 295
lens DM 296
lime DM 297
live crickets DM 298
loaf of bread DM 299
loin cloth DM 300
long table DM 301
loom DM 302
louse DM 303
low table DM 304
lyre DM 305
mace DM 306
magic circle DM 307
magnet DM 308
magnify glass DM 309
mandolin DM 310
map:known world DM 311
markings Jamis_Buck 312
mat DM 313
mattress DM 314
mercury DM 315
metal bookcase DM 316
metal bracers DM 317
metal file DM 318
metal rod DM 319
mica DM 320
mink pelt DM 321
mirror DM 322
mold Jamis_Buck 323
mold (common) DMG1 324
mold-common DM 325
morning star DM 326
mud Jamis_Buck 327
mug Jamis_Buck 328
mushroom spores DM 329
musical instrument Jamis_Buck 330
mysterious stain Jamis_Buck 331
nails DM 332
needles DM 333
nest (animal) Jamis_Buck 334
net DM 335
nutshells DM 336
oar DM 337
odor (unidentifiable) Jamis_Buck 338
offertory cont. DM 339
oil (fuel) Jamis_Buck 340
oil (scented) Jamis_Buck 341
oil barrel DM 342
padded armchair DM 343
padded bench DM 344
padded chair DM 345
paddle DM 346
paddle lock DM 347
pail DM 348
paint Jamis_Buck 349
paint DM 350
painting DM 351
pan DM 352
panther pelt DM 353
paper Jamis_Buck 354
parchment DM 355
paste DM 356
pellets DM 357
perfume DM 358
pews DM 359
pewter cutlery DM 360
pewter plate DM 361
pick axe DM 362
pick handle DMG1 363
pick handle DM 364
pillow DM 365
pillows Jamis_Buck 366
pine tar DM 367
pint of grog DM 368
pipe DM 369
pipe (smoking pipe) Jamis_Buck 370
pipes (musical) DM 371
pole Jamis_Buck 372
pole DM 373
pole, broken (5') DMG1 374
pot Jamis_Buck 375
pot DM 376
pottery plate DM 377
pottery shard Jamis_Buck 378
pottery shards DM 379
pottery shords DMG1 380
pouch Jamis_Buck 381
powdered carrot DM 382
ppot DM 383
prayer beads DM 384
prayer wheel DM 385
prism DM 386
puddle (water) Jamis_Buck 387
pulley DM 388
pulpit DM 389
quill DM 390
quill pen DM 391
quilt DM 392
quiver DM 393
rack DM 394
rags DMG1 395
rags Jamis_Buck 396
rags DM 397
rams horn DM 398
razor Jamis_Buck 399
razor DM 400
resin DM 401
ring DM 402
rivulet Jamis_Buck 403
robe DM 404
robes DM 405
rock DM 406
rock salt DM 407
rope DM 408
rope rotted DM 409
rope, rotten DMG1 410
ropes Jamis_Buck 411
ropes DM 412
rotten egg DM 413
round table DM 414
rubble DM 415
rubble & dirt DMG1 416
rug DM 417
runes Jamis_Buck 418
rushes DM 419
sack Jamis_Buck 420
sack DM 421
sack, torn DMG1 422
saddle DM 423
saw DM 424
scattered stones Jamis_Buck 425
scissors DM 426
scorch marks Jamis_Buck 427
screen DM 428
scroll (nonmagical) Jamis_Buck 429
scroll case (empty) Jamis_Buck 430
sea shell DM 431
sheet DM 432
shelf DM 433
shovel DM 434
shrine DM 435
shurkin DM 436
silver cutlery DM 437
silver fox pelt DM 438
silver plate DM 439
silver symbol DM 440
single bed DM 441
skin DM 442
skull Jamis_Buck 443
skull DM 444
slime Jamis_Buck 445
slimy coating, ceiling DMG1 446
slimy coating, floor DMG1 447
slimy coating, wall DMG1 448
sling DM 449
small rug DM 450
small table DM 451
soap DM 452
sofa DM 453
sound (unexplained) Jamis_Buck 454
spices Jamis_Buck 455
spider web DM 456
spiders DM 457
spike Jamis_Buck 458
spike, rusted DMG1 459
spoon DM 460
spy glass DM 461
stand DM 462
std rations DM 463
sticks DMG1 464
stocks DM 465
stones, small DMG1 466
stool DM 467
straw DMG1 468
straw DM 469
straw matress DM 470
strong acid DM 471
sugar DM 472
sundial DM 473
sword DM 474
sword blade DM 475
sword blade, broken DMG1 476
table DM 477
talc DM 478
tankard DM 479
tapestry DM 480
teeth Jamis_Buck 481
teeth/fangs, scattered DMG1 482
tent DM 483
thongs DM 484
throne DM 485
throwing axe DM 486
thumb screw DM 487
tiger pelt DM 488
tinderbox DM 489
tongs Jamis_Buck 490
tools Jamis_Buck 491
toothpick DM 492
torch DM 493
torch (stub) Jamis_Buck 494
torch stub DMG1 495
torches DM 496
torn sack DM 497
towel DM 498
tray Jamis_Buck 499
trident DM 500
tripod DM 501
trophy Jamis_Buck 502
trunk DM 503
tub DM 504
tupbe DM 505
tweezers DM 506
twine Jamis_Buck 507
unholy water DM 508
urn Jamis_Buck 509
urn DM 510
utensils Jamis_Buck 511
vampire dust DM 512
vase DM 513
vial DM 514
vinigar DM 515
walking cane DM 516
wall basin/font DM 517
wall scratchings DMG1 518
wallet DM 519
water, large puddle DMG1 520
water, small puddle DMG1 521
water, trickle DMG1 522
waterclock DM 523
waterskin DM 524
wax blob DM 525
wax blob (candle stub) DMG1 526
wax drippings DMG1 527
wheel DM 528
whetstone Jamis_Buck 529
whip DM 530
whistle DM 531
wig DM 532
wire DM 533
wolverine pelt DM 534
wood (scraps) Jamis_Buck 535
wood billets DM 536
wood pieces DM 537
wood pieces, rotting DMG1 538
wooden armchair DM 539
wooden bench DM 540
wooden bookcase DM 541
wooden chair DM 542
wooden symbol DM 543
wool DM 544
wordrobe DM 545
words (scrawled) Jamis_Buck 546
workbench DM 547
yarn DM 548
zebra pelt DM 549

[D7] Dungeon Dressing


[D7.11] Sounds/Weird Noises

Sound/Noise Source d59
bang, slam DMG1 1
bellow (ing) DMG1 2
"Bleah!" (off in the distance) DM 3
bong DMG1 4
buzzing DMG1 5
chanting DMG1 6
chiming DMG1 7
chirping DMG1 8
clanking DMG1 9
clashing DMG1 10
clicking DMG1 11
coughing DMG1 12
creaking DMG1 13
drumming DMG1 14
footsteps (ahead) DMG1 15
footsteps (approaching) DMG1 16
footsteps (behind) DMG1 17
footsteps (receding) DMG1 18
footsteps (side) DMG1 19
giggling (faint) DMG1 20
gong DMG1 21
grating DMG1 22
groaning DMG1 23
grunting DMG1 24
hissing DMG1 25
hooting DMG1 26
horn/trumpet sounding DMG1 27
howling DMG1 28
humming DMG1 29
jingling DMG1 30
knocking DMG1 31
laughter DMG1 32
moaning DMG1 33
murmuring DMG1 34
music DMG1 35
rattling DMG1 36
ringing DMG1 37
roar(ing) DMG1 38
rustling DMG1 39
scratching/scrabbling DMG1 40
scream(ing) DMG1 41
scuttling DMG1 42
shuffling DMG1 43
slithering DMG1 44
snapping DMG1 45
sneezing DMG1 46
sobbing DMG1 47
splashing DMG1 48
splintering DMG1 49
squeaking DMG1 50
squealing DMG1 51
tapping DMG1 52
thud DMG1 53
thumping DMG1 54
tinkling DMG1 55
twanging DMG1 56
whining DMG1 57
whispering DMG1 58
whistling DMG1 59

[D7] Dungeon Dressing


[D7.12] Odors/Smells

Odor/Smell Source d13
acrid smell DMG1 1
chlorine smell DMG1 2
dank, mouldy smell DMG1 3
earthy smell DMG1 4
manure smell DMG1 5
metallic smell DMG1 6
ozone smell DMG1 7
putrid smell DMG1 8
rotting vegetation smell DMG1 9
salty, wet smell DMG1 10
smoky smell DMG1 11
stale, fetid smell DMG1 12
urine smell DMG1 13

[D7] Dungeon Dressing


[D7.13] Air Currents

Air Current Source d14
breeze, slight DMG1 1
breeze, slight, damp DMG1 2
breeze, gusting DMG1 3
cold current DMG1 4
downdraft, slight DMG1 5
downdraft, strong DMG1 6
still DMG1 7
still, very chill DMG1 8
still, warm (or hot) DMG1 9
updraft, slight DMG1 10
updraft, strong DMG1 11
wind, strong DMG1 12
wind, strong, gusting DMG1 13
wind, strong, moaning DMG1 14

[D7] Dungeon Dressing


[D7.14] Air Quality

Air Quality Source d12
clear DMG1 1
dusty DMG1 2
foggy DMG1 3
foggy near ceiling DMG1 4
foggy near floor DMG1 5
hazy DMG1 6
misted DMG1 7
poor oxygen DM 8
smoky DMG1 9
steamy DMG1 10
steamy near ceiling DMG1 11
steamy near floor DMG1 12

[D8] City Dressing


[D8.1] Building Types

Building Type (also [D7] Dungeons and [E1.12] Services) Source d52
Alchemist Shop DM 1
Arena DM 2
Bank DM 3
Bar DM 4
Blacksmith (non-weapons) DM 5
Carpenter DM 6
Castle/Keep DM 7
Church/Temple DM 8
College/University DM 9
Courthouse DM 10
Firefighter Station DM 11
Flea Market / Pawn Shop DM 12
Fruit/Vegetable Stand DM 13
Graveyard/Crypt DM 14
Guild, Adventurer's DM 15
Guild, Psionicist's DM 16
Guild, Wizard's DM 17
Herbalist (see [E1.7]) DM 18
Hospital DM 19
Hospital, Animal (Vet) DM 20
Hotel/Motel DM 21
House, Upper class DM 22
House, Lower class DM 23
House, Middle class DM 24
Inn/Tavern DM 25
Library DM 26
Museum Dungeon2 27
Palace (King/Noble) Dungeon2 28
Police/Guard Station DM 29
Post Office (Messenger Service if campaign is low-tech) DM 30
Restaurant DM 31
School DM 32
Smith of Unusual Materials (see [E5]) DM 33
Sports Complex / Gym DM 34
Store, Armor (see [E3]) DM 35
Store, Armor, Dragon (see [E3.5]) DM 36
Store, Basic Equipment (see [E1.1]) DM 37
Store, Building Materials (see [E1.9]) DM 38
Store, Clothing (see (E1.2]) DM 39
Store, Cooking Utensils (see (E1.3]) DM 40
Store, Groceries/Provisions/Food/Drink (see (E1.4]) DM 41
Store, Magic Items (see [E4]) DM 42
Store, Livestock/Animals (see [E1.5],[E1.6]) DM 43
Store, Psionic Items (roll 1d50-20 for frequency) DM 44
Store, Transports, Land (see [E1.10]) DM 45
Store, Transports, Water (see [E1.10]) DM 46
Store, Musical Instruments (see [E1.8]) DM 47
Store, Weapons (see [E2]) DM 48
Tailor Shop DM 49
Theater DM 50
Warehouse (roll again on this table to see types of things inside) DM 51
Weaponsmith DM 52

[D11] Prime Material Plane


Oerth (Greyhawk)

Source: Greyhawk
Location: Prime Material
Borders: Phlogiston
Encounters:

Phlogiston

Source: Spelljammer
Location: Prime Material (in between the Primes)
Borders: Oerth
Encounters:

[D12] Inner Planes


Eelemental Planes

Source: DM
Location: Eelemental Planes
These are Anti-Elemental planes ("Eelements"). See [Q-15] for list of eelements.
Borders:
Plane Type Source

Elemental Planes

Source: DM
Location: Elemental Planes
See [Q15] for list of elements.
Borders:
Plane Type Source

Ethereal

Source: MOP1
Location: Ethereal (Inner Planes)
Borders: Prime Material, Elemental Planes, Inner Planes
Features: Ether Cyclone
Encounters:
Encounter Source
Cerebral Parasite MM1
Deva, Monadic MM2
Elemental (roll)
Genie, Dao MM2
Genie, Djinn MM1
Genie, Efreet MM1
Genie, Jann MM2
Genie, Marid MM2
Human Traveller (none)
Lammasu MM1
Nightmare MM1
Azer MM2
Basilisk MM1
Bat, Fire MM2
Cockatrice MM1
Couatl MM1
Crysmal MM2
Daemon, Charano MM2
Dracolisk MM2
Ghost MM1
Groaning Spirit MM1
Elemental Grue (roll)
Invisible Stalker MM1
Ki-Rin MM1
Medusa MM1
Xag-Ya MM1
Xeg-Yi MM1

Negative Energy Plane

Source: DM
Location: Inner Planes
Borders:
Encounters:
Encounter Source
Trilloch FF1
Undead (various) (roll)
Xeg-Yi ?

Original Time, Elemental Plane of

Source: DM
Location: Inner Planes
Borders:
Encounters:
Encounter Source
Time Elemental, Red DM

Positive Energy Plane

Source: DM
Location: Inner Planes
Borders:
Encounters:
Encounter Source
Unlive (various) DM
Xag-Ya ?

Realm of the Reset

Source: DM
Location: Inner Planes
Borders: Ethereal
Encounters:
Encounter Source
Realm of the Reset Being DM

Realm of the Set

Source: DM
Location: Inner Planes
Borders: Ethereal
Encounters:
Encounter Source
Realm of the Set Being DM

Shadow

Source: MOP1
Location: Inner Planes
Borders: Ethereal
Encounters:

[D13] Astral Plane


Astral

Source: MOP1
Location: Astral
Borders: Prime Material, Ethereal, Outer Planes
Features: Silver Cords, Color Pools, Psychic Wind
Encounters:
Encounter Source
Astral Dreadnought ?
Brontosaurus, Tumbling DM
Dragon, Astral ?
Githyanki FF1

Barney'd Gods, Demi-Plane of

Source: DM
Location: Astral
Borders:
This is where Barney'd Gods (who no longer have a home plane) are sent. They are generally inactive unless disturbed.
Encounters:
Encounter Source
Barney'd God DM

Codex, Plane of

Source: DM
Location: Plane of the Codex
Borders:
This is a moving plane that the Codex of the Infinite Planes resides in. It moves about once a day. It is usually described as being a half-dozen to a dozen planes off of the Astral in an odd direction. It is never directly adjacent to a known plane.
Encounters:
Encounter Source

Electro-Magnetism, Demi-Plane of

Source: DM
Location: Astral
Borders:
Encounters:
Encounter Source

Hole, The

Source: DM
Location: Holes
Borders: Prime Material, Deeper Hole
Encounters:
Encounter Source

Imprisonment, Demi-Plane of

Source: DM
Location: Astral
Borders:
Encounters:
Encounter Source

Loop, Elemental Plane of

Source: DM
Location: Astral
Borders: Astral, Time
Encounters:
Encounter Source
Loop Elemental DM

Time of Legends

Source: Time Bandits
Location: Holes
Borders: Prime Material, Deepest Hole
Encounters:
Encounter Source
Ogre TimeBandits
Time Bandit TimeBandits
Titan ++ Gargantuan TimeBandits

Time, Semi-Elemental Plane of

Source: MOP1
Location: Astral
Borders: Astral, Loop
Encounters:
Encounter Source
Time Elemental MM2
Time Elemental, Blue DM
Time Elemental (MTG) MTG

[D14] Outer Planes


Outer Planes

Source: DM
Location: Outer Planes
Borders: Maelstrom, Astral
Encounters:
Plane Alignment # Layers
Nirvana / Mechanus LN 12 ?
Arcadia L(N/G) 3
Seven Heavens / Mount Celestia LG 7
Twin Paradises / Bytopia (L/T)G 2
Elysium TG 4
Happy Hunting Grounds / Beastlands (C/T)G 3
Olympus / Arboria CG 3
Gladsheim / Ysgard C(G/N) 3
Limbo CN 5 ?
Pandemonium C(E/N) 4
Abyss CE 665
Tarterus / Carceri (C/T)E 6
Hades / Gray Waste TE 3
Gehenna (L/T)E 4
Nine Hells / Baator LE 9
Acheron L(N/E) 4
Concordant Opposition / Outlands TN 3

