Questing in the Multiverse - d100 Quests in the Planes

Questing in the Multiverse - d100 Quests in the Planes

Header Art: Player’s Handbook (2014) by Wizards of the Coast

I’m a huge fan of the planes, which is something you may guessed at if you have been a long time read of this blog. Of course, a common problem people might run into is, what type of quests can you do in the afterlife or within the planes of elements? Isn’t it just filled with devils, demons, angels, and elementals? There are rich worlds out there, and I hope that these quest ideas can provide some inspiration to send your party out in the planes and show them the strange and odd planes.

Questing in the Multiverse

  1. Mount Celestia, LG | On the third layer, Venya, are the beautiful fields of Green Fields, the home of halfling villages. Somehow, past all the archons, a dark and cruel beast has made its way to the third layer and is terrorizing the residents. Paladins who wish to test themselves on the slopes, and prove their dedication to order and good, are called upon to travel up the slopes and destroy this foul creature and find out how it arrived.

  2. Mount Celestia, LG | The first layer, Lunia, is in a perpetual state of night with a glistening silver sea that reflects countless stars and moons. Just a week ago, a star streaked across the sky and landed somewhere within the sea, near the port city of Heart’s Faith. No one has located this shooting star, and the archons are worried. There has never been a shooting star in this plane, what could it mean? Is this a warning sign of an upcoming demon invasion?

  3. Mount Celestia, LG | Upon the fifth layer of Mertion, known as the Platinum Heaven, is a city filled with fountains and healing waters. These waters are said to cure any ailment, disease, or curse. Thousands attempt to summit the mountain to reach this layer, though few can make the journey. A friend of the party needs help to summit the celestial mountain so that they can be healed of a powerful curse that is not just destroying them but threatens to destroy their whole family.

  4. Mount Celestia, LG | A trumpet archon has journeyed to the Material Plane, they have been tasked on a holy mission to destroy a great blight before it can rot the countryside and kill thousands. Unfortunately, the blight’s power comes from a necromancer and the archon is not powerful enough on its own, can the party help the archon survive its quest and bring beauty back to the countryside?

  5. Bytopia, NG/LG | A caravan is heading to Bytopia to pick up a huge amount of goods to be sold across the multiverse, and they are looking for guards. While Bytopia isn’t normally dangerous, the caravan uses portals that have it appear in Shurruck, a hazardous layer of extreme weather and dire beasts. Natural disasters are just a normal part of their trip through Bytopia, and they need plenty of able-bodied guards and spellcasters to help the caravan.

  6. Bytopia, NG/LG | Towns in Dothion, the top layer of Bytopia and a place of pastoral industry, have begun disappearing. Rumors are that a series of figures in black robes appear in the town, and after two days the town is completely gone. Some believe that these figures are trying to slide all of Bytopia into another plane, but which plane are they sending the towns to?

  7. Bytopia, NG/LG | Those who are willing to brave the weather hazards of Shurruck are said to make the greatest rangers in the multiverse. Within these wilds are massive beasts, extreme weather events, and a group of rangers who are said to protect important artifacts of their order from outsiders.

  8. Bytopia, NG/LG | Linking the two layers of Dothion and Shurruck are great stone mountains with roads that wrap around them, allowing easy passage from one layer to the next. Unfortunately, a group of ni’iath, cruel flying creatures that can temporarily affect a creature’s gravity, make great sport of slamming creatures off these mountains where they plummet to their deaths. A large group of ni’iath have made travel between the two layers almost impossible and settlements are seeking hunters to deal with the problem.

  9. Elysium, NG | On the top layer of Elysium, Amoria, flows the River Oceanus that offers travel to several planes and all the layers of Elysium. It is a major method of traveling on this layer, but a foul serpent has somehow arrived within its waters. This serpent is said to be a linnorm, a great and powerful primeval dragon with no wings but a thirst for death and destruction.

  10. Elysium, NG | The only way to travel through the second layer, Eronia, is by doing good deeds for others instead of only thinking of themselves. Navigators who wish to test their skills against the currents and white water rapids must also be kind to those they meet along their journey, or else the plane turns against them. A halfling fears that their husband has gone missing on this layer and is seeking someone to do a good deed and bring them back.

