How the Wicked Witch of the East Transcends the Bro Argument Stereotype

By admin

The Wicked Witch of the East's broom argument is a topic of debate among fans of the classic story, "The Wizard of Oz" by L. Frank Baum. In the story, the Wicked Witch of the East is killed when Dorothy's house lands on her after a tornado. It is mentioned that after her death, her magical silver shoes and her broomstick were given to Dorothy by Glinda the Good Witch. However, some fans have disputed this, claiming that the silver shoes were never mentioned in the book and that the broomstick was given to the Wizard instead. The argument revolves around the interpretation of the text and different versions of the story.



Amulet of the Planes

While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a pane of existence randomly determined by the DM from the options below. You travel to a random location on that plane, even if you are already on the plane.

d100Plane
1-4Material Plane
5-8Feywild
9-12Shadowfell
13-16Etheral Plane
17-20Elemental Plane of Air
21-24Elemental Plane of Water
25-28Elemental Plane of Earth
29-32Elemental Plane of Fire
33-36Elysium
37-40The Beastlands
41-44Arborea
45-48Yscard
49-52Limbo
53-56Pandemonium
57-60The Abyss
61-64Carceri
65-68Hades
69-72Gehenna
73-76The Nine Hells
77-80Acheron
81-84Mechanus
85-88Arcadia
89-92Mount Celestia
93-96Bytopia
97-100Astral Plane

Amulet of the Planes (Magic Amulet)

Amulet of the Planes: This device enables the individual possessing it to transport himself instantly to or from any one of the closest levels of the Outer Planes. This travel is absolutely safe, if not absolutely sure, but until the individual learns the device, transport will be random. Roll 1d6. On a 4-6, add 12 to the result of a 1d12 roll (for a result between 1 and 24). On a 1-3, do not add 12 to a 1d12 roll. Figure the total and consult the following table to determine where the holder of the amulet ends up:

Roll Planar Location
01-02 Mount Celestia
03 Bytopia
04 Elysium
05 The Beastlands
06-07 Arborea
08 Ysgard
09 Limbo
10 Pandemonium
11-12 Abyss
13 Careen
14 The Gray Waste
15 Gehenna
16-17 Baator
18 Acheron
19 Mechanus
20 Arcadia
21-24 Prime Material Plane*
* As an alternative, the following may be substituted for totals between 22 and 24:
Roll Planar Location
22 Ethereal Plane
23 Astral Plane
24 Prime Material Plane, but alternate campaign world

In a Dragonlance Campaign: The amulet of the planes does not exist on Ansalon.

In Ravenloft: The amulet of the planes does not function in the Demiplane of Ravenloft.

Amulet of the Planes - Random Plane Selection

I've got a player who's picked up an amulet of the planes as part of his starting equipment for his character.

Given he can only succeed on the DC 15 Intelligence check less than 50% on the time, I need to prep a table of random planes in the event of a failed roll.

So far, here's what I've prepped:

1% to 10% - Astral Plane
11% to 20% - Ethereal Plane
21% to 30% - Shadow Plane
31% to 40% - First World
41% to 50% - Elemental Plane of Air
51% to 60% - Elemental Plane of Water
61% to 70% - Elemental Plane of Earth
71% to 80% - Elemenetal Plane of Fire
81% - Axis
82% - The Boneyard
83% - The Maelstrom
84% - Abaddon
85% - The Abyss
86% - Hell
87% - Elysium
88% - Heaven
89% - Nirvana
90% - Reroll Outer Planes
91% to 100% - Demiplane (GM's Choice)

Anyone have any advice how to best deal with prepping encounters or other surprises for the group when they're dimension hopping around the multiverse?

I mean, besides the "fun" if Id have a character like that in my party, even my 6 INT Wizard would refuse to party with such character.
Imprevisibility is something an adventurer can expected, now, forced imprevisibility, no, I outright refuse it.

If you really want it, you could have 2-3 encounters prepped for each scenario and shuffle between them, or/and just add random NPC reprensentative of those planes that always have a way to go back

Starting equipment? As in first level starting equipment? Oooh, this could be very, very lethal.

Random location in a random plane? So, no elemental protections.
Plane of Earth? Unless you've got earthglide, you're dead.
Plane of Fire? Unless you've got immunity to fire, you're dead.
Plane of Air? Better master your falling right quick or you'll smack into something hard at terminal velocity (20d6).
Plane of Water? Unless you've got gills or water breathing, you're drowning, you're dead.
That's a 40% chance of TPK for just the Inner Planes.

Shadow Plane, infused with negative energy. That sounds deadly.
The Boneyard? I play in a homebrew world, so I don't know anything about this plane, but it doesn't sound good.
The Maelstrom? That sounds at least as bad as the Boneyard.
This is what I found out about Abbadon, "In its blistered and blackened reaches, both mortal souls and outsiders find themselves preyed upon by the fiendish residents, either slain outright or offered up bound and bleeding to the plane’s rulers as specimens upon which to feast or experiment." Okay, that sound like a wipe-out.
The Abyss? Hell? Well, they speak for themselves.

