--- title: Astral Adventuring description: Notes and rules for adventuring in the astral plane. date_pub: 2023-02-19T15:10:00-05:00 section: astral content_type: feature short_code: aa1 --- [[toc]] ### Astral Travel Procedure The steps to take for each phase of astral travel: 1. **Setup**: Referee describes the situation 2. **Decide Course**: Players decide on their course of travel for the phase and any planned activities for the day. 3. **Complication Check**: Referee makes a complication check. 4. **Description**: Referee describes the regions passed through, any points of interest that the party comes across, and any complications they encounter. 5. **Actions / Responses / Complications** - Party declares actions, referee describes the results. 6. **End of Phase**: The referee updates time records. 7. **Repeat**: Return to step 2 and repeat until travel ends. #### Complication Check Roll 1d6, ignoring results of 4+ for the first 2 checks. 1. **Encounter**: Wandering creature or vessel, social encounter, or some other random interaction. 2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, indications of a creature nearby, etc. 3. **Locality**: Some environmental or external event that affects the PCs - psychic storm, fragment, etc. 4. **Pilot / Ship Issue**: Pilot / power source exhaustion or some other ship complication, takes 1d6 shifts to resolve and resume travel (50% chance the ship will have to remain in dock for 1d6 phases to make additional repairs). 5. **Lose Direction**: Each phase spent moving in the wrong direction adds 1d4-1 additional phases of travel. 6. **No Complications** **Distance** - Astral encounters between ships usually start 1400 + (1d6 x 100) yards out (about a mile, the distance at which two ships will pull each other out of travel speed). - Wandering creatures are encountered 4d6 × 10 yards away, and are usually not surprised by astral vessels. - If either side is surprised (see [Encounter procedure](/rules/adventuring.html#encounter-procedure)), this is reduced to 1d4 × 10 yards. **Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day. **Frequency of Check** - In the deep astral, check once every other day (once every 6 phases, roll 1d6 to determine which phase). - Near a [port](#portals) or [outpost](#outposts) (within 1-2 days travel), check once per day, or even once per phase (for busy outposts). ### Currents Invisible flows of psychic energy that permeate and swirl around the astral plane. - Creatures move up to 10x faster when moving with the current (or faster). - Vessels designed to ride on these currents are called **astral cruisers**. - They can use the currents to move at [travel speed](/astral/vessels#travel-speedl). ### Distance and Measurement - Ranges are measured in yards, rather than feet (3x increase). - Areas of spell effects, blasts, etc. are still measured in feet. - Movement rates: - For creatures - measured in feet. - For vessels - measured in yards. #### Missile Weapons - Gain an additional attack range option, **Distant**: - -4 to attack rolls. - Range is 1 mile. ### Fragments Pieces of other planes (usually floating) in the astral plane. The shape is typically determined by the plane of origin: - **Fire**: Fragments from [the elemental plane of fire](/planes/elemental.html) are usually globes of elemental fire (used in Dwarven fire engines and some Drahki weapons). - **Water**: Fragments from [the elemental plane of water](/planes/elemental.html) are usually globes of water. - **Earth**: Fragments from [the elemental plane of earth](/planes/elemental.html) are usually irregularly-shaped chunks of rock and dirt. - Large fragments of earth are called **islands**, and often used to support a stronghold or outpost in the astral void. - **Air**: Fragments from [the elemental plane of air](/planes/elemental.html) are usually globes of air (used to supply some ships traveling to airless planes) - **Chaos**: Fragments from [the elemental plane of chaos](/planes/elemental.html) are usually jet black globes, and tend to function as spheres of annihilation. - **Law**: Fragments from [the elemental plane of law](/planes/elemental.html) are usually globes of crackling, radiant energy. - It's believed that these arise spontaneously when a fragment from the plane of chaos appears, and are equal in size to the chaos ones. - When a fragment of law and chaos are combined, the resulting release of energy looks like white and black lightning, and can be seen for thousands of miles around. ### Gravity - Subjective, with capable creatures (INT 5 or greater) able to change "down" with a thought (CHA check if under duress). - Falling speed is INT x 30' / combat round, specific maneuvers require a CHA check. - Objects float in space unless able to move on their own (as above) or acted upon by an external force. - Unintelligent creatures fall "down" at 100' / round. ### Languages - Alignment languages are the same throughout the multiverse. - The same version of Common is spoken throughout the multiverse, with only the perceived accent of a speaker changing (along with certain slang). - Each racial language spoken and written on a given plane is a dialect of that same language on other planes. ### Outposts A stronghold, shop, or town in the astral plane, usually established on a large island. - Those interested in trade will have one (or more) docks for passing ships. - Outposts with [permanent portals](#portals) to other planes are called **ports**. ### Psychic Clouds Thin streams of psychic "vapor", hundreds to thousands of miles across, which appear as clouds when viewed from distance. - Psychic Storms are enormous storms of psychic energy which can disable a ship as well as its crew. Often found crawling with astral zombies. Best to avoid. ### Portals Usually manifest as flat, shimmering discs of various colors that appear to float in place. - Can be used by passing through to arrive on the destination plane. - May lead to any other plane (Inner, Outer, or Material). - Each different destination has its own color, and a portal leading to a character's home plane will always look silver to them. - Most portals (99%) are temporary, lasting 1d20 hours. - Most portals (99%) are one-way, and only visible (when open) from the entry side, but become two-way for 1d4 rounds after being passed through. - An open portal may be be closed or made translucent (allowing characters to see the other end for one turn) with a successful CHA check within 60' of the portal. - Temporary portals which lead from the astral to other planes are called **pools**. - Permanent portals which lead from the astral to other planes are called **ports**, and are usually established on a island and attached to an [outpost](#outposts). ### Surprise Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (ex: thick astral clouds, or a psychic storm) may alter this. ### Temperature The ambient temperature in the astral plane tends towards the tepid side for most humans and demihumans, being roughly equivalent to a warm spring day in a temperate climate. ### Time - Time is quickened: 3 rounds pass in the astral plane for each round that passes in a Material Plane. - Spells cast in the Astral plane appear to last 3 times as long as listed - The effects of time don't happen while on the astral plane. This means that characters in the Astral Plane: - do not age, - do not need to breathe, - do not need to eat or drink (which also means that they can't expend a ration to heal), and - only need to sleep for 30 phase-minutes each phase, although they still need to rest for an entire shift (8 phase-hours), and only gain 1 HP back after resting and sleeping. ### Travel Travel by astral cruiser (via the [astral currents](#astral-currents)) to any known location within the astral plane usually takes 3-30 days. - Travel between most ports under the control of the Astral Trade Union only takes 1d6+2 days. - Without a ship, the vast distances between landmarks means one could go for weeks, months, or even years before coming across anyone (or anything) else. - It takes 1 turn for a ship to dock, and 1 turn for it to disembark. - An astral cruiser cannot travel by currents while within 1 mile of another active vessel or large astral body (like an island). - If a cruiser comes within a mile of a large astral object while traveling. it will automatically reduce its speed to normal movement (in yards). ### Visibility - An astral body (such as a [fragment](#fragments), island, or even a dead god) may be spotted at a distance of hundreds of miles (based on its size). - Vessels (and large creatures) may be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane. - Identification is usually limited to tactical range (approximately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm.