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THE PLANE ABOVE Secrets of the Astral Sea™ ROLEPLAYING GAME SUPPLEMENT Rob Heinsoo • Ari Marmell • Eric Scott de Bie CRED1TS Design Art Director Rob Heinsoo (lead), Mari Kolkowsky Ari Marmell, Eric Scott de Bie, Robin D. laws, Matthew Sernett, Rodney Thompson Cover Illustration William O'Connor (front), Ralph Horsley (back) Development Stephen Radney-MacFarland (lead), Graphic Designers Peter Schaefer, Stephen Schubert Keven Smith, leon Cortez, Emi Tanji Editing Additional Graphic Design Cal Moore (lead), Soe Hemmi Joanna G. Hurley, Jenny lockington, lynnette Struble Interior Illustrations Managing Editing Dave Allsop, Kerem Beyit, Zoltan Boros & Gabor Kim Mohan Szikszai,Julie Dillon, Vincent Dutrait, Wayne England, Jason A. Engle, Ralph Horsley, Howard lyon,Jim Nelson, Director of D&D R&D and Book Publishing William O'Connor, Adam Paquette Bill Siavicsek Cartographer D&D Creative Manager jason A. Engle Christopher Perkins Publishing Production Specialist D&D Design Manager Erin Dorries James Wyatt Prepress Manager D&D Development and Editing Manager Jefferson Dunlap Andy Collins Imaging Technician D&D Senior Art Director Ashley Brock Jon Schindehette Production Manager Cynda Callaway Game rules based on the original DUNGEONS & DRAGONS'" mles created by E. Gary Gygax and Dave Arneson, and the later editions by David "Zeb" Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620-25116000-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 987654321 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 Wizards of the Coast LLC Caswell Way 1702 Groot-Bijgaarden First Printing: April 2010 P.O_ Box 707 Newport, Gwent NP9 OYH Belgium Renton WA 98057-0707 GREAT BRITAIN +32.070.233.277 ISBN: 978-0-7869-5392-9 +1-800-324-6496 Please keep this address for your records DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, Player's Handbook, DUfl8eon Moster's Guide, Monster Manual, ESERRON, D&D Insider, Dra8on, Divine Power. Draconomicon, Manual of the Planes, Open Grave: Secrets of the Undead, Reven8e of the Giants, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries. All Wizards characters and the distinctive likenesses thereof are property of Wizards of the Coast LLC, 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 LLC, Any similarity to actual people, organizaOtions, places, or events included herein is purely coincidental. Printed in the U.S.A. ©201 0 Wizards of the Coast LLC. V1S1T OUR WEBS1TE AT WWW.DUNGEONSANDDRAGONS.COM 1: ASTRAL ADVENTURING ...... . 4 Avernus, the Burning Wastes... . . 68 Eldregaard .............. ....... 124 The Astral Sea ......... .. .. .. ... . .. 6 Adventure: Hell's Bonds .. .. .... 70 The Forgotten Sanctuary.... .... 125 Geography ......... .. . ....... ..... 8 The Outer Torments: Frostburn............. ....... .. 125 Campaign Themes .. .. . .... . . ...... 9 Hell's Border Islands .. . .. ...... 76 Kar'ka Dun ........... ......... 126 Explore the Infinite Sea ..... . ..... 9 Tytherion .. .. ... ..... . .... .. . ... . 80 Mutas ...... . ... .. ............. 126 Crawl Astral Dungeons .......... 11 Tiamat's Realm: Azharul ......... 80 Pluton, the Gray Waste ......... 126 Fight Astral Pirates . ............. 1 2 Samaragd, Shivering Spires ................ 126 Fight the Gods of Evil ............ 14 the Serpent's Kingdom ........ . 82 The Triad Islands .... .. ..... .... 127 Join Heaven's Order .... ........ . 16 The Scales: Zulkolosz.............. ........127 Overcome Heaven's Flaws . . . .. .. 17 Tytherion's Archipelago . ... .... 88 Adventure into Myth . ....... . . .. 18 4: ASTRAL DENIZENS .........128 Traveling the Astral Sea ....... .. . . 19 3: THE DEEP ASTRAL SEA . . ... 90 Abomination . .. .... ....... . ..... 130 Ship-to-Ship Combat Astral Render ... .. .... .........130 in the Astral Sea .. .. ... ....... . 20 RACES OF THE ASTRAL SEA .. 92 Hundred-Handed One..........130 Astral Vehicles . .. .. ............. 20 Couatls ........ .. ... . ............ 92 Malediction....................131 Dominion Ships ....... .......... 21 Outlook and Interaction ....... .. 92 Nullifier ......... . ........ . .. . . 132 Navigating the Astral Sea . ... . ... 25 C1oudlands ............... .. ... . 93 Voracia . ... .. .... ..... .... . .... 133 Adventures on the Astral Sea . .. .. 27 life and Culture ......... .. . . . . .. 93 Banesworn.................. . . . . 134 Environmental Hazards . ... .... .. 28 Githyanki . . .. .............. .. .... 94 Banesworn Warrior ... . .. _..... 134 History of the Githyanki .. . . .. . . . 