[D14] Outer Planes


Abyss

Alignment: CE
Source: DM
Location: Outer Planes
Borders:
The petitioners of the Abyss are called manes. They have pale white skin, sharp teeth and claws, and maggots are reported to crawl through their flesh. Manes that survive for many years may be promoted to lesser forms of demon.
The demon lords inhabit the Abyss, including Demogorgon, Graz'zt, and Pazuzu.
Layer # Sub-Plane Short Description Source
1 Pazunia (also known as The Plane of Infinite Portals or The Palace of 1001 Closets) has been described as an infinite plane with only three types of distinct features: Large sinkholes which connect to other layers of the Abyss, possibly drilled intentionally by ancient demons. Iron Fortresses which guard the physical bodies of Demon Princes when they leave the Abyss to astral travel. MOP1
2 Driller's Hives realm of Tharzax the Chattering Prince. Wikipedia
3 The Forgotten Land realm of Zzyczesiya the Ungrasped. Wikipedia
4 The Grand Abyss Wikipedia
5 Wormblood Wikipedia
6 Realm of a Million Eyes home to the Great Mother, Princess of Beholders. Lords of Madness
7 Phantom Plane realm of the demon lord of the lizard kings, Sess'Innek. Serpent Kingdoms
8 The Skin-shedder realm of Volisupula the Flensed Marquesse. Wikipedia
9 Burningwater Wikipedia
10 That Hellhole Wikipedia
11 Molrat Wikipedia
12 Twelvetrees Wikipedia
13 Blood Tor realm of the goddesses Beshaba and Umberlee from the Forgotten Realms setting. (2nd edition AD&D) Planes of Conflict
14 The Steaming Fen realm of the Queen of Chaos. Wikipedia
17 Death's Reward realm of Abraxas the Unfathomable. Wikipedia
21 The Sixth Pyre realm of Kardum, Lord of Balors. Wikipedia
23 Iron Wastes home to Kostchtchie, demon Prince of frost giants. S4
27 Malignebula realm of the Abyssal lord Lissa'aere the Noxious. Hellbound the Blood War
32 Sholo-Tovoth: The Fields of Consumption realm of Turaglas the Ebon Maw. Wikipedia
42 Azzagrat I the realm of the demon prince Graz'zt, the rival of Demogorgon. In First Edition D&D, Graz'zt's layer is an infinite palace which filled his entire layer. Wikipedia
43 Azzagrat II " Wikipedia
44 Azzagrat III " Wikipedia
45 Azzagrat IV " Wikipedia
46 Azzagrat V " Wikipedia
47 Azzagrat VI " Wikipedia
49 Shaddonon realm of the demon lord Rhyxali, Princess of Shadow. Wikipedia
52 Vorganund Wikipedia
57 Torturous Truth realm of the Abyssal lord Alvarez the Purging Duke. Faces of Evil the Fiends
65 Lolth's Web Module Q1: Queen of the Demonweb Pits
Ruler: Lolth (Drow)
Q1
66 Lolth's Spider Ship Module Q1: Queen of the Demonweb Pits
Ruler: Lolth (Drow)
67 The Heaving Hills (Verrangoin Realm) Wikipedia
68 The Swallowed Void Wikipedia
69 The Crushing Plain Wikipedia
70 The Ice Floe Wikipedia
71 Spirac hunting grounds of the demon lords. Wikipedia
72 Darklight realm of Nocticula the Undeniable. Wikipedia
73 The Wells of Darkness currently serve as the prison of several demon lords such as Shami-Amorae, Ansitif and Ebulon. Wikipedia
74 Smargard home to Merrshaulk the yuan-ti deity and Ramenos the bullywug deity. Also contains The Viper Pit (Sseth's realm; Powers & Pantheons), and the Silent Temple (Planar Handbook). Monster Mythology
77 The Gates of Heaven realm of Munkir and Nekir. Wikipedia
79 The Emessu Tunnels realm of Anarazel the Daring Darkness. Wikipedia
88 The Gaping Maw (or Brine Flats or Abysm), home to Demogorgon, Prince of Demons, one of the highest-ranking demons in the abyss. Dungeon #120
89 Shadowsea oceanic realm of the demon lord Dagon, Prince of the Depths. Dragon #91
90 The Guttering Cove realm of Ilsidahur the Howling King. Wikipedia
92 Ulgurshek Draedens Fiendish Codex I
99 (unnamed) contested layer consisted of several distinctive realms; one is where demons are spawned, another is a lightning realm, in another can be found portals leading to Juiblex and Kali's layers. OP1
111 The Mind of Evil realm of Sch’theraqpasstt the Serpent Reborn. Wikipedia
113 Thanatos I the realm of Orcus, demon prince of the Undead. See also #133 and #333. MOP3
128 Slugbed realm of the Abyssal lord Lupercio the Baron of Sloth. Wikipedia
133 Thanatos II the realm of Orcus, demon prince of the Undead. See also #113 and #333.
137 Outcasts' End Azazel, Prince of Scapegoats. Wikipedia
142 Lifebane realm of the god Chemosh from the Dragonlance setting. (2nd edition AD&D) Leaves from the Inn ...
148 Torrent Wikipedia
176 Hollow's Heart realm of the demon lord Fraz-Urb'luu, which, due to his magical illusions, appears to be flat, colorless, and featureless to the human eye. S4
177 The Writhing Realm realm of Ugudenk the Squirming King. Wikipedia
181 The Rotting Plain realm of the troglodyte god Laogzed. Monster Mythology
193 Vulgarea realm of the foxwoman goddess Eshebala. On Hallowed Ground
222 Shedaklah (aka The Slime Pits), home to Juiblex demon Prince of Slimes, and Zuggtmoy, Demon Queen of Fungi. See also #528. Wikipedia
223 Offalmound former realm of the dead god Moander from the Forgotten Realms setting. (2nd edition AD&D) BoVD3
230 The Dreaming Gulf a windy realm home to the dreams of dead gods. Powers and Pantheons
241 Palpitatia realm of the bugbear gods Grankhul and Skiggaret. H4
245 The Scalding Sea Wikipedia
248 The Hidden Layer realm of Eltab. Wikipedia
274 Durao (gateway layer), mustering ground for the armies of the Abyss as they prepare for battle in the Blood War. Wikipedia
284 Thanatos's Apex DM
297 The Sighing Clifs realm of the Abyssal lord Lady Lynkhab. For Duty & Deity
300 Feng-Tu realm of the Chinese gods Tou Mu and Lu Yueh. Wikipedia
303 The Sulfanorum Wikipedia
313 Gorrison's Grasp site of Illssender's Tower Wikipedia
333 The Broken Scale realm of the god Hiddukel from the Dragonlance setting. (2nd edition AD&D)
realm of Orcus, demon prince of the Undead. See also #113 and #133.
Wikipedia
340 The Black Blizzard Wikipedia
348 Fortress of Indifference ruled by Tapheon, the nalfeshnee; former realm of the demon lord Thralhavoc. Wikipedia
357 The Arc of Eternity realm of Eldanoth the Bloodless Scion. Wikipedia
377 Plains of Gallenshu Wikipedia
399 The Worm Realm realm of the gnome god Urdlen. Planes of Conflict
400 Woeful Escarand (Nalfeshnee Realm), a court at which newly arrived larvae and sometimes other demons are judged Wikipedia
403 The Rainless Waste site of Mal Arundak, the City of Confusion (Fallen archon realm) Wikipedia
421 White Kingdom ruled by the King of Ghouls, once a vassal to Orcus and Yeenoghu, but is now a free agent. Dragon #252
422 The Seeping Woods, ruled by Yeenoghu, demon Prince of Gnolls. BoVD3
423 Galun-Khur Wikipedia
452 Ahriman-abad realm of Ahrimanes, Chief of the Cacodaemons. Wikipedia
471 Androlynne realm of Pale Night. Fiendish Codex I
487 Lair of the Beast and Mansion of the Rake, realm of the vampire god Kanchelsis. Monster Mythology
489 Noisome Vale ruled by the balor Tarnhem. Wikipedia
493 The Steeping Isle realm of Siragle the Ineffable. Wikipedia
499 Carroristo Wikipedia
500 Kali's layer In First Edition D&D, Kali's layer was #500 and was a jungle of blood-red vegetation bordering a sea of blood. See also #643. 1st ed. ?
503 Torremor realm of the demon lord Pazuzu. Planes of Conflict
507 Occipitus former realm of Adimarchus, the demon prince of madness. Dungeon #116
518 Melantholep possible name of the nesting grounds of the chole dragons, or perhaps an unknown demon prince who rules the layer. Wikipedia
524 Shatterstone realm of the ogre god Vaprak. H4
528 Juiblex's layer an infinite layer of slimes and oozes feeding off each other. Juiblex's palace is said to resemble the biggest pile of garbage in the multiverse. See also #222. 1st ed. ?
531 Vudra realm of the giant marilith Shaktari, the Queen of Poison. Dungeon #60
558 Fleshforges realm of Dwiergus the Chrysalis Prince. Wikipedia
566 Soulfreeze realm of Aseroth the Winter Warlock. Wikipedia
570 Shendilavri realm of the demon lord Malcanthet, Queen of the Succubi. Dragon #353
586 Prison of the Mad God realm of the derro god Diinkarazan. Planes of Conflict
597 Goranthis realm of Socothbenoth the Persuader. Wikipedia
600 Endless Maze the realm of Baphomet, demon Prince of Minotaurs. The demoness Pale Night resides here as well. S4
601 Conflagratum realm of the Abyssal lord Alzrius, Lord of Infernal Light. Hellbound the Blood War
628 Vallashan a layer designed to allow temporary victory to conquering armies of good alignment, only to then corrupt the conquerors and turn them against themselves Wikipedia
643 Caverns of the Skull realm of the Black Earth Mother Kali, the goddess of destruction. See also #500. Planes of Conflict
651 Nethuria realm of Vucarik, Consort of Chains. Wikipedia
652 The Rift of Corrosion Wikipedia
663 Zionyn realm of the demon lord Obox-ob, Prince of Vermin. Fiendish Codex I
666 (Sigil) This plane no longer exists; it was severed from the rest of the Abyss and moved to Concordant Opposition, and eventually became Sigil. DM
Encounter DL XP Source Page #
Demon, Type I MM1 na 1
Demon, Type II MM1 na 2
Demon, Type III MM1 na 3
Demon, Type IV MM1 na 4
Demon, Type V MM1 na 5
Demon, Type VI MM1 na 6
Dragon, Chole
(breathes Poisonous insanity vapors)
Wikipedia na 7
Abrian (Flightless Bird) 3 175 PS2 8 8
Anarchic Athach 4 cr 9 MOP3 199 9
Arcane 7 4000 PS2 10 10
Avatar of Pain cr 7 P&P 149 11
Bebilith 17000 MC8 37 12
Bebilith 9 13000 PS1 34 13
Bodak 5500 MC8 38 14
Bodak 5 2925 MMII 19 15
Bodak 7 5000 PS1 36 16
Darkweaver (Spider) 8 8000 PS2 20 17
Demon, Alu- 6 6075 MMII 35 18
Demon, Armanite 3 cr 7 MOP3 164 19
Demon, Babau 5 3000 MMII 36 20
Demon, Bar-Lgura 5 2587 MMII 37 21
Demon, Cambion 6 9750 MMII 37 22
Demon, Chasme 4 1912 MMII 38 23
Demon, Clawed cr 8 P&P 158 24
Demon, Dretch 3 262 MMII 38 25
Demon, Goristro 5 cr 13 MOP3 164 26
Demon, Nabassu 5 4950 MMII 40 27
Demon, Rutterkin 3 637 MMII 41 28
Demon, Uridezu 3 cr 6 MOP3 164 29
Demon, Yochlol 4 1912 MMII 130 30
Dwarf, Frost cr 1 PlanarHB3 113 31
Ghostlight (Will-o'-Wisp) 6000 PS2 40 32
Imp, Quasit 6 2000 PS1 56 33
Incarnates 7 5000 PS1 58 34
Khaasta (Lizard Man) 3 175 PS2 58 35
Larva 35 MC8 50 36
Larva 2 35 PS1 62 37
Lillend 9000 PoC 16 38
Merkhant (Merchant) 5 650 PS2 62 39
Monster of Legend 35000 PS2 64 40
Ogre Petitioner 1 cr 1 MOP3 200 41
Prolonger (Cheater) 7 4000 PS2 72 42
Rager (Berserker) 4 270 PS2 76 43
Retriever (Spider Golem) 10 15000 PS2 82 44
Shadow Fiend 6 2000 PS1 86 45
Simpathetic (Bird) 3 175 PS2 94 46
Tanar'ri, Alkilith 10 17000 PS2 106 47
Tanar'ri, Alu-Fiend 18500 MC8 72 48
Tanar'ri, Alu-Fiend 7 4000 PS1 94 49
Tanar'ri, Armanite 2000 PoC 24 50
Tanar'ri, Babau 42500 MC8 65 51
Tanar'ri, Babau 10 17000 PS1 95 52
Tanar'ri, Balor 46000 MC8 76 53
Tanar'ri, Balor 10 26000 PS1 96 54
Tanar'ri, Bar-Lgura 25500 MC8 73 55
Tanar'ri, Bar-Lgura 8 8000 PS1 97 56
Tanar'ri, Bulezau 8 9000 PS2 108 57
Tanar'ri, Cambion,Baron 16500 MC8 74 58
Tanar'ri, Cambion,Baron 8 6000 PS1 98 59
Tanar'ri, Cambion,Major 13500 MC8 74 60
Tanar'ri, Cambion,Major 7 4000 PS1 98 61
Tanar'ri, Chasme 30000 MC8 66 62
Tanar'ri, Chasme 9 14000 PS1 99 63
Tanar'ri, Dretch 8000 MC8 69 64
Tanar'ri, Dretch 6 1400 PS1 100 65
Tanar'ri, Glabrezu 44000 MC8 77 66
Tanar'ri, Glabrezu 9 12000 PS1 101 67
Tanar'ri, Goristro 23000 PoC 26 68
Tanar'ri, Hezrou 39000 MC8 78 69
Tanar'ri, Hezrou 9 14000 PS1 102 70
Tanar'ri, Manes 1000 MC8 70 71
Tanar'ri, Manes 5 975 PS1 103 72
Tanar'ri, Marilith 45000 MC8 79 73
Tanar'ri, Marilith 10 23000 PS1 104 74
Tanar'ri, Maurezhi 8 6000 PS2 110 75
Tanar'ri, Molydeus 53500 MC8 68 76
Tanar'ri, Molydeus 10 21000 PS1 105 77
Tanar'ri, Nabassu 40500 MC8 67 78
Tanar'ri, Nabassu 10 16000 PS1 106 79
Tanar'ri, Nalfeshnee 43500 MC8 80 80
Tanar'ri, Nalfeshnee 10 17000 PS1 107 81
Tanar'ri, Rutterkin 12000 MC8 71 82
Tanar'ri, Rutterkin 6 2000 PS1 108 83
Tanar'ri, Succubus 29000 MC8 75 84
Tanar'ri, Succubus 9 11000 PS1 109 85
Tanar'ri, Vrock 37000 MC8 81 86
Tanar'ri, Vrock 10 19000 PS1 110 87
Tanar'ri, Wastrilith 10 19000 PS1 111 88
Tanar'ri, Yochlol 9 11000 PS2 112 89
Thunder Beast 3 975 MMII 120 90
Tiefling 5 650 PS1 112 91
Varrangoin (Abyss Bat), Greater 6000 PoC 28 92
Varrangoin (Abyss Bat), Lesser 2000 PoC 28 93
Viper Tree 420 PoC 30 94
Vorr (Hyena) 4 420 PS2 120 95

[D14] Outer Planes


Acheron

Alignment: L(N/E)
Source: DM
Location: Outer Planes
Borders:
Enforced order, where conformity is more important than good.
Immense blocks, black and smooth, whose surfaces ring metallic underfoot.
Acheron is an eternal battlefield of endless conflict. It is a plane of law where conformity takes precedence over any thoughts of good. Unending battles take place across the entire plane between huge armies, with no chance of victory or cease-fire. Each layer of plane consists of a huge numbers of iron cubes of varying size, from continent-sized to small islands; not all of these are actually cube-shaped, but they are generally called cubes nonetheless. The cubes float in an air-filled, infinite space, occasionally colliding with each other.
Every cube face is habitable, with gravity always being directed towards the cube's center; furthermore, the cubes are filled with caverns and tunnels.
The light on Acheron varies between that similar to bright moonlight to that of a dark and cloudy day. The sound of battle resonates around the plane and can always be heard in the distance.
Layer # Sub-Plane Short Description
1 Avalas / Battlefield Filled with worlds where armies muster, drill, and wage war upon each other.
Ruler: Lei Kung, Duke of Thunder, in a palace floating on a storm cloud amid the drifting sea of iron.
Ruler: Maglubiyet and Gruumsh, powers of the goblins and orcs
Contains the highest density of metal cubes and is thus host to the most fighting on the plane. The cubes are dotted with fortresses and covered with battlefields. Collisions between the cubes causes them to break apart in to smaller cubes, hence the smallest cubes are the oldest on the layer.
realm of Nishrek, a separate plane in the 3rd-Edition Forgotten Realms cosmology is located on Avalas. It is home to the orc deity Gruumsh and the other deities of the orc pantheon including Bahgtru, Ilneval, and Luthic.
The citadel of Scourgehold is the realm of Hextor, the god of tyranny and half-brother of Heironeous. Here Hextor presides over his legions as they train in The Great Coliseum.
With the destruction of Iyachtu Xvim, Bane has returned to his Black Bastion, a massive fortress-castle on the layer.
2 Thuldanin Pitted and hollow, and their insides are filled with the cast-off machinery of war. Flying ships, spelljammers, catapults, cannons, and things yet to be invented on a thousand prime-material worlds all lie broken
Compared to Avalas, Thuldanin has a relatively small population. Geographically it is very much like the first, consisting of numerous huge cubes. On this layer the cubes are scarred and pitted by battle. Many pits lead down to labyrinths containing the refuse of the endless battles of the plane. The remains of broken war machines and other devices line the interiors of the cubes, even some finely crafted weapons can be found amongst the rubble.
Thuldanin has a preservative quality that results in the petrification of objects and creatures that spend too long on the layer; savvy visitors spend no longer than 29 days here.
The realm of Hammergrim, a separate plane in the 3rd-Edition Forgotten Realms cosmology is located on Thuldanin. It is the realm of the duergar god, Laduguer.
3 Tintibulus Barren of life. Tumbling blocks of geometric solids of all types. Made of gritty stone, they collide and fracture along crystalline faults, spawning yet smaller solids to join in the planar dance.
Tintibulus contains a large number of four-sided, five-sided, eight-sided, and other solids in preference to the six-sided cubes that predominate the other layers. A layer of thick dust coats the surface of the solids here, which are made of a grey volcanic stone. Magicians' libraries are scattered here, and is the best place in the Multiverse for magical research.
4 Ocanthus Razor-thin plates - some barely an inch across, others miles in width.
The fourth layer contains no regular shapes, but many shard-like solids of black ice with razor sharp edges. The shards fly about in violent motion, referred to as a bladestorm.
At the extreme of Ocanthus is one huge, perhaps infinite shard of black ice. Here lies the Cabal Macabre, the realm of the goddess of death and magic, Wee Jas. Her domain takes the form of a huge and intricately carved ice castle, that glows with a pale light.
Encounter DL XP Source Page #
Dragon, Rust
(breathes Acid, Rusting liquid)
Wikipedia 1
Rakshasa ? 2
Rust Monster ? 3
Achaierai (Bird) 5000 PoL 2 4
Arcane 7 4000 PS2 10 5
Avatar of Justice cr 9 P&P 147 6
Axiomatic Bulette 4 cr 9 MOP3 197 7
Axiomatic Dragonne cr 7 PlanarHB3 111 8
Bladeling 120 PoL 14 9
Champion of Law cr 10 P&P 166 10
Demarax (Jewelled Lizard) 6 2000 PS2 22 11
Devil, Putrid (Malphagor) cr 9 P&P 159 12
Dragon, Rust, Age 12 22000 PoL 28 13
Dragon, Rust, Age 4 10000 PoL 28 14
Dragon, Rust, Age 8 16000 PoL 28 15
Energon, Xac-Yong cr 5 PlanarHB3 121 16
Enforcer of Law cr 6 P&P 168 17
Imp, Imp 6 1400 PS1 56 18
Incarnates 7 5000 PS1 58 19
Keeper (Human) 6 1400 PS2 56 20
Mercane 2 cr 5 MOP3 179 21
Monster of Legend 35000 PS2 64 22
Observer (Beholder) 15000 PS2 70 23
Per 27500 MC8 59 24
Per 9 12000 PS1 84 25
Reave (Marauder/Plunderer) 3 175 PS2 80 26
Spider, Hook 5 975 PS2 98 27
Sword Spirit 8 8000 PS2 102 28
Tso (Neogi) 7 3000 PS2 116 29

[D14] Outer Planes


Arcadia

Alignment: L(N/G)
Source: DM
Location: Outer Planes
Borders:
Everything here radiates peaceful order. Forests grow in neat rows, more like orchards than wild woods. On the plains, grasses grow to only a certain height. Wildflowers grow in self-defined beds of color, one never intruding on the other. Fields are geometrically perfect and towns are laid out in neat squares. Even day and night are ordered and perfect. All light and darkness comes from an orb set in the top of Arcadia's tallest peak. Half this sphere radiates starry darkness and the other half emits gleaming sunshine. The orb revolves in a regular 24-hour day. Light changes to dark abruptly - there is no dusk or dawn - and each change signals the beginning or end of another perfect day.
Squadrons of petitioner militia regularly patrol the land, seeking out anyone evil. All Arcadian petitioners can know alignment at will, and travelers are always questioned as to their alignment. Lawful-good creatures are invited to join such hunts, chaotic goods are tolerated as long as they don't disturb the public order, neutrals of all types are stiffly requested to finish their business and leave, while evil types are instantly attacked.
Layer # Sub-Plane Short Description
1 Abellio The great city of Marduk, a sprawling megalopolis of orderly design
Mount Clanggedin: a great mountain filled with dwarven halls, forges, and armories, as befits a dwarf god of battle. The mountain is a perfect cone, and the halls are carved perfectly straight.
Abellio is a mostly flat layer, but does contain mountains and hills at various points. There are numerous large forests, lakes, streams and fields.
Mount Clangeddin, the realm of dwarf deity Clangeddin Silverbeard, perfectly shaped conical mountain rising over 30,000 ft. above the surrounding lands. The mountain itself is full of expertly constructed dwarven halls and galleries. Huge forges are used in the construction of dwarven weapons here.
The Formian hive-city of Mandible is also located here.
A number of godly realms exist on Abellio, including The Bastion of Law, realm of Saint Cuthbert; the Anvil of Creation, realm of Reorx; Cherry Blossom, the realm of Izanagi and Izanami; Marduk, the realm of Marduk; and The Ministry of Rewards, realm of Lu Hsing.
2 Buxenus similar pristine landscapes stretching on endlessly. This layer hosts a more militaristic feel
The Harmonium, a particularly militant sect have their headquarters in the city of Melodia on Buxenus. The Harmonium run training camps to indoctrinate 'borrowed' chaotic mortals in the ways of law and order.
Heliopolis, a separate plane occupies a part of Buxenus. Here it is hot and covered with sand-filled deserts dotted with vast pyramids and obelisks. A single life-giving river flows through its centre and it is home to the gods of the Mulhorandi Pantheon. occupied by Ra, Isis, Osiris, and Horus.
Azuth, a realm of magic and wizards is hidden. Only wizards can see through the illusions that protect its cave-entrance. Once inside, a great staircase suspended in space leads down to the city of Mage's Rest at the bottom. god Azuth lives here.
The reclusive goblinoid deity of the mongrelfolk, Meriadar makes his realm, The Hand of Peace, on Buxenus.
3 Menausus Shifting towards Nirvana / Mechanus, when populations of lawful-aligned Formians increased in numbers there, shifting its alignment away from good and toward law.
Encounter DL XP Source Page #
Dragon, Oceanus
(breathes Lightning, Tranquility gas)
Wikipedia 1
Arcane 7 4000 PS2 10 2
Avatar of Justice cr 9 P&P 147 3
Axiomatic Bulette 4 cr 9 MOP3 197 4
Busen (Oil) 4000 PoL 16 5
Champion of Law cr 10 P&P 166 6
Demarax (Jewelled Lizard) 6 2000 PS2 22 7
Enforcer of Law cr 6 P&P 168 8
Formian, Myrmarch 2000 PoL 18 9
Formian, Queen 5000 PoL 18 10
Formian, Warrior 420 PoL 18 11
Formian, Worker 35 PoL 18 12
Incarnates 7 5000 PS1 58 13
Keeper (Human) 6 1400 PS2 56 14
Mercane 2 cr 5 MOP3 179 15
Monster of Legend 35000 PS2 64 16
Per 27500 MC8 59 17
Per 9 12000 PS1 84 18
T'uen-rin 150000 MC8 85 19
T'uen-Rin 10 28000 PS2 104 20

[D14] Outer Planes


Concordant Opposition / Outlands

Source: DM
Location: Outer Planes
Borders:
The "Funnel" (or "Spire") runs up Concordant Opposition, past Sigil, past Smileylich's Office, up to the Ultraplanes. (Note: This differs from Planescape.)
The closer to the Spire, the harder it is to use magic-related powers. However, most of the towns, portals, realms, etc. are located far enough not to suffer from these impediments. At 500 miles from the Spire, illusions no longer work. At the very base of the Spire, absolutely all magic (except maybe that of an over-god, such as Ao) is neutralized.
Notice Rilmani seem unaffected by such limitation, except maybe in the first ring.
The Outlands is the location of a number of godly realms, including the following:
* The Caverns of Thought, realm of the illithid deity Ilsensine
* The Court of Light, realm of the naga deity Shekinester
* The Flowering Hill, the realm of the halfling goddess Sheela Peryroyl
* Gzemid's Realm, home of the beholder deity of gases and vapors
* The Hidden Realm, home of the chief giant deity Annam
* The Hidden Vale, realm of the Dragonlance god Gilean
* The Hidden Wood, realm of the nature god Obad-Hai
* The Library of Lore, realm of the god Boccob
* The Mausoleum of Chronepsis, realm of the dragon deity Chronepsis
* The Marketplace Eternal, realm of the god Zilchus
* The Palace of Judgement, Yen-Wang-Yeh's realm
* The Scales of Wealth, the realm of Shinare
* Semuanya's Bog, realm of the lizardfolk deity Semuanya
* The Steel Hills, realm of the goddess Ulaa
* Thoth's Estate, the realm of Thoth
* Tvashtri's Laboratory, realm of the Indian god of artifice
* The Web of Fate, realm of the goddess Istus
* The Well of Urd, realm of the Norns
* Wonderhome, realm of Gond
* Three dwarven gods (Vergadain, Dugmaren Brightmantle, and Dumathoin) share the realm of The Dwarven Mountain on the plane of the Outlands.
* The Celtic gods (Daghdha, Diancecht, Goibhniu, Lugh, Manannan mac Lir, Oghma, and Silvanus) share the realm of Tír na nÓg on the Outlands.
Layer # Sub-Plane Short Description
1 Outlands Gate-towns are settlements which are built around a permanent portal to a certain Outer Plane on the Great Wheel. Gate-towns are important strategically because they provide a (relatively) stable way to enter a desired Outer Plane. The gate-towns reflect the plane that they lead to, for example, Xaos (or aXos, soaX, etc.) is a town where everything changes from one moment to the next. Even the location of the portal to Limbo changes every day — not that there's any regularity to daybreak and nightfall in Xaos. The character of Xaos mirrors what the plane of Limbo is like.
2 Sigil The ruler of Sigil is the mysterious Lady of Pain. The Lady is sometimes seen in Sigil as a floating, robed Lady with a face bearing a mantle of blades. The Lady does not concern herself with the laws of the city; she typically only interferes when something threatens the stability of Sigil itself. However, she is an entity of inscrutable motives, and often those who cross her path, even accidentally, are flayed to death or teleported to her hidden Mazes, lost forever. It is widely believed that she never speaks, although some unconfirmed (and, most would argue, highly questionable) rumours to the contrary do exist.
Sigil is, theoretically, a completely neutral ground: no wars are waged there and no armies pass through. Furthermore, no deities can enter into Sigil; the Lady has barred them from the Cage. Of course, Sigil is hardly peaceful; with such a condensed population, consisting of everything from angelic devas to demonic glabrezu, violence is common, usually befalling the foolhardy, the incautious, or the poor. Most natives of Sigil ("Cagers") are quite jaded as a result of living there.
Sigil is divided into six districts, called wards:
* The Hive Ward, the slum and the ghetto, home to the poor, the rogues, and the unwanted dregs of the city.
* The Lower Ward, an industrial district, clogged up with the smoke from the foundries and from the portals to the Lower Planes.
* The Clerk's Ward, an affluent district, home to most of the city's lower-rung bureaucrats and middlemen.
* The Market and Guildhall Wards are the home to the traders, craftsmen, artisans, guild members and other members of the middle class.
* The Lady's Ward, the richest and most exclusive section of the city, is home to the elites of society and of its government.
3 Smileylich's Office This is even further up the Funnel, above Sigil. It is the closest point in the multiverse to the Ultraplanes [D15]. It is much smaller than Sigil, only a home for the "lord of the Liches" Smileylich. Known features of his office:
* A multiplanar magical pool, which allows Smileylich to communicate with (and give items to) any Lich in the multiverse.
* A desk, with the usual things you would find in a normal desk (e.g. letter opener). However, everything in Smileylich's office is a x9 artifact.
Encounter DL XP Source Page #
Dragon, Concordant
(breathes Antithetical energy)
Wikipedia 1
Arcane 7 4000 PS2 10 2
Avatar of Knowledge cr 3 P&P 148 3
Baku 9 14000 PS1 30 4
Bloodthorn (Plant) 3 175 PS2 16 5
Bonespear (Cave Fisher) 5 650 PS2 18 6
Dimensional Predator cr 5 P&P 160 7
Dreadnought (Golem) cr 12 P&P 140 8
Eater of Knowledge 9 13000 PS2 26 9
Fhorge (Boar) 6 1400 PS2 38 10
Incarnates 7 5000 PS1 58 11
Leomarh (Lion) 6 1400 PS2 60 12
Mediator, Mechanus 10 200000 PS1 68 13
Monster of Legend 35000 PS2 64 14
Quill (Manticore) 4 270 PS2 74 15
Razorvine (Plant) 2 35 PS2 78 16
Rilmani, Abiorach 6 2000 PS2 86 17
Rilmani, Argehach 10 16000 PS2 87 18
Rilmani, Aurumach 10 27000 PS2 88 19
Rilmani, Cuprilach 8 9000 PS2 89 20
Rilmani, Ferrumach 7 4000 PS2 90 21
Rilmani, Plumach 5 975 PS2 91 22
Spellhaunt (Spell Effect) 6 2000 PS2 96 23
Spider, Glass cr 18 P&P 161 24
Spiked Demolisher (Golem) cr 4 P&P 141 25
Translator 3000 MC8 83 26
Ur'epona (Horse) cr 1 PlanarHB3 130 27
Venomhatcher (weird) cr 8 P&P 142 28
Vortex Howler cr 14 P&P 169 29
Wraithworm (Magical Snake) 7 3000 PS2 124 30

