A Maddening Number of Planes


Homebrew and House Rules


If there is a gate and it's been open in the past, there will be encounters waiting for you.
Let's start with the standard planes.

1:Earth: The middle of a large cavern.
2:Water: 5 feet away from a large ship floating on the inside of a thousand feet wide bubble.
3:Air:20 foot drop to the courtyard of a monastery. It's on a huge mass of rock supported by a permanent worldwind.
4:Fire: The middle of a huge, flat, disk of igneous stone. The heat is damaging. About 1D4 a round.
5:Ice: A huge glacier. Zero temperatures. An ice castle in the distance.
6:Hell: Fenced off. Several level appropriate devils guarding the area so no lost souls escape.
7:Heaven: 50 feet from the gates of Heaven. Long line of people waiting to (hopefully) get in. Guarded by Archons and of course Archangel Saint Peter is there.


8:Limbo:The edge of the Tolge Wood and the Hatter's backyard where the mad tea party is taking place. Up above in the tempest, the sun and moon are having a shoving match.
9:Utopia:A massive bus depot/train station. You buy tickets by apologizing to anybody you wronged or returning items to their original owners.


10. Acheron:

Acheron:
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A plane of immense iron cubes, some the size of continents, constantly grinding and crashing into each other as they float through the void. Where endless battles take place with no victors.
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Arrive on a ship-sized cube with what might be mistaken by perspective to be 10 cubes visible in the distance. The cubes are actually much closer, are incredible tiny and are, in fact, flying quickly at the traveler. Tiny markings on their sides resemble those on dice. They slam into the traveler and inflict 1d6 damage each. Any that deal 6 damage 'explode' for an additional d6 (exploding bigger on another 6, etc.) Tiny, antlike warring armies may or may not be visible fighting on the cubes but, in any case, they're all smashed to pulp as their cubes crash into the target or the cube they're standing on or explode.


Pizza Lord wrote:
10. Acheron: ** spoiler omitted ** Arrive on a ship-sized cube with what might be mistaken by perspective to be 10 cubes visible in the distance. The cubes are actually much closer, are incredible tiny and are, in fact, flying quickly at the traveler. Tiny markings on their sides resemble those on dice. They slam into the traveler and inflict 1d6 damage each. Any that deal 6 damage 'explode' for an additional d6 (exploding bigger on another 6, etc.) Tiny, antlike warring armies may or may not be visible fighting on the cubes but, in any case, they're all smashed to pulp as their cubes crash into the target or the cube they're standing on or explode.

That's great. Maybe there's a hatch on the cube where they can get inside, and find the gun' so they can shoot tiny cubes at the other big cubes.:)


Goth Guru wrote:
That's great. Maybe there's a hatch on the cube where they can get inside, and find the gun' so they can shoot tiny cubes at the other big cubes.:)

No... The hatch leads to a crate and they have to roll on Goth Guru's Infinite Crate chart to find the gun like everyone else.

You... did remember to put it in there, right?


11:Ethereal:Looks like the world you came from, except everything is sort of greyish and translucent. Also, you are floating in whatever direction you think about.


12:Astral Plane:Time and space are weird here. Be careful you return to the right plane. You see dead trees and recently dead creatures. Ghosts will notice if you do not have a silver cord and try to possess you and ride you back to the world of the living.


13:Land of The Dead: Attop a hill overlooking the line, a 9 lane sidewalk leading to parasma's judgement.

More aboutAstral Plane

https://pathfinderwiki.com/wiki/Astral_Plane

The Land of the Dead overlaps the Astral plane, so the distortion looks like a river.


14:Plane of Shadows:A city full of half ruined gothic buildings. Fetchlings are handing out flyers for seminars about shadow based spells and rituals involving Zon-Kuthon. There are also coffee shops that mainly have coffee, black, possibly with dark chocolate whipped cream on top.

Casting shadow walk and casting light during transport causes you to be ejected in Golarion taking 2D6 fire damage each. Go to a seminar and buy a spell book to get the shadow walk spell.


15:The Abyss:A sea shore at night. You can see from the six blood red moons that the shells and driftwood are all horribly twisted. You can smell the ocean of blood. Inland, there is a gothic castle half imbedded in a mountain.


More about 15:Abyss Further up the beach is a sort of fishing village where dretches bring their catches of newly arrived larvae and other dretches, closely supervised by night hags and real demons. In the town is an auction house where new arrivals quickly find they were better off drowning in blood. Most of these monsters don't even know this level is called "Bloody El".