94 Banesworn War Priest. .. .......134 2: D1V1NE DOMINIONS . .. .... . .. 30 life and Culture.. .. ...... ....... 96 Juggernaut of The World of the Gods . .. ......... 32 Outlook and Interaction ......... 96 the Black Hand . .............. 135 The Gods... . .. . ..... . .......... 32 Maruts.......... ... .............. 98 Banesworn Iron Bulwark ........ 135 Exarchs..... .. . .... .. ..... ...... 32 life and Culture . .. .. ... ... ...... 98 Banesworn Lore................ 135 Angels ............. . . .. ....... . 32 Outlook and Interaction ..... . ... 99 Encounter Groups.............. 135 Exalted . . .. .. ............ . . ..... 34 Major Sites ................ .... 100 Devil .. ...... .............. ..... 136 Outsiders. . . . .............. ... . . 35 Quom .. .. . .. ............. . . . . . . 101 Burning Devil ...... .. ..... .. ... 136 Dominions and Border Islands .. . 36 History of the Quom ... . . . _.... 101 Indwelling Devil .... . . ... . . .... 137 Arvandor ........................ 37 life and Culture ... ... ..... ..... 102 Pillager Devil ......... . .. ......138 The Glorious Hunt . . .... ........ 38 Outlook and Interaction ... ..... 102 Warder Devil .... .. . ... . . ......139 Major Areas ........ . . . ......... 40 Exalted of Erathis . . ... . .......... 140 Adventure Hooks . .............. 41 SHATTERED DOMINIONS......104 Exalted of Kord .................. 141 Encounter Groups . .. .. .... .. . .. . 41 Carceri. . .. ... . ....... ... ........104 Githyanki ... . . . .. ......... ......142 The Green Isles: Arvandor's The Isles of Carceri ....... .. .. .. 105 Ch'r'ai Inquisitors .......... .... 142 Archipelago ............. ...... 42 Adventures . .... ......... .. .. .. 106 Duthka'gith ............... .... . 142 Celestia . ..... . ............. . .. ... 44 Environmental Features .... . .. . . 107 Githyanki Far Wanderer ... .. ... 143 Major Areas ..... ..... .... . ..... 45 Erishani ............... .... ...... 108 Githyanki Blackweave . .. .. . .... 144 Gods of Celestia ................ 45 Adventure Hooks ........ ...... 109 Githyanki Ghustil ....... .......144 The Game of Mountains . ........ 46 Environmental Features ..... ....109 Githyanki Pyroclast. .. . . . .. ..... 145 The Foothills: Encounter Groups. . . ...........109 Githyanki Sword Stalker ........ 145 Celestia's Archipelago .......... 47 Adventure: lihe Monolith Stirs ... .110 Gul'othran Marauder ......... .. 146 Chernoggar . . ................ ... . 51 Kalandurren.................. ... 114 Gul'othran Dragon Raider .... ... 146 Gods of Chernoggar .... .. .. ..... 52 Environmental Features ... ... . .. 11 5 Tu'narathi Dragon Rider ...... . . 147 Major Areas ................. . .. 53 Encounter Groups........ . _.... 115 Osyrimon ................ .. ... 148 Adventures ..................... 55 Pandemonium ........ .. .. .. .... 116 Vlaakith .......... .. ...........149 Between War and Destruction ... 56 Adventure Hooks .......... ....117 Gruumsh ...... ....... .. ... ..... 150 The War Expands .. ...... . . ..... 58 Environmental Features . .... ....118 Battlesworn of Gruumsh .... .... 150 The Shrapnels: Encounter Groups .... . ....... .. 118 Exarchs of Gruumsh ... . ..... ... 152 Cnernoggar's Islands .. . ..... . . 59 Shom ....... . ..... . . . ..... . .... .119 Quom .......................... 156 Hestavar ..... .. ... ........ .. ... . . 61 Death of a God, Quom Fanatic .... . ............ 156 Gods of Hestavar................ 61 Rise of the lIIumians ......... .119 Quom Enforcer .. ......... ... .. 156 The Daybreak Islands: The Shattering of the Word ... .. 11 9 Quom Harpoonist. . ...... . . .. .. 156 Hestevar's Archipelago ..... . . . . 64 Adventure Hooks ......... . .... 121 Quom Desperate ... . . . ... . .... 157 The Nine Hells ...... . . ... . . ...... 65 Environmental Features . .. ... ... 121 Durud Fragment Mage . . ........157 Asmodeus's Fall and Encounter Groups..............121 Durud Healer... ..... .. .... .... 158 the Foundation of Hell . . . . .. ... 65 Encounter: Purifiers of Shom ....122 Durud Slayer . . . . ... .. .. ..... .. 158 Devilish Motives Motes in the Astral Sea ........... 124 and Adventures . .. ............ 66 Archanus ......................124 MONSTERS BY LEVEL ..... . ... 