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D&D Planar Touchstones
TOUCHSTONES
The Planar Handbook describes extraplanar locations
suffused with the power of all existence that are known
as planar touchstones. Characters linked to these natu-
ral hubs of planar activity can tap their power for per-
sonal use, gaining abilities that reflect the nature of the
specific locations. But gaining power from the planes is
not without risk, and those wishing to exploit their
planar connections to the utmost must brave the dan-
gers of the touchstones with which they are linked.
Dozens of planar touchstones are described in the
Planar Handbook, complete with abilities gained and
specific perils of the locations. Now designers Bruce
Cordell, Gwendolyn Kestrel, JD Wiker, and Skip
Williams offer four additional planar touchstones for
plane-hopping PCs to exploit.
A Web Enhancement for
the Planar Handbook
CREDITS
PLANAR TOUCHSTONES
The cosmological association of linked planes, demi-
planes, and connected dimensional realms creates a
vast network through which the energy of existence
itself is channeled. Less-connected planes and demi-
planes are the nodes of this network, and the most
highly connected planes are the hubs. These hubs,
known as planar touchstones, are usually suffused with
excess energy by virtue of their numerous connections.
Thus, many of them are legendary sites of power, or at
least places resonant with mythic possibility.
The Planar Touchstone feat described in the Planar
Handbook allows a character who possesses a portable
object native to a given touchstone to forge a link with
it. Such a linkage grants the character a base ability that
is always active. A personal visit to the touchstone site
discharges its inherent power directly into the linked
character, granting her a higher-order ability that she
can call upon a limited number of times. Additional
visits to that planar touchstone can revitalize this
charge, restoring the number of available uses of the
ability to maximum.
If a character with the Planar Touchstone feat visits a
touchstone other than the one to which she is linked,
the base ability of the new site replaces that of the old
one. In like manner, the character immediately gains
the higher-order ability of the new site and loses any
remaining uses of the one corresponding to the old
site. Characters intimately familiar with planar touch-
stones often refer to visiting multiple such sites as
“taking the touchstone tour.”
In addition to conferring benefits on characters,
planar touchstone sites can serve as story elements for
campaigns. For instance, a prophecy might state that a
Design:
Skip Williams
Additional Design:
Bruce Cordell, Gwendolyn
Kestrel, and JD Wiker
Editing:
Penny Williams
Typesetting:
Nancy Walker
Web Production
Julia Martin
Web Development:
Mark A. Jindra
Graphic Design:
Sean Glenn, Cynthia Fliege
Based on the original D UNGEONS & D RAGONS ® game by E.
Gary Gygax and Dave Arneson and on the new edition of the
D UNGEONS & D RAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D&D, D UNGEONS & D RAGONS , and D UNGEON M ASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
thereof are trademarks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited
without the express written permission of
Wizards of the Coast, Inc.
©2004 Wizards of the Coast, Inc.
All rights reserved.
Made in the U.S.A.
This product is a work of fiction.
Any similarity to actual people, organizations, places,
or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form without
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and the d20 System License,
please visit www.wizards.com/d20.
For more D UNGEONS & D RAGONS articles, adventures, and information,
visit www.wizards.com/dnd
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MORE PLANAR
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particular scourge can be overcome only by “one who
looks upon the stars of Oxyrhynchus” (see Planar Hand-
book, page 172). On a less dramatic scale, planar touch-
stones also make great alternatives to treasure—when
characters overcome a particularly difficult threat asso-
ciated with a touchstone site, the higher-order ability
gained makes a good reward.
Unless a linked character arranges for proper protec-
tion, his visit to this touchstone may be short.
TOUCHSTONES ON THE PLANES
The following section offers four new planar touch-
stone locations. Each of these sites is described in the
following format.
Name: The most common name or names of the
planar touchstone are given in this entry.
Description: Each location has a description that
details its appearance and general conditions.
Location: This entry provides the planar location
of the touchstone, if known. The major planes of exis-
tence are described starting on page 151 of the Dungeon
Master’s Guide . Refer to those descriptions for details,
especially when a character must travel through some
of the intervening planar locations before arriving at
the touchstone.
Initial Encounters: This entry offers informa-
tion on the type of encounters that characters may face
on their first visit to the touchstone. An encounter
table is provided, if appropriate.
Subsequent Encounters: Information on the
type of encounters characters may face on subsequent
visits to the touchstone is given here.
Base Ability: This entry describes the base ability
gained by a character who takes the Planar Touchstone
feat and links to this site. This ability is always available
to the character (to the limits of any supernatural abil-
ity) and has unlimited uses.
