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Dungeon Master's Guide

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these "darklords," and through cruelty or carelessness<br />

trapped innocent mortals in these domains as well.<br />

OPTIONAL RULE:<br />

SHADOWFELL DESPAIR<br />

A melancholic atmosphere pervades the Shadowfell.<br />

Extended forays to this plane can afflict characters with<br />

despair, as reflected in this optional rule.<br />

When you deem it appropriate, though usually not<br />

more than once per day, you can require a character<br />

not native to the Shadowfell to make a DC 10 Wisdom<br />

saving throw. On a failure, the character is affected by<br />

despair. Roll a d6 to determine the effects, using the<br />

Shadowfell Despair table. You can substitute different<br />

despair effects of your own creation.<br />

SHADOWFELL DESPAIR<br />

d6<br />

Effect<br />

l-3 Apathy. The character has disadvantage on<br />

death saving throws and on Dexterity checks for<br />

initiative, and gains the following flaw: "I don't<br />

believe I can make a difference to anyone or<br />

anything."<br />

4-5 Dread. The character has disadvantage on all<br />

saving throws and gains the following flaw: "I am<br />

convinced that this place is going to kill me."<br />

6 Madness. The character has disadvantage<br />

on ability checks and saving throws that use<br />

Intelligence, Wisdom, or Charisma, and gains the<br />

following flaw: "I can't tell what's real anymore."<br />

If a character is already suffering a despair effect and<br />

fails the saving throw, the new despair effect replaces<br />

the old one. After finishing a long rest, a character<br />

can attempt to overcome the despair with a DC 15<br />

Wisdom saving throw. (The DC is higher because it's<br />

harder to shake off despair once it has taken hold.)<br />

On a successful save, the despair effect ends for that<br />

character.<br />

A calm emotions spell removes despair, as does any<br />

spell or other magical effect that removes a curse.<br />

EVER NIGHT<br />

The city of Neverwinter in the world of the Forgotten Realms<br />

has a dark reflection on the Shadowfell: the city of Evernight.<br />

Evernight is a city of cracked stone edifices and homes of<br />

rotten wood. Its roads are made mostly of trampled grave<br />

dust, and its few cobbled streets are missing enough stones<br />

that they appear pockmarked. The sky is corpse gray, and the<br />

breeze blows cold and humid, bringing a chill to the skin.<br />

The city's living residents include mad necromancers,<br />

corrupt purveyors of human flesh, worshipers of evil deities,<br />

and others who are able to make themselves useful and crazy<br />

enough to want to live here. But the living are a minority<br />

in Evernight, for the bulk of the population consists of the<br />

shambling dead. Zombies, wights, vampires, and other<br />

undead make the city their home, all under the watchful eyes<br />

of the ruling caste: intelligent, flesh-eating ghouls.<br />

Rumors abound that this foul place mirrors one city on<br />

every world.<br />

....<br />

jill'<br />

INNER PLANES<br />

He was lying on his back upon baked and smoldering stone.<br />

staring up at a smoky gray sky lit fro m distant and unseen<br />

fires. Around him , a sea of lava burped gouts of gas and jets<br />

of flame. The Elemental Plan e of Fire.<br />

Thank the fell ones, Vhok thought. I never thought I'd be<br />

so happy to be here.<br />

-Thomas M. Reid, Th e Gossamer Plain<br />

The Inner Planes surround and enfold the Material<br />

Plane and its echoes, providing the raw elemental<br />

substance from which all worlds were made. The four<br />

Elemental Planes- Air, Earth, Fire, and Water- form<br />

a ring around the Material Plane, suspended within<br />

a churning realm known as the Elemental Chaos.<br />

These planes are all connected, and the border regions<br />

between them are sometimes described as distinct<br />

planes in their own right.<br />

At their innermost edges, where they are closest<br />

to the Material Plane (in a conceptual if not a literal<br />

geographical sense), the four Elemental Planes<br />

resemble places in the Material Plane. The four<br />

elements mingle together as they do in the Material<br />

Plane, forming land, sea, and sky. But the dominant<br />

element exerts a strong influence on the environment,<br />

reflecting its fundamental qualities.<br />

The inhabitants of this inner ring include aarakocra,<br />

azers, dragon turtles, gargoyles, genies, mephits,<br />

salamanders, and xorn. Some originated on the<br />

Material Plane, and all can travel to the Material<br />

Plane (if they have access to the magic required) and<br />

survive there.<br />

As. they extend farther from the Material Plane,<br />

the Elemental Planes become increasingly alien and<br />

hostile. Here, in the outermost regions, the elements<br />

exist in their purest form: great expanses of solid earth,<br />

blazing fire, crystal-clear water, and unsullied air. Any<br />

foreig-n substance is extremely rare; little air can be<br />

found in the outermost reaches of the Plane of Earth,<br />

and earth is all but impossible to find in the outermost<br />

reaches of the Plane of Fire. These areas are much less<br />

hospitable to travelers from the Material Plane than<br />

the border regions are. Such regions are little known,<br />

so when discussing the Plane of Fire, for example, a<br />

speaker usually means the border region.<br />

The outermost regions are largely the domains of<br />

elemental spirits barely recognizable as creatures.<br />

The creatures usually called elementals dwell here,<br />

including the Elemental Princes of Evil (primordial<br />

beings of pure elemental fury) and elemental spirits<br />

that spellcasters can bind into galeb duhrs, golems,<br />

invisible stalkers, magmin, and water weirds. These<br />

elemental creatures don't need food or other sustenance<br />

on their home planes, because they are sustained by the<br />

elemental energies that saturate those planes.<br />

ELEMENTAL CHAOS<br />

----<br />

At the farthest extents of the Elemental Planes, the pure<br />

elements dissolve and bleed together into an unending<br />

CHAPTER 2 I CREATING A MULTIVERSE

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