  11. Elysium, NG | The Forgotten Layer, known as Belierin, is the third layer of Elysium and is shrouded in thick fog that obscures all vision. This layer is a prison for all evil and powerful creatures that visit this plane, either on purpose or by mistake. Recently, a foul hydra has been attacking towns along the river banks of the River Oceanus, a feat which should be impossible. The guardians are looking for adventurers to figure out how the hydra has found the River Oceanus, when there are magical guards to stop them from doing so, and put an end to it.

  12. Elysium, NG | The fourth layer of Elysium, Thalasia, is the home to all those who died in the name of good. Ancient heroes relax on islands that dot the massive ocean that forms up this entire layer, resting in the peace they could never have in life. The party must find their way to this layer and find an ancient hero from their world, the hero may have knowledge on how to stop their ancient adversary from rising again and taking over the world.

  13. The Beastlands, NG/CG | If one is ever chased through a forest, jungle, grasslands, or elsewhere by a great predator, there is a chance they might summon forth a portal to this plane by mistake, leaving them to contend with the highly intelligent predators of this plane.

  14. The Beastlands, NG/CG | On the top layer of this plane, Krigala, is said to be the Forbidden Plateau where few have been able to travel. All magical flight is impossible in this realm, so only birds and natural winged creatures can fly to the top. A collector is offering a large bounty to anyone who can summit the plateau and bring back creatures that reside up there.

  15. The Beastlands, NG/CG | Brux, the second layer, is in a constant state of sunrise, or perhaps it's a sunset. Predators who thrive in the waning light hunt through the forests and Beastlords gather up their courts. Each of these courts are troubled as more and more of their members bring news of vile poachers, who hunt only to inflict pain, are loose in the layer.

  16. The Beastlands, NG/CG | Karasuthra is the third and lowest level of this plane, and with it is perpetual darkness where even flames and magical light are dim. The most skilled hunters make their way to this layer to prove that they are an apex predator, though few make it from this layer. A great druid recently journeyed to this land, though they have yet to come back. A druidic order is sending a promising pupil to track down the archdruid and bring them back.

  17. Arborea, CG | On the top layer, Arvandor, everything takes on a grander scale than elsewhere in the multiverse. Fruits and vegetables are of massive sizes, the hills soar like mountains, and the air is charged with passion and joy. They also face a different problem of massive size, the predators that stalk the forests. Hunters who can bring down one of these dire predators could have a set of antlers over their mantle fit for a legendary king.

  18. Arborea, CG | With sudden spurts of joy and passion, large mobs of partygoers stride through the land of Olympus, a realm located on the top layer. They refuse to let anyone walk across their realm without first drinking and partying for the next year, even if they have to beat their victims first.

  19. Arborea, CG | A great festival is happening on the second layer, Aquallor, which is a giant ocean, though it is only three feet deep in most places. This festival is just another reason for the elves to celebrate but will be including a very fast race through dangerous locations within the layer, past vile sea monsters and treacherous currents.

  20. Arborea, CG | The third, and final, layer of this plane is Mithradir, a land of blowing sand and snow. It is said that this layer is dying and is watched over by the gods of death and ancient tombs dot its surface. Within these tombs are vaults that contain more wealth than one could spend in a lifetime, unfortunately, they are also heavily guarded by traps, monsters, and devout worshipers.

  21. Ysgard, CN/CG | This plane is a massive battlefield, and upon its first layer, also called Ysgard, are its greatest warriors. There is a single warrior who fights all day every day, with challengers coming from across the multiverse to try and beat them. If a challenger can, the warrior tells them of an ancient tomb where they were buried in life and the artifacts they left behind.

  22. Ysgard, CN/CG | In the realm of Jotunheim, located on the top layer, is the realm of giants. Within this giant-only realm is the king of all giants, a powerful mountain giant that goes on great hunts across the plane, devouring the smallfolk. A dwarven smith was recently kidnapped by the king of all giants and is soon to be eaten unless someone can rescue them. The dwarf in question was in the midst of forging a great blade that can cut through any material, and the family is willing to pay any adventurer willing to go on this journey handsomely.

  23. Ysgard, CN/CG | The second layer, Muspelheim, is made out of thousands of floating, flaming earthbergs. Fire washes across the entirety of this lair, and so the flora must adapt to survive it. A herbalist is very interested in the fire-resistant and immune flowers and mushrooms that grow here and has hired a team to go to the fiery land and bring back lots of samples.