Recharge Condition: Many planar touchstones
require not only a visit, but also the fulfillment of some
condition in order to recharge the higher-order ability
it confers. The linked character need not fulfill this
condition to gain the planar touchstone’s base ability,
but she must do so each time she recharges the higher-
order ability.
Higher- Order Ability: A character with the
Planar Touchstone feat who visits the touchstone and
fulfills its recharge condition gains this ability. It can
be used a limited number of times before recharging,
which requires another visit to the touchstone and ful-
fillment of its recharge condition. All higher-order abil-
ities are considered either supernatural or spell-like, as
indicated in the individual descriptions. Each such
ability is usable only once per day.
Higher- Order Uses: Each time the character
recharges her higher-order ability, she brings her
remaining uses of it up to this number.
WHAT MAKES A TOUCHSTONE?
A touchstone site is often special in some way that goes
beyond its status as a hub of the cosmological network.
Relatively few touchstones exist on the Material Plane,
but almost every one of them has historical or geo-
graphical importance, or is significant for some other
reason besides its cosmological status. For example,
one Material Plane touchstone is the peak of the
world’s tallest mountain.
Planar locations previously described in other game
products might also be considered planar touchstones.
Adventurers might have known about and even visited
such a site several times without ever realizing that it
had the power to confer special abilities. Determining
the base and higher-order abilities conferred by these
sites is an exercise for the DM (see the Behind the Cur-
tain sidebar on page 154 of the Planar Handbook for
instructions on creating touchstone abilities.)
Some very powerful characters eventually gain the
ability to create small demiplanes. Such fledgling loca-
tions can never be planar touchstones, but after several
thousand years of growth, linkage, and expansion, such
a created plane could become host to one or more
planar touchstones.
TRAVELING TO TOUCHSTONE SITES
A character who lacks the ability to visit a touchstone
site cannot access the higher-order ability inherent to
it. Thus, anyone who wishing to take the Planar Touch-
stone feat and forge a link to a particular planar loca-
tion should possess a reliable method of reaching it.
Perhaps the character knows of a permanent portal that
opens near the touchstone, or has access to spells such
as plane shift, either personally or via a friend. Whatever
the method of transportation, the character must have
access to a method that is at least somewhat reliable.
But reaching the planar touchstone is the only first
step. Some planar touchstones have environments that
are inimical to nonnative life. In particular, elemental
planes require some preparation because of their
energy-dominant traits. For instance, the planar touch-
stone location called the Burning Rift (see the Planar
Handbook ) is located on the Elemental Plane of Fire.
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THE BLEAK TOWER (EL 13)
Ages ago, a powerful lich created a swampy demiplane
in which to build her stronghold—a single obsidian
structure known as the Bleak Tower. Although the bog
seemed to surround the tower for miles in every direc-
tion, the plane was really only 1 mile in diameter. The
lich made the plane self-contained so that no one who
entered could move very far from her clutches.
For centuries the lich remained in her tower,
researching new and innovative ways to turn dead
flesh into undead servants. Whenever she needed new
subjects for her experiments, she opened a portal from
her demiplane to some other place in the multiverse.
The creatures pulled into the swampy plane through
such portals were never seen again—at least not in any
recognizable form.
No one knows what happened to the lich, but she
has not been seen or heard from in millennia. The
demiplane’s boundaries have grown so weak that it
periodically breaches them, spilling into swampy
regions of other planes. When such a tear occurs, the
Bleak Tower beckons to all the undead in the region,
augmenting its own forces.
Location: A nameless demiplane.
Initial Encounters: Roll on the Bleak Tower
Encounter Table below when the characters visit the
site for the first time, or for the first time in more than
a year.
Higher- Order Ability: Once per day, you may use
inflict serious wounds (caster level 10th) as a spell-like ability.
Higher- Order Uses: 5.
* Balor Skeleton: CR 8; Large undead; HD 20d12;
hp 130; Init +12; Spd 40 ft.; AC 19, touch 17, flat-footed
11; Base Atk +10; Grp +26; Atk +21 melee (1d10+12,
slam) or +21 melee (1d6+12, claw) or +14 melee
(1d8+13/19–20, +1 vorpal longsword ); Full Atk +21 melee
(1d10+12, 2 slams) or +21 melee (1d6+12, 2 claws) or
+14/+9 melee (1d8+13/19–20, +1 vorpal longsword ) and
+22 melee (1d2+1 plus 1d6 fire, +1 flaming whip );
Space/Reach 10 ft./10 ft.; SQ damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold,
undead traits; AL NE; SV Fort +6, Ref +14, Will +12; Str
35, Dex 27, Con —, Int —, Wis 10, Cha 1.
Skills and Feats: Hide +4, Jump +16, Listen +8, Spot +8;
Improved Initiative(B).
