d20 Ronin Arts Six Unexpected Planar Gates.pdf

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Requires the use of the Dungeons & Dragons ® Player’s Handbook, Third Edition, published by Wizards of the Coast. ®
Six Unexpected
Planar Gates
by Philip Reed
On our world, a considerable amount of time
has passed since I wrote Six Planar Gates and Six
Living Planar Gates . Those two short PDFs, each
of which presented exactly what their names
described, were a lot of fun for me to write and it
is now time for a third release in the series. By now
I suspect everyone reading this is familiar with the
way in which these work so I’ll just shut my trap
and get on to the good stuff.
O PEN G AME C ONTENT
All of the text of this PDF is presented as open
game content. While this means absolutely noth-
ing to your campaign it does give other publishers
permission to use this material as long as they fol-
low the open game license (see the end of this
PDF).
A BOUT THE A UTHOR
Philip Reed has been working professionally
in the roleplaying game industry since 1995. In
that time he has worked for such companies as
Steve Jackson Games, Green Ronin Publishing,
and Atlas Games. Today Philip spends his days at
home running Ronin Arts, writing and designing
new games, and playing whatever his favorite
game is at this exact moment in time. To learn
more about Philip Reed – and Ronin Arts – please
visit www.philipjreed.com and www.roninarts.com .
NOTE: The use of the word “unexpected” in
the title of this PDF is more to make the product’s
title a little more interesting than it is an exact rep-
resentation of what you’ll find in these pages.
After all, many of the planar gates I’ve written
prior to this release can most certainly be classified
as “unexpected.” You have been warned.
First, though, the usual “Learning About the
Gates” section you’ve grown to expect.
L EARNING
A BOUT THE G ATES
At the DM’s option, the player characters may
make a Knowledge (the planes) check in order to
determine exactly what they know about the vari-
ous planar gates presented in this PDF. Each of the
gates described herein includes a Knowledge (the
planes) DC against which the character must roll.
The exact understanding of a particular gate
depends on the character’s roll. Consult the fol-
lowing table.
DC
Knowledge
Base
Has heard of the gate.
+5
Knows the history of the gate.
+10
Knows where the gate is located.
+15
Knows how the gate operates.
+20
Knows where the gate leads.
Six Unexpected Planar Gates is copyright © 2007 Philip Reed. All text in this book is des-
ignated as open game content. You may not distribute this PDF without permission of the
author. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of
Wizards of the Coast and are used with permission.
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Number of
Rounds Since
Ability Was
Gained
Negative Effect
1
Suffer 1d4 points of damage.
2
Shaken and suffer 1d4 points of damage.
3
Stunned, suffer 1d4 points of damage, and suffer 1 point of Wisdom damage.
4
Sickened, suffer 1d4 points of damage, and suffer 1 point of Wisdom damage.
5
Nauseated, suffer 1d4 points of damage, and suffer 1 point of Wisdom damage.
6
Unconscious, suffer 1d4 points of damage, and suffer 2 points of Wisdom damage.
B LOOD OF THE
E XPERIENCED T RAVELER
Knowledge (the planes) DC: 30
Though many do not realize it, travel between
planes leaves its mark on those that journey from
plane to plane, no matter the means of conveyance.
Whenever the blood of one that has recently
jumped between planes is spread over the eyelids
of another, both individuals are instantly returned
to the plane from which the blood donor arrived
from. This need be only a small drop of blood,
enough to cover each eyelid, and the traveler must
have made the journey no less than twenty-four
hours before his blood is drawn and used in this
way.
F OOTSTEPS IN THE
B REATHING S TREAM
Knowledge (the planes) DC: 25
Far to the south of the greatest cities, beyond
the jungles and past the mountains, there exist a
network of interlinked streams and rivers, the
waterways winding their way across hundreds of
miles of open plains and scattered forests. Within
these lands are numerous villages and the remains
of a once-great civilization that was obliterated,
wiped from the face of the world by a planar storm
that is the source of a thousand bedtime stores used
to entertain children across countless planes of
existence. The storm, it is said, was brought about
by the marching of the helqathas, an extinct race of
planar dwellers that was enslaved and forced to
march across the lands of an unimaginable number
of planes before they were finally slaughtered,
their remains scattered through 999 different pla-
nar gates.
It was during this time, during the final march
of the helqathas, that the people of the race were
forced to walk across the lands that are now cov-
ered by streams, rivers, plains, and scattered
forests (for at the time the streams and rivers were
a single giant body of water that has sense been
fragmented and broken into the streams and rivers
that you see today). Within one of the streams in
this region the footsteps of the helqathas still
remain, the planar storm that created the stream
infusing the footsteps with a planar power so great
that the footsteps are forever carved into the earth.
It is said that any that walk within these footsteps
– following the very path taken by the helqathas –
will gain the ability to shift to any other plane that
the helqatha were forced to march across. This
ability bathes the character in a green aura, easily
seen by all that remains attached to the character
and cannot be removed by any means until the
character invokes the ability and wills himself to
another plane of existence. If this ability is not
used immediately after it is gained, the character
begins to suffer as the planar energy attempts to
consume his body. (See table above.)
Damage effects are cumulative. A character
that does not use this gained ability before he is
rendered unconscious is automatically shifted to a
random plane of existence once he falls uncon-
scious. He will awaken 4d6 rounds after arriving
on the new plane.
G AUNTLETS OF
E BAKAR S CYE
Knowledge (the planes) DC: 19
Ebakar Scye was the general of the planes,
supreme commander of the forces of evil during
the great planar wars that marked the end of the
previous existence and the birth of today’s worlds.