159 EXPERIENCED PLAYERS and Dungeon Masters might be familiar with previous descrip­ tions ofthe Astral Sea as an infinite silvery plane. In the world ofthe 4th Edition D&D®g ame, the Plane Above is that and more-it also serves as the place where many of the deities of the D&D multiverse reside. This new view of the Astral Sea includes other aspects that haven't been part ofthe cosmology before, such as the border islands that surround the divine dominions. Suffice it to say that the amount of interesting territory and beings that characters might interact with in the Plane Above has been expanded. Those border islands are covered in full later in this book along with the dominions themselves. Chapter 1, however, is designed to help you get the most out ofthis book for your campaign. The chapter presents seven campaign themes that weave together the rest ofthe elements of this book. These themes range from the predictable (Fight the Gods ofEvil) to the unexpected (Overcome Heaven's Flaws) to the world-shaking (Adventure into Myth). "Traveling the Astral Sea" at the end ofChapter 1 revisits the earlier discussion ofgeography, providing mechanics for navigation, vessels, and astral hazards. The following sections ofthis chapter create a framework for adventures on the Astral Sea. +- The Astral Sea: The Plane Above has many facets to its nature and its history, any ofwhich can come into play. This summary highlights each of those facets. +- Geography: Essential physical concepts that play into all the areas the Astral Sea encompasses. +- Campaign Themes: Seven diverse approaches to running a campaign that uses the Plane Above. Most of the themes are complementary rather than exclusive, meaning that you can incorpo­ rate elements from more than one to create a unique campaign experience. +- Traveling the Astral Sea: How to move around in the Astral Sea, and a look at some of the hazards that visitors and natives alike can encounter as they traverse the Plane Above. CHAPTER I Astral AdventurinB Welcome to the world above the world ofmortals, Realm took advantage of the devastation wrought an infinite silver expanse dotted by countless small by the Dawn War to pry a hole into reality through shards orland, scattered larger islands, and the which they could enter. And as always, many hor ­ dominions of the gods. Here are some key highlights rible echoes ofthe Dawn War are poised to enter to keep in mind as you prepare to use the Plane the Astral Sea unless capable paragon and epic tier Above in your campaign. characters can set things right and create something better in the scars left over by the war. The Astral Sea is a former battlefield still ravaged by the cosmic conflict known as the Dawn War. The Astral Sea is the horne ofthe gods. The deities were the original inhabitants of the Most ofthe deities who survived the Dawn vVar main­ astral rcalm when the world was newly created by tain mighty dominions on islands scattered Widely the primordials and the mortal races had yet to find through the Astral Sea. Chapter 2 details each ofthe their final forms. Along with shaping and refining functioning divine dominions, as well as the border the creation of the world, the gods had grand plans islands that cluster around each dominion. (The shat ­ for a single realm that would link all their domin­ tered dominions are discussed in Chapter 3.) ions together with an all-powerful astral connection Although the deities wield much influence in the known as the Lattice of Heaven. mortal world and its echo planes, the Feywild and When the gods intervened to prevent the primor­ the Shadowfell, the gods' influence has been limited dials from destroying the world and starting a new due to the ravages of the Dawn War and the forceful creation, the primordials responded by invading the intervention ofthe primal spirits. But in the Plane Plane Above. Gods died, dominions crumbled, and Above, the deities are the most powerful agents, the incomplete Lattice ofHeaven was shattered into taking direct actions and choosing paths that shape fragments. The astral world that had nearly become a the history ofthe plane. fantastic interlocked mesh ofdivine dominions blew Momentous divine events that have acquired apart into an infinite silver sea. Much later, when the mythic force did not end after the Dawn War. Epoch­ gods had eked out a narrow victory in the Dawn War, shaping events since that conflict have included only a few of the divine dominions that survived the Asmodeus's rise to power and manipulation ofthe devastation still functioned for their deities, hinting gods (page 65), Gruumsh's invasion of Bane's domin­ at the glory that died forever when the primordials ion ofChernoggar (page 51), the destruction of the destroyed the Lattice. god Amoth and his dominion ofKalandurren by Since that time, shattered dominions (those that three demon princes (page 114), and Erathis's more no longer have a deity), ruins, corpses offorgotten recent determination to restore the dominions of the gods and primordials, and war magic left over from gods and rebuild the Lattice ofHeaven (page 61). the Dawn War still linger within the Astral Sea, Depending on the scope and interests ofyour cam­ whether on shards ofmatter scattered throughout paign, the player characters might be able to reshape the astral realm or floating freely through it. Dra­ the Plane Above, including the agendas and life spans matic examples ofsuch remnants include the Golden ofthe deities that reside there. The campaign themes Monolith ofErishani (page 108), the floating corpse beginning on page 9 explore these possibilities in ofthe primordial Haemnathuun (Open Grave: Secrets more detail. ofthe Undead, page 120), and the primordial energy bubble known as Frostburn (page 125). The Astral Sea is the setting for many separate The player characters will most likely have already afterlives for mortal worshipers ofthe gods. met the free-willed servitors that have a preference Each ofthe functioning divine dominions has its for killing known as abominations-one of the worst population constantly refreshed by a small number of consequences ofthe great rituals employed during exalted, the spirits ofdead mortals restored to life in the Dawn War. In the prison realm ofCarceri (page new physical bodies known as soul forms. The exalted 104), or perhaps on the Glorious Hunt in the domin­ are generally not the protagonists ofthe great stories ion ofArvandor (page 37), the characters might of the Plane Above, since they generally maintain uncover the full story ofthe abominations' origin and their immortality only while they stay within their the reasons for their increasing attacks centuries after god's dominion. But many exalted do venture beyond the end of the war they were created to win. the protection of their dominion on pilgrimages, Gods such as Asmodeus took advantage ofthe Sightseeing voyages, or missions for their deity that Dawn War to seize power they didn't deserve (see could bring them into conflict or association with the the Nine Hells on page 65). Threats native to the Far player characters. CHAPTER 1 I Astral Adventurin8 The exalted most frequently encountered in the a campaign featuring confrontations with astral wid~r Astral Sea are exalted ofBane (on missions pirates (page 12), the githyanki and their wander­ ofconquest), Gruumsh (on missions ofdestruction), ing city Tu'narath can become the characters' chief Erathis (pursuing aspects of the Game ofMaking, adversaries. page 62), and Kord (raising hell or training for the The maruts were originally creations of the dei­ Dusk War, page 45). ties. But they were created to have an impartial Chapter 2 details the exalted and their less fortu­ perspective to allow them to make detached rul­ LU :r nate counterparts, the soulform beings collectively ings that would cut down on the squabbling gods' r known as outsiders. After the destruction ofthe tendency to resolve arguments by force. Unless the Lattice ofHeaven , the divine dominions stopped characters have supreme diplomatic skills and some functioning at full power and effectiveness. Many knowledge ofhistory, it's likely that the maruts' mortals who were traveling to their god's dominion literally interpreted contracts will force them into to become exalted suffered the repercussions ofthat awkward and violent situations rather than making event, instead waking up on the shores ofthe border their lives easier. islands surrounding each ofthe dominions. They are The quom are the most straightforward ofthe four cursed with the name "outsiders" because they are races. A once-peaceful race converted to violence physically unable to enter the dominion oftheir god. by the accidental death of their god in a Dawn War The outsiders live as well as they can in the outer battle between Bahamut and a powerful primordial, islands, sometimes managing a prosperous if not per­ the quom cut the fragments of their dead god out of fect afterlife (as in the Green Isles around Arvandor, the bodies of anyone who had the bad luck to contain page 42, and in the Daybreak Islands around Hes­ a piece ofit, no matter how small. The quom rival the tavar, page 64). In other cases, such as in the island githyanki as fearsome raiders, but where the gith­ chain around Tytherion known as the Scales (page yanki seek plunder and entertaining violence, the 88), outsiders live only