Planar Forks | - | - | - | Experimenting With Forks |
1st Edition AD&D | - | Dragon magazine | - | Dragon #1 |
Hello, and welcome to the 1st of a
series of articles on bits and pieces and
other neat things involving the care and
feeding of the known planes of existence.
The purpose of this series is to supplement
the material that will be presented in the
upcoming Manual of the Planes, the
newest
hardback for the AD&D game system.
Note what I said -- the material here is a
supplement to the hardback. It's not rough
information in summarized form, a preview,
nor any of that. This is news you
can use.
The reason is simple. In Manual of the
Planes, we (editor Mike Breault and my
self, aided and abetted by a number of
friends and fellow gamers) are faced with
about 40 infinite planes of existence, many
with their own multiple layers or demi-planes.
Certain things are not fully explained, being
left to another forum to cover in detail.
This series hopes to be that forum. We'll
talk about some <of> the nicer details and
tricks of adventuring in the various planes
where the physical laws do not conform to
the standard campaign. Monsters, such as
the astral dreadnaught, the archons, and
the quasi-elementals, more magic items
that are usable in the planes, and the very
business of being a world-shattering
power like Odin or Zeus.
We'll start with something simple and
indicative of the problems faced when
dealing with the planes in general: Players Handbook,
page 50, the 5th-level clerical
spell plane shift. "The material
component
of this spell is a small, forked metal rod --
the exact size and metal type dictating to
which plane of existence the spell will
send the affected cretures(s) to. (Your
referee will determine specifics regarding
<the> bow and what planes are reached.)" (The
italics are mine.) OK, how many of you
DMs have determined such a thing? Let's
see some hands. Uh-huh. Right. A couple
of devoted folk, but the majority have let it
go by the wayside, either ignoring that
the PCs don't head out for the planes.
Let's take care of that right Now. Using
the proper fork is preferred at formal
dinner parties, but it is an absolute requirement
when traveling between the planes.
Planar forks
Planar forks are devices used in plane-spanning
spells to determine the final
destination of people using those spells.
Two factors determine the final destination
using one of these forks: material and
pitch. Material is the substance of which
the fork is made -- usually, but not always,
metal. Pitch is the note struck that guides
the spell to a particular plane.
The Ethereal Plane may be reached by
a
plane shift using a B-fork made of glass.
The body is transformed into the ethereal
state in making the transfer into the planed.
The glass fork is broken in the use of the
spell. Those cast into the Ethereal Plane
are placed deep into that plane, away from
any curtains that lead to other planes.
The Inner Planes may be reached by
forks of different materials, all set to the
Pitch A and the notes adjacent to it. The
pitches and materials required are shown
in Tables 1-4.
A tuning fork set to the note B and made
of quartz crystal is used to reach the Astral
Plane. There is a 50% chance per use
that the quartz will crack and be unusable.
Planar travelers entering the Astral
Plane in this fashion are physically moved
deep into the plane, far from any color
pools.
A single fork of the correct material and
pitch will take the caster of the plane shift
(and other items) to the top-most layer of
any Outer Plane. The major chord will
take the traveler to the second layer (if)
any). the minor chord of that note will
take the traveler to the third layer (if any).
Other chords may take the traveler to
deeper layers, fail entirely, or take the
traveler to another area (see Experimenting,
below).
Reaching the Prime Material Plane requires
a steel C-fork. The spell will take
the travelers to the Prime Material Plane
to which the metal is native. If the metal
came from an alternative Prime Material
Plane, then the fork will take the traveler
to that plane. Such forks are normally
used by those interplanar travelers who
wish to return to their native plane.
The plane shift spell also notes that
travelers using these forks may be returned
to their starting plane. They may
only be so returned under the following
circumstances:
1. The individuals are still alive on the
other plane.
2. The individuals are still on that plane
or planar layer (if they travel to another
plane or planar layer they may not be
returned); and,
3. The same fork is used to return them.
This means in all cases of the glass fork
for the ethereal and 50% of the time with
the crystal fork for the astral, the trip to
the other plane is one-way.
