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.

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