  24. Ysgard, CN/CG | The third layer, Nidavellir, is so tightly packed with earthbergs that it is like you are underground. Dwarven and gnome kingdoms are at constant war with each other, each fighting for precious resources, space, and pride over who makes the best materials. A great festival is supposed to take place soon when the greatest crafters of each faction will come together and competition will begin to see who truly is the greatest craftsmen. The party has been hired to ensure that no one tries any funny business and that the dwarves and gnomes don’t kill each other after the final judgment is rendered.

  25. Limbo, CN | A githyanki pirate raid is expected to be launched against the githzerai on this plane, wiping out an important monastery to an order of monks that train their members to find peace in chaos.

  26. Limbo, CN | Supposedly, there is a shortcut within Limbo to travel between the planes. The only problem is, there is a large slaad population near it. A merchant is willing to pay a large reward to any who remove the slaads from the portal’s location.

  27. Limbo, CN | A town on the Material Plane was caught up in a surge of wild magic, ripping them through the planes until they arrived on Limbo. The king is looking for brave adventurers to follow the town and, somehow, find a way of returning it to the Material Plane.

  28. Limbo, CN | A githzerai-only settlement is willing to open its gates to outsiders, but they must first prove themselves capable of overcoming chaos. They must destroy a massive chaos beast roaming near the city.

  29. Pandemonium, CN/CE | On the top layer of Pandesmos, there are portals from all over the multiverse linking to it, bringing with it unsuspecting travelers who are suddenly surrounded by howling wind with no easy way to leave. Within the city, Madhouse, they are constantly being attacked by monsters within the dark tunnels and are looking for adventurers to help hold off the monsters and hunt them down.

  30. Pandemonium, CN/CE | Cocytus, the second layer, has smaller tunnels and faster winds, creating what sounds like agony and screaming with every gust. A sage wishes to travel to this layer as there are ancient runes supposedly chiseled into the walls, and they wish to study them.

  31. Pandemonium, CN/CE | Those who wish to hide from the gods, known as the Banished, hide out on the third layer, Phlegethon. Sent by a holy order, the party must make their way to the city of Windglum and find an anti-paladin who betrayed their order and killed a great commander.

  32. Pandemonium, CN/CE | The final layer, Agathion, houses ancient monsters and artifacts that should never see the light of day. It is said that the gods locked away their greatest mistakes within the rock of this layer, as well as their greatest secrets. To defeat an evil god’s cleric from destroying a kingdom, the party must travel to this layer and find a holy relic that the evil god hid away, one of its few weaknesses.

  33. The Abyss, CE | The demons are spilling through a portal into the Material Plane, hordes of them sweeping across the land. The only way to close the portal is to send a small strikeforce through it and destroy whatever it is that is holding the portal open within the Abyss.

  34. The Abyss, CE | The ghoul king resides within the Abyss, the city it rules over made wholly of bone. Ancient knowledge of undeath is kept within the city, though anyone living found in the city will be devoured by the ghoul population. The party must make their way in, avoid the undead citizens, and steal this knowledge to help them defeat an archlich who is nigh unstoppable.

  35. The Abyss, CE | The Blood War is a brutal war between devil and demon, and a lucrative war for any who are strong enough to survive. Devils are paying handsomely any group that can take over a small fort on the top layer of the Abyss and hold on long enough for a devil to take command. You do just have to sign a small contract first though.

  36. The Abyss, CE | A demon prince has found a way to capture those traveling through the Astral Plane as part of a plane shift spell. Unfortunately for the party, they are the latest victim. Perhaps if they can figure out how the demon prince is doing it, they can escape the Abyss and sell this knowledge for a lot of gold.

  37. Carceri, NE/CE | The titans trapped in the first layer, Othrys, had been apathetic ever since they were imprisoned here, but lately, reports are that they are no longer apathetic. A high priest of the Greek gods wishes for the party to travel to Carceri and find out if the reports are true, and if they are, what new hope do the titans have of escaping their accursed prison plane.

  38. Carceri, NE/CE | On the third layer, Minethys, there was once a great city built here before it was destroyed in a wave of blasting sand. Ancient scholars wish to journey to the ruins of this city and try to determine if the original inhabits were trapped here, and for what great sin they were trapped away for.