by avoiding the hunting par­ quom target random creatures, structures, and magic ties led by the servants ofthe evil deities they might items. As part ofa campaign, the quom's random once have worshiped. raids can target the player characters, or those close Even in the best circumstances, the outsiders and to them. Occasionally, the quom might even target mortals living on the border islands are cut offfrom the characters' enemies, perhaps forcing the charac­ the full protection ofthe dominions. Player characters ters to choose between enemies to assist. will often be the only defenders standing between the inhabitants ofthe border islands and the ravagers of The Astral Sea is most suited to paragon tier and the Astral Sea: abominations, aberrants, slavers from epic tier adventures. the Nine Hells, githyanki pirates, quom searchers, and Most of the monsters and threats found in the servants ofthe evil gods. In turn, the border islands Astral Sea match up well against paragon and epic and their outsider populations provide points oflight tier adventurers. Exceptions exist, but few heroic outside the divine dominions where characters can tier characters should count on being able to sail recuperate and prepare for their next adventure. through the Astral Sea without falling prey to gith­ yanki pirates or devils harvesting souls for the Nine The Astral Sea is the home ofmany native Hells. Heroic tier characters can use portals to access mortal races whose goals will shape the charac­ speCific astral locations, but most adventures in the ters' adventures. Astral Sea are better suited for adventurers in the The four major independent races ofthe Astral Sea are paragon or epic tier. covered in detail at the start ofChapter 3. Each ofthe four races has its own slant on the Plane Above that is likely to connict with the player characters' goals. OTHER SOURCES The couatls seem like the most benevolent ofthe Certain aspects of the Astral Sea have been detailed in four, but their crusade against various forms ofevil earlier D&D~ supplements and in some Dra8on~ magazine masks a status-oriented society that can turn player articles on D&D InsiderN. Here's a list of Significant sources. characters into pawns used in the hierarchy contests Manual ofthe Planes"', especially Chapter 5: The Astral within the couatls' Cloud Court (page 93). Sea. Ofthe four races, the githyanki have the most "Playing Githzerai" in Dra80n #378. innuence on events in the Astral Sea. Player char­ "Tu'narath, City of Death" in Dra80n #37Z acters will probably have encountered githyanki in "Codex of Betrayal: Alloces, the Butcher of Nessus" in their earlier adventures. The githyanki excel as qUick­ DraBon #373. sailing raiders and pirates, preying mostly on the "Deities and Demigods: Bane" in DraBon #372. border islands, on those who sail between the islands, "Masters ofthe Planes" in DraBon #3 n. a nd on explorers who dare the deep Astral Sea. In "Hestavar" in DraBon #371. CHAPTER 1 I Astral Adventurin8 The "silver sea" left in the wake of the destruction wanderers or the quom, has a clear idea ofeverything ofthe original Lattice of Heaven isn't actually a sea, that could be found in the deep Astral Sea-the part of but rather a fantastic version ofthe space beyond the the plane that surrounds the comparatively small area world, filled with vast clouds of a luminous silver­ in which most ofthe gods' dominions are located. gray substance that is not fully a mist and not fully a So far as anyone knows, the only truly fixed liquid. Thousands ofstars glitter in the distance, as locations in the Astral Sea are occupied by the few well as the colored veils of the astral dominions, ifa functioning divine dominions that still maintain some traveler is close enough to see them. Vast expanses of sort ofconnection with the skeleton ofthe original "open sea" between the drifting clouds of astral mist divine Lattice, such as Celestia, Tytherion, and the provide travelers with hundreds or miles ofvisibility. Nine Hells. The border islands that spring up around Inside even the densest astral mist, a traveler can see each ofthe functioning divine dominions don't stay objects several miles away with ease, since the wispy in fixed positions, but each does tend to remain clouds of the Astral Sea don't impede vision as much within the orbit ofits source dominion. The rest ofthe as clouds do in the world. islands, motes, and shattered dominions ofthe Astral The Astral Sea is not wet or cold; a cool tingle on Sea often change position slightly