Undead Traits: A balor skeleton is immune to
mind-affecting effects, poison, sleep effects, paralysis,
stunning, disease, death effects, and any effect that
requires a Fortitude save unless it also works on objects
or is harmless. It is not subject to critical hits, nonlethal
damage, ability damage to its physical ability scores,
ability drain, energy drain, fatigue, exhaustion, or death
from massive damage. It cannot be raised , and resurrec-
tion works only if it is willing.
Possessions: None.
THE CUSP OF THE TRYST (EL 14)
The 148th layer of the Abyss is a rocky, wind-blasted
plain named Torrent. Dark blue and green clouds roil
endlessly through the sky, and bolts of lightning strike
the ground incessantly. Only creatures made of light-
ning—or those with immunity to its effects—can live
in this dismal place.
Any creature standing on the surface of Torrent will
eventually be struck by lightning. The inhabitants con-
sider such an event joyous—a sensual joining between
the sky and the earth via the body of a fortunate inter-
mediary. Most visitors, however, have no such roman-
tic notions about several million volts of electricity
coursing through their bodies.
The tallest point on Torrent is a relatively small
mountain that the locals call the Cusp of the Tryst
because it is struck by lightning more frequently than
any other spot. Many of Torrent’s inhabitants consider
it a sacred place, and those who travel to it can enjoy
the kiss of the lightning more than ten times per hour.
Location: Torrent, the 148th layer of the Abyss.
Initial Encounters: Roll on the Cusp of the
Tryst Encounter Table below when the characters visit
Bleak Tower Encounter Table
d% Encounter
01–20 1 dread wraith
21–35 6 balor skeletons*
36–60 1 lich
61–85 1 elite vampire, 13th-level half-elf monk/shadowdancer
86–100 1 mature adult black dragon
Subsequent Encounters: Once the characters
clear out the area, the chance of an encounter is only
25% on each subsequent visit. If the PCs fail to visit the
location for more than a year, they must roll for
encounters as if they had never visited the site.
Base Ability: You gain a +1 bonus on all Fortitude
saving throws.
Recharge Condition: Walk across the demi-
plane, beginning at the entrance to the Bleak Tower
and walking away in a straight line until you arrive at
the entrance again. Traversing the demiplane in this
manner is possible because it is self-contained. While
walking, you have a 50% chance of having an
encounter, in addition to any encounters that may
occur as a result of your arrival on the demiplane.
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the site for the first time, or for the first time in more
than a year.
no clues reveal the identity of the deity to whom the
temple was dedicated. Some say the building is simply
a monument to struggle, and that it was created as a
ruin to indicate the fleeting nature of glory.
Location: The first layer of Arborea.
Initial Encounters: Roll on the Sentinel Grove
Encounter Table below when the characters visit the
site for the first time, or for the first time in more than
a year.
Cusp of the Tryst Encounter Table
d% Encounter
01–15 1 young adult blue dragon
16–30 3 vrocks
31–65 1 glabrezu
66–90 3 hezrous
91–100 1 mature adult blue dragon
In addition, every 10 minutes that a group of characters
remains above ground on Torrent, one of them may
(25% chance) be struck by a natural lightning bolt. This
chance increases to 50% every 5 minutes for characters
standing atop the Cusp of the Tryst. Each of Torrent’s
lightning bolts deals 5d6 points of electricity damage
(Reflex DC 15 half).
Subsequent Encounters: Once the characters
clear out the area, the chance of an encounter is only
20% on each subsequent visit. If the PCs fail to visit the
location for more than a year, they must roll for
encounters as if they had never visited the site. The
chance of a lightning strike does not change.
Base Ability: You gain electricity resistance 5.
Recharge Condition: Climb to the top of the
Cusp of the Tryst and stand there until lightning
strikes you. The lightning deals 5d6 points of electric-
ity damage (no save).
Higher- Order Ability: Once per day as a full-
round action, you can create an effect similar to that of
the lightning bolt spell, except that it deals 1d6 points of
electricity damage for every two character levels you
have achieved (maximum 10d6, Reflex DC 3 + your
character level).
Higher- Order Uses: 5.
Sentinel Grove Encounter Table
d% Encounter
01–15 1 celestial treant
16–30 3–5 anarchic satyrs
31–70 4–7 anarchic dryads
71–85 3–5 celestial giant eagles
86–100 3–5 celestial giant owls
Subsequent Encounters: Once the characters
clear out the area, the chance of an encounter is only
50% on each subsequent visit. If the PCs fail to visit the
location for more than a year, they must roll for
encounters as if they had never visited the site. The
creatures of the sentinel grove resent constant intru-
sions but are basically good-natured. They may consent
to give the characters access to the grove in return for
some service rather than simply fighting.
