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BECMI High Level Planar Adventure Class/Race Rules

by Håvard

I've been thinking a lot about Companion and Master level characters in BECMI and I have also been exploring the Inner and Outer Planes as presented in these rulesets as the cosmology of the D&D Game World, AKA Mystara.

On the surface, the planes and planar adventures are presented as extremely hostile and dangerous. These worlds are truly alien to mortals and the PCs will be out of their league here. While I am not taking the route of Planescape or WotC era editions where the planes (at least some of them) become highly accessible to low level PCs, I do think it is worth exploring how the PCs could be given more agency (a loaded term, but ok) on the planes. In fact, such things already exist in BECMI, but its hidden away a little bit and needs to be brought out more. For instance, Gaz3 tells us how practicioners of the Secret Craft of Illusionism (later Dream Magic) can visit the Dimension of Nightmares and eventually learn how to construct their own Stronghold there. I love how Gaz2, Gaz4 and Gaz6 have stories and examples of travel to many of the Inner planes.

I think a presentation of the planes for each class/Race just as with many other parts of D&D could make this more helpful and give the players of high level PCs a bit more of a basis for starting to explore the planes. This is in part inspired by 1st Ed's Manual of the Planes, but I think we could even take things further...

 
Fighter & Knight
The standard Fighter is perhaps the trickiest to work with. These are generalists who may be successful anywhere without necessarily having specific areas where they stand out.

Magic User, Wizard & Magi
The spells of Magic Users will be of great use for gaining knowledge as well as being able to travel to the planes and aid in exploration of the planes.
- Glantri Illusionist can travel to the Dimension of Nightmares
- Ierendi Elementalists can travel to the Elemental Plane of Fire and Ethereal Plane

Clerics, Paladins & Avenger
These classes have connections to the Immortals. This gives them potential allies and aid, but it also means that they have potential enemies because of their patrons.
Spells known to these characters can help them travel to the planes and survive while there.
-Gaz2 reveals Al-Kalim's journeys to the Elemental Plane of Water and how his followers try to recreate that journey.
-Gaz7 talks about the Norse Planes that can be visited by followers of the Norse Immortals and others.

Thieves & Rakes
Not much official on Thieves on the planes, but I think this is a missed opportunity. Thieves are all about overcoming obstacles and exploration. Could some high level Thieves learn how to use their Climb and Hide skills to traverse planar terrain? Could they use their Detect Noise ability to help navigate when planar terrain becomes too confusing for human eyes?
- Treasures offered on the planes will surely attract Thief adventurers

Druids and Druidic Knights
Druids are able to summon friendly elementals who can help them survive on the Elemental Planes. In AD&D1st Ed, Druids can survive on the elemental planes without special protection magic.

Dwarves, Gnomes & Halflings
Dwarves and Gnomes are connected to the Elemental Plane of Earth. High Level characters from these races should be treated like with Druids on this plane IMO.
-Gaz9 describes dwarven forms of transporation to access the Plane of Earth.
-Gaz6 describes how Halflings master the Blackflame. This could give them access to the Plane of Shadows and through it perhaps other planes?

Elves & Foresters
I am undecided to which directon to take these classes. I think there are arguments for comparing them to other demihumans, Druids or even Mystics. I also think the Rainbow Magic Travel mentioned in Gaz5 could be expanded upon here as the Rainbow Bridge may be less affected by corruption outside of Mystara.

Mystics
Mystics should be able to use their perceptory training to better navigate confusing planar landscapes and use their acrobatics to traverse such terrain similar to Thieves. I also posted a thread about Mystics attempting to connect them to the Astral Plane.

Fairies (Sprites, Pixies, Sidhe, Leprechauns, Pooka, Brownies (PC1)
These could gain abilities on the Ethereal Plane at higher levels. I could also see the Pooka gain some powers linked to the Dimension of Nightmares.

Anima: Satyrs, Dryads, Treants (PC1)
Could be treated like Fairies above, although I could also see them linked to other planes.