or drastically every the skin is the only sensation a traveler gets. Crea­ year as a consequence ofchanges in the astral tide. tures that breathe do so without trouble. Flying Astral navigators start with knowledge of the creatures can fly through the astral stuff as if it were basic directions from one functioning divine domin­ air, and natural swimmers can swim through it as ifit ion to the next. But even with that knowledge, the were water. Other creatures can move slowly through amount oftime it actually takes to sail or fly through the Astral Sea by sheer willpower (they have a fly the entire Astral Sea from one known dominion to speed of2 [clumsy] and can hover). More information another varies hugely depending on flows ofastral on flying and sailing through the Astral Sea is located energy that are largely imperceptible. More details on in "Traveling the Astral Sea" on page 19. astral travel appear on page 19. THE ASTRAL HORIZON THE DOMINIONS' Even though the Astral Sea is a three-dimensional COLOR VEILS void, it has a distinct horizon that forms something Great walls of shimmering light known as color veils like the surface ofan ocean. The mists below this surround each ofthe functioning divine dominions surface are darker and denser, while the mists above (as well as the dominions that have lost their deities). the surface are brighter and more open. Most crea­ Each dominion has its own color (see Manual ofthe tures and vessels slowly orient themselves toward Planes, page 16). Most color veils are semiopaque, this subtle demarcation, often without realizing it, offering partial or shifting glimpses ofthe dominion in order to travel along the "surface" of the Astral within. Sea. Vessels in the Astral Sea tend to meet along this Travel along the horizon of the Astral Sea is often nominal surface, creating encounters that begin in sped up considerably by color strands, which are a space that seems two-dimensional, though it can wide ribbons oflight related to the color veil oftheir become three-dimensional as soon as vessels begin dominion. Whereas crossing an actual color veil maneuvering for position. immediately places a traveler inside the dominion, The functioning divine dominions all rest along entering a color strand transports a traveler to a posi­ this surface horizon. A vessel approaching an astral tion on the edge of the corresponding dominion. If dominion normally does so from the dominion's the dominion has border islands, travelers entering a eqUivalent of sea level, or from its equator for those color strand are transported to the edge of that archi­ dominions that are shaped like globes. It's unusual, pelago, allowing entrance to the dominion only by though obViously not impossible, to drop in on a sailing through the border islands. dominion from a pole or the zenith of its sky. A traveler using a color strand to reach a shattered dominion that no longer has border islands is trans­ ISLANDS IN THE GREAT SEA ported to a place some miles from the dominion's Though the Astral Sea is profoundly empty, it is so edge, leaVing enough time for preparations before unthinkably vast that it has room for divine domin­ reaching the ruined land. Details on each orthe ions, shattered dominions, countless island motes, dominions' color veils and the rules for travel by way tumbling wrecks of Dawn War battlefields, and cita­ ofcolor strands appear in the "Navigating the Astral del islands. No one, except perhaps a few githyanki far Sea" section on page 25. C HAPTER 1. I Astral Adventudn8 - .--._-.- .--.-.--.-.- --.-.-.--,-.---.- .--,-- --.­ CAMPA1GN THEMES No book can provide the compelling stories that you EXPLORE THE INFINITE SEA and the player characters weave together to bring your Part of the appeal ofthe separate planes ofexistence ~ game world to life. The goal ofthis book is to provide a is that they offer you a change of pace, allOWing an ex: compelling backdrop and a rich selection ofelements all-new style ofadventure with an elaborate context c.. for you to draw upon for your campaign. The seven campaign themes introduced below help you benefit that you can draw in as you choose. ~ Fundamentally, the Astral Sea establishes an ~ from this book. Several ofthe themes include sug­ otherworldly analog ofseafaring adventures involv­ gested campaign arcs to use as inspiration. ing relatively rapid but perilous travel between a succession offamiliar and unexplored islands. Of The themes discussed in this section are: course, from the perspective of characters newly • Explore