Experimenting with forks
Many of the forks required to reach
other planar layers are listed as "unknown."
Chords do exist for these layers,
but they differ from Prime Material Plane
to Prime Material Plane (that is, from
game campaign to game campaign). Further,
they do not follow the standard rules for
reaching the other layers. Just because the
1st three Hells use F-sharp and its major
and minor chords in iron doesn't mean
that the 4th layer of the Hells will need
an iron fork or that it will be related to F-sharp
in the least. In part, this is because
the natives of these lower planes take a
dim view of interplanar trespassers, and
they deliberately alter the required
chords.
If the travelers use the plane shift spell
with different forks or other types of
chords, the DM may either choose a result
or may roll on Table 6 to send them
whither he will.
The DM is not committed to these combinations
and is free to modify them to fit
his own campaign, For example, a DM not
wanting easy access to the Inner Planes
may change the notes to combinations of a
G as opposed to combinations of an A, and
not tell the players (until a few of them
have stumbled into Lolth's lair by mistake).
These rules are the general heading for
helping the DM get players into the planes,
and into further adventures -- and that's a
plane fact.
Table 1
Major Inner Planes
Fire | Copper A |
Earth | Zinc A |
Water | Lead A |
Air | Tin A |
Smoke | Bronze A |
Magma | Brass A |
Ooze | Zinc/lead mix A |
Ice | Pewter A |
Table 3
Quasi-Elemental Planes
Lightning | Tin A-sharp |
Radiance | Copper A-sharp |
Minerals | Zinc A-sharp |
Steam | Lead A-sharp |
Dust | Zinc A-flat |
Vacuum | Tin A-flat |
Ash | Copper A-flat |
Salt | Lead A-flat |
Positive Material Plane | None known |
Negative Material Plane | None known |
Nirvana | Silver C |
Arcadia | Gold C-sharp |
Layer 2 | Gold C-sharp major |
Layer 3 | Gold C-sharp minor |
Heaven | Gold D |
Layer 2 | Gold D major |
Layer 3 | Gold D minor |
Other layers | Unknown |
Paradise | Gold E-flat |
Layer 2 | Gold E-flat major |
Elysium | Gold E |
Layer 2 | Gold E major |
Layer 3 | Gold E minor |
Layer 4 | Unknown |
Happy Hunting Ground (also known as the Beastlands) |
Gold F |
Layer 2 | Gold F major |
Layer 3 | Gold F minor |
Olympus/Arvandor | Gold F-sharp |
Layer 2 | Gold F-sharp major |
Layer 3 | Gold F-sharp minor |
Limbo (1) | - |
Layers 1-5 | Nickel C |
Pandemonium | Iron C-sharp |
Layer 2 | Iron C-sharp major |
Layer 3 | Iron C-sharp minor |
Layer 4 | Unknown |
Abyss (2) | - |
Layer 1 | Iron D |
Other layers | Unknown |
Tarterus | Iron E-flat |
Layer 2 | Iron E-flat major |
Layer 3 | Iron E-flat minor |
Other layers | Unknown |
Hades | Iron E |
Layer 2 | Iron E major |
Layer 3 | Iron E minor |
Gehenna | Iron F |
Layer 2 | Iron F major |
Layer 3 | Iron F minor |
Layer 4 | Unknown |
Hell | Iron F-sharp |
Layer 2 | Iron F-sharp major |
Layer 3 | Iron F-sharp minor |
Other layers | Unknown |
Acheron | Iron G |
Layer 2 | Iron G major |
Layer 3 | Iron G minor |
Layer 4 | Unknown |
Concordant Opposition | Platinum C |
¹ Limbo's layers tend to overlap and ooze
between each other, so that precise determination
of the destination layer is random.
² The lower layers of the Abyss may be
reached by random chords (see Experimenting,
below).
Table 6
Random Planar Destinations
1d100 | Destination |
01 | Transported to intended destination.. |
02-50 | Nothing happens. |
51-80 | Transported to random layer of the Abyss. |
81-90 | Transported to demi-plane of DM's choice. |
91-00 | Transported to Alternate Material Plane. |