Base Ability: When standing upright on any natu-
ral terrain, you gain a +1 bonus on any opposed checks
you make to resist bull rush, trip or overrun attempts,
and on saving throws to resist being moved against
your will (by wind effects or telekinesis, for example).
Recharge Condition: You must climb to the top
of the tallest oak in the grove, harvest an acorn, and
plant it in fertile soil. The relative heights of the trees
may change from time to time because of irregularities
in growth and vagaries in the weather, so a fresh deter-
mination of the correct tree is necessary with each visit.
Higher- Order Ability: Once per day, you can
create a heroes’ feast effect, as the spell (caster level
equals your character level).
Higher- Order Uses: 2.
THE SENTINEL GROVE (EL 9)
The towering oaks of the sentinel grove are massive
and ancient even by the standards of Arborea. Many
rise hundreds of feet into the air and have boles more
than 20 feet across. A thick bed of moss, fallen leaves,
and delicate ferns blankets the ground under these
trees, except where occasional gaps in the canopy let in
shafts of pure sunlight. Beds of gorgeous wildflowers
thrive in such locations, filling the air with their heady
perfume.
In the heart of this grove stands an ancient temple—
ruined, yet still magnificent. Flowering vines twine
around its stately marble columns, and within the roof-
less sanctuary lies a pond filled with lilies. The remains
of friezes depicting epic battles between heroes and all
manner of terrible foes decorate the interior walls, but
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THE DEEPING POOL (EL 11)
The Deeping Pool is actually a small lake, perhaps a
quarter mile wide and several miles long. It lies hidden
within a broadleaf forest on Krigala, the realm of eter-
nal day. Though the sun shines perpetually overhead,
the forest’s thick canopy casts the whole area in a green
twilight gloom—except for the exact center of the lake,
where shafts of golden light stream down and make the
waters sparkle like a field of precious diamonds. The
pool’s depth has never been precisely determined,
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perhaps because its verdant surroundings are so lovely
that no one has ever bothered to do so, or perhaps
because it is bottomless indeed.
The Deeping Pool is the only sizable body water for
hundreds of miles in any direction. Thus, for inexperi-
enced travelers, the forest surrounding the pool is effec-
tively a cool, green desert. At any given hour, dozens or
even hundreds of animals visit the pool to slake their
thirst. Most of these visitors are harmless enough, but
some come here for more than a cool drink.
Location: The first layer of the Beastlands.
Initial Encounters: Roll on the Deeping Pool
Encounter Table below whenever the characters visit
the site for the first time, or for the first time in more
than a year.
Recharge Condition: Share a drink from the
pool with an animal. To do so, you must be adjacent to
an animal, and the two of you must drink from the pool
at the same time. For the purpose of recharging the
pool’s higher-order ability, an “animal” is any creature
with the animal type or the augmented animal subtype.
Characters with animal companions should find meet-
ing this condition fairly simple, but others must calm
or control the animal in some fashion.
Higher- Order Ability: Once per day, you can
assume one of the following animal traits for 1 minute
per character level. The duration of the ability need not
be consecutive minutes or rounds, and starting or sus-
pending the effect is a standard action for you. Choose
from the following traits each time you use the ability.
Deeping Pool Encounter Table
d% Encounter
01–15 1 gaspar
16–30 5–8 dire wolves
31–70 6–11 giant crocodiles
71–85 1–2 dire tigers
86–100 3–6 celestial unicorns
• Gain the low-light vision special quality.
• Gain the scent special quality.
• Increase your current natural armor bonus by +2.
• Gain a climb speed equal to the base land speed for
your race (maximum 30 feet).
Higher- Order Uses: 3.
Subsequent Encounters: The Deeping Pool
serves as a watering hole for all manner of wildlife. PCs
who make an effort to clear the area of monsters find it
just as busy each time they visit. If they make a con-
certed effort to clear out the bigger predators in the
area, however, treat an encounter with dire animals or
giant crocodiles as no encounter during subsequent
visits. If the characters don’t visit for a year or more, go
back to using the regular encounter table.
Base Ability: You gain a +2 bonus on all Handle
Animal checks and on Survival checks made to forage
for food and water.
ABOUT THE AUTHOR
Skip Williams keeps busy with freelance projects
for several different game companies, and he was
Dragon Magazine’s Sage for eighteen years. Skip was
a codesigner of the D&D 3rd edition game and the
chief architect of the Monster Manual. When not
devising swift and cruel deaths for player characters,
Skip putters in his kitchen or garden. (His borscht
gets rave reviews.)
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