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AD&D Planescape Campaign Setting

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Planescape Campaign Accessories

Faces of Evil: The Fiends
Everything you ever wanted to know about fiends, but were afraid to ask. Very afraid...
This is a Planescape campaign accessory for the 2nd edition Dungeons & Dragons game.
Unlike other guides, Faces of Evil:
· is the ultimate guide to the fiends of the Lower Planes and is written for Players and DM's of all levels.
  • Delves into the physiology and psychology of the fiends, exploring the dark forces that shape every detail of their lives.
  • Answers the age old questions about fiends - How are they born? What do they eat? How do they deal with others? And just what makes them so...fiendish?


Factol's Manifesto
Open at your own Risk!
This volume's outlawed in the Cage, berk - it's a crime just to own it. "Course, that makes it required reading for peery cutters. Which factol's gone barmy, and which one ain't quite alive? Who tops the Hardheads' hit list, and who's a Sensate spy? Waht portals, spells, and powers can a factioner use to give his foes the laugh? Catch the chant here!
Designed for players and Dungeon Masters alike, The Factol's Manifesto provides a covert look at Sigil's 15 factions - the bands whose pilosophies shape the multiverse. For each faction, get the dirt on:
  • Secret histories, current plans, and raging conflicts.
  • Headquarters and other safe houses, including detailed, full-color maps.
  • Bloods a basher's bound to meet, from the factol on down.
  • New and vital abilities for the faithful.
This dangerous tome lights a torch in the dark...take care not to get burned!


Guide to the Astral Plane
"So why do they call it the silver void? Must mean there's nothin' there...right?"
-Some Clueless Berk
Most berks think the Astral Plane's an empty place, serving as nothing but a cosmic highway connecting all the other places in the multiverse. Canny planewalkers know differently, though. Here are just a few of the "secrets" of the Silver void that this book explains:
  • It is the backdrop of the multiverse, where phenomena such as space and time are so vastly different from "normal" that only a true blood know his way around.
  • When he's on the Astral Plane, a basher moves, fights, and acts solely with his mind.
  • It is the closest thing the multiverse has to a "plane of magic," where sorcery and spells are not only more powerful, but are palpable, tangible objects.
  • The primary inhabitants are the infamous githyanki, an ancient race of wizards and warriors who know the dark of many secrets forbidden to others.
  • The Astral Plane is literally the dead-book of the gods.
Now, that's not nothin', is it berk?


Guide to the Ethereal Plane

Traveling the ethereal is like dreaming. Sometimes it's pleasant, and sometimes a body has nightmares.

-Planewalker Adage

Withing the Ethereal Plane, demiplane islands and creatures both odd and dangerous float in an endless field of possibility. Canny folks know that the Ethereal also leads the way to the Inner Planes, infinite arenas of elemental fury. See, it's more than just a backdrop to other adventures - the plane itself offers wonder and opportunity for those with courage enough to explore its limitless expanse. This guide includes the following information:
  • Ethereal environments and conditions - including methods of getting there in the first place.
  • How the alien medium of the Waveless Sea affects combat and magic.
  • New spells, magical items, and proficiencies dealing specificaly with the Ethereal Plane.
  • The chant on demiplanes - islands in the Deep Ethereal that obey no rules but their own - including information on old and new demiplanes, plus DM guidelines for creating these unique "pocket dimensions."
  • A complete listing of the creatures of the Ethereal, including several new monsters and an Ethereal Encounter Table.
  • Two new Ethereal-based player character races: nathri and renegad nethlings.
The guide is in your hands, blood. Where are you going to go?


In the Cage: A Guide to Sigil
Welcome to the Cage! That's Sigil, City of Doors - realm of the Lady of Pain, gateway to all planes and possibilities. It's the most coveted burg in the multiverse, and this tome is the key to unlocking its secrets. now DMs and cutters alike can discover:
  • little-known facts about Sigil's sites and personalities
  • a guide ot major portals
  • maps of famous locales, fiendish and divine
  • evocative illustrations by DiTerlizzi, Dameron, Ruppel, and Berry
  • an all-new, full-color, poster-sized map of the city, pinpointing places heretofore unseen
Which pubs cater to the clueless, and which're quick to put a sod in the dead-book? Where do folks gather to catch an "Execution by Wyrm"? For whom do the Bells of Baphomet toll? Exposing both the low life and glittering highlights, In the Cage is an essential guide for any blood who plans on exploring Sigil's streets - especially any blood who plans to leave under his own power.


Inner Planes
The Prime Material Plane is formed of solid matter. The Outer Planes are formed of belief. The Inner Planes...ARE. The Inner Planes details the Elemental, Paraelemental, Quasielemental, and Energy Planes. Surviving these planes can be a challenge...
Inside this sourcebook, players and DM's alike will find:
  • Detailed descriptions of the environments and regions of each of the eighteen Inner Planes.
  • Rules for movement, and combat, and survival within these strange and unique environments.
  • Information about the inhabitants and ecology of each plane, including elementals, genies, mephits, and even stranger beings.
  • Interesting and important locales within the Inner Planes, including such diverse places as the City of Brass in the Plane of Fire, the Mountain of Ultimate Winter in the Plane of Ice, the Refuge of Color in the Plane of Radiance, and the mysterious, aeons old abandoned towers of the Quasielemental Planes.


On Hallowed Ground
