Planar Gates

For planar travelers without access to powerful spells, planar gates are the key to crossing the infinite realms of existence. Many planar gates transport the traveler to only one location while larger, more powerful planar gates open onto dozens, sometimes hundreds of different planes. This appendix presents 12 planar gates that DMs may drop anywhere on their campaign world – any one of these planar gates could be the catalyst that launches your campaign into the multi- verse of planar adventures.

Learning About The Gates

At the DM’s option, the information presented in the Learning About The Planes section at the beginning of this PDF can be applied to make information about these gates available to the PCs as per the following 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.

The Gates

The Bridge To Damnation

Knowledge (the planes) DC: 23

Far away from civilization, in the mountains of the wild North, sits a bridge carved from the surrounding canyon by the waters of a river that has no name and polished smooth by the howling winds that whip through the canyon.

It is a narrow bridge, no more than a foot wide at any given point, that spans the distance between the canyon walls (some 40 feet). The bridge is dangerous to traverse, for a misstep sends the traveler some 200 feet to the rocks and icy waters below and the mighty winds make flight a tricky proposition. But for those that brave the journey across, a worse fate awaits.

Such travelers find that the moment they cross the halfway point of the bridge they are transported to Chasm, a lower plane of Lawful Evil that is a mighty rift in space and time into which the souls of the damned are thrown to fall forever through the abyss of Evil.

The bridge deposits the traveler on a narrow ledge near the upper edge of Chasm (see Book of the Planes), just out of reach of the falling bodies and debris. DMs that do not wish to have the bridge deposit travelers in Chasm should have this planar gate open onto the Bone Field or any other suitably Evil realm.

The Changing Room Of Dreams

Knowledge (the planes) DC: 21

This small changing room, located in an out of the way place such as an abandoned theatre or mansion, is only 6 feet to a side. Although perfectly ordinary in appearance, the changing room is in actuality a gateway to the Plane of Dreams. To activate the portal one need only fall asleep in this small room. Upon awakening, the traveler finds himself at a random location on the Plane of Dreams (see Book of the Planes); the Changing Room of Dreams is a one-way planar gate and the traveler will have to find his or her own way home.

Whether the physical body remains behind (as via the spell astral projection) while the traveler journeys to the Plane of Dreams is up to the DM; keeping in mind that a body left behind on the Material Plane in this instance must be protected.

The Door Of Storms

Knowledge (the planes) DC: 15

This plain wooden door, initially no different in appearance from any other wooden door, is almost always found in the home of a great wizard or safely tucked away in some remote corner of a college of wizardry. A closer look, however, reveals that the door is framed in iron and that the top hinge has an iron rod attached to it that disappears in the ceiling or out of the wall of whatever room the door is located in. If the iron rod is traced, it will be found to rise some distance above the highest point of whatever building it is in (usually the roof of a tower).

A Door of Storms is a portal to other realms that only functions during violent lightning storms. During such a storm there is a 50% chance that a lightning bolt will strike the lightning rod and activate the door. As the lightning courses down the rod, the door suddenly glows a bright blue. The glow remains for one minute.

If during this time a spell from the teleportation subschool is cast upon the door it functions as a planar gate to a plane or demiplane. The exact location can be determined in any number of ways. It can be the player’s choice, the DM’s choice, or simply randomly determined depending on the needs and goals of the campaign.

A Door of Storms can be unhinged and moved to another location; all that is required is that a new lightning rod be installed to power the door’s magic.

It is up to the DM whether ordinary mortals can create such a door.

The Doors To Everywhere

Knowledge (the planes) DC: 19

The legends tell that the gods of planar travel, in cooperation with powerful planar beings from the Planes of Time and the Astral Plane, constructed thousands upon thousands of planar gates in the shapes of doors and scattered them throughout the multiverse.

Known as the “Doors to Everywhere,” the doors are as varied as the planes they lead to. Some appear as ordinary wooden doors, others are fantastical constructions of crystal, metal, spider silk, or even cloth. They are house doors, trapdoors, closet doors, cabin doors, and any other type of door one can imagine. They can be found in lost mines, mighty temples, fallen fortresses and the house next door, and in every position and angle possible. They could blend in to be virtually undetectable, or they could stand out like beggar at the King’s Ball. And yet, no matter what the appearance, composition, or locations of such a door, somewhere upon it is engraved a number written in the silver symbols of the Celestial alphabet.

Each of the “Doors to Everywhere” connects to all the others of its kind; one need only think of the number of the door in which one wishes to appear as one steps through one of its siblings and be instantly teleported to the chosen door. Furthermore, no matter what kind of door such a door appears to be, no known power in the universe can damage or even move such a door.

Where the various doors have landed in a campaign is completely the DM’s choice. It is recommended that these doors are spread apart throughout the planes; they should not be common and even the largest plane would have only a handful of them.