  39. Carceri, NE/CE | A primordial cult believes that they have found an ancient primordial locked away on the fifth layer, Porphatys. This layer is filled with a cold and shallow ocean made up of acidic waters where an ancient being has been driven crazy in its rage at being imprisoned by its archnemesis, Poseidon.

  40. Carceri, NE/CE | On the sixth and bottom layer of this plane, Agathys, is said to be a dead god’s black citadel, long abandoned. Within this citadel is ancient knowledge and secrets of how one can escape the plane, something that the titans are very interested in.

  41. Hades, NE | Oinos, the first layer of the plane, is the stronghold for night hags and yugoloths, who fiercely defend their territories against any who might think to claim it for themselves. Even demons have learned to not try at taking control of this layer. The yugoloths are known for creating all sorts of plagues and pestilence that they unleash on the plane, and it is these magical diseases that a healer is interested in. If they can gather enough samples of these diseases, they may find more magical and nonmagical cures for a variety of plagues.

  42. Hades, NE | The second layer is shrouded in a permanent mist, making it hard to see further than a few dozen feet ahead. Within this layer is the realm of Niflheim where Hel rules, where the souls of warriors who didn’t serve well go to rot in poison and perpetual hunger. A family believes that their child’s soul was wrongly sent to this realm, and wishes for adventurers to head into the realm and bring the soul to Elysium where it belongs.

  43. Hades, NE | On the third layer, Pluton, is the location of the Underworld, a terrible realm ruled over by Hades itself. Souls that arrive in this realm are not always lost, for the bravest of adventurers might make their way down here to rescue their loved ones, either to tempt Hades or bring Persephone, Hades forced wife, joy and laughter, who can also release the soul.

  44. Hades, NE | The plane has three layers, each one at different angles to each other, and they all connect at a single point, where The Town At The Center is located. While gloom fills this city, just like any other place, this is one of the few places where one can buy larva, the souls of the petitioners of this plane. This is a very important commodity for demons and devils, but also for those who experiment with souls.

  45. Gehenna, NE/LE | On the first layer, Khalas, are rivers of lava, poisonous gases crowd the air, and intense heat radiates from the ground. Vast wings of imps and quasits war with each other, their corpses falling from the sky like a rainstorm. Within this horrific realm is a town in front of a great palace to the lord of all thieves, which offers some of the only refuge on this layer. The guards are willing to let outsiders in, but they have to earn it, either by offering something that they have stolen or if they have nothing, to steal something from the palace.

  46. Gehenna, NE/LE | Chamada, the second layer, is even more inhospitable than the first layer. Where life could survive on the first, the second is even crueler, with magma spewing from every crack and crevice and the solid ground is as hot as lava itself. This layer does have one redeeming factor, the Tower of the Arcanaloths who hold vast secrets across the multiverse. While no one is allowed in the tower, if you can bring them valuable secrets, they may visit their vast stores of knowledge and repay you in kind.

  47. Gehenna, NE/LE | The third layer, Mungoth, is known as the Burning Ice for it is covered in ice and ash. Whereas the other layers were too hot to survive, this layer is too cold to survive. There is a small town, Portent, that attracts the skills of assassins, for no blade can be drawn in anger, but only in controlled situations. An inhabitant of this town is seeking someone to journey to the town and help them in a situation. They wish to become governor of the town, but to do so, they need a few rivals slain without them knowing they are being attacked.

  48. Gehenna, NE/LE | The final layer is known as Krangath the Dead Furnace, and is coated in ice so slick that if one were to slip, they’d fall off the side of the mountain slopes and into the endless void around them. Deep inside this layer is a realm to an orc god of stealth who trains legions of orcs to move about silently and with practice skill. The party has been sent to stop these assassins as a friend of theirs is the target of these orc assassins.

  49. The Nine Hells, LE | A rival to the party has made a deal with an archdevil, that they would be granted power in the Nine Hells if they served on the Material World. With their death, they arrived in the Nine Hells as a powerful devil and has decided to bring revenge on the party, sending strike teams of devils after them.

  50. The Nine Hells, LE | Demons are attempting to take a fortress on the top layer, Avernus, from the devils who are guarding it. Desperate for more troops, the devils are offering incredible contracts with promises of devil bodyguards and riches for whoever holds the fort from the demons, and of course, survives.