the Infinite Sea: An infinite ocean arrived to the Astral Sea, even the friendliest of opens the option offraming much of a campaign's the divine dominions count as unknown terri­ points ofinterest as moments in the career ofthe tory, to say nothing of the border islands, shattered greatest explorers ofthe cosmos. This theme exam­ dominions, and motes of the deeper Astral Sea. ines the manner in which rephrasing character Most campaigns that make use of multiple locations rewards can turn some exploration into the char­ within the Astral Sea can easily contain a strong acters' main goal instead ofa step along the way. element of exploration. • Crawl Astral Dungeons: Groups that prefer old­ The assumptions ofthe "points oflight" setting for school dungeon crawl adventures can find what the 4th Edition world translate well to adventures they're looking for, one island at a time. in the Astral Sea. The gods' dominions are the only • Fight Astral Pirates: Githyanki, quom, and sla­ truly stable points in an otherwise ever-shifting vers working for the evil gods make great enemies, environment, and the sole fixed locations that can be particularly when the characters get to feel like confidently placed upon an astral map. Depending on pirates. The Astral Incursion campaign arc sug­ the way you treat the island archipelagoes outside the gests one way ofusing the githyanki as focal dominions, a few ofthe border islands might contain villains for much of the paragon tier. settlements that qualify as pOints of light where the characters can seek refuge. Ofcourse, raiders from • Fight the Gods ofEvil: No enemies exist that are one ofthe evil dominions or the deep Astral Sea can more powerful than the evil gods. Make use ofthe erase such havens at any time. Depending on their information on the dark dominions in Chapter 2 to relations with the gods, the characters might need to infiltrate, assault, and perhaps ultimately destroy explore large portions ofthe Astra I Sea just to find the realms ofthe evil gods. The Gods War cam­ locations they can use as safe havens. paign arc is a campaign that spans thirty levels, gradually revealing the nature ofthis theme. THE EXPLORERS' REWARDS • Join Heaven's Order: Epic tier characters already In a sense, the Astral Sea is the scene of a perpetual dabble with demigod status and positions as age ofexploration. Unlike our own world, which exarchs. This theme draws the characters into offers merely two poles for explorers' flags and a closer connection with the gods ofone or more finite number ofmightiest rivers and tallest moun­ dominions, or points the way to joining the gods tains, the Astral Sea perpetually renews itself with on the characters' own terms. undiscovered islands and shards of ancient Dawn • Overcome Heaven's Flaws: The divine system War battlefields newly swirled into reach by the hasn't worked properly since the Lattice ofHeaven astral tides. was destroyed. The characters attempt to solve the To motivate the characters to explore wide reaches tragedy ofthe outsiders, with or without the assis­ of the Astral Sea, draw a clear connection between tance ofthe deities. exploration and loot. Fragments of ancient battle­ • Adventure into Myth: This theme offers as pos­ fields that have escaped or defied plunder since the sible adventures the conflicts ofhistory and myth Dawn War should be rich sources of magic items. related in this book (and in aJi other supplements). Some come from the original armies of the gods. Venturing into deep myth makes it possible for the Others come from the forces ofthe primordials. characters to succeed and change the world for the Given the scope ofthe conflict and its numerous better or fail horribly and return to a world in worse bizarre alliances, any item you want to introduce into shape than it was before. It's a delicate balance, but your campaign, or that your players have asked for an exciting option for demonstrating how epic tier on their wish lists (Dun8eon Master's Guide, page 125), characters assume the mantle ofcosmic power. could reasonably be found somewhere on an ancient CHAPTER 1 I Astral Adventurinn

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Climb aboard an astral skiff and set sail for adventure!The adventure possibilities are boundless. On the Astral Sea, characters face off against angels, devils, githyanki, and even the gods and their exarchs while exploring dungeons, raiding astral galleons, and establishing themselves as demigods.
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