16: Mythos Part of the Dark Tapestry:Everything is madness inducing. The town square is actually blob shaped. The seven musicians who are performing there are playing wind instruments, and you can only identify the bagpipes and didgeridoo. The surrounding buildings have no right angles, not even in the windows and doors. In the sky above is Azathoth, who reaches out a pseudopod threateningly whenever the music pauses.

You have to willsave DC 17 every round or acquire an insanity/mythos point. This basically makes this all make sense, and your home plane, not so much.

Shadow Lodge

17: Leng You show up on a wide, wind-swept plateau, as is traditional. Some of its denizens offer to give you a ride back if you can send over any tas- that is, "helpful volunteers" when you return. Ignore the Leng Spider and its counter-offers. Those jerks cannot be trusted.


18:Nirvana It seems to be a picnic area. Right in the middle is a large table surrounded by thrones. Various good outsiders are having some sort of meeting, and are deciding which figures to place where on the map.
Environment effects: Any sort of corpse will true res. Anyone injured or damaged will heal 1D6 a round. Everyone will need to will save DC12 to resist shifting one aspect towards neutral good, once per day. Any sorcs or mutants must also save or gain the celestial template, replacing an existing one if necessary. If they eat any of the angel food cake offered, the save becomes DC30.


19:AbaddonThe ground is a thick layer of dust on top of bedrock. The air is a stinking cloud(as the spell). At the edge of character’s vision lurk menacing figures(Daemons). They herd the characters and petitioners toward a wall with several doors in it.
Beyond the doors is a strange wine café. Several petitioners are drinking the blood red “wine”. One seems to be silently meditating. Every once in a while a waiter or waitress takes a patron through the back curtain. They emerge a few minutes later with 1D4 fresh bottles of “wine”.
GM Notes: The one meditating is a monk who made a bad draw from the Deck of Many Things. He is listening to the “wine” which is softly whining. DC16 perception. Everyone else detects as evil. The more they drink, the more evil they become. Behind the curtain is a huge “winepress” that Daemons are using to squeeze liquid evil out of one petitioner after another. Between pressings, waiters and waitresses are licking up the spills. There is a silence spell radiating up to 5 feet from the press. There are stacks of flattened husks in the back. After fighting or sneaking past the daemons, any husks they have true ressed. will be devoid of evil and all memories of the evil they did.

20 :First WorldThere is a crossroad with a signpost. The signs are in elvish and they read; “Dance Ring” ,”Monster Preserve”, “Hall of the Mountain King”’ and “Silver City”.

GM Notes: Dance ring is the other side of a fairy ring. If you step in at the right moment you can get home. The wrong moment and you end up in the wrong plane. Monster Preserve is all the creatures that get summoned. They are pinned to the plane so they regenerate no matter how they might get destroyed. Hall of the Mountain King is where the Unsealy conspirators meet. The Silver City is where the Sealy representatives meet and live.

21: Negitive Energy Plane Fort save 16 or suffer 1D6 energy drain damage a round. 1D4 zombies show up a round and attack anything living. The ground is cracking open till 1D6 hours later the whole planet disintegrates. Steal an airship and you can fly through a random portal to another plane. Usually you arrive at some desanctified land or some evil church.

GM Notes: Anyone who dies animates immediately.

22 :Positive Energy Plane Visitors are affected by 1D6 healing a round, till they reach 10 hit points above their max, if they fail a fort save DC16, then they burst, true ressurect(with one less level and one hit point), and the cycle starts again. The plants, animals, and lotus eaters all glow off the extra energy. To survive, you can either look for a dimmer area or eat lotus petals. If you run into a dimmer area, you come out on sanctified ground or in a good church. The lotus eaters live near lotus lake. Lotus Lake is filled with positie energy lotus plants.

GM Notes: When a lotus eater plucks a lotus petal it immediately regenerates. As long as a lotus eater eats at least one petal a day, they shed the extra healing energy as light. It also makes them lazy and non violent. A piece of lotus root can be transplanted in most worlds, and the plants retain all their properties. The lotus eaters are not native to this plane and won't object to their cast off weapons, armor, and items being taken.


