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General Tabletop Discussion
*Dungeons & Dragons
Pros and Cons of Combining Hells and the Abyss.
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<blockquote data-quote="MechaTarrasque" data-source="post: 9027842" data-attributes="member: 6801226"><p>I tend to treat the whole of the outer planes as a more or less complete shell around the multiverse. The 9 Hells, the Grey Wastes, and the Abyss are pits in the bottom part of the shell. As new sin falls into them, the older, worn-out sin gets pushed out where it mingles with the older, worn-out sin of the neighboring pit (or the old worn-out cogs of Mechanus or the used up stuff of Limbo). This revitalizes the material, and any fiend (or resident of Mechanus or Limbo) in that is in the vicinity gets pushed along with it. More powerful types can simply go back to where they came (although agents of the gods [and sometimes the gods themselves] often try to recruit them). Anything lower than CR 3 basically gets transformed into whatever the local god wants for minions (as long as it is CR 3 or lower). The main alignment planes are too set for even gods to mess with, so they hang out in the transition zones, where the rules are a lot more flexible. Good places for PC's to find the magguffin that lets them teleport into an archdevil's palace (of course, something like that is of interest to a lot of people). Even on the upper planes, this lets you have some more intrigue-related stories (officially the Gooders are all good buddies, but maybe where they interact a lot, familarity breeds contempt, and the LG celestial might give you some information on a CG celestial who really annoys her....).</p></blockquote><p></p>
[QUOTE="MechaTarrasque, post: 9027842, member: 6801226"] I tend to treat the whole of the outer planes as a more or less complete shell around the multiverse. The 9 Hells, the Grey Wastes, and the Abyss are pits in the bottom part of the shell. As new sin falls into them, the older, worn-out sin gets pushed out where it mingles with the older, worn-out sin of the neighboring pit (or the old worn-out cogs of Mechanus or the used up stuff of Limbo). This revitalizes the material, and any fiend (or resident of Mechanus or Limbo) in that is in the vicinity gets pushed along with it. More powerful types can simply go back to where they came (although agents of the gods [and sometimes the gods themselves] often try to recruit them). Anything lower than CR 3 basically gets transformed into whatever the local god wants for minions (as long as it is CR 3 or lower). The main alignment planes are too set for even gods to mess with, so they hang out in the transition zones, where the rules are a lot more flexible. Good places for PC's to find the magguffin that lets them teleport into an archdevil's palace (of course, something like that is of interest to a lot of people). Even on the upper planes, this lets you have some more intrigue-related stories (officially the Gooders are all good buddies, but maybe where they interact a lot, familarity breeds contempt, and the LG celestial might give you some information on a CG celestial who really annoys her....). [/QUOTE]
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Pros and Cons of Combining Hells and the Abyss.
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