Entering one of these doors and thinking of a random number can be a dangerous way in which to explore where the various doors lead, and yet it may be the only way.

Of course, if the DM wishes, old tomes and long forgotten legends might serve as a guide to both locating a “Door to Everywhere” and perhaps give some numbers of other doors and where they lead. Divination might reveal yet more planes and demiplanes and the numbers of the doors that serve them, although even the mightiest of gods do not know how many doors there are and where they all lead.

It is even possible that in some of the more cosmopolitan planar cities small booklets may be purchased that catalog numbers of these doors and their locations. Unfortunately, oftentimes such booklets are complete fabrications that have no basis in fact; the authors of these booklets feel rightly so that they have little to fear from buyers, as it is unlikely a buyer will ever find his way back to the city in which he purchased the booklet.

The Great Statues Of Rakalsar The Secretive

Knowledge (the planes) DC: 20

In the deep arctic wastes near the top of the world, on a frozen plain of ice and snow, stand the two great statues of Rakalsar the Secretive. These statues, each 50 feet in height and carved to look like a human warrior in plate mail, are identical and stand 20 feet apart, both facing in the same direction. Time and the elements have worn the statues over the centuries, stripping much of the fine detail from them, but they are still recognizable for what they are.

The statues were raised by an isolated clan of dwarves in honor of Rakalsar the Secretive, a warrior with no history prior to his arrival in their clan hold. It was Rakalsar that led the dwarves during their stand in these frozen wastes against a planar invasion (the actual creatures are not important; even if the DM picks a specific set of creatures, details should be very vague). Rakalsar and all the dwarves were slain during the battle, and those that lived in the area during this time to this day do not fully comprehend what occurred here.

In truth, the entire incident was the result of a planar accident wrought at the hands of the Planewrights’ Guild (see Book of the Planes) that shattered the natural order of time and space in this area and it was only through sacrifice and great magic that the Planewrights were able to stop the destruction of the world.

Anyone that steps between the two statues is enveloped by a swirling mist of green and white that suddenly appears and immediately transports the traveler to a random demiplane created by the Planewrights’ Guild.

Krelvakoon’s Stationary Crown Of Planar Travel

Knowledge (the planes) DC: 22

Somewhere deep in the mountains of some forgotten Material Plane world is a life-size statue of the human traveler Krelvakoon. This statue, carved from a solid block of unidentified stone transported to this world from the Elemental Plane of Earth, features the traveler seated upon a throne, a massive stone crown held in his hands at the height of his forehead.

The statue can be sat on just like a chair and a traveler that leans his head back into the stone crown is instantly transported to the City of Arcane Stone on the Elemental Plane of Earth.

City of Arcane Stone (Metropolis): Monstrous; AL NE; 100,000 gp limit; Assets 150,000,000 gp; Population 30,000 (48% earth elementals, 30% gnomes, 10% dwarves, 5% planetouched, 2% human, 5% other).

Authority Figure: Sevargae Stoneskin, dictator (NE stone giant, fighter 8/wizard 2).

The City of Arcane Stone, where everything from furniture to eating utensils is constructed entirely of stone, is located in a pocket carved from the surrounding rock. Fed by a magical wellspring of air, it is one of the few places within the Elemental Plane of Earth where air-breathing visitors can survive. As a result, the city is home to a significant number of travelers from the Material Planes (chiefly dwarves and gnomes) and is served by a large number of earth elementals. Serving as a planar crossroads, the city has dozens of portals and gates throughout its stone warrens.

Instead of transporting planar travelers solely to the City of Arcane Stone, DMs may choose to have the stationary helm of travel open to any number of other locations by adding a series of stone buttons to the arms of the statue.

The Living Construct

Knowledge (the planes) DC: 25

Over two centuries ago, a mighty battle was fought between a reclusive wizard and a giant darkwood golem sent by a vengeful council of druids. During the battle the arcane energies unleashed by the wizard intermingled

with the divine energies powering the golem and resulted in an explosion that destroyed a large part of the surrounding forest and flattened the wizard’s tower.

When the council of druids went to examine the aftermath, they found the tower had been reduced to rubble and not a sign of the wizard. As for the golem, it had become an ordinary, if giant, elm tree, its legs taking root in the ground and any trace of its former magic gone.

Seeing this as a sign of favor, the druids set about repairing the devastation the battle caused and over the next century the forest swallowed up the tree. With the site of the battle no longer in evidence, the remarkable elm tree fell from memory.

The tree still grows today, its once bipedal shape still evident for those that know what they are looking for, and it harbors a secret that escaped the notice of the druidic council.

This secret was discovered one day by a traveler that sought shelter from a sudden blizzard among the limbs of the tree. Having spotted an opening near the middle of the tree large enough to admit him, the traveler climbed inside what he thought was a hollow, only to discover a set of wooden steps descending down the trunk of the tree. Curious, the traveler followed the steps, descending deep into the earth until he reached a flickering pool of silvery water flanked by a beach of fine white sand. Drawn to the shimmering water, the traveler stepped inside and disappeared.

