Episode 37: Warships

June 13, 2026

Miria and Kale begin a perilous journey through Ice, Fire, and Eternal skies to rescue their fallen friends.

The PCs are beginning a journey using material and resources imported form various later editions of Dungeons & Dragons:

  • D&D Rules Cyclopedia
  • AD&D Manual of the Planes
  • D&D 3e Manual of the Planes
  • D&D 3.5 Dungeon Master’s Guide
  • D&D 3.5 Manual of the Planes

My Random d20 Plane Table and Planes in Brief

d20Planed20Plane
1Abzu11Jötunheim
2Abyss12Charn
3Amber13Prime Material Plane
4The Courts of Chaos14Muspellsheim
5Stygia15Pelagia
6Shade16Syalfen
7Wonkatonkwa17Hypnos
8Arcadia18Astral Plane
9Narka19Eko
10Borea20Lumen

Abzu: A dismal plane of endless marshes and shallow seas encircled by the corpse of the primeval dragon Tiamat.

Abyss: An endlessly shifting plane of nightmares and darkness where demons spawn. At its heart are the Qlippoth: dead alternate Prime Material worlds that the Abyss has consumed.

Amber: A land of wild, beautiful mountians, seas, and forests that are the Ideal version of them. At its heart is the palace of the Demiurge and his kin, the beings who first ordered the Universe and struggle to create a single, predictable Reality.

The Courts of Chaos: A wild, shifting tide of unformed reality that is shaped by the powerful, godlike, insane minds.

Stygia: An eternal labyrinth of caverns with black rivers slithering through and pale, ghostly foliage. Tomb-cities are stopping places for the Dead of Orbos

Shade: A plane of pale light and deep shadows that connects to the dark places in all other planes. Objects are always in flux, bending and warping as light moves in other planes. The home of many restless dead spirits.

Wonkatonkwa: A small, hellish plane where captive souls are kept as playthings for a cabal of powerful sorcerers who have shaped it into their own mythic version of the Old West.

Arcadia: The home of the faerie-folk, it is a mad, magic-rich imitation of the material plane ruled over by demigods who are embroiled in eternal intrigues, and where the souls of mortals – with their power to affect change and help faeries break out of geasea and exercise free will – are traded as precious commodities.

Naraka: A savage plane of ever-burning volcanoes, living, hungry jungles, and deep monster-filled seas; the beings here are wild, savage, and brutal.

Borea: A windswept mountain realm where many gods bring heroes into holy halls to train as warriors and elevate into angelic beings to serve as armies against the demons of the Abyss.

Jötunheim: A realm of primal elemental power peopled by ancient giants, titans, talking animals, and primordial beings.

Charn: The previous Material Plan that was wiped of life by an eternal war and is slowly being consumed by the Abyss. It is filled with sprawling empty cities, the undead, fungal life, and oozes.

Prime Material Plane: You are here.

Muspellsheim: A plane of fire, magma, and ash ruled by fire giants and Efreeti.

Pelagia: A deep, sunless sea lit by bizarre bio-luminescent life. Deep-sea beings, elementals, and technological cultures trying to survive in the depths.

Syalfen: A radiant sky filled with solid clouds, floating islands, and strange currents of gravity.

Hypnos: The realm of dreams, where the minds of sleeping souls float in shimmering spheres and their dreams can be watched or even intruded upon. Guarded by fierce holy beings and an ancient order of shamans.

Astral Plane: A timeless realm of pure though that touches all other realms. Thought creates clouds and winds here. Most teleportation magic moves magicians through this place. It is strewn with the petrified remains of dead gods.

Eko: A labyrinth of stone, soil, and dust carved by elemental worms. Lost things often fall into this place, brought here by strange plane-tunnelling beings that nest here.

Lumen: A brilliant, shining realm of crystal, solid holograms, and abundant energy. The energy of this realm is guarded by ultra-lawful beings that refuse to allow it to be tapped by technology.

The Jötunheim Random Encounter Table

3d6categoryEncounter#Mein
3SettlementFrost Elves20d10Weaving Spells
4SettlementFrost Giants1d8+8Brawling
5IntelligentFrost Giants1d6Viking
6IntelligentGiant Ravens2d10In a Trance
7IntelligentEttins1 or 1d4Arguing
8TravellerArcane1d6Trading
9TravellerMoon Dogs2d4Travelling
10MonsterWorgs3d4Hunting
11MonsterWooly Spiders2d10Lying in Wait
12MonsterEttercaps1d2Herding
13MonsterRhemorhaz1Tunnelling
14SupernaturalWinter Wolf2d4Patrolling
15SupernaturalWhite Dragon1Sleeping
16SupernaturalStorm Giant1Destroying
17AtmosphericStormn/aBurying
18AtmosphericPrimordial Giant Activityn/aPlaying

Voice Talent:

Jon Cohen plays The All-Knowing in this Episode.

Music on this Episode:

From the Free Music Alliance:

  • King Edward” by Mr. Smith a CC-BY song released through the FMA

From Pixabay:

Leave a Reply

Your email address will not be published. Required fields are marked *