[D14] Outer Planes


Elysium

Alignment: NG
Source: DM
Location: Outer Planes
Borders:
land of fertile richness and unsurpassed natural beauty. Near the banks of the River Oceanus, which winds through all the layers, are tall trees, waving reeds, and lush meadows. In the hundreds of miles beyond the river's banks, the forests give way to grassy plains, then rolling hills, until the land finally becomes rugged badlands that are wind-sculpted into forms of artistic beauty. The petitioners here live their lives in peaceful repose, more or less living as they wish. There's no need to work unless a person wants to, for the land is abundant enough to fulfill all wants. Nonetheless, there are towns and cities here, organized by those who want to live this way. Either choice is fine by the petitioners of Elysium.
Layer # Sub-Plane Short Description
1 Amoria Loosely resembles the Material Plane with many town settlements along the banks of the River Oceanus. Amoria is the most populated layer of Elysium, with many residents utilising boats to travel around the layer. It has very mild seasons, with gentle winters and comfortable summers.
The rulers of the guardinals reside on this layer, their first is Prince Talisid, the most powerful leonal. He has command over the Five Champions, Duke Lucan, Duchess Callisto, Duke Windheir, Lord Hwyn, and Lord Rhanok. They have power comparable to the archdukes of Baator or the demon princes of the Abyss.
Amoria is the location of a number of godly realms, including, Pelor's realm of Light's Blessing, Majere's realm of Contemplation, Savitri's realm of Domain of the Day-Long Sun, Mishakal's realm of Healer's Home, Isis' realm of Quietude, and Kuan-ti's realm of Valorhome.
Untroubled land of woodland and meadow. There are several trading towns here, strung like pearls along Oceanus's banks - the largest of these is Release From Care.
2 Eronia Rugged mountainous layer of hills and jagged peaks. On this layer, the weather is much more severe with violent windstorms and lightning being common. The seasons are more extreme with bitter winters and hot summers.
The godly realms located on Eronia include, Enlil's realm of Great Mountain of the East, Bragi's realm of HarpHearth, Tsukuyomi's realm of Mirror of the Moon, halfling deity Urogalan's realm of Soulearth, and giant goddess Hiatea's realm of Woodhaven.
Mountainous, and here waterfalls and cascades interrupt Oceanus's flow. River travel without a guide can be dangerous. The banks are sheer and rocky except for a few landing points. Here, the power Enlil maintains a mountain realm, while Nanna-Sin plies the river on his great crescent moon barge. This vessel, as it passes, bathes the river canyon in the silver radiance of moonlight.
3 Belieren Belierin is a layer composed mostly of bogs and marshes, with tangles of mangroves in many places. Only a few settlements exist here on rocky spurs above the level of the swamps, many with a cathedral-like lighthouse, which directs travelers through the mists to safety.
This layer is supposedly the prison of some unknown dangerous entity, possibly a large creature, or denizen, of the lower planes. What is known is that it is not uncommon for evil creatures to be sighted here and the guardinals are constantly fighting back attacks by evil forces here.
The goddess Nut lives on Belierin in her realm of The Refuge of Night.
Mostly marsh, rich with wildfowl and tree-covered hummocks. Unlike other marshes, however, this one is free of pestilence and bothersome insects.
4 Thalasia Thalasia is the origin layer of the River Oceanus that flows though the other layers. The layer is dotted with islands, known collectively as the Isles of the Holy Dead, the Isles of the Blessed, the Hills of Avalon, the Islands beyond the World, and the Heroic Isles.
Godly realms on this layer include, O-Wata-Tsu-Mi's realm of Citadel of the Sea, Belenus and Brigantia's shared realm of Isles of the Blessed, selkie deity Surminare's realm of Selkies' Grotto.
Sea fills this layer. Small islands dot the waves, but the majority of the realms of interest on this layer lie far beneath the surface. It's said that many of the sea deities make their home here. The islands are home to those petitioners who in their previous life died in the cause of pure good.
Encounter DL XP Source Page #
Dragon, Elysian
(breathes Sonic energy, inebriation gas)
Wikipedia 1
Aasimar (Planetouched Human) 4 420 PS2 6 2
Aasimon, Agathinon 30500 MC8 11 3
Aasimon, Agathinon 8 8000 PS1 5 4
Aasimon, Deva, Astral 60000 MC8 12 5
Aasimon, Deva, Astral 10 15000 PS1 6 6
Aasimon, Deva, Monadic 52500 MC8 12 7
Aasimon, Deva, Monadic 9 13000 PS1 6 8
Aasimon, Deva, Movanic 78500 MC8 12 9
Aasimon, Deva, Movanic 9 14000 PS1 6 10
Aasimon, Light 35000 MC8 14 11
Aasimon, Light 9 10000 PS1 8 12
Aasimon, Planetar 143500 MC8 15 13
Aasimon, Planetar 10 20000 PS1 9 14
Aasimon, Solar 225000 MC8 16 15
Aasimon, Solar 10 32000 PS1 10 16
Agathion 5 2700 MMII 9 17
Arcane 7 4000 PS2 10 18
Avatar of Hope cr 2 P&P 146 19
Balaena (Whale) 5000 MC8 35 20
Balaena (Whale) 7 5000 PS2 14 21
Buraq (Horse) 1400 PoN 6 22
Celestial, Leonal 5 cr 12 MOP3 162 23
Delphon (Shark) 1400 PoN 8 24
Deva, Monadic 7 12150 MMII 43 25
Deva, Movanic 7 11775 MMII 43 26
Einheriar ? MC8 41 27
Einheriar 7 4000 PS1 38 28
Elsewhale cr 7 PlanarHB3 117 29
Elysian Thrush cr 0.25 PlanarHB3 118 30
Grim 3 427 MMII 72 31
Guardinal, Avoral 8 8000 PS2 44 32
Guardinal, Cervidal 7 3000 PS2 45 33
Guardinal, Equinal 7 5000 PS2 46 34
Guardinal, Leonal 10 18000 PS2 46 35
Guardinal, Lupinal 8 9000 PS2 48 36
Guardinal, Ursinal 9 14000 PS2 49 37
Hollyphant 6 5625 MMII 75 38
Hollyphant 8 9000 PS2 50 39
Incarnates 7 5000 PS1 58 40
Monster of Legend 35000 PS2 64 41
Moon Dog 30500 MC8 54 42
Moon Dog 5 3000 MMII 92 43
Phoenix 87000 MC8 60 44
Phoenix 7 12900 MMII 100 45
Planetar 9 90000 MMII 101 46
Quesar (Human) 6000 PoN 22 47
Solar 10 142500 MMII 111 48

[D14] Outer Planes


Gehenna

Alignment: (L/T)E
Source: DM
Location: Outer Planes
Borders:
volcanos float in a great void, belching their magma sprays onto barren, lava-crusted slopes. Sulfurous steam wheezes from fumaroles, and horrid gases drift in choking clouds through the air. mountains peaked at both top and bottom, floating in space - mountains that are nothing but greasy black slopes, bubbling rivers of steam, and spraying plumes of lava
The Tower of the Arcanaloths is also found on Gehenna. The leader of their race, known only as the General of Gehenna, moves his Crawling City from layer to layer according to his will. The City moves on thousands of fireproof legs and may climb the face of any cliff.
Layer # Sub-Plane Short Description
1 Khalas The first layer, Khalas, is a hot and fiery place.
Khalas is the location of a number of godly realms, including the kobold deity Gaknulak's realm of Aknuthrak, the wererat god Squerrik's realm of Cheisin, Math Mathonwy's realm of Corriegrave, and Sung Chiang's realm of Teardrop Palace.
2 Chamada ground burns with the orange glare of magma so intense that it blots out the sky. Rivers of lava cascade down its slopes, continually hardening, forming dams, and then bursting forth in new directions. Vents unexpectedly split open and spew fresh ejecta, and volcanos swell on its surface like warts. The air is full of the smell of burning hair and sulfur-scorched flesh.
Chamada is the location of a number of godly realms, including the giant deity Memnor's realm of Thraotor and Sargonnas' realm of Palace of Deception. It also contains the realms of dead gods Iyachtu Xvim (Bastion of Hate), and Maanzecorian (Rictus). The town of Nimicri can also be found floating above the second layer.
3 Mungoth Mountain is constantly assaulted by a rain of ash and acidic snow. The ground is cool, with only scattered volcanos that barely make enough light to show the way. Avalanches of cold mud threaten travelers at every turn.
Mungoth is the location of the lich god Velsharoon's realm of Death's Embrace and Loviatar's realm of Ondtland.
4 Krangath dead realm. Here, all the fires are out and the mountain shudders no more. All is blackness and ice. Nothing dwells on the frozen surface.
Krangath is the location of the orc god Shargaas' realm of The Night Below. It is also home to Hopelorn, Mellifleur's obsidian citadel.
Encounter DL XP Source Page #
Dragon, Pyroclastic
(breathes Superheated ash & waves of sonic, Disintegrating line)
Wikipedia 1
Arcanadaemon 7 10425 MMII 28 2
Arcane 7 4000 PS2 10 3
Avatar of Death cr 10 P&P 144 4
Barghest 7 10950 MMII 13 5
Charonodaemon 6 7950 MMII 29 6
Derghodaemon 6 8700 MMII 29 7
Devil, Putrid (Malphagor) cr 9 P&P 159 8
Energon, Xac-Yel cr 5 PlanarHB3 119 9
Hydrodaemon 6 5175 MMII 30 10
Imp, Imp 6 1400 PS1 56 11
Incantifer (Magician) 9 13000 PS2 52 12
Incarnates 7 5000 PS1 58 13
Ironmaw (Plant) 7 4000 PS2 54 14
Larva 35 MC8 50 15
Larva 2 35 PS1 62 16
Linqua 420 PoN 16 17
Maelephant 21500 MC8 51 18
Maelephant 9 10000 PS1 64 19
Merkhant (Merchant) 5 650 PS2 62 20
Monster of Legend 35000 PS2 64 21
Night Hag 16000 MC8 56 22
Night Hag 9 12000 PS1 80 23
Nightmare 2000 MC8 57 24
Nightmare 6 2000 PS1 82 25
Phiuhl (Vapor being) 10000 PoN 20 26
Piscodaemon 3 682 MMII 30 27
Prolonger (Cheater) 7 4000 PS2 72 28
Reave (Marauder/Plunderer) 3 175 PS2 80 29
Shadowdrake, Age 12 18000 PS2 92 30
Shadowdrake, Age 4 10000 PS2 92 31
Shadowdrake, Age 8 14000 PS2 92 32
Slasrath (Manta Ray) 1400 PoN 24 33
Spider, Hook 5 975 PS2 98 34
Terlen (Shark) 5 975 PS2 114 35
Tso (Neogi) 7 3000 PS2 116 36
Ultrodaemon 7 12150 MMII 31 37
Vaporighu 24000 MC8 86 38
Vaporighu 9 14000 PS2 118 39
Vargouille 5 650 PS1 114 40
Wastrel (Bird) 4 270 PS2 122 41
Yagnodaemon 7 10575 MMII 31 42
Yeth Hound 5 975 PS1 116 43
Yugoloth, Arcanaloth 49500 MC8 89 44
Yugoloth, Arcanaloth 10 20000 PS1 120 45
Yugoloth, Canoloth 3 cr 6 MOP3 187 46
Yugoloth, Canoloth 8 9000 PS2 126 47
Yugoloth, Dergholoth 25500 MC8 92 48
Yugoloth, Dergholoth 9 12000 PS1 121 49
Yugoloth, Hydroloth 26500 MC8 93 50
Yugoloth, Hydroloth 9 14000 PS1 122 51
Yugoloth, Mezzoloth 40500 MC8 94 52
Yugoloth, Mezzoloth 3 cr 7 MOP3 187 53
Yugoloth, Mezzoloth 10 21000 PS1 123 54
Yugoloth, Nycaloth 66000 MC8 90 55
Yugoloth, Nycaloth 5 cr 13 MOP3 187 56
Yugoloth, Nycaloth 10 25000 PS1 124 57
Yugoloth, Piscoloth 40500 MC8 95 58
Yugoloth, Piscoloth 10 19000 PS1 125 59
Yugoloth, Ultroloth 84000 MC8 91 60
Yugoloth, Ultroloth 6 cr 16 MOP3 187 61
Yugoloth, Ultroloth 10 26000 PS1 126 62
Yugoloth, Yagnoloth 26500 MC8 96 63
Yugoloth, Yagnoloth 10 20000 PS1 127 64

[D14] Outer Planes


Gladsheim / Ysgard

Alignment: C(G/N)
Source: DM
Location: Outer Planes
Borders:
numerous immense rivers of earth flowing forever through the sky. These rivers consist of chunks ranging in size from small boulders to whole continents. Their undersides give off a reddish glow that lights the rivers from underneath. As each river flows, its "earthbergs" grind together fiercely, so the whole plane continually rumbles with a deep grating noise.
Petitioners on this plane are always eager to do battle. If they die in combat, they aren't absorbed like petitioners on the other planes; instead, they rise the next day to fight again.
Layer # Sub-Plane Short Description
1 Asgard The home of the Norse powers. This realm is where the top of Yggdrasil - the World Ash - is located. As Yggdrasil stretches down to the Gray Waste, it extends branches and roots into various crystal spheres on the Prime Material where the Norse powers are worshiped. These gods also command Bifrost, a rainbow bridge that they can connect to any prime-material location. Gladsheim, Odin's feast hall, and Valhalla, Odin's hall of heroes. Vanaheim (home of the vanir, who have blood links to the aesir), Alfheim (where the most chaotic elven spirits dwell), and Jotunheim (a land populated primarily by giants).
Olidammara's realm of Winesong, Frey's realm of Alfheim, Selune and Soma's shared realm of Gates of the Moon, Surtr and Thrym's realm of Jotunheim, Bast's realm of Merratet, Anhur's realm of Netaph, Branchala's realm of Soul of Music, realm of the Vanir (Frey, Freya, Noatun, and Ullr) Vanaheim, Hachiman and O-Kuni-Nushi's realm of Kenyama, and Shou Hsing's realm of The Orchard of Immortality.
Norse gods Odin, Frigga, Frey, Freya, Idun, and secondary realms of Loki and Tyr.
2 Muspelheim the chunks of earth float flaming side up. This makes it a perfect home for fire giants
Surtr's realm of Muspelheim, after which this layer was named, can be found here.
3 Nidavellir / Darkhome so densely packed with earthen rivers that the spaces between seem more like immense, luminous caverns. Sometimes this makes travel from one realm to another extremely difficult, as passageways that were open on a previous trip are closed on the return. Many dwarf and gnome petitioners
Nidavellir is the location of Eilistraee's realm of Svartalfheim and the dragon deity Aasterinian's realm of Brassberg.
Encounter DL XP Source Page #
Dragon, Battle
(breathes Sonic energy, Fear gas)
Wikipedia 1
Anarchic Athach 4 cr 9 MOP3 199 2
Arcane 7 4000 PS2 10 3
Asrai (Water Faerie) 120 PoC 4 4
Asuras (Human) 7000 PoN 4 5
Avatar of Rage cr 8 P&P 150 6
Bariaur 3000 MC8 36 7
Bariaur 1 cr 0.5 MOP3 161 8
Bariaur 6 2000 PS1 32 9
Celestial, Firre 4 cr 10 MOP3 162 10
Chaos Minion cr 7 P&P 152 11
Chaos Mutate cr 3 P&P 153 12
Fensir (Ysgardian Troll) 270 PoC 12 13
Foo Creature, Foo Dog 8 6000 PS1 40 14
Foo Creature, Foo Lion 9 10000 PS1 40 15
Foo Dog 4 1800 MMII 65 16
Foo Lion 5 4275 MMII 65 17
Giant, Madness cr 15 P&P 156 18
Incarnates 7 5000 PS1 58 19
Lillend 9000 PoC 16 20
Monster of Legend 35000 PS2 64 21
Opinicus 5 3450 MMII 97 22
Oread (Rock Dryad) 420 PoC 20 23
Rager (Berserker) 4 270 PS2 76 24
Ratatosk (Flying Squirrel) 175 PoC 22 25
Sunfly (Dragonfly) 3 120 PS2 100 26

[D14] Outer Planes


Hades / Gray Waste

Alignment: NE
Source: DM
Location: Outer Planes
Borders:
dull gray lands. The earth is gray, the sky is gray, even the petitioners here are gray. There's no color here; as soon as a sod steps onto the plane, everything he's got turns white, black, or gray. There's no sun, no moon, no stars - just gray. without any feeling or emotion. They.don't laugh, don't cry, and don't care. All they do is despair, their life and hope sucked right out of them.
Khin-Oin, the Wasting Tower, a fortress build and maintained by the yugoloths, can be found on the Gray Waste.
Layer # Sub-Plane Short Description
1 Oinos stunted trees, roving fiends, and virulent disease, ruled by an ultroloth prince. His citadel is the great fortress Khin-Oin, the Wasting Tower. From a distance it looks like the spinal cord of some flayed beast, soaring into the air. Closer up, it takes on the form of a great tower encased by lesser towers. It's said to stand 20 miles high and have dungeons beneath it as deep
Oinos is the location of a number of godly realms, including Incabulos' realm of Charnelhouse, Kelemvor's realm of the Crystal Spire (formerly Myrkul's Bone Castle), the orc deity Yurtrus' realm of Fleshslough, the dwarf deity Abbathor's realm of The Glitterhell, and the urd deity Kuraulyek's realm of Urdrest. It also holds the majority of Blood War battlefields and Khin-Oin, home to most leaders of the mercenary yugoloths.
2 Nillheim trees - mostly pines - are more abundant, they sport no color but gray. Thick mists hang among the trunks, gray-white on the gray-black background. This is the realm of Hel, from the Norse pantheon. Her palace is a great hall of wood. Deadly poisons drip from the ceiling, and the floor writhes with serpents. Reaching into this layer is a root of Yggdrasil, the World Ash. Curled around this root is a great wingless dragon Nidhogg, who forever gnaws at the root and will ultimately kill the tree.
Niflheim is the location of a number of godly realms, including Hel's realm of Niflheim, after which the layer is named, Shar's realm of The Palace of Loss, Panzuriel's realm of Rezuriel, Mask's realm of Shadow Keep, Arawn's realm of Annwn, the Isles of the Cursed, and Ratri's realm of Dark of Night. Furthermore, Yggdrasil, the World Ash, has its roots in Niflheim.
3 Pluton willows, olives, and poplars, all black and slowly dying for want of care. This is the realm of Hades, Lord of the Dead. He lives within a palace of gray marble, protected by strong walls. The gates to his realm are beaten bronze, impossible for all but the greatest heroes to open. Just beyond is Cerberus, the three-headed dog who guards the entrance to Hades' domain. mprisoned here are many fallen tyrants and vain heroes.
Pluton is the location of a number of godly realms, including the hag goddess Cegilune's realm of Hagsend, Hecate's primary realm of Aeaea, and the god Hades' realm of Hades, the Underworld. Furthermore, Mount Olympus is based in Pluton.
Encounter DL XP Source Page #
Dragon, Gloom
(breathes Apathy gas)
Wikipedia 1
Arcanadaemon 7 10425 MMII 28 2
Arcane 7 4000 PS2 10 3
Avatar of Death cr 10 P&P 144 4
Charonodaemon 6 7950 MMII 29 5
Derghodaemon 6 8700 MMII 29 6
Diakk 4 1950 MMII 50 7
Diakk, Varath 2000 PoN 10 8
Diakk, Carcene 4000 PoN 10 9
Gehreleth, Shator 10 22000 PS1 42 10
Hordling ? MC8 48 11
Hordling 4 2100 MMII 75 12
Hordling, 10 10 15000 PS1 54 13
Hordling, 7 7 3000 PS1 54 14
Hordling, 8 8 6000 PS1 54 15
Hordling, 9 9 10000 PS1 54 16
Hydrodaemon 6 5175 MMII 30 17
Incantifer (Magician) 9 13000 PS2 52 18
Incarnates 7 5000 PS1 58 19
Ironmaw (Plant) 7 4000 PS2 54 20
Larva 35 MC8 50 21
Larva 2 35 PS1 62 22
Maelephant 9 10000 PS1 64 23
Merkhant (Merchant) 5 650 PS2 62 24
Monster of Legend 35000 PS2 64 25
Night Hag 16000 MC8 56 26
Night Hag 9 12000 PS1 80 27
Nightmare 2000 MC8 57 28
Nightmare 6 2000 PS1 82 29
Nightmare, Lesser cr 4 PlanarHB3 127 30
Pack Fiend cr 8 PlanarHB3 128 31
Piscodaemon 3 682 MMII 30 32
Prolonger (Cheater) 7 4000 PS2 72 33
Shadowdrake, Age 12 18000 PS2 92 34
Shadowdrake, Age 4 10000 PS2 92 35
Shadowdrake, Age 8 14000 PS2 92 36
Terlen (Shark) 5 975 PS2 114 37
Ultrodaemon 7 12150 MMII 31 38
Vargouille 5 650 PS1 114 39
Wastrel (Bird) 4 270 PS2 122 40
Yagnodaemon 7 10575 MMII 31 41
Yeth Hound 5 975 PS1 116 42
Yugoloth, Arcanaloth 49500 MC8 89 43
Yugoloth, Arcanaloth 10 20000 PS1 120 44
Yugoloth, Baernaloth 19000 PoN 30 45
Yugoloth, Canoloth 8 9000 PS2 126 46
Yugoloth, Dergholoth 25500 MC8 92 47
Yugoloth, Dergholoth 9 12000 PS1 121 48
Yugoloth, Hydroloth 26500 MC8 93 49
Yugoloth, Hydroloth 9 14000 PS1 122 50
Yugoloth, Mezzoloth 40500 MC8 94 51
Yugoloth, Mezzoloth 10 21000 PS1 123 52
Yugoloth, Nycaloth 66000 MC8 90 53
Yugoloth, Nycaloth 10 25000 PS1 124 54
Yugoloth, Piscoloth 40500 MC8 95 55
Yugoloth, Piscoloth 10 19000 PS1 125 56
Yugoloth, Ultroloth 84000 MC8 91 57
Yugoloth, Ultroloth 10 26000 PS1 126 58
Yugoloth, Yagnoloth 26500 MC8 96 59
Yugoloth, Yagnoloth 10 20000 PS1 127 60

[D14] Outer Planes


Happy Hunting Grounds / Beastlands

Alignment: (C/T)G
Source: DM
Location: Outer Planes
Borders:
The mortal souls that come to this plane after death take on animal traits soon after they arrive, developing pelts of fur and growing horns or pointed ears or other such features. Over the course of centuries they continue to slowly change, becoming celestial beasts.
Layer # Sub-Plane Short Description
1 Krigala / Pridelands Many lakes dot the plains in between the lush forests. Day and night does not occur normally, continual late afternoon sun fills the sky. Gentle rains occur once per day.
Skerrit's Glade, centaur deity Skerrit.
The Grove of the Unicorns is the divine realm of Ehlonna (the Greyhawk deity of forests and woodlands), and Mielliki (her FR counterpart). at the base of several giant sequoias forming a natural cathedral between the branches.
kenku god Quorlinn's realm of Filchnest can be found on Krigala.
Remnis, god of giant eagles, in Goldenroost
The Forbidden Plateau, domain of the FR deities Thard Harr and Ubtao, exists in Krigala.
Nobanion, the Forgotten Realms deity of lions, wearlions, and wemics.
Creatures that live and hunt under the glare of the sun. In some places it burns hotly, creating savannahs, in others it barely penetrates the thick canopy of jungle. The jungles and forests are thickest along it. Moving away from the river, the land becomes plains, then dry veldt, then desert, only to rise into coniferous wooded mountains and arctic tundra.
2 Brux Day and night on Brux is still static like Krigala, but here it is eternally dusk. A silver moon can be seen in the opposite direction to the sunset. The temperature here is naturally lower than on Krigala.
Al Karak Elam-Jhankhal, the realm of the avariel is located on Brux.
The Cat Lord shares her realm of The Cat Lord's Prowl with Ferrix, the god of weretiger, though Ferrix usually prefers to wander.
Findar Endar, the domain of the Forgotten Realms dwarf god Haela Brightaxe, lies within Brux.
The Library of All Knowledge is shared by the gods Deneir and Milil of the Forgotten Realms.
Puchan's realm of Reastweal is found on Brux.
The wandering Seelie Court frequently appears on Brux, though never in the same place twice.
Ursis, the realm of the werebear god Balador is located on Brux.
The sky is always filled with ruddy half-light, competing against the silver trace of a moon. The land's cool and misty. Forests are thick with shadows and the plains glimmer in the almost-light.
3 Karasuthra The lowest layer of Karasuthra is in continual night, with a single moon providing some illumination to the layer. The most dangerous creatures exist here, hunting their quarry through the night.
The giant god Stronmaus lives on Karasuthra in his realm of Stormhold.
Kura-Okami's realm The Misty Valley is on Karasuthra.
Three gods of the Dragonlance setting (Chislev, Zivilyn, and Habbakuk) share a realm on Karasuthra called Zhan, the Grand Forest Beyond the World.
The land of night. Glittering stars outshine the almost-vanished moon.
Encounter DL XP Source Page #
Dragon, Beast
(breathes Mixed cold and electricity)
Wikipedia 1
Aasimar (Planetouched Human) 4 420 PS2 6 2
Aasimon, Agathinon 30500 MC8 11 3
Aasimon, Agathinon 8 8000 PS1 5 4
Aasimon, Deva, Astral 60000 MC8 12 5
Aasimon, Deva, Astral 10 15000 PS1 6 6
Aasimon, Deva, Monadic 52500 MC8 12 7
Aasimon, Deva, Monadic 9 13000 PS1 6 8
Aasimon, Deva, Movanic 78500 MC8 12 9
Aasimon, Deva, Movanic 9 14000 PS1 6 10
Aasimon, Light 35000 MC8 14 11
Aasimon, Light 9 10000 PS1 8 12
Aasimon, Planetar 143500 MC8 15 13
Aasimon, Planetar 10 20000 PS1 9 14
Aasimon, Solar 225000 MC8 16 15
Aasimon, Solar 10 32000 PS1 10 16
Aeserpent (Snake) 2000 PoN 2 17
Agathion 5 2700 MMII 9 18
Animal Lord, Cat Lord 24000 MC8 18 19
Animal Lord, Cat Lord 10 18000 PS1 12 20
Animal Lord, Hawk Lord 24000 MC8 18 21
Animal Lord, Hawk Lord 10 18000 PS1 12 22
Animal Lord, LizardLord 10 18000 PS1 12 23
Animal Lord, Wolf Lord 24000 MC8 18 24
Animal Lord, Wolf Lord 10 18000 PS1 12 25
Arcane 7 4000 PS2 10 26
Asrai (Water Faerie) 120 PoC 4 27
Asuras (Human) 7000 PoN 4 28
Avatar of Hope cr 2 P&P 146 29
Balaena (Whale) 5000 MC8 35 30
Balaena (Whale) 7 5000 PS2 14 31
Bariaur 1 cr 0.5 MOP3 161 32
Celestial, Firre 4 cr 10 MOP3 162 33
Celestial, Leonal 5 cr 12 MOP3 162 34
Delphon (Shark) 1400 PoN 8 35
Deva, Monadic 7 12150 MMII 43 36
Deva, Movanic 7 11775 MMII 43 37
Einheriar ? MC8 41 38
Einheriar 7 4000 PS1 38 39
Elsewhale cr 7 PlanarHB3 117 40
Energon, Xac-Yaup cr 5 PlanarHB3 121 41
Foo Creature, Foo Dog 8 6000 PS1 40 42
Foo Creature, Foo Lion 9 10000 PS1 40 43
Foo Dog 4 1800 MMII 65 44
Foo Lion 5 4275 MMII 65 45
Gaspar (Deer) cr 10 PlanarHB3 124 46
Grim 3 427 MMII 72 47
Hollyphant 8 9000 PS2 50 48
Incarnates 7 5000 PS1 58 49
Monster of Legend 35000 PS2 64 50
Moon Dog 5 3000 MMII 92 51
Mortai (Cloud) 58500 MC8 55 52
Mortai (Cloud) 10 25000 PS2 66 53
Opinicus 5 3450 MMII 97 54
Oread (Rock Dryad) 420 PoC 20 55
Planetar 9 90000 MMII 101 56
Ratatosk (Flying Squirrel) 175 PoC 22 57
Solar 10 142500 MMII 111 58
Sunfly (Dragonfly) 3 120 PS2 100 59
Warden Beast 8500 MC8 87 60
Warden Beast 8500 PoN 28 61

[D14] Outer Planes


Limbo

Source: DM
Location: Outer Planes
Borders:
Limbo is a place of pure chaos where everything is in constant motion and change, especially the landscape, which can shift unpredictably and randomly rolls over upon itself like liquid. Very few places in Limbo are stable enough for normal travel.
Limbo is home to the slaadi and their lords (most notably Ygorl and Ssendam). Very few gods call Limbo home, as the plane is not well-suited to any sort of permanent structures. The shared realm of Tempus and the Red Knight can be found on Limbo, as can Shaundakul's realm. The elven god Fenmarel Mestarine calls this chaotic plane home as well.
The plane of Limbo is the location of a number of godly realms:
* The elven god Fenmarel Mestarine's realm of Fennimar.
* Indra, Vayu, and Agni's realm of Swarga.
* Llerg's realm of Beasthaven.
* Norebo's realm of The Big Gamble.
* Procan's realm of Seasedge.
* Ralishaz's realm of The Kiss of Luck.
* Shaundakul's realm of Shaunadaur.
* Shina-Tsu-Hiko's realm of Windshome.
* Sirrion's realm of The Flame Void.
* Tempus and the Red Knight's shared realm of Knight's Rest.
* Susanoo's realm of The Globe of Raging Chaos.
Layer # Sub-Plane Short Description
1 Gith/Slaad ?
2 Susanoo ?
3 Agni ?
4 Indra Indra, Vayu, and Agni's realm of Swarga.
5 Lost Gods ?
Encounter DL XP Source Page #
Dragon, Chaos
(breathes Random (acid, cold, electricity, fire, sound), Confusion gas)
Wikipedia 1
Anarchic Athach 4 cr 9 MOP3 199 2
Arcane 7 4000 PS2 10 3
Avatar of Rage cr 8 P&P 150 4
Chaos Beast 2000 PoC 8 5
Chaos Imp 175 PoC 10 6
Chaos Minion cr 7 P&P 152 7
Chaos Mutate cr 3 P&P 153 8
Energon, Xac-Yij cr 5 PlanarHB3 120 9
Giant, Madness cr 15 P&P 156 10
Githzerai ? MC8 46 11
Githzerai 1 cr 1 MOP3 176 12
Githzerai ? ? PS1 48 13
Incarnates 7 5000 PS1 58 14
Khaasta (Lizard Man) 3 175 PS2 58 15
Lillend 9000 PoC 16 16
Limbo Stalker cr 8 PlanarHB3 126 17
Monster of Legend 35000 PS2 64 18
Rager (Berserker) 4 270 PS2 76 19
Slaad, Blue 16500 MC8 62 20
Slaad, Blue 8 9000 PS1 88 21
Slaad, Death 61500 MC8 62 22
Slaad, Death 10 22000 PS1 88 23
Slaad, Gray 45000 MC8 62 24
Slaad, Gray 10 15000 PS1 88 25
Slaad, Green 27500 MC8 62 26
Slaad, Green 9 11000 PS1 88 27
Slaad, Red 7500 MC8 62 28
Slaad, Red 6 2000 PS1 88 29

[D14] Outer Planes


Maelstrom

Source: DM
Location: Outer Planes
Borders: Outer Planes, Ultrablack
This is the plane that's "between" the Outer Planes. It is very easy to get lost, even for gods. It is known that the far side of the Maelstrom connects to the Plane of the Ultrablack.
Encounters:
Encounter Source

[D14] Outer Planes


Mount Olympus

Source: DM
Location: Outer Planes, Astral, Prime Material Plane
Borders: Olympus, Gehenna, Hades, Tarterus, Prime Material Plane
This is not the same as "Olympus".
Encounters:
Encounter Source

