Manual of the Planes: A 4th Edition D&D Supplement (D&D by Wizards RPG Team

By Wizards RPG Team

If you search to stem this tide of chaos at its resource, stick to my lead--I set out for the feared Abyss at the morrow.
--Lord Amgar the daring, Paladin of Bahamut

The planes have continuously been a spot of significant secret and hazard within the Dungeons & Dragons Roleplaying video game, and the recent array of planes debuting in 4th version proceed that grand culture. domestic to gods and devils, demons and genies, fey and titans, those unusual dimensions provide limitless event possibilities for Dungeon Masters and their players.

This helpful trip advisor additionally is useful for avid gamers looking to conflict demons, devils, elementals, and different iconic D&D monsters local to the planes.

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Extra resources for Manual of the Planes: A 4th Edition D&D Supplement (D&D Rules Expansion)

Sample text

A fey demesne attunes itself to the most powerful denizen that dwells within its boundaries (usually but not necessarily a fey creature), altering its environs to reflect the mood or disposition of that creature. For example, a demesne inhabited by a heartless death hag might be rimed with perpetual frost, while a tower inhabited by a mad goblin mage might be overgrown with twitching, grasping vines of some unnatural hue. Demesnes do not form empathic links with the creatures to which they attune themselves, and such creatures exhibit no direct control over their environs.

Although most lycanthropes here rarely bother to disguise their nature, a cluster of small lodging houses stands at the edge of Brokenstone for those who wish to walk as humans when needed. These ragged huts cling to the banks of the rushing river that defines the boundaries of the realm. The werewolf lord Viktor Mazan is the master of this place, and he maintains a brutal peace so that merchants can bring supplies and trade for rare wood harvested from within Brokenstone’s hidden vales. Viktor does not allow travelers to remain long, and he sends the merchants off again as quickly as possible.

Although all the portals of Mag Tureah connect to ruins on the mortal world, they do not connect to the same ruins on every trip. This fact is all that’s kept the First Lord from launching an invasion force into the mortal realm. Thrumbolg is working furiously to master the unreliable portals of his fortress. To this end he has kidnapped arcanists from multiple realms and put them to work studying the phenomena. Several of the lesser portals have been mapped, and each can be used—with reasonable certainty—if one possesses a complex guidebook filled with multidimensional equations predicting the times, locations, and endpoints of the portal in question.

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