  51. The Nine Hells, LE | The City of Dis, located on the second layer known as Dis, is said to stretch the entire layer, but many don’t believe that that is true. The ruler of Dis, Dispater, is up to something and some believe that there are outskirts to the city where only a select few devils can go and help Dispater finalize his plans for destroying Asmodeus. Adventurers in the city are said to go missing often, perhaps they can be found in these outskirts, put to work on Dispater’s great efforts.

  52. The Nine Hells, LE | A town from Mount Celestia somehow slid into the top layer of the Nine Hells and paladins have begun pouring into the plane, vowing to return the town back to its rightful plane. The paladins are looking for adventurers to help, not to defend the town from devil attacks, but to find who is responsible within the town for causing it to slide alignments and to bring them to justice so that the town can return to Mount Celestia.

  53. Acheron, LN/LE | Avalas the Battleplains is the first layer and rings constantly with the sounds of war and battle as thousands of cubes drift through the plane, crashing into one another and allowing vast armies to wage their wars. A goblin warband has come up with a new, revolutionary idea for defeating the orc hordes. They are going to hire a general from a group of adventurers and force them to lead their unit to victory, the only thing they are missing is a group of adventurers to imprison and pressgang.

  54. Acheron, LN/LE | The second layer, Thuldanin, is home to vast garbage piles of broken war engines, chipped blades, and destroyed armor. There are great machines of war within these rubbish heaps, some of it yet to be invented in the Material Plane just yet. If the party can scavenge through these piles, they may be able to find powerful siege engines or weapons that they can bring back to help sway the tide of war in their kingdom’s favor.

  55. Acheron, LN/LE | Tintibulus, the third layer, is a deafening place where no silence can be had, only the constant ringing and crashing of cubes smashing into each other. It is enough to drive one mad, though a bard from Pandemonium believes that the winds of Pandemonium and the crashing sound of this plane are one and the same and wishes to study the sounds of Acheron. They are willing to teach the party secret thunderous magic if they help keep the bard safe.

  56. Acheron, LN/LE | The final layer of Acheron, Ocanthus, is filled with tiny sheets of black ice that shoot across the plane, like deadly daggers thrown in the night. Visitors here are instantly punctured by these shards, and even beheaded, but there is a reason to visit this deadly layer. This is where the River Styx ends, and so all memories that it steals must be here somewhere, frozen in the black ice. If the party can somehow mine out the black ice and find the correct memories, they can unlock forgotten secrets, locations of ancient treasures, and far more.

  57. Mechanus, LN | Within the settlements of this plane are great laboratories devoted to creating a new type of construct, a clockwork. These clockworks are said to be the perfect embodiment of Mechanus, filled with gears and logical designs, without the hassle of relying on magic to cause chaos within the machine. The only problem is that the designers are missing an important component, gem shards, that can be used to power their clockworks. They need the party to journey to the far cogs of this plane and search for these lawful gems with perfect cuts and forms and bring them back.

  58. Mechanus, LN | The modrons are falling to the formian advance, quickly losing cogs to these militant antfolk. The party has arrived to Mechanus during one of these battles where perfect formations of units march against the other, perhaps they can be the turning point as the modron forces are being pulverized, or maybe they wish to join the hive and become one with the formians.

  59. Mechanus, LN | A wizard is attempting to study the effects of illusions on Mechanus, as illusions are considered inherently chaotic to the plane, and so they never form correctly. The wizard is hoping to find, by studying illusions, a new form of magic that is the opposite of illusions, though they need apprentices to help in their endeavors.

  60. Mechanus, LN | A tribunal has formed to investigate the party, seeing just how chaotic they are. The party will be imprisoned and each one is given a lawyer to help them understand the laws of this plane, and to try and claim innocence of the most heinous of crimes, chaos. If there are any wild magic users among their number, they will be killed if found guilty of wild magic, while the others will simply have to learn how to be lawful.

  61. Arcadia, LN/NG | Kidnapped by the Harmonium, the party is being transported to a training camp on the second layer of this plane, where they will be forcibly taught to be good and lawful. They have a chance to escape on the first layer.