[D14] Outer Planes


Nine Hells / Baator

Source: DM
Location: Outer Planes
Borders:
The layers of Baator are configured as a descending cone, with each layer successively lower than the one before it, as opposed to the Upper Planes of good alignment, where one goes higher to enter deeper into the plane.
Layer # Sub-Plane Short Description
1 Avernus rocky wasteland with a dark red and starless sky, though the landscape is lit by spheres that weave and flare into fiery explosions. The blasted plain is scoured by savage legions, ready to repel invaders. This host is led by Bel, a pit fiend, eagerly earning honors from the infernal archduke of the plane. Vast charred wasteland of rubble over which the iron towers of the Dukes of Hell stand. Legions of devils march across the plains in continual readiness for the next battle of the Blood War. A red light suffuses the sky and huge fireballs fly across the layer, randomly exploding wherever they hit. The Bronze Citadel is a huge fortress city, housing massive numbers of devil troops and war machines. It is constantly being added to in the form of new fortifications against attacks.
Tiamat, Pillar of Skulls, landmark of trophy-skulls of those killed in the Blood War that reaches a height of more than a mile near the second layer. Draukari, realm of kobold deity Kurtulmak, goblin deity Bargrivyek's The Peacable Lands, and Abthalom, the Nether Reaches, realm of dragon-queen goddess Takhisis, Unique devils cast from the hierarchy of the Hells, known as the "rabble of devilkin"
2 Dis The smoking black walls of the iron city Dis, which is also the name of this layer, rise into the ashgreen sky, and narrow streets run as far as can be seen. Condemned petitioners toil at meaningless labor, one team tearing a building down as fast as another erects it, and all work is done without tools. The fiery iron burns the flesh, and the streets echo with cries of agony. The archduke of this layer rules the Iron City from a tower of lead and stone.
Burning city of iron known as the Iron City of Dis. The walls radiate extreme heat, as do the stones of the streets; more than brief skin contact results in severe burns. The Archduke Dispater rules this layer from the Iron Tower, an impregnable fortress that reaches far into the sky and can be seen everywhere on Dis (literally; by looking to any direction in the skyline you can see the Iron Tower).
God Street, a place filled with buildings that are actually the godly realms various lawful evil deities that have not earned enough worsihppers to earn a realm on another layer of Baator or another plane entirely.
3 Minauros This is the layer of greed. Foul rain, oily sleet, and razor-sharp hail sweep across the layer. All is bog, save the ridges of volcanic glass that slither through the landscape. The only city is Minauros the Sinking, built of black stone, forever settling into the mire. Fiends drive petitioners onto the bottomless bog to find ever rarer stone to bolster the city's structures. Decayed bodies gurgle to the surface, filling the air with disease.
The third layer of Minauros is an endless bog of vile pollution. The weather on Minauros consists of acidic rain and harsh winds.
The city of Minauros the Sinking is located here, so called because the weight of the city causes it to continually slip beneath the slimy waters; only the endless efforts of thousands of slaves prevents it from doing so. The kyton city of Jangling Hiter, City of Chains can also be found on this layer.
Mammon the Viscount is the ruler of Minauros, he resembles a long serpent with a human torso. He rules from the centre of the city, within a huge mausoleum-like structure made of gold.
Aeaea, the secondary realm of the goddess Hecate is on Minauros.
4 Phlegethos Here is the legendary realm of fire, filled with volcanos and rivers of liquid fire. It's virtually the same as being on the plane of Fire. The only city is Abriymoch, built in the caldera of an almost extinct volcano.
Phlegethos is a fiery wasteland filled with active volcanoes and rivers of molten lava. Lady Fierna and Archduke Belial are the lords of this layer. Few can exist here for long without suitable protection from the extreme heat. The city of Abriymoch is composed of hardened magma in the caldera of a volcano and is somewhat more bearable than the rest of Phlegethos. Fierna and Belial reside in a palace of pure obsidian high up on one side of the city.
5 Stygia This is the realm of ice, a great frozen sea, although there's open water where the River Styx flows. Small plants grow here, creating an icy swamp. Lightning scours the sky. On a great ice floe stands the ice-crusted city of Tantlin.
Stygia, the fifth layer is a freezing layer of cold and ice dominated by a murky ocean fed directly by the River Styx. The dark sky is constantly filled with lightning storms. Tantlin, the City of Ice, is built on a huge ice floe with a large harbor to the river Styx, and is ruled over by a huge pit fiend. The lack of any kind of law enforcement leads itself to gangs controlling much of the city.
Prince Levistus rules over this layer, frozen in a giant iceberg floating in the harbor as punishment for betraying Asmodeus. For many centuries, his realm was given over to the fiend Geryon. Geryon was recently deposed, and Levistus was reinstated, though he remains in his iceberg.
Godly realms on this layer include Sheyruushk, realm of sahuagin deity Sekolah, and Ankhwugaht, realm of Set.
6 Malbolge This layer is a great rockfall, immense in size. With no clear path, travelers must scale a constant parade of building-sized boulders or wind through the dark tunnels they form. The sky burns with clouds of red steam. There is no single city on this layer, but a series of copper-clad fortresses among the scree.
Malbolge is an endless mountain where rockslides and avalanches of boulders are common. Numerous copper fortresses provide some refuge from the avalanches. Once ruled by Moloch, he was deposed during the Reckoning of Hell and replaced by The Hag Countess Malagard. Malagard has since been disposed of, and Glasya, daughter of Asmodeus, currently rules Malboge. Now, the realm is alive, being formed from the flesh and bones of the Hag Countess.
7 Maladomini This is the plain of ruins. Under the blood-black sky, petitioners quarry, carve, and build new cities for the archduke of this layer. The land, once fertile, is scarred by mine pits, slag heaps, brackish canals, and half-destroyed ruins. Cities are built upon cities, but only one, the newest, Malagard, stands above the surface. Beneath, the ruins are dungeons so extensive that even the lesser fiends fear what lurks in them.
Maladomini is a barren landscape scarred by countless forgotten ruins, abandoned mines and gruesome subterranean dungeons. The city of Malagard is the layer's primary settlement. Archduke Baalzebul presides over this layer.
8 Caina Worse than Stygia, this layer is solid ice. Exposure here is equal to that on the plane of Ice. Huge glaciers grind at the jagged mountains that hold them. The archduke of this layer rules from the citadel of Mephistar, overlooking the glacier Nargus.
Cania (or Caina) is an unimaginably cold wasteland, where few living things can survive more than a few moments in an unsheltered area. Huge fast moving glaciers crash around the layer sending snow and ice up in the sky.
The layer is ruled over by Mephistopheles, from his great citadel of ice Mephistar. It sits upon a giant glacier called Nargus, the movement of which is controlled by Mephistopheles himself. Inside Mephistar huge heated baths and fire warm the citadel, providing quite a comfortable environment.
9 Nessus a plain shattered by rifts deeper than the deepest ocean trench. At the lowest depth sits the palace of Baator's current overlord, a citadel even greater in scope than Khin-Oin on the Gray Waste. It's unmapped and undescribed, which suits its fiendish master just fine. The citadel stands on the shore of a lake of fluid ice that feeds the River Lethe. This layer is a land of extremes - the coldest freeze, the hottest fires, the steepest cliffs, etc.
Nessus is the ninth and deepest layer of Baator. It is a place of pits and ravines of virtually endless depths. The great city of Malsheem lies immediately below the layer between Cania and Nessus and is the largest city in all of the Outer Planes. Here, Asmodeus rules over the entire plane, and thus the entire race of devils.
Encounter DL XP Source Page #
Dragon, Styx
(breathes Acid, Stupefying gas)
Wikipedia 1
Arcane 7 4000 PS2 10 2
Axiomatic Bulette 4 cr 9 MOP3 197 3
Baatezu, Abishai, Black 21500 MC8 30 4
Baatezu, Abishai, Black 8 7000 PS1 18 5
Baatezu, Abishai, Green 23500 MC8 30 6
Baatezu, Abishai, Green 8 8000 PS1 18 7
Baatezu, Abishai, Red 25500 MC8 30 8
Baatezu, Abishai, Red 8 9000 PS1 18 9
Baatezu, Amnizu 32500 MC8 24 10
Baatezu, Amnizu 9 11000 PS1 19 11
Baatezu, Barbazu 23500 MC8 31 12
Baatezu, Barbezu 8 6000 PS1 20 13
Baatezu, Cornugon 36500 MC8 25 14
Baatezu, Cornugon 9 10000 PS1 21 15
Baatezu, Erinyes 29500 MC8 32 16
Baatezu, Erinyes 8 7000 PS1 22 17
Baatezu, Gelugon 39500 MC8 26 18
Baatezu, Gelugon 10 19000 PS1 23 19
Baatezu, Hamatula 23000 MC8 33 20
Baatezu, Hamatula 8 6000 PS1 24 21
Baatezu, Kocrachon 5000 PoL 10 22
Baatezu, Lemure 120 MC8 23 23
Baatezu, Lemure 3 120 PS1 25 24
Baatezu, Nupperibo 65 MC8 28 25
Baatezu, Nupperibo 3 120 PS1 26 26
Baatezu, Osyluth 24000 MC8 34 27
Baatezu, Osyluth 8 7000 PS1 27 28
Baatezu, Pit Fiend 57500 MC8 27 29
Baatezu, Pit Fiend 10 21000 PS1 28 30
Baatezu, Spinagon 7500 MC8 29 31
Baatezu, Spinagon 7 3000 PS1 29 32
Bezekira (Hellcat) 5000 PoL 12 33
Devil, Abishai, Black 4 1282 MMII 45 34
Devil, Abishai, Blue 3 825 MMII 45 35
Devil, Abishai, Green 3 825 MMII 45 36
Devil, Abishai, Red 3 480 MMII 45 37
Devil, Abishai, White 3 975 MMII 45 38
Devil, Bearded 4 1687 MMII 46 39
Devil, Narzugon 4 cr 9 MOP3 167 40
Devil, Nupperibo 1 27 MMII 49 41
Devil, Putrid (Malphagor) cr 9 P&P 159 42
Devil, Spinagon 2 cr 4 MOP3 167 43
Devil, Spined 3 360 MMII 49 44
Energon, Xac-Yost cr 5 PlanarHB3 122 45
Imp, Imp 6 1400 PS1 56 46
Incarnates 7 5000 PS1 58 47
Kyton (Chains) 6000 PoL 22 48
Larva 35 MC8 50 49
Larva 2 35 PS1 62 50
Maelephant 21500 MC8 51 51
Maelephant 9 10000 PS1 64 52
Merkhant (Merchant) 5 650 PS2 62 53
Monster of Legend 35000 PS2 64 54
Observer (Beholder) 15000 PS2 70 55
Prolonger (Cheater) 7 4000 PS2 72 56
Reave (Marauder/Plunderer) 3 175 PS2 80 57
Spider, Hook 5 975 PS2 98 58
Stench Kow 2 225 MMII 115 59
Tso (Neogi) 7 3000 PS2 116 60

[D14] Outer Planes


Nirvana / Mechanus

Alignment: LN
Source: DM
Location: Outer Planes
Borders:
giant cogs that hover in space at all angles. Teeth interlock, and the cogwheels click and turn to the rhythm of some cosmic harmony - all perfectly fitting for the plane of ultimate, cold law. Some of the cogs are little, barely more than a small island of matter, while others are hundreds of miles across. Many times, several smaller cogs cluster around a larger one, feeding off its motion. Typically, such knots are a single layer, although each disk may be a realm of its own.
Number of layers is unknown.
Layer # Sub-Plane Short Description
1 Regulus Regulus is the home of the construct-like Modrons. Their strict hierarchy originates from Primus, a greater deity, which resides here. Regulus consists of a total of sixty-four cogs, a number that never varies. It is divided into four quarters of sixteen cogs, each ruled by a Secundus. Each quarter is in turn split into four regions, of four cogs, each ruled by a Quarton. Finally, the regions are further subdivided into four sectors, of a single cog each, ruled by an Octon.
2 Anu Anu, a Babylonian god. His realm is a single disk 500 miles across, covered by his many-windowed palace. There, he presides over the affairs of his children and rules the other gods of his pantheon. Copper-plated soldiers patrol his palace, their pupilless eyes never succumbing to sleep. Petitioners work at crafts and tend the halls there.
3 Jade Palace realm of Shang-ti, the Celestial Emperor. It, too, takes the form of an enormous palace, although it includes gardens, lakes, and parks. The architecture is what would be called "Chinese" on one particular prime-material world. The palace is the center of the Celestial Bureaucracy, which supervises all deities of the Chinese pantheon. From here, Shang-ti hears petitions, punishes the unjust, elevates the worthy, and decrees policy for all other gods. Foo dogs prowl the grounds, protecting in particular the peaches of immortality. Each fruit extends a being's lifespan by 100 years, making these great treasures indeed. Almost as important is the Great Library, which stores all knowledge gathered from every prime-material world that recognizes the emperor's existence.
4 Vigilant Eye Varuna, who rules a disk as smooth as the reflected moon
5 Focus of Energy Rudra, whose disk is split into a great chasm, filled with maruts
6 Yamasadena Yama, whose disk burns with the fire of purity.
7 Center At the center of the Formian realm lies a central cog more than three-thousand miles across, where the Scion Queen Mother, leader of the Formians resides. The central cog supposedly imparts the movement to all other cogs in Mechanus. See also Arcadia Sub-Plane #3.
8 Neumannus Possibly named after John von Neumann, it is a series mysterious self-sustaining factories that produce Inevitables. It is managed and presided by the Hub of Elders, who seeks out any non-lawful activity (broken contracts, etc.) that needs to be corrected.
9 The Shaking Land Nai No Kami's realm
10 Mycelia the myconid deity Psilofyr's realm
11 Path of Law the god Pholtus' realm
12 Fortress of Disciplined Enlightenment stronghold of the Guvners. The fortress sits on a disk all its own, its spires forever watching over the revolutions of that realm.
Helm's realm of Everwatch
Encounter DL XP Source Page #
Dragon, Axial
(breathes force)
Wikipedia 1
Arcane 7 4000 PS2 10 2
Avatar of Justice cr 9 P&P 147 3
Axiomatic Bulette 4 cr 9 MOP3 197 4
Champion of Law cr 10 P&P 166 5
Demarax (Jewelled Lizard) 6 2000 PS2 22 6
Enforcer of Law cr 6 P&P 168 7
Gear Spirit 975 PoL 20 8
Incarnates 7 5000 PS1 58 9
Inevitable, Kolyarut (Golem) cr 12 MOP3 177 10
Inevitable, Marut (Golem) cr 15 MOP3 177 11
Inevitable, Zelekhut (Golem) cr 9 MOP3 177 12
Keeper (Human) 6 1400 PS2 56 13
Marut 36000 MC8 52 14
Marut 10 17000 PS1 66 15
Mediator ? MC8 53 16
Mediator, Translator 6 1400 PS1 68 17
Mercane 2 cr 5 MOP3 179 18
Modron, Decaton 5 3825 MMII 89 19
Modron, Duodrone 2 75 MMII 87 20
Modron, Hexton 7 12375 MMII 90 21
Modron, Monodrone 1 42 MMII 87 22
Modron, Nonaton 6 7875 MMII 89 23
Modron, Octon 6 7875 MMII 89 24
Modron, Pentadrone 3 525 MMII 88 25
Modron, Primus 8 48750 MMII 91 26
Modron, Quadrone 2 247 MMII 88 27
Modron, Quarton 7 16425 MMII 90 28
Modron, Quinton 7 16425 MMII 90 29
Modron, Secundus 7 22800 MMII 91 30
Modron, Septon 7 12375 MMII 89 31
Modron, Tertian 7 22800 MMII 91 32
Modron, Tridrone 2 127 MMII 88 33
Moigno (Intelligent Math Equation) 2000 PoL 24 34
Monster of Legend 35000 PS2 64 35
Observer (Beholder) 15000 PS2 70 36
Parai (Mannequin) 2000 PoL 26 37
Per 27500 MC8 59 38
Per 9 12000 PS1 84 39

[D14] Outer Planes


Olympus / Arboria

Source: DM
Location: Outer Planes
Borders:
Stupendously craggy mountains, unbelievably deep gorges, forests of monstrously huge trees, and vast wild stretches of wheat fields, orchards, and arbors. As a plane that also embodies chaos, it has a wild and often sudden nature. The weather can change drastically at short notice, changing from warm sunshine to raging winds and back again in just a few minutes.
Layer # Sub-Plane Short Description
1 Olympus/Arvandor Mount Olympus
home plane of the Seldarine, the good Elven deities, headed by Corellon Larethian. This layer is mostly endless canopies of forest with huge clearings containing many idealized elven settlements. Arvandor has a day and night cycle matching that of the material plane. The goddess Eilistraee also resides in the forests of Arvandor, despite her banishment.
The realm of Brightwater, a separate plane in the third edition Forgotten Realms cosmology is located on Arvandor. Four goddesses have domains here, including Lliira, Sharess, Sune, and Tymora.
The actual realm of Olympus is found here, and is home to many deities of the Greek pantheon, including Zeus, Aphrodite, Apollo, Ares, Artemis, Athena, Demeter, Dionysus, Hephaestus, Hera, Hermes, and the titan Rhea.
There are several other realms located on this layer, including, The aarakocra goddess Syranita's realm of Whistledge, the giant goddess Iallanis's realm of Florallium, Trithereon's realm of The Forking Road, and Chih-Nii's realm of Loom of the Celestial River.
Ruler: Greek Pantheon
2 Ossa/Aquallor Vast yet shallow sea, scattered over with islands.
Ruler: Poseidon (Greek)
Ruler: Sashelas (Elves)
3 Pelion/Mithardir Blowing white sand and snow with a few scattered ruins. Land seems to have disintegrated, fallen into an infinity of shifting, blowing dust.
Ruler: Nephythys (Eqyptian) maintains a palace of dun-colored stone
Encounter DL XP Source Page #
Dragon, Arboreal
(breathes Razor-sharp thorns)
Wikipedia 1
Aasimar (Planetouched Human) 4 420 PS2 6 2
Aasimon, Deva, Astral 60000 MC8 12 3
Aasimon, Deva, Astral 10 15000 PS1 6 4
Aasimon, Deva, Monadic 52500 MC8 12 5
Aasimon, Deva, Monadic 9 13000 PS1 6 6
Aasimon, Deva, Movanic 78500 MC8 12 7
Aasimon, Deva, Movanic 9 14000 PS1 6 8
Aasimon, Light 35000 MC8 14 9
Aasimon, Light 9 10000 PS1 8 10
Aasimon, Planetar 143500 MC8 15 11
Aasimon, Planetar 10 20000 PS1 9 12
Aasimon, Solar 225000 MC8 16 13
Aasimon, Solar 10 32000 PS1 10 14
Anarchic Athach 4 cr 9 MOP3 199 15
Ararchic Satyr cr 3 PlanarHB3 107 16
Arcane 7 4000 PS2 10 17
Asrai (Water Faerie) 120 PoC 4 18
Asuras (Human) 7000 PoN 4 19
Bacchae (Petitioner) 270 PoC 6 20
Bariaur 1 cr 0.5 MOP3 161 21
Celestial Lammasu 108500 MC8 39 22
Celestial, Firre 4 cr 10 MOP3 162 23
Deva, Monadic 7 12150 MMII 43 24
Deva, Movanic 7 11775 MMII 43 25
Einheriar ? MC8 41 26
Einheriar 7 4000 PS1 38 27
Eladrin, Bralani 8 9000 PS2 30 28
Eladrin, Coure 5 650 PS2 31 29
Eladrin, Firre 9 14000 PS2 32 30
Eladrin, Ghaele 10 19000 PS2 33 31
Eladrin, Noviere 7 5000 PS2 34 32
Eladrin, Shiere 9 11000 PS2 35 33
Eladrin, Tulani 10 27000 PS2 36 34
Foo Creature, Foo Dog 8 6000 PS1 40 35
Foo Creature, Foo Lion 9 10000 PS1 40 36
Foo Dog 4 1800 MMII 65 37
Foo Lion 5 4275 MMII 65 38
Incarnates 7 5000 PS1 58 39
Lillend 9000 PoC 16 40
Monster of Legend 35000 PS2 64 41
Opinicus 5 3450 MMII 97 42
Oread (Rock Dryad) 420 PoC 20 43
Planetar 9 90000 MMII 101 44
Rager (Berserker) 4 270 PS2 76 45
Ratatosk (Flying Squirrel) 175 PoC 22 46
Solar 10 142500 MMII 111 47
Sunfly (Dragonfly) 3 120 PS2 100 48
Titan 70000 MC8 82 49

