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The Office: Corporate Hell

This isn t an office. It s Hell with fluorescent lighting.


The Office is an eternal sea of cubicles, the afterlife for legal documents. Her
e, you can find billions upon billions of bored part of the cog workers in buttone
d shirts, plain ties and grey suits. The constant sound of computers beeps, key
strokes, phones ringing is enough to dizzy anyone, and it s no wonder that the s
ea of pale, red-eyed faces look so empty and hollow. This, as per the memo that
the boss sent yesterday, is Corporate Hell.
Corporate Hell has the following traits:
Normal Directional Gravity: gravity works normally here.
Time: time seems to grind to a standstill on this plane, usually an hour before
quitting time. In the hour before 5.00pm, the effect of a Slow spell occurs (Wil
l Save DC 50).
This effect lasts until 5.00pm, upon which a Haste spell comes into effect for o
ne round.
Infinite Size: Corporate Hell goes on forever in every direction, although it is
broken up into buildings at least a mile wide; out any window, all a character
can see is more buildings. All these buildings are lined up on grid-pattern stre
ets, and while anyone can walk about outside from building to building, the most
reliable method of transport is via teleporting elevators (sometimes known as l
ifts). These other buildings are sub-planes in their own right, but all follow t
he same general rules as whatever building-plane the characters find themselves
in.
Divinely Morphic: only the Administrators are capable of drastically altering th
is plane. Any changes a character makes the position of his or her desk, chair,
bin, computer are reset to default when they show up for work the next day.
Law-aligned: the plane is strongly law-aligned. Creatures that don t have an alleg
iance to Law take a -2 penalty to Charisma-based, Intelligence-based and Wisdombased checks. Anyone who doesn t have an allegiance to Law also finds that they op
erate with a negative level for as long as they are on the plane.
Magic: any spell can be used, but it must first be subject to a form-signing pro
cess, which needs to be lodged a week in advance. If it isn t approved, it simply
doesn t work.
The Office links
The Office has no links to other planes, so a character must use magic to get ou
t or be transported by a benefactor. A native however must give two weeks notice
if they intend on going anywhere other than the plan.
The Office inhabitants
The Office is home to quasi-fiends; not necessarily evil, but certainly snarky a
nd crude. Most of the creatures that inhabit the plane are bored, stressed out a
theist office workers from a material plane who died due to an accident in the w
orkplace they worked in during life.
Office Workers, as they re usually called, gain a +10 on Computer Use checks while
in their designated work station.

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