Overall, you're looking at a 55% chance of obliterating the group.
Even Elysium is entrapping, so they'll enjoy their gilded cage.

The Amulet functions as plane shift, meaning everyone has to be holding hands (and willing) to be shifted. Casting time is only a standard action and the Amulet doesn't specify how often it can be used. That's up to you, I guess. Does it have to recharge between uses?

I highly recommend that because if not, don't prep any encounters. They'll just keep randomly popping around the planes every standard action until they get where they want.

They're 15th level so far, so the item's within the Wealth by Level guidelines, and as far as I can see, it functions at will to cast Plane Shift as a standard action command word.

As for encounters, fleeing to a different plane would depend on their initiative roll for the start of combat. Typically they'd be able to survive one round of environmental hazards on most planes, even the ones hostile to humanoids such as the Plane of Fire (3d10 fire damage per round isn't gonna kill a 15th level character fast enough to matter, though they might be more upset that their flammable gear such as cloaks are gonna take fire damage and likely be destroyed).

So far I've got the following:

Astral Plane: Astradaemon (CR 16)
Ethereal Plane: 4 Advanced 14 HD Xill (CR 16)
Shadow Plane: Nightwalker (CR 16), Advanced Dark Creature Lesser Bandersnatch (CR 15)
First World: Advanced Ankou (CR 15), 3 Advanced Fey Hounds of Tindalos and Wild Hunt Scout (CR 16), Phantom Ring (CR 9)
Elemental Plane of Air: Tornado (CR 10)
Elemental Plane of Water: Flowing Water, Whirlpool (no CR, but failed Swim checks separate party members)
Elemental Plane of Earth: Cave-In (CR 8)
Elemental Plane of Fire: Fire-Dominant Trait Damage, Lava Immersion (CR 14)

JDLPF wrote:

They're 15th level so far, so the item's within the Wealth by Level guidelines, and as far as I can see, it functions at will to cast Plane Shift as a standard action command word.

As for encounters, fleeing to a different plane would depend on their initiative roll for the start of combat. Typically they'd be able to survive one round of environmental hazards on most planes, even the ones hostile to humanoids such as the Plane of Fire (3d10 fire damage per round isn't gonna kill a 15th level character fast enough to matter, though they might be more upset that their flammable gear such as cloaks are gonna take fire damage and likely be destroyed).

So far I've got the following:

Astral Plane: Astradaemon (CR 16)
Ethereal Plane: 4 Advanced 14 HD Xill (CR 16)
Shadow Plane: Nightwalker (CR 16), Advanced Dark Creature Lesser Bandersnatch (CR 15)
First World: Advanced Ankou (CR 15), 3 Advanced Fey Hounds of Tindalos and Wild Hunt Scout (CR 16), Phantom Ring (CR 9)
Elemental Plane of Air: Tornado (CR 10)
Elemental Plane of Water: Flowing Water, Whirlpool (no CR, but failed Swim checks separate party members)
Elemental Plane of Earth: Cave-In (CR 8)
Elemental Plane of Fire: Fire-Dominant Trait Damage, Lava Immersion (CR 14)

I wouldnt mess with pc items unless it was previously agreed. Messing with pc items could be wrongbadfun for many. I do not take pleasure in having my +5 Saves cape destroyed because I got teleported.

Also, why would the party take the risk of using this amulet? Is there a reason for this?

On the other hand do not rely solely on combat. Plane of Fire could be easily resisted with Resist Energy which last a lot of time, so it's not really a huge problem. If part knows they will be forcefully teleported, they will just get an item/spell to breathe anywhere and solve most of their problems.

Im having a hard time with a party accepting this, unless theres some plot forced down the characters throat.

The argument revolves around the interpretation of the text and different versions of the story. In the original book, Baum only mentions the silver shoes and never mentions the broomstick. However, in the 1939 film adaptation, the broomstick is a central plot point, as Dorothy and her friends use it to defeat the Wicked Witch of the West.

Wsicked witch kf the east bro argument

This has caused confusion among fans who are familiar with both versions of the story. Supporters of the broom argument often cite the significance of the broomstick in popular culture and the importance it has gained through subsequent adaptations and retellings of the story. They argue that the broomstick has become an iconic symbol of the Wicked Witch and is widely recognized as a part of her character. They also point out that the 1939 film is the most well-known adaptation of the story and has had a lasting impact on popular culture. On the other hand, those who dispute the broom argument argue that the original text should be considered the most accurate source of information regarding the story. They believe that the silver shoes were the only magical item given to Dorothy and that the broomstick was a later addition to the story. They claim that other adaptations and retellings should not be used to support the broom argument since they may deviate from the original source material. In conclusion, the Wicked Witch of the East's broom argument is a topic of debate among fans of "The Wizard of Oz." Some fans believe that the broomstick was a significant part of the story, while others argue that it was not mentioned in the original book and should not be considered as part of the Wicked Witch's character. Ultimately, the interpretation of the text and personal preferences play a role in shaping one's stance on this topic..

Reviews for "The Wicked Witch of the East and the Bro Argument: A Tale of Redemption"

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