23:Mirror PlaneA room you kind of recognise, but it's reversed, left to right. It will take a knowledge the planes DC18 to find the correct room to exit the mirror home. Tree failures and your double catches up to you and fights you for the mirror home. Otherwise, it will take a contested will save with one of your parallel doubles to switch places. If trapped here by the card, you have to find your vacant body. Note that your mirror double is identical, but opposite handed and has an opposite alignment. A mirror Mage can make a pact with their double and bring him or her forth to double team an enemy, handle aligned magic items, etcetera.


Goth Guru wrote:
23:Mirror PlaneA room you kind of recognize, but it's reversed, left to right. It will take a knowledge the planes DC18 to find the correct room to exit the mirror home. Tree failures and your double catches up to you and fights you for the mirror home. Otherwise, it will take a contested will save with one of your parallel doubles to switch places. If trapped here by the card, you have to find your vacant body. Note that your mirror double is identical, but opposite handed and has an opposite alignment. A mirror Mage can make a pact with their double and bring him or her forth to double team an enemy, handle aligned magic items, etcetera.

Fixed the spelling.


Goth Guru wrote:
Goth Guru wrote:
23:Mirror PlaneA room you kind of recognize, but it's reversed, left to right. It will take a knowledge the planes DC18 to find the correct room to exit the mirror home. Three failures and your double catches up to you and fights you for the mirror home. Otherwise, it will take a contested will save with one of your parallel doubles to switch places. If trapped here by the card, you have to find your vacant body. Note that your mirror double is identical, but opposite handed and has an opposite alignment. A mirror Mage can make a pact with their double and bring him or her forth to double team an enemy, handle aligned magic items, etcetera.
Fixed the spelling.

i hope I got all the spelling errors this time.


24:Plane of wood You are in a corridor of sorts. The walls on either sides are close set trees. Some are guarded by women(Knowledge nature 16 to recognise Dryads). Beneath your feet are roots entangled with mycelium. Above you is a ceiling of leaves and branches. There is defuses light filtering through.

GM Notes:The corridor twists, turns, and branches out forever. You can survive on fruits from the trees. The dryads can help you navigate home, and while touching your arm guide you through the correct tree(tree stride) back to your home world. Wandering monsters include timber wolves, Dire wolves made of wood.


25. Plane of Balsa Wood Models
This bizarre pocket plane seems to be an infinite number of rooms, as though being part of some mansion or great house. All rooms are windowless and there is no natural illumination other than what visitors bring themselves.

Rooms vary in size from being a simple 5x5ft. closet or storage space to 50x50ft. dining halls or galleries. Ceiling heights vary as appropriate, but are typically at least 10 feet high. Each room shares a common theme however, every single item is actually made of balsa wood. From doors, to walls, to floor, to ceiling. Even the furnishings, from the chandelier to the candles to the silverware to a roast turkey on a dining table under a silver serving dish, everything is a clever balsa wood model of what it represents, covered in a fine veneer or paint when necessary.

Each room has a 75% to be occupied by a number of animated objects that resemble balsa wood planes with buzzing propellers that zip around the rooms. Each occupied room will contain 2d6 of these but never more than 1 per 5 foot space of the room (although they can, and do, easily occupy the same space as each other due to their size). They will pursue intruders from room to room if possible. Treat as Bats for stat purposes, but they are constructs and deal bludgeoning and piercing damage from bashing into intruders rather than biting. They are fragile and not immune to non-lethal damage. They are, however, immune to damage from crashes or impacts with any part of a room or its furnishings, but not to being struck with such objects or crushed with them. For example, if a PC ducks behind a chair and it crashes into it, it will be unharmed, but if that PC picks up the chair and uses it as an improvised weapon or smashes it atop the object it will be.

While rumors persist to the contrary, hinting at some terrible beast, ruler, or construct somewhere in the heart of plane, there are no other apparent native creatures here, though encounters can occur with almost any other travelers or creatures that might also have ended up on this plane or with undead created from travelers who were trapped in a room and died.

Properties:
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Each room is a self-contained cell. Rooms have doors and exits as would seem appropriate for their design, but any doors, hatches, or trapdoors are just fake and any openings, such as a staircase, chimney in a fireplace, or an archway are just filled by a plain covering of balsa wood or possibly an obvious covering of wood with painted designs of what the next room might be (but has no actual bearing on anything in that direction). For instance, an apparent archway leading from a dining room might just be a plain sheet of wood or it might have an obviously artistic depiction of a kitchen.

Despite being separate and sealed environments, rooms generate their own atmosphere and oxygen as though being part of a larger ecosystem as appropriate for size and layout. Meaning, being in a 5 foot room is no more likely to run out of air than being in actual 5 foot room in a house normally would, but lighting a fire or filling it with smoke would be just as dangerous, where being in a larger room would take longer.