  62. Arcadia, LN/NG | The first layer, Abellio, is a well-ordered layer with large fields of grass, farming, forests, lakes, and more all perfectly positioned. Guards constantly move through this plane, each on the lookout for evil to be destroyed. The party is spotted by one such group of guards who wish to know if the party has ever done anything evil, and so begins their interrogation.

  63. Arcadia, LN/NG | The second layer, Buxenus, is well protected and only the most good and lawful petitioners are allowed to travel from the top layer to this one. Outsiders are strictly forbidden, something that the Harmonium go to great lengths to enforce… except for the training camps where they train others to be good and lawful. A friend of the party has been kidnapped and is in a training camp, and the party must find their way to this second layer and break their friend out, all the while avoiding the patrols of Harmonium.

  64. Arcadia, LN/NG | Menausus, the third layer, has gone missing, at least that is the rumor. Many believe that it slid from Arcadia and into Mechanus because the Harmonium had lost sight of what it meant to be good and had been enforcing evil, like kidnapping people against their will. The Harmonium vehemently refutes all such rumors, claiming Menausus is still there, just no one is allowed to visit it. If the party can find Menausus on Mechanus, they might be able to bring down the Harmonium as others realize just how horribly evil the faction has become.

  65. The Outlands, N | At the center of all of the Outer Planes are the Outlands, a plane of perfect neutrality. There is a single, infinite spire reaching up skyward where Sigil rests, floating just above the top of the spire. The closer one travels to the spire, the less magic that they can use, making settlements within three to four hundred miles of the spire the perfect place for criminals to hide out as even the gods have issues of using magic to find them. The party has been hired to travel into the Outlands and find a dangerous criminal hiding in one of these magical-less cities, and bring them back.

  66. The Outlands, N | Wizard towers walk across the Outlands, keeping at least nine hundred miles away from the Spire at all times. These walking towers are constantly on the move, ensuring that waves of anti-magic don’t accidentally wash over the wizard while they are working. One such tower, though, seems to be rather erratic and is almost sprinting across the Outlands in random patterns, almost destroying a village. The party has been hired to catch up to the tower and figure out why it is malfunctioning and turn it off. They can keep the tower if they can control it and it is abandoned.

  67. The Outlands, N | The Great Modrond March is stomping across the Outlands, though they are being attacked constantly by brigands and others. The party has been hired as protection by the druids of the Beastlands, and in exchange, the modrons have assured the druids that they won’t march through a sacred grove to the druids. Unfortunately, a cult has kidnapped a dozen modrons and it is up to the party to figure out why and where they went.

  68. The Outlands, N | There are gate-towns around the outer edge of the Outlands, each gate-town leading to a different Outer Plane, like Mechanus, Arborea, Gehenna, and the Abyss. Strangely, a gate-town for the Outlands has never been found, though many think that that would be ridiculous since if you are on the Outlands, you don’t need a gate-town, with a portal, to the Outlands. That isn’t stopping one halfling who believes that if they can build a town in the perfect spot on the Outlands, they can create a brand new gate-town… They just need help finding the perfect spot and building up the town first.

  69. Astral Plane | A githyanki pirate ship has appeared within the silvery sea, barreling towards the party. They demand the party’s surrender, and in exchange, the githyanki will grant the party freedom so long as they join the githyanki in destroying a githzerai monastery that was recently set up on the Astral Plane.

  70. Astral Plane | A massive, albino astral dreadnought, Ybom, has been ravaging fleets of astral vessels and destroying small settlements that have sprung up in the plane. The party has been hired to find the dreadnought and bring it down, though they aren’t alone. An astral vessel captain is wanting to be the one that kills Ybom as revenge for destroying a previous astral vessel.

  71. Astral Plane | The corpses of ancient, long-dead gods float through the astral plane, waiting for the day that they are remembered and their worshipers increase in number enough to rebirth them. One cult isn’t willing to wait though and has a team of lightning elementals helping them rewire the brain of a dead god, hoping that they can create a spark of life themselves. This god, if awakened, would bring about cataclysms in the party’s world, and so they have been sent to destroy the cult and ensure the god is never reborn.

  72. Astral Plane | An ancient wizard moved to the Astral Plane, as one never ages here until one leaves, at which point every lost year is immediately thrown upon you. Since the wizard has been here for more than a thousand years, if they were to ever leave the plane, they’d immediately perish. Because of this, they have contacted a variety of adventuring parties to be their eyes and ears in the different planes, bringing them rare spell components and new magical knowledge to help them in their research.

