The Plane Above: Secrets of the Astral Sea: A 4th Edition D&D Supplement
Format: PDF / Kindle (mobi) / ePub
Climb aboard an astral skiff and set sail for adventure!
The adventure possibilities are boundless. On the Astral Sea, characters face off against angels, devils, githyanki, and even the gods and their exarchs while exploring dungeons, raiding astral galleons, and establishing themselves as demigods. This game supplement builds on the overview of the Astral Sea presented in the Manual of the Planes™ game supplement and explores the heavenly plane is greater detail. From the cavernous layers of Nine Hells to the dark dungeons of Tytherion, adventure awaits in every astral dominion and on the vast, uncharted sea that stretches between them.
This game supplement describes the Astral Sea in detail, featuring key locations throughout the plane. It also presents a multitude of new monsters, as well as adventure hooks, encounters, hazards, and everything Dungeon Masters need to make the Astral Sea a featured setting in their campaigns.
cargo belowdecks. Astral Schooner G drg,lI1tll.," veh;( Iv HP 550 Space 4 squares by 10 squares Cost 85,000 gp AC 3; Fortitude 20, Reflex 2 Speed fly 10 (hover), overland flight 16 Pilot The pilot must stand at a control wheel, typically at the rear of the astral schooner. Crew In addition to the pilot, an astral schooner requires a crew of six, all of whom use a standard action each round to control the schooner. Reduce the schooner's fly speed by 2 squares for each missing crew member. At
certain that outsid ers are entirely inferior. Unless you decide to change the dynamic in your campaign, that assumption shouldn't actually be true. The tragedy of the domin ions is that there isn't any true difference between souls that become exalted and souls that find themselves as outsiders; the outsiders are the final accidental casualties of the destruction of the Lattice of Heaven during the Dawn War. No Entry: Outsiders waking from death within sight of their god's dominion don't
other dominions. Similarly, agents of Bane, the Nine Hells, and other dread powers use the Daybreak Islands as a haven that is both profitable and com fortable to hide within. Plots against Hestavar, and indeed against the rest of the cosmos, often originate in the cities and towns of the Daybreaks. MAJOR AREAS Two main types of islands exist in the Daybreaks: heavily populated urban areas that bear the name of the city or town that entirely covers the island, and unpopulated wastelands.
dwell only in populations of other rna ruts. Throughout the Astral Sea-and, far more rarely, in the mortal realm-stand great, blocky fortresses of stone and metal (or of astral matter that resembles stone and metal). Some of these fortresses are mundane in design, while others consist of moving wings and mobile towers, driven by clanking gears the size of taverns and chains as thick as trees. Within each fortress, one or more cadres of rna ruts dwell. Because they require no sustenance and scant
island. The human oid shape is locked in a half-kneeling posture: It appears to be pOised to move forward, extending a hand in front of itself. However, the hand is not out in a shielding gesture. It seems as if the figure is about to attack. but it has not moved in thousands ofyears. This is the realm of the golden monolith-a broken, unstable graveyard realm roughly one hundred miles in diameter that surrounds a petrified primordial. If the deities know who this great entity was, they aren't