[D14] Outer Planes


Pandemonium

Alignment: C(E/N)
Source: DM
Location: Outer Planes
Borders:
endless cave system, filled with winds that scream their way from one side to the other.
Layer # Sub-Plane Short Description
1 Pandesmos largest caverns, some big enough to hold entire nations, if it weren't for the incredible winds. Nearly all its tunnels have a stream of chilly water running along a wall. In places, these streams even flow down the center of the tunnel, hanging in the air. Pandesmos is the most inhabited of Pandemonium's layers, though that ain't saying much. In isolated places, can sometimes find a citadel or even a city, but mostly there's just howling wasteland.
Loki and Auril's realm of Winter's Delight, Talos' realm of Towers of Ruin, and Ho Masubi's realm of Uchi-bi.
2 Cocytus tunnels here tend to be smaller than in Pandesmos, and the wind is more piercing
Cocytus is also known as the "layer of lamentation", for this is where the winds are the strongest.
god Erythnul's realm of the Fields of Malice, the bugbear deity Hruggek's realm of Hruggekolohk, Cyric's realm of the Shattered Castle.
3 Phlegethon deep darkness and dripping water. The rock itself absorbs light and heat, which hampers all types of visibility. Gravity here is oriented in one direction only, which - with the dripping water - gives rise to immense stalagmite and stalactite formations.
Queen of Air and Darkness's realm of the Unseelie Court, Zeboim's realm of The Maelstrom, and the derro deity Diirinka's realm of Hidden Betrayal.
4 Agathion isolated holes within endless rock. Where portals open into these bubbles, the wind forms cyclones capable of carrying away a quarter-ton creature. Holes without a portal to another layer are filled with utterly still, stale air or vacuum; they sometimes serve as vaults where the powers hide things away (like troublesome monsters).
Encounter DL XP Source Page #
Dragon, Howling
(breathes Howling sound, Maddening wails)
Wikipedia 1
Abrian (Flightless Bird) 3 175 PS2 8 2
Anarchic Athach 4 cr 9 MOP3 199 3
Arcane 7 4000 PS2 10 4
Avatar of Pain cr 7 P&P 149 5
Avatar of Rage cr 8 P&P 150 6
Chaos Minion cr 7 P&P 152 7
Chaos Mutate cr 3 P&P 153 8
Darkweaver (Spider) 8 8000 PS2 20 9
Demon, Clawed cr 8 P&P 158 10
Ghostlight (Will-o'-Wisp) 6000 PS2 40 11
Giant, Madness cr 15 P&P 156 12
Howler 975 PoC 14 13
Imp, Quasit 6 2000 PS1 56 14
Incarnates 7 5000 PS1 58 15
Khaasta (Lizard Man) 3 175 PS2 58 16
Lillend 9000 PoC 16 17
Monster of Legend 35000 PS2 64 18
Murska (Beetle thing) 1400 PoC 18 19
Ogre Petitioner 1 cr 1 MOP3 200 20
Rager (Berserker) 4 270 PS2 76 21
Shadow Fiend 6 2000 PS1 86 22
Tanar'ri, Wastrilith 10 19000 PS1 111 23
Viper Tree 420 PoC 30 24
Vorr (Hyena) 4 420 PS2 120 25

[D14] Outer Planes


River Oceanus

Source: DM
Location: Outer Planes, Astral
Borders: Elysium, Happy Hunting Grounds, Olympus, Astral
Encounters:
Encounter Source

[D14] Outer Planes


River Styx

Source: DM
Location: Outer Planes, Astral
Borders: Acheron, Nine Hells, Gehenna, Hades, Tarterus, Abyss, Pandemonium, Astral
Encounters:
Encounter Source
Daemon, Charano MM2

[D14] Outer Planes


Seven Heavens / Mount Celestia

Alignment: LG
Source: DM
Location: Outer Planes
Borders:
Each layer is farther up the slope of a great mountain, which rises out of an endless ocean. The first layer's at the mountain's base. Climb a ways and a sod eventually reaches the second layer, and so forth. Unlike a lot of other planes, can see the other layers, since the whole thing is one continuous mountain.
Layer # Sub-Plane Short Description
1 Lunia, Silver Heaven vast dark Silver Sea of holy water and beautiful shining cities of white stone. The Silver Sea itself is pure freshwater, not salt, filled with many aquatic life forms. the masses of holy water acting as an effective deterrent to evil outsiders. The sky above Lunia is perpetually dark, filled with beautiful constellations of silver stars bright enough to illuminate the base of the mountain. Innocence is the theme here.
Tyr's secondary realm of The Court, Brihaspati's realm of Nectar of Life, and the Shifukujin's realm of The Eight Happinesses. Trishina can be found wandering on Lunia when not with her consort, Deep Sashelas.
land of constant night - not a fearful dark, but a pleasant summer's night, filled with stars and silver moonlight. Portals open into the shallow surf at the ocean shore's edge. The water itself is as sweet as holy water and has the same effect on undead. citadels and palaces of many minor powers as well as the trading centers of the plane. Heart's Faith is the largest of these towns, not far from a portal to the Outlands.
2 Mercuria, Golden Heaven mysterious golden light permeates everything within it. Gentle hills and lush green valleys, small settlements of archons and other good-aligned beings. great tombs and monuments to noble fighters and paladins who now rest on this layer. These warriors are honoured during an annual Day of Memory.
The palace of the good dragon deity Bahamut moves about the first four layers of Celestia. It is made entirely from Bahamut's enormous treasure hoard, with walls made of mithral and windows composed of huge gemstones. Inside, seven great wyrms closely guard the huge hoard of amassed treasure.
the god Rao's realm of Sweet Reason, Torm's realm of Trueheart, Surya and Mitra's realm of Goldfire, Vishnu's realm of The Divine Lotus, and Amaterasu's realm of Radiant Light [1]
bathed in golden light, hence its name. Here Bahamut, Draco Paladin, maintains an immense palace. Not far away are the jungle realms of Vishnu and Surya, which are filled with stone temples. armories and mustering grounds used by the armies of archons. Archon troops constantly drill on this layer.
3 Venya, Pearl Heaven somewhat colder, often seen covered with a gentle layer of snow. Peaceful brooks and carefully terraced fields are common on Venya.
The Green Hills, a separate plane in the 3rd-Edition Forgotten Realms cosmology is located on Venya. It is a place of safety for the many halflings that live here; their crops always give plentiful harvests and there are no large predators to speak of. It is also home to the halfling deity Yondalla, and other members of the halfling pantheon (Arvoreen and Cyrrollalee).
The Fields of Glory are the realm of Heironeous, the deity of justice and valor.
lit by soft, white light. It's also known as the Green Fields to halflings, for it's. the home of Yondalla and other halfling deities. The land is lush and fertile, and the slopes are covered with terraced crops, meadows, and moors.
4 Solania, Electrum Heaven Many valleys, covered with luminescent fogs and strange scents. The peaks are homes to numerous holy shrines, including monasteries and magnificent cathedrals. Many of the slopes are rich in precious ores and minerals and are mined by populations of dwarves that reside there.
A vast dwarven mansion called Erackinor on the slopes, dwarven deity Moradin, with his wife Berronar Truesilver. the giant Soul Forges, that Moradin is said to use to temper the spirits of his people.
Solania is the location of a number of other godly realms, including the couatl deity Jazirian's realm of Uroboros, the Gates of Wisdom, Paladine's realm of The Dome of Creation, Chung Kuel's realm of The Ministry of Virtue, Kuan Yin's realm of The Lotus Garden.
sky becomes silver and the land is rugged with impressive canyons and crashing rivers. Fog clings to the hollows. Monasteries founded by lesser powers dot the slope; Kuan Yin maintains the most powerful of these. In tunnels that pierce deep into the mountainside is the great hall of the Soul Forge, Moradin Dwarffather's realm.
5 Mertion, Platinum Heaven gentle slopes and wide plains. The many great citadels that dot the layer are the mustering grounds for forces of paladins and celestial creatures.
The City of Tempered Souls, Empyrea is located on the edge of a cold mountain lake. It is known to host many magical fountains with powerful healing properties, as well as many hospitals and expert healers.
sky burns with silver even brighter than that of Solania. Undead suffer 1d6 points of damage during each round they're exposed to it. The layer is dominated by great plateaus upon which rest huge fortresses. Here reside archons who in their previous lives were paladins.
6 Jovar, Glittering Heaven hills are studded with precious gemstones that glitter in the light.
Yesteria, The Heavenly City is a huge seven-layered ziggurat, with a large staircase on each face connecting the terraces of each layer. The stones that make up the city are made of precious gemstones, similar to those seen around the surrounding hills. On the topmost terrace is the bridge of al-Sihal, formed of pure light. Here lies the portal to the topmost layer of Celestia, Chronias; it is guarded by a powerful solar named Xerona who judges who may and may not enter.
glows with the sparkling fire of gems of all kinds. These pulse with the beat of life. The layer is home to the Jovian archons. The peak of the great mountain is found here, topped by a giant ziggurat that ascends even higher. This ziggurat is said to be the palace of a ruling council of archons. The seventh layer of Mount Celestia can be reached only by climbing the ziggurat.
7 Chronias, Illuminated Heaven There is no real account or description of Chronias, as no entity that has entered has ever returned.
glows with the force of goodness and law so intensely that it burns out all indifference and evil. Furthermore, those who are already lawful good are said to merge into the very essence of the plane, losing their individual selves to the glory of all.
Encounter DL XP Source Page #
Dragon, Radiant
(breathes force, light)
Wikipedia 1
Aasimar (Planetouched Human) 4 420 PS2 6 2
Aasimon, Deva, Astral 60000 MC8 12 3
Aasimon, Deva, Astral 10 15000 PS1 6 4
Aasimon, Deva, Monadic 52500 MC8 12 5
Aasimon, Deva, Monadic 9 13000 PS1 6 6
Aasimon, Deva, Movanic 78500 MC8 12 7
Aasimon, Deva, Movanic 9 14000 PS1 6 8
Aasimon, Light 35000 MC8 14 9
Aasimon, Light 9 10000 PS1 8 10
Aasimon, Planetar 143500 MC8 15 11
Aasimon, Planetar 10 20000 PS1 9 12
Aasimon, Solar 225000 MC8 16 13
Aasimon, Solar 10 32000 PS1 10 14
Arcane 7 4000 PS2 10 15
Archon, Hound 10 15000 MC8 20 16
Archon, Hound 2000 PoL 4 17
Archon, Lantern 7 5000 MC8 20 18
Archon, Lantern 975 PoL 4 19
Archon, Sword 10 49000 MC8 20 20
Archon, Sword 14000 PoL 4 21
Archon, Throne 16000 PoL 4 22
Archon, Tome 10 54000 MC8 20 23
Archon, Tome 23000 PoL 4 24
Archon, Trumpet 15000 PoL 4 25
Archon, Warden 10 25000 MC8 20 26
Archon, Warden 7000 PoL 4 27
Axiomatic Bulette 4 cr 9 MOP3 197 28
Deva, Monadic 7 12150 MMII 43 29
Deva, Movanic 7 11775 MMII 43 30
Einheriar ? MC8 41 31
Einheriar 7 4000 PS1 38 32
Hollyphant 6 5625 MMII 75 33
Incarnates 7 5000 PS1 58 34
Monster of Legend 35000 PS2 64 35
Noctral (Giant Owl) 7000 MC8 58 36
Noctral (Giant Owl) 7 3000 PS2 68 37
Planetar 9 90000 MMII 101 38
Solar 10 142500 MMII 111 39
Zoveri 20000 MC8 97 40
Zoveri (Octopus-taur) 2000 PoL 30 41