The pool serves as a gate to the Astral Plane. Anyone stepping into the pool while carrying a magical item appears on an island floating in the Astral Plane, the magic item gone (if a traveler has more than one magical item, roll randomly for which item is taken by the pool as payment for this journey). Travelers without a magic item find themselves wet.

The pool is a one-way planar gate; travel is possible only to the Astral Plane.

The River To Other Realms

Knowledge (the planes) DC: 18

Beginning as a tiny stream deep in the mightiest mountain range of the Material Plane, this river flows directly into the Elemental Plane of Water. Navigating the river is extremely treacherous due to the many

rapids, whirlpools, eddies, waterfalls, etc.

Near the middle of its journey the river flows into a mountain cave. There it travels for many miles underground, and fortunate travelers report frequent attacks by water elementals and other such monsters, before

emerging on the other side of the mountain.

It is at the point of initial entry into the cave that travelers may transport themselves to the Elemental Plane of Water with a successful Knowledge (the planes) check (DC 30). Only one traveler upon a given vessel needs to succeed at this check in order for the entire vessel and all other passengers to be transported to the shores of a mighty citadel encased within a bubble of air amidst a boiling ocean of the Elemental Plane of Water.

The river begins at the edge of the air bubble and winds its way through the center of that citadel, passing beneath scores of bridges and past dozens of docks before continuing on to the other edge of the bubble and passing back out to the Material Plane where it emerges on the other side of the mountain cave and seamlessly rejoins the river there.

The Solitary Archway

Knowledge (the planes) DC: 20

Arising from the sands of the deep desert, this freestanding structure is the only thing breaking up the monotony of the endless sand dunes for miles around.

Constructed from carefully carved stones and untouched by the harsh desert environment, the archway is covered in arcane runes on both sides. On the sunrise side are six stone protrusions that, when touched in the proper sequence, activate the archway’s planar gate. The planar gate remains open within the archway for 17 rounds and during that time allows travel to any one of thirty different planes and demiplanes, the traveler emerging on the other side of the same archway but on a different plane. The Solitary Archway functions once every 24 hours.

Information about the exact combinations of protrusions that activate the gateway, and also determine which plane or demiplane the planar gate links to, is scattered about the world and perhaps even the multiverse and should take several adventures to obtain.

Although written to be in a very remote location, the DM can choose to place the Solitary Archway anywhere. An interesting possibility would be at the center of a very populated urban environment that has grown up about the archway. In this case the Solitary Archway serves as a link to the various planes and allows for trans- planar travel, trade, communication, and even conflict; this is an excellent means for introducing the concept of planar travel to a campaign.

While in this case the Archway should probably function for more than 17 rounds once every 24 hours, keeping such a restriction would make things far more interesting and would lead to all kinds of wrangling over use of the gate (“What do you mean we can only go to the demiplane once every 30 days during a 17 round window? How are we going to get all of this stuff across?”).

The Stone Of Transportation

Knowledge (the planes) DC: 23

A single stone pillar, twenty feet high and six feet across, stands lost amid the jungle tangle of a tropical island. But while the jungle is thick everywhere, including spreading the canopy of nearby trees over the pillar, it

does not encroach any closer than within 10 feet of the pillar’s edges. Jutting like a giant finger from the bare earth around it, the pillar rises to some 30 feet in height; looking much like a melted candle, the pillar clearly does not belong here.

Any traveler that places his hands on the pillar at exactly midnight, the moment when the connection the natural world is weakest, is transported to a random Earth-dominant demiplane.

The Subterranean Keyhole

Knowledge (the planes) DC: 24

Deep beneath the surface of a Material Plane world, hidden somewhere in the Underdark regions near the mighty fortress- cities of the drow, stands a cube made entirely of mithral.

15 feet on a side and partially buried in the rubble of a collapsed cavern, this cube of metal is perfectly smooth except for a single side in which a keyhole-shaped opening large enough for a creature of Medium size to enter sits.

A whirling fog of gray and white, broken by the twinkling of a thousand lights that looks as if the entire surface world sky was being stirred, can be seen inside the cube.

Entering the cloud casts the traveler directly into the Ethereal Plane. How the traveler returns to the Material Plane is his problem.

The Wardrobe Of Cities

Knowledge (the planes) DC: 18

This large piece of furniture, manufactured of oak and pine, stands on four intricately carved feet, each shaped to look like a coiled serpent. The doors of the wardrobe have no lock and opening the wardrobe reveals it to be

an average, ordinary piece of furniture.

Those with the knowledge of the planar gate’s activation, which consists of speaking the command word “Void” in High Dwarvish while placing a palm on the door and then opening the wardrobe, may step into the

wardrobe and be transported to any other planar city of the DM’s choice. There is no gate that returns a traveler back to this wardrobe.