In the cataclysmic arcane disaster that consumed
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the previous existence, a handful of creatures and
items managed to escape the destruction and
became the first inhabitants of the infinite number
of worlds and planes that were created in the dis-
aster. One of these surviving items was the
gauntlets of Ebakar Scye.
The gauntlets have been whispered about for
thousands of years but have never been found. It is
said that they are black metal gauntlets, each
weighing as much as a single warrior, and the
gauntlets are so dark in color that they absorb the
light from their immediate area and cause every-
thing within 20-feet of their location to fall under
the effects of darkness . Anyone sliding his hand
within one of these gauntlets is immediately
destroyed; his body ripped apart by unimaginable
forces and his dust-like remains consumed by the
gauntlets. Only by placing both hands within the
gauntlets at the exact same time are the gauntlets
activated, their power transporting the wearer to
any plane of his choosing. Once activated the
gauntlets vanish, stranding the user on the plane of
existence that he has chosen. Where the gauntlets
travel to at this time is unknown.
G AZE OF THE T WISTED
S TATUE
Knowledge (the planes) DC: 15
In the crumbling ruins of the City of the
Sleepless there are statues. Dozens of statues. All
in the form of a young woman clothed in robes and
holding a torch high above her head. Many of
these statues are in disrepair, limbs shattered,
heads missing, and abused in more ways than we
need concern ourselves at this time. But for all of
the destruction that has been caused to the city and
the statues, there stands a single, untouched statue
at the mouth of a cavernous building in the heart of
the city. The statue looks to the east, surveying the
rising sun, torch outstretched as if to show the sun
where the world is once each day so that the sun
can always find the lands it is meant to bathe in
light. It is a beautiful statue, though those that hap-
pen to step within the bounds of the statue’s gaze
find that it is more than simply a work of stone.
When the city was new the statue was a means
of transportation within and without the city. By
placing a hand on the outstretched torch and look-
ing into the statue’s eyes one would be immediate-
ly transported to the base of another statue of his
choice (so long as he could visualize the desired
location). Unfortunately, such simple means of
movement soon deteriorated the people of the city,
leaving them weak and lazy to the point that they
built more statues, some even having statues with-
in their home so that they need not walk from
room to room. This laziness, you’ve no doubt
deduced, led to the destruction of the city and its
people. A forgotten force of invaders devastated
the city, enslaved the people, and quickly moved
on to their next conquest, leaving behind a ruined
pile of rubble.
The last functioning statue, damaged in the
invasion, now constantly stares at a wide area in
the city, teleporting any living being that it sees to
the base of a random, still functioning statue.
There are currently twenty known statues still
functioning across the planes of existence. Their
exact locations are left to the desires of the DMs.
P LANAR R AINS
Knowledge (the planes) DC: 15
Not so much a specific gate as a type of gate,
planar rains are a type of planar storm that can
appear on almost any plane of existence and at any
time. Planar rains are a downpour of liquefied
arcane energy that wash over small areas (no larg-
er than a single building) and completely absorb
the affected area, leaving behind a vacant spot as
the affected building, crowd of people, circle of
trees, herd of animals, or what have you is trans-
ported to Treasure Valley, a small demiplane that is
a picturesque landscape in which those that are
snatched from their world are forced to live out
their existence (powerful magic, or divine power,
is needed to escape this demiplane).
The people of Treasure Valley live as best they
can, for the most part getting along. About a dozen
times each day something new appears and, fortu-
nately, the gods seem to smile on the people of
Treasure Valley because thus far everything deliv-
ered to the demiplane has been friendly and/or a
source of food and drink. Some of the people have
started small farms in order to supplement the food
and drink (oftentimes in the form of an inn or tav-
ern) that the planar rains deliver.
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S IXTH C ELL ON THE
R IGHT
Knowledge (the planes) DC: 20
In the dungeons beneath the tower of the city
there exists a single cell that is not what it seems.
Any that look upon the cell see nothing out of the
ordinary; it is small, dank, sparsely furnished, and
more than likely the current home to a number of
rats, bones, and maybe even one that has been
imprisoned for a crime. Shackles and chains hang
from the stone wall and the smell of death is ever
present in the cell (more so than adjacent cells,
many jailors would tell you if asked). The sixth
cell on the right, though to all appearances simply
another cell for the criminals held within the dun-
geons, is in reality a powerful portal to another
world.
It was in the earliest days of the city, when the
tower above was but one of many that connected
the walls of a castle, the sixth cell on the right was
used for dark practices in which the sorcerers of
the castle communed with evil gods, vile demons,
and lying devils. For decades the sorcerers of the
castle held their dark rituals, transporting evil into
the world and tapping into the evil to further their
own needs. This continued rather routinely until
the unfortunate night in which the sorcerers sum-
moned a being far more powerful than they could
control, a being so powerful that it shattered the
castle above, killed hundreds within the city, and
so defiled the sixth cell on the right that it was for-
ever changed into a permanent connection to the
creature’s domain.
Today the sixth cell on the right is a planar
gate that can be accessed by simply chanting the
name of the creature – Zal’kill – while standing in
the center of the room. Chanting this name over
and over, in darkness lit only by a single red can-
dle, causes the room to collapse in on itself and
swallow all within it, spitting them out on the lone-
ly shores of a river of tar on the demiplane of
Zal’Null, home of Zal’kill. To return one need
only leap into the river of tar while carrying the
eye of a recently slain dragon. Without the eye, or
if the eye is not fresh enough, leaping into the river
of tar is suicide.
Zal’Null is a plane of heat, fire, and boiling tar.
Zal’kill has not returned to this plane for hundreds
of years and today it is uninhabited though there is
nothing to say that the creature will never return to
its home.
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