- 0.1 Description
- 0.2 Getting there… and Back
- 0.3 Survival in Tarassein
- 0.4 Features
- 1 Shaped Zones
- 2 Decaying Zones
- 3 Pocket Planes
- 4 Scarab Cascades (CR6)
- 5 Eruptions (CR8)
- 6 The Soulspring
- 7 Asylum
- 8 Orodro
- 9 Daughters of Bedlam
- Subjective directional gravity: The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity’s pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but is common on “weightless” planes. Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one’s movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter). It takes a DC 13 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives advantage on subsequent checks until he or she succeeds.
- Highly Morphic:On a plane with this trait, features of the plane change so frequently that it is difficult to keep a particular area stable. Such planes may react dramatically to specific spells, sentient thought or the force of will. Others change for no reason. This plane may respond to the will of a traveler. A character must make a Wisdom check (DC 13) to establish control or maintain control. Travelers who have already established control in the past get advantage on this check. A traveler zone of control extends for a number of feet equal to his Charisma score. Within the zone of control, the traveler can shape the raw stuff of the plane as if moulding clay, creating air, stone, metal or whatever else is desired. The appropriate Craft skills are needed to produce an item or building; however, a character can shape the contents of one five-foot cube each round. Objects created by warping chaos melt away if they move out of the traveler zone of control, if the traveler falls asleep or if taken off the plane. A traveler may make a Wisdom check with advantage (DC 15) to keep one five-foot by five-foot square from melting while he sleeps. If two travelers try to mould the same area simultaneously, they should make opposed Wisdom checks to see who wins.
- Universal Life: There is no non-living matter in the plane. Even rocks squirm and crawl.
- Erratic Time: Some planes have time that slows down and speeds up, so an individual may lose or gain time as he moves between the two planes. Roll on the following table to determine what effect is experienced.To the denizens of such a plane, time flows naturally and the shift is unnoticed.
d% Time on Material Plane Time on Erratic Time Plane 01-10 1 day 1 round 11-40 1 day 1 hour 41-60 1 day 1 day 61-90 1 hour 1 day 91-100 1 round 1 day
- Strongly Chaotic Aligned: On planes that are strongly aligned, disadvantage applies on all Charisma-based checks made by all creatures not of the plane’s alignment. In addition, disadvantage affects all Intelligence-based and Wisdom-based checks, too.
|1||Force (invisible buffets of energy)|
|2||Fire (gouts of flame, hot spots)|
|3||Cold (freezing winds, erupting ice crystals)|
|4||Acid (rain of acid or blood, fog clouds)|
|5||Sonic (unearthly screams or thunders)|
|6||Electrical (bolts of lightning, crawling energy serpents)|
|7||Bludgeoning (falling rocks, collapsing cliffs)|
|8||Slashing (passing birds with razor feathers, rain of swords)|
|9||Piercing (thorns, darts, rain of knives)|
|10||Pure chaos (internal pain, cancers)|
The realm of the Orodro is a very alarming plane indeed; their magics have merely slowed the endless churn of Tarassein, not stopped it. Walls shift and twist, buildings coil and writhe; the very laws are mutable. The Orodro consider Allmother Chaos to be a goddess eternally in the process of birthing itself, and have ties to various chaos or apocalypse cults. The race as a whole is not hostile, but some seek to drag everything back into primal formlessness. Orodro rarely leave their home plane, except when hired as assassins or aiding a chaos cult.
The Orodro can consciously slow their own changes, selecting the right random body parts that swell up from within them to build a surprisingly good patchwork humanoid body. They use this ability to infiltrate other planes in disguise.
Orodro are frightening foes; they are extremely agile and fluid combatants, slipping through the defences of enemies and rapidly adapting to their enemy’s actions.
Black Pudding Variant: Orodro
An orodro has the following changes:
- Type Aberration
- Armor Class 15
- Speed 40 ft., climb 40 ft.
- Stats Dexterity 20 (+5), Intelligence 14 (+2), Charisma 14 (+2)
- Damage Immunities lightning, slashing
- Adaptability: Whenever an orodro is struck by a weapon or damage type, it gains resistance against that attack form for the next six rounds. If struck by the same damage type while it has resistance it gains immunity. An orodro may only gain one new immunity in this fashion.
- Weapon Use: An Orodro is instinctively proficient in any melee weapons it holds. They delight in disarming their opponents and using their weapons against them.
- Shapeshifter: Orodro may disguise themselves as if they had a disguise kit without actually owning one. They gain proficiency with disguise kits, may use it as an action, and have advantage with it.
Succubus Variant: Daughter of Bedlam
A daughter of bedlam has the following changes:
- Alignment: Chaotic evil
- Gaze of Madness: The Daughter has a constantly active Gaze attack with a range of 30 feet. Anyone caught in the gaze must make a Wisdom save (DC 14) or be confused (as the spell) for one round. The save DC is Charisma-based.
- Intuition: The Daughters have an instinctive intuition of the flows of chaos, which gives them an edge in combat. In any round, as a bonus action, a Daughter may gain advantage on any one attack roll or skill check, or may increase her Armour Class by +2 until the start of her next turn.
- Aura of Madness: The Daughter’s mere presence is unsettling. Anyone within 30 feet of her suffers a disadvantage on all rolls. Also, they have a +10 bonus to Wisdom checks for warping chaos, but only when using the chaotic landscape to create mocking or false constructs to drive others insane.
- Insanity Plunge: Anyone who fails a Wisdom save within range of the Daughter’s Aura of Madness suffers a further -1 cumulative penalty to all Wisdom saves until they move out of range of the Aura. Anyone reduced to a Wisdom save of -5 or more is driven insane and falls into a catatonic coma and can only be cured with remove curse, break enchantment or heal.
- A trio of Daughters of Bedlam are summoned by an ambitious courtier to drive the king insane. The characters must uncover the plot and stop all three. If they fail, they must travel to the Asylum to rescue the king’s soul so he can be raised.
- An artist discovers that creativity can be distilled from raw chaos. Together with a mage friend of hers, she discovers where this fount of inspiration lies. However, it inspires the mage to create thousands of new spells. Unless the mage is stopped, he will soon create a spell that will spill chaos across all the worlds. The characters must help the artist reach her friend before unbridled creativity spells disaster.