  73. Ethereal Plane | A massive spinning web makes its way through the plane, filled with thousands of phase spiders. This web catches all sorts of travelers in the planes, but instead of devouring the travelers, the phase spiders are actually interested in trading.

  74. Ethereal Plane | There is said to be a special flower that only grows within the Deep Ethereal known as a chrono-lilly. Any who brew this flower in a tea, and then drinks it, are able to extend their life beyond their natural lifespans. Unfortunately, this flower only grows once every century, making them incredibly rare and hard to find.

  75. Ethereal Plane | Ghosts exist on the Ethereal Plane, but they can peer into the Material Plane where they can affect things there, like attacking people who intrude upon their tombs or wail uncontrollably that no one has found their body when they were brutally murdered. Traveling the Ethereal Plane, the party stumbles across one such ghost who simply wishes to go on to the afterlife but can’t until their killer is found and brought to justice.

  76. Ethereal Plane | Traveling from the Material Plane, through the Ethereal Plane, is one way of arriving in the Inner Planes. This is also the way that souls travel to the dream plane when they dream at night. A hag has set herself up in the Ethereal Plane, just outside the homes of sleeping children, and is attempting to collect their souls as they drift off to the plane of dreams, hoping to find a new way of gathering up souls and killing children. This is causing horrible nightmares for the children in a small village, who all claim to have the same nightmare of a foul witch trying to catch them every night for the last few weeks.

  77. Plane of Air | A skyship captain is willing to give free passage to a group of adventurers, so long as they vow to protect the ship from pirates, raiding birdfolk, and evil elemental creatures who choke and strangle outsiders.

  78. Plane of Air | The djinni ruler is seeking out an adventuring party willing to travel through the empty skies of Plane of Air and find a rare bird, said to be the last of its kind. The djinn ruler wishes to have three feathers plucked from the king of albatrosses, offering a trunk full of gold and gems. Of course, there are rumors that taking even a single feather is bad luck for any sailor, be they sky or water sailors.

  79. Plane of Air | An empty island in the middle of the ocean holds the ruins of an ancient civilization, with the only evidence left behind are markings that they flew through the sky. Investigating the sky above, a portal from the Material Plane extends into the Plane of Air.

  80. Plane of Air | A foul-tempered sky pirate is attacking and raiding settlements, stealing their valuable material like wood, fertile earth, and more. While the party is traveling the plane, one of the pirate ships spots the party and starts making its way over, ready to take their gear and turn them into slaves to be sold in distant ports.

  81. Plane of Earth | To complete a powerful ritual, large and perfect gems must be provided as a material component. The greatest gems, ones perfect for the ritual, can only be found in the Plane of Earth, though the mines are guarded by xorn and dao who refuse to sell any of their goods as it all belongs to the Great Dao.

  82. Plane of Earth | A tiefling is running through the tunnels of the Plane of Earth, quickly escaping the dao city. They had stolen a gem, and each gem within the city is marked and alerts every dao if it is ever stolen. The tiefling really needs someone to help them escape the dao’s judgment.

  83. Plane of Earth | Ancient fossils of past adventurers who improperly teleported or traveled to this plane can be found throughout the plane. Supposedly, a brave adventurer is one of those people, who had been carrying a very valuable notebook that detailed a hidden flaw in the Great Dao’s treasure vault.

  84. Plane of Earth | A small settlement, one of the few not controlled by the dao, is looking for adventurers to help with a pest problem. Roving bands of bulettes keep tearing through their settlement, attacking their citizens and destroying their homes. If the adventurers can stop the bulette, either by killing them or finding out why they keep attacking, they’ll be well rewarded.

  85. Plane of Fire | The City of Brass, the biggest city on the plane and potentially the multiverse, is filled with adventurers who broke the rules and are now slaves. One such individual is begging the party to help them escape their efreet master and the city itself. In return, they can tell the party about the secrets they’ve learned about the planes.

  86. Plane of Fire | An efreet noble has a grudge with another, but they can’t be seen as responsible for the other efreet’s death. To this end, they have hired the party to attack the rival and make it seem like they were part of some sort of slave revolt faction in the city.