Furniture and items within rooms are easily crushed, broken by excessive weight, or burnt and destroyed. If used as improvised weapons (or if the items actually resemble weapons, like a balsa wood sword on a rack in one of the rooms) they are considered to have the fragile and nonlethal qualities and Strength bonuses to damage do not apply (Strength penalties do).

The only way to leave a room is to smash through a wall (or door, floor, or ceiling). Exterior walls have hardness 1 and 5 hit points (Break DC 12) and are vulnerable to bludgeoning, slashing, or piercing attacks but not nonlethal. They are also immune to any energy damage or spells that would warp or otherwise affect wood. Fire and such effects have the visual appearance of working normally, but will not 'pierce' or otherwise break through. Walls and doors will blacken, even appear burnt and might catch fire, spreading to the floors, ceiling, or other furniture, but it won't collapse a wall, floor, or ceiling to allow exit.

The floor of a room can support any weight normally, but excessive weight, 200 lbs. or more, dropped (or a suitably heavy person or group of people jumping or falling in one spot) can break through (50% chance +5% per additional 50 lbs.). Note that anyone falling into another room from breaking through a floor has a chance to smash through that room's floor (after taking falling damage). It is possible for the falling character to land on a piece of furniture in that room, such as a table, bed, or couch which likely breaks, but may cushion their fall enough to prevent breaking the floor immediately, though some falling damage may still occur.

Holes broken through a room lead into another random separate room and remain open for 4 rounds, allowing any creatures in either room to pass back and forth and clearly showing signs that the rend is sealing itself up during that time. Continuous damage to that area can hold a rift open longer. Once sealed, those room cells are no longer connected and reopening or breaking through that wall, even in the same place, will likely lead to an entirely different room. Rooms connected by a breach are not necessarily logically next to each other. Smashing through the floor of a basement room, can drop one into an apparent attic space or smashing through an archway that seems to depict a kitchen could lead to root cellar.

In order to leave the plane by normal means, a particular creature must breach 3d6 rooms of the plane. On breaching their last room, any creatures in the room with them are removed from the plane to the same location on another plane (GMs discretion or roll again on Goth Guru's A Maddening Number of Planes chart). This number is determined randomly for each creature when it enters this plane and that creature must be the one that breaches (ie. deals enough damage or succeeds at the Break DC), otherwise it counts on the other creature's randomly determined number.
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While charred wood is easier to break through, the new room has now caught fire. Charcoal has hardness 0 and 3 hit points.

So living room, dining room, kitchen, bedroom, attic, celler, bathroom, den, ball room, and study. A study is a combination library and office. Whether an actual book or 2 is snuck in there is up to the GM.


In Hell, several devils will help you find your way home if you let them tattoo summoning details on your back.


26. Land of confusion Like the material plane but will save DC30 or be confused. You have to save to be able to dance. If some men without hats successfully perform the safety dance the curse is broken.


27: Garden of Time
A beautiful garden full of exotic plants and flowers. The gardener who looks like a middle aged half elf asks if you are lost. The horizon is not curved, and the afternoon sun does not move in the sky unless you travel miles in one direction.

GM Notes: The gardener is an immortal. He uses the name "The Gardener" and DC20 knowledge history will tell you he is noted druid Walter Whitmore. He was 546 years old before he moved to the plane of time. Among the plants are Tana leaf plants, Hybrid roses familiar only to spacefinder characters, and Time Cups.

Timecups are big(for flowers) six petaled blooms with a liquid in the middle. You can scry on any time or space as if it was a crystal ball. If you drink any of the liquid, you plane shift to where it was depicted. There are transparent seeds in the liquid that are not harmed by passing through the digestive system.


Before they fill with liquid, Timecups attract Timeflies. These big(for insects) black flies pollinate the Timecups and bite causing aging at the site(1D6 damage). White Timeflies are the same bugs traveling backwards through time. Bone white, there bite causes a small area to become younger(one point subdual). An entire swarm of white timeflies is necessary to make one mortal a year younger.


28:Hammerspace
There are an infinite number of things just floating around here. Every once in a while, a bag opening appears and a hand grabs something out or puts something in. By looking at what is grabbed, and what is in the area, you can guess where the bag will lead. You can also control what the grabber will get. Some cartoon characters have guardian angels or gremlins doing just that.