[D14] Outer Planes


Tarterus / Carceri

Alignment: (C/T)E
Source: DM
Location: Outer Planes
Borders:
Carceri is the land of exiles, the place where the outcast, the overthrown, and the defeated fume and plot for the day when they'll return.
most frequently dead traitors, backstabbers, and other souls of underhanded ambition. While the petitioners don't remember their past lives, the old traits can't be broken. Thus it is that no petitioner of Carceri can ever speak the entire truth. They lie compulsively and most cunningly.
Layer # Sub-Plane Short Description
1 Othrys home to most of the exiled titans - Coeus, Crius, Cronus, Hyperion, Iapetus, Mnemosyne, Oceanus, Phebe, Tethys, Thea, and Themis. Once this layer was linked to Arborea, but in the war that threw the titans down, Zeus and his fellow powers shattered the bond, thus trapping their enemies here. Othrys is a realm of vast bogs and quicksand, fed by the Styx and its channels. Cronus's palace is old and in need of repair, but the plane offers none of the noble stone originally used to build the place.
The first layer, Othrys, consists of a a war-ravaged landscape of swamps and stagnant rivers crossed only by spotted ranges of mountains. Several Greek Titans live on Othrys in the realm of Mount Othrys; furthremore, Raiden maintains his Palace of Thunder on Othrys.
2 Cathrys filled with fetid jungle and scarlet plains. Traveling here is dangerous, for the plants ooze acidic sap that can eat through man or metal. Those creatures that live here are immune.
The second layer, Cathrys (also called The Crimson Jungle), is a layer of thick jungles and open plains of razored grass. Talona's realm Palace of Poison Tears can be found on Cathrys, as can The Steading, the realm of hill giant deity Grolantor.
3 Minethys filled with sand. Stinging grit is driven so hard. by the wind that it can strip an exposed being to the bone in a matter of hours. All who dwell in this layer, save the powers, are bundled in cloth and rags to block out the cutting blast. Tornados are common, and to avoid all these hazards, most petitioners live in miserable sand-filled pits, dug by hand.
The third layer, Minethys, is a parched layer of crimson glowing sand and biting, desiccating sandstorms. Notable locations on Minethys include Coeus' Temple, dedicated to the Titan of the same name; The Mausoleum of Pain of the dragon god Faluzure; Karontor's The Rack of Injustice; and Trickster's Delight, the realm of the naga deity Parrafaire.
4 Colothys mountains more immense than any in the Prime Material Plane. Travel on foot here is almost impossible, because the land is riven by canyons miles deep. The few trading routes that do exist carry travelers across impossibly rickety bridges and on cliff-face trails barely wide enough for a single man.
The fourth layer, Colothys, consists of jagged, unforgiving mountains and sudden chasms with little flat ground to find refuge. Crius' Temple, dedicated to the Titan of the same name, can be found here; furthermore, Ellaniath, the realm of the the drow deity Vhaeraun, and The Land of the Hunt, realm of the god Malar, are locatted on Colothys.
5 Porphatys cold, shallow ocean fed by black snow. Both the snow and the water are mildly acidic, inflicting 1d6 points of damage per turn to unprotected travelers. Small islands rise above the waves, barely more than sandbars.
The fifth layer, Porphatys, is a cold layer dominated by a shallow, acidic ocean, cut only by sand bars and drifts of semi-solid acid snow. Oceanus' Temple, dedicated to the Titan of the same name, is located on Porphatys.
6 Agathys coldest layer of the plane, an orb of black ice streaked with red. The air is bitterly cold and burns for 1d2 points of damage each round. Petitioners here are half-frozen into the ice. Nothing else is known to live here.
The last layer, Agathys, consists of a single orb of black ice alone in the void, almost completely devoid of light and sound, with only the shifting and breaking of ice and the slow, crushing agony of petitioners frozen into it being heard. Apomps' Three-Sided Palace, realm of the demodand (gehreleth) lord Apomps, can be found on Agathys. The god Nerull from the World of Greyhawk setting also makes his home on Agathys.
Encounter DL XP Source Page #
Dragon, Tarterian
(breathes Force, Will-sapping gas)
Wikipedia 1
Abrian (Flightless Bird) 3 175 PS2 8 2
Arcanadaemon 7 10425 MMII 28 3
Arcane 7 4000 PS2 10 4
Avatar of Death cr 10 P&P 144 5
Avatar of Pain cr 7 P&P 149 6
Charonodaemon 6 7950 MMII 29 7
Darkweaver (Spider) 8 8000 PS2 20 8
Demodand, Farastu 5 4275 MMII 33 9
Demodand, Kelubar 6 5938 MMII 34 10
Demodand, Shator 6 7875 MMII 35 11
Demon, Clawed cr 8 P&P 158 12
Derghodaemon 6 8700 MMII 29 13
Gautiere (Human) 975 PoN 14 14
Gehreleth, Farastu 28000 MC8 42 15
Gehreleth, Farastu 9 14000 PS1 42 16
Gehreleth, Kelubar 33500 MC8 42 17
Gehreleth, Kelubar 10 17000 PS1 42 18
Gehreleth, Shator 40000 MC8 42 19
Ghostlight (Will-o'-Wisp) 6000 PS2 40 20
Hydrodaemon 6 5175 MMII 30 21
Imp, Quasit 6 2000 PS1 56 22
Incantifer (Magician) 9 13000 PS2 52 23
Incarnates 7 5000 PS1 58 24
Ironmaw (Plant) 7 4000 PS2 54 25
Khaasta (Lizard Man) 3 175 PS2 58 26
Larva 35 MC8 50 27
Larva 2 35 PS1 62 28
Merkhant (Merchant) 5 650 PS2 62 29
Monster of Legend 35000 PS2 64 30
Night Hag 16000 MC8 56 31
Night Hag 9 12000 PS1 80 32
Nightmare 2000 MC8 57 33
Nightmare 6 2000 PS1 82 34
Ogre Petitioner 1 cr 1 MOP3 200 35
Piscodaemon 3 682 MMII 30 36
Prolonger (Cheater) 7 4000 PS2 72 37
Shadow Fiend 6 2000 PS1 86 38
Shadowdrake, Age 12 18000 PS2 92 39
Shadowdrake, Age 4 10000 PS2 92 40
Shadowdrake, Age 8 14000 PS2 92 41
Tanar'ri, Wastrilith 10 19000 PS1 111 42
Terlen (Shark) 5 975 PS2 114 43
Ultrodaemon 7 12150 MMII 31 44
Vaath (Reptile/Insect) 975 PoN 26 45
Vargouille 5 650 PS1 114 46
Viper Tree 420 PoC 30 47
Vorr (Hyena) 4 420 PS2 120 48
Wastrel (Bird) 4 270 PS2 122 49
Yagnodaemon 7 10575 MMII 31 50
Yeth Hound 5 975 PS1 116 51
Yugoloth, Arcanaloth 49500 MC8 89 52
Yugoloth, Arcanaloth 10 20000 PS1 120 53
Yugoloth, Canoloth 8 9000 PS2 126 54
Yugoloth, Dergholoth 25500 MC8 92 55
Yugoloth, Dergholoth 9 12000 PS1 121 56
Yugoloth, Hydroloth 26500 MC8 93 57
Yugoloth, Hydroloth 9 14000 PS1 122 58
Yugoloth, Mezzoloth 40500 MC8 94 59
Yugoloth, Mezzoloth 10 21000 PS1 123 60
Yugoloth, Nycaloth 66000 MC8 90 61
Yugoloth, Nycaloth 10 25000 PS1 124 62
Yugoloth, Piscoloth 40500 MC8 95 63
Yugoloth, Piscoloth 10 19000 PS1 125 64
Yugoloth, Ultroloth 84000 MC8 91 65
Yugoloth, Ultroloth 10 26000 PS1 126 66
Yugoloth, Yagnoloth 26500 MC8 96 67
Yugoloth, Yagnoloth 10 20000 PS1 127 68

[D14] Outer Planes


Twin Paradises / Bytopia

Alignment: (L/T)G
Source: DM
Location: Outer Planes
Borders:
can look up, past the sky, and see the other layer of the plane. That's because the layers are stacked on each other like a sandwich, sharing one sky between them. The tallest mountains of each 1ayer actually touch so that they're more like columns (where stalactites and stalagmites meet). During the day, the plane is lit by radiance from the sky. When nighttime comes, the light fades and the sky becomes dark. What looks like stars overhead are actually the lights and fires of communities on the other layer.
Layer # Sub-Plane Short Description
1 Dothion Serene pastoral layer of meadows and wild-flowers, souls of farmers, craftsmen, honest merchants and gnomish commoners. The Golden Hills
gnome deity Garl Glittergold, as well as Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Nebelun the Meddler, and Segojan Earthcaller. Flandal shares his Mithral Forge with Ama-Tsu-Mara. Deephome, home of Callarduran Smoothhands, god of the svirfneblin, and Prosperity, realm of Inari
Pastoral industry, vast woods, hunters and woodcutters, meadows, herders, rivers plied by fisherfolk and traders. The towns are small, self-supporttng farming communities, each with its own militia and council. Yeoman, a good-sized market town. realm of most of the gnome pantheon, Garl Glittergold. realm of the gnomish deities is marked by deep woods, great warrens, sentient trees, and large numbers of gnome petitioners. normal animals like those found in temperate regions of a prime-material world, although they're larger and more curious. Seasons are mild, but they do occur.
2 Shurrock Shurrock is the mountainous untamed twin, home of hidden beasts and monsters. The gnomish underground mining city of Quarry that specialises in gemcutting, is located here. Rangers often foray into this wilderness to slay creatures that have threatened the folk of Dothion.
A number of godly realms exist on this layer, including, Heart of Justice, realm of Kiri-Jolith, and Windwrath, realm of Tefnut. Martyrdomain, was the realm of Ilmater in previous editions of Dungeons & Dragons.
Rough and stormy. The land is more mountainous, rich with ore, and blessed with abundant running water. Farmland is sparseand the woods deep. This is the layer of craft and industry. Mining, smelting, quarrying, a carving are the most frequent trades The towns hum with energy as mills churn,,pumps grind, and forges crackle with activity. Still, it isn't a layer of organized factories. Each laborer maintains his own shop or works as part of an informal cooperative - it's a pre-industrial, industrial world.
Encounter DL XP Source Page #
Dragon, Adamantite
(breathes White-hot fire, Hold monster gas)
Wikipedia 1
Aasimar (Planetouched Human) 4 420 PS2 6 2
Aasimon, Agathinon 30500 MC8 11 3
Aasimon, Agathinon 8 8000 PS1 5 4
Aasimon, Deva, Astral 60000 MC8 12 5
Aasimon, Deva, Astral 10 15000 PS1 6 6
Aasimon, Deva, Monadic 52500 MC8 12 7
Aasimon, Deva, Monadic 9 13000 PS1 6 8
Aasimon, Deva, Movanic 78500 MC8 12 9
Aasimon, Deva, Movanic 9 14000 PS1 6 10
Aasimon, Light 35000 MC8 14 11
Aasimon, Light 9 10000 PS1 8 12
Aasimon, Planetar 143500 MC8 15 13
Aasimon, Planetar 10 20000 PS1 9 14
Aasimon, Solar 225000 MC8 16 15
Aasimon, Solar 10 32000 PS1 10 16
Agathion 5 2700 MMII 9 17
Air Sentinel 975 MC8 17 18
Arcane 7 4000 PS2 10 19
Avatar of Hope cr 2 P&P 146 20
Balaena (Whale) 5000 MC8 35 21
Balaena (Whale) 7 5000 PS2 14 22
Celestial, Leonal 5 cr 12 MOP3 162 23
Deva, Monadic 7 12150 MMII 43 24
Deva, Movanic 7 11775 MMII 43 25
Dragon, Adamantite, Age 12 110000 MC8 40 26
Dragon, Adamantite, Age 4 30000 MC8 40 27
Dragon, Adamantite, Age 8 58000 MC8 40 28
Einheriar ? MC8 41 29
Einheriar 7 4000 PS1 38 30
Elsewhale cr 7 PlanarHB3 117 31
Ethyk (small mammal) 175 PoN 12 32
Gnome, Fire cr 1 PlanarHB3 125 33
Grim 3 427 MMII 72 34
Hollyphant 6 5625 MMII 75 35
Hollyphant 8 9000 PS2 50 36
Incarnates 7 5000 PS1 58 37
Monster of Legend 35000 PS2 64 38
Moon Dog 5 3000 MMII 92 39
Ni'iath (Fish) 975 PoN 18 40
Planetar 9 90000 MMII 101 41
Solar 10 142500 MMII 111 42

[D14] Outer Planes


Yggdrasil (World Ash)

Source: DM
Location: Outer Planes, Astral, Prime Material Plane
Borders: Gladsheim, Hades 2 (Nillheim), Astral, Prime Material Plane
Encounters:
Encounter Source

[D14] The Ultraplanes


The normal Multiverse consists of the following planar structure:
Inner Planes (Elemental Planes and Energy Planes)
Ethereal Plane (with a few demi-planes)
Prime Material Planes (with the Phlogiston between them)
Astral Plane (with more demi-planes, including the "Elemental" Plane of Time)
Outer Planes (ring structure with the true neutral Concordant Opposition in the middle)
In the middle of Concordant Opposition is the Great Funnel, which is incredibly difficult to approach physically. Partially up the Great Funnel (about 1/7 of the way) is the plane of Sigil. Most of the way up the Great Funnel is the realm of Smileylich, lord of the Liches. Liches derive their energy from "strange planes out beyond the Outer Planes". These planes are called the Ultraplanes and lie beyond the Great Funnel (if you were able to actually travel up it). When one drinks a Lich Potion, their Silver Cord is broken.
Smileylich connects the slain being to the energy generated near the top of Great Funnel (near the Ultraplanes). The new "cord" is similar in appearance to a rough-looking hemp rope.
Beyond the Great Funnel lies the Ultraplanes. The Ultraplanes are a vast region of darkness (actually Annihilation), with points of light in the "sky" (actually all around you). Each point of light represents the top of a Funnel to a different Multiverse. Some of these Multiverses are merely alternate timelines, others have completely different planar structures. On occasion, a point of light will disappear, or split into two points of light. The collection of all Multiverses (along with the Ultraplanes) is called the "Omniverse".
In the middle of this gigantic sphere of Annihilation lie the PreAscended Ones. These beings ascended in power beyond the greatest gods, all within a few seconds of the creation of the Omniverse. The PreAscended Ones sit in gigantic chairs on the outer edge of a spherical body in the middle of the Ultraplanes. These chairs are connected within this sphere to a great power source, the original "Cog" at the beginning of time. The Cog appears literally as a wheel, which varies in apparent size from 1 inch to several miles in diameter (by concentrating on the Cog, it's apparent size grows).
It has been said that the Cog is the only object to survive the Big Bang, and is from "before".
The PreAscended Ones have surrounded themselves with lesser beings, mostly comprised of Annihilation energy. These lesser beings are each in fact more powerful than most gods in the normal Multiverses, but here, they are treated like animals.
I currently have five main types of Ultraplanar encounters:
1. PreAscended Ones.
2. "Ultraplanar Cows", who appear as gigantic purplish clouds of energy. These watch over some of the Funnels for interesting events that might be happening in the corresponding Multiverse.
3. "Ultraplanar Bulls", gigantic brown-colored clouds who act as guards (in case anything ever leaves their Funnel and also manages to survive the Annihilation atmosphere).
4. Intelligent Spheres of Annihilation, perhaps the lowest lifeform here, they have no real function.
5. Visitors. These creatures are temporary residents (from other Multiverses) who have grown vast in power. They visit to gain new knowledge or they may have been kicked out of their own Multiverse.
There are also "Originators", who are incredibly rare and powerful, and visit places even beyond the Omniplanes (their actual form and mode of travel is unknown, even to the PreAscended Ones).
The "normal" AD&D Multiverse is a rather average Multiverse, and hasn't come under much scrutiny from the Cows or other Ultraplanar beings (as not much "interesting" is going on there).
I did run some games where our Multiverse was "noticed", generally the results are brief and quite nasty.
Spheres of Annihilation are in fact gateways (or shortcuts) to the Ultraplanes.
If you can somehow survive the Annihilation effect, you can "enter" a Sphere and appear in the Ultraplanes.
Once in the Ultraplanes (assuming an Ultraplanar Cow or Bull doesn't get you immediately), you can duck down another point of light to visit a completely different Multiverse system.

[D14] The Ultraplanes


Ultrablack

Source: DM
Location: Ultrablack
Borders: Maelstrom, Ultraplanes
Encounters:
Encounter Source

Ultraplanes

Source: DM
Location: Ultraplanes
Borders: Funnel (Concordant Opposition), Ultrablack
Encounters:
Encounter Source
Blackball RC0?
Pre-Ascended Ones DM
Sphere of Annihilation, Intelligent DM
Ultraplanar Bull DM
Ultraplanar Cow DM

[D16] Omniverse


Atlantean Multiverse

Source: DM
Location: Alternate Multiverse/Timeline
Borders:
This is an alternate timeline. The Atlanteans took over their entire Multiverse, then spread out to conquer other Multiverses. They conquered four before being pixelated by the Black Originator.
Encounters:
Encounter Source
Atlantean DM

Collectiverse

Source: DM
Location: Alternate Multiverse/Timeline
Borders:
This is an alternate timeline. All the creatures here (even normal animals) have access to the full Collective. This Multiverse was conquered by the Atlanteans, but reverted back to its previous state when the Atlanteans got pixelated.
Encounters:
Encounter Source
NPC Party DM

Gooeyverse

Source: DM
Location: Alternate Multiverse/Timeline
Borders:
This is an alternate timeline. Technological Gray Goo took over this entire Multiverse. This Multiverse was conquered by the Atlanteans, but reverted back to its previous state when the Atlanteans got pixelated.
Encounters:
Encounter Source
Eelemental, Gray Goo DM

Holeyverse

Source: DM
Location: Alternate Multiverse/Timeline
Borders:
This is an alternate timeline. Everything in the entire Multiverse was thrown into the Deepest Hole. The only plane remaining is the Deepest Hole. This Multiverse was conquered by the Atlanteans, but reverted back to its previous state when the Atlanteans got pixelated.
Encounters:
Encounter Source
Brawn Master (Warrior) DM
Intellect Master (Wizard) DM
Divine Master (Priest) DM
Stealth Master (Rogue) DM
Psyche Master (Psionicist) DM
Beastial Master (Monster) DM

Temporalverse

Source: DM
Location: Alternate Multiverse/Timeline
Borders:
This is an alternate timeline. In this timeline, the Ultraplanar Gun succeeding in destroying the Elemental Plane of Time. All time in this Multiverse is stopped. Individual powerful beings have their own little bubbles of time around them, and they battle each other for control. This Multiverse was conquered by the Atlanteans, but reverted back to its previous state when the Atlanteans got pixelated.
Encounters:
Encounter Source
Chronomancer DM

Vermin Multiverse

Source: DM
Location: Alternate Multiverse/Timeline
Borders:
This is an alternate timeline. The Bugs won the Invoked Devastation War, and the planet fell into decay. There are no organized human cities on the surface. There are no normal animals on the surface, only insects. The Drow still exist below ground, and have some battles against the Bugs.
This timeline was pixelated by the Black Originator.
Encounters:
Encounter Source
Bug (Capital B) DM
Giant, Cloud ++ Cloud (Cloud form) DM
Spider, Giant ++ Chosen One DM