  87. Plane of Fire | There are places within the Plane of Fire where even efreet and fire elementals can be burned and scorched by how intense the heat is. A wizard who focuses on fire, a pyromancer, is wanting to explore how such a flame might work with their magic and has hired the party to venture forth and bring back some of this fire for further study.

  88. Plane of Fire | Great iron ships sail the Sea of Fire, traveling across the sea to the Plane of Earth and various locales across the multiverse. Within this sea are islands of solid fire, like islands in the ocean. On one such island is an ancient tomb, not to an efreet, but one crafted for a primordial of fire who tried to destroy the gods during the first war. A cult is attempting to break their way into the tomb, to unleash their god upon the worlds once again.

  89. Plane of Water | Within the vast ocean of the plane is supposed to be an underwater city protected by a bubble of air with technology far beyond that of most places within the multiverse. They had escaped to the plane when their world was threatened, but now they are beginning to die off by a strange plague that causes them to be unable to breathe air any longer.

  90. Plane of Water | Upon the surface of the Plane of Water are thousands of tiny islands from those who have made their home on the plane or can’t escape. A flotilla slowly sails across this ocean, visiting the islands and trading with the inhabitants. For one island, it has been several months since the flotilla was last there, and the inhabitants are worried that it may have been destroyed. Can the party find out what happened to the flotilla and why it has stopped coming?

  91. Plane of Water | The party was traveling upon a ship before a horrible storm blew their ship off course and, without them noticing, they have arrived in the plane of water. They must now contend with water elementals, the marid, and other sea creatures who wish to devour them, the ship, and the ship’s crew.

  92. Plane of Water | There is a floating island within the plane, making its way back and forth across the plane. Many claim that it is actually a massive turtle, though no one has seen any signs of its anatomy beneath the waves. What people have seen though are strange eels that seem to have infected the island, causing it to slow down as more eels arrive. If the eels aren’t removed soon, the island may die and sink beneath the waves forever.

  93. Feywild | Arriving in the Feywild, a friendly sprite greets the party and makes polite conversation. Once it has their names, it disappears in a flash of light. The party now can not say their name until they track down the sprite and get their names back.

  94. Feywild | Fomorians raid the surface world, dragging back their victims to the Feydark where they force them to work as slaves or keep them as a food supply. An elven village was recently attacked, and their elders taken. If the party can catch the fomorian raiding party before they make their way into the Feydark, the village will pay the adventurers well.

  95. Feywild | While the party is traversing the fey plane, a treant attempts to communicate with the party, though thick vines have grown across its body, making it difficult for it to speak. It is looking for adventurers to destroy a nearby goblin settlement who cut down the treant’s friend after the treant had told the goblins it could cut down any of the other trees but that one.

  96. Feywild | In order to speak with the head of the eladrin in their capitol, the party must prove themselves. A fomorian general’s head will ensure that the party is allowed entry, proving that they are allies of the eladrin.

  97. Shadowfell | A cemetery in a town has suddenly come to life, but instead of the zombies and skeletons marching through the town, they have made their way to a mausoleum and walked down into its depths. The village has hired the party to investigate the mausoleum and find out what is happening to their dead. Within the mausoleum, the party finds a portal leading off to the Shadowfell.

  98. Shadowfell | Sometimes, when souls travel through the Shadowfell to be judged, they get lost. One cleric believes that one of their dearly departed friends has recently become lost within the Shadowfell and that if the party can’t find them, they’ll become a ravening spirit instead of enjoying their afterlife.

  99. Shadowfell | Within the city of Gloomwrought, a major city within the plane, there are markets that cater to the odd and eldritch. Here, liches and necromancers gather to sell esoteric ingredients and dark essences. A vampire hunter is trying to infiltrate the markets and find out where a shipment of kegs of blood is headed for, and potentially deal with its new owner.

  100. Shadowfell | Across the Shadowfell are places known as the Darklands, locations where the necrotic energies are so powerful, that they’ll strip life away, draining even the color from the surrounding areas. Supposedly, there is a seed that grows within each Darkland, the very essence of this energy, and a necromancer is willing to pay very well for any who can bring them back such a necrotic seed.


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30 Generic Legendary Actions - Homebrew

30 Generic Legendary Actions - Homebrew

Order of the Silver Twilight - Factions & Adversaries

Order of the Silver Twilight - Factions & Adversaries

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