More about 28. If the deck of many things strands someone's mind in Hammer space, they can inhabit the next furball to come out of a bag of tricks in their home plane. When the furball expires, they can return to their body, but they might not be alone.

Scarab Sages

Goth Guru wrote:
More about 28. If the deck of many things strands someone's mind in Hammer space, they can inhabit the next furball to come out of a bag of tricks in their home plane. When the furball expires, they can return to their body, but they might not be alone.

I remember one fanfic where someone tried putting themselves in hammer space and accidentally teleported themselves to another anime universe.


29. Starstone Demo
This plane was created by Aroden to secretly workshop the Test of the Starstone before fully implementing it. Assume any trials, tasks, or challenges are 1–2 CR easier or tougher than the actual challenge and it ends two challenges before the end of the real Test of the Starstone. It's possible that he ultimately rearranged the order or swapped or changed some of them out at the last minute. One of them is completely wrong/opposite. Anyone reaching and passing the last section is healed and restored to their original condition on entering the plane. They are thanked for their assistance and informed that if they liked the demo, the full version is available in Absalom and contains a link to his Patreon.

30. Plane of Riches
This realm is filled with coins of all denominations and materials (some are more valuable than others in certain realms, steel coins, for example). Gemstones are scattered in amongst the coins (always at least 1 gp in value). Visitors sense they have a very limited time on this plane, and they have only 1d3 rounds to exist here before being banished. They also have a two-handful maximum of grabbing anything before being banished. The piles of coins and gems shift and swirl, preventing easy categorization. If grabbing handfuls, the types and value of coins is determined randomly. Assume 1d3 gemstones are grabbed in any random handful of coins (increase or decrease this based on size of creature or hands). A character can use a move action and make a DC 15 Appraise check to increase the grabbed value by 10%. Add an additional 10% for each 5 points the DC is beaten. If a specific type or value of gem is sought, similar checks are made to discern and appraise it before grabbing.

Scarab Sages

Pizza Lord wrote:

29. Starstone Demo

This plane was created by Aroden to secretly workshop the Test of the Starstone before fully implementing it. Assume any trials, tasks, or challenges are 1–2 CR easier or tougher than the actual challenge and it ends two challenges before the end of the real Test of the Starstone. It's possible that he ultimately rearranged the order or swapped or changed some of them out at the last minute. One of them is completely wrong/opposite. Anyone reaching and passing the last section is healed and restored to their original condition on entering the plane. They are thanked for their assistance and informed that if they liked the demo, the full version is available in Absalom and contains a link to his Patreon.

30. Plane of Riches
This realm is filled with coins of all denominations and materials (some are more valuable than others in certain realms, steel coins, for example). Gemstones are scattered in amongst the coins (always at least 1 gp in value). Visitors sense they have a very limited time on this plane, and they have only 1d3 rounds to exist here before being banished. They also have a two-handful maximum of grabbing anything before being banished. The piles of coins and gems shift and swirl, preventing easy categorization. If grabbing handfuls, the types and value of coins is determined randomly. Assume 1d3 gemstones are grabbed in any random handful of coins (increase or decrease this based on size of creature or hands). A character can use a move action and make a DC 15 Appraise check to increase the grabbed value by 10%. Add an additional 10% for each 5 points the DC is beaten. If a specific type or value of gem is sought, similar checks are made to discern and appraise it before grabbing.

Is the plane of riches inhabited by treasure goblins who travel to other planes to steal wealth?


Maybe it's the extradimensional vault of the gnomes of planet Zurich?
Someone installed the banishment security system.


Pretty sure it's the home to an immense coin beetle. A creature that lairs under the piles of coins, swirling its limbs and causing the coins to swirl. It lays thousands and thousands of eggs that all look like shiny disks of different materials. Ready to hatch after being in the vicinity of a warm-blooded creature's coin pouch or warm environment, Ready to hatch and devour any metal coins around them, such as in a pouch or bag.


The GM is the final determinant of why the plane does things the way it does them. If players are using the internet to cheat, multiple options or even false alarms are most welcome.


31. Multi-Elemental Plane: The Great River. A thick river of water coils and flows through the air. There are rapids and waterfalls, as well as slow calm stretches. The river coils and crosses over itself. It is possible to break free of the water and land in a river section below in some places.
The river teems with fish and the predators that eat them. The sky is rich with birds and air borne predators. Pirates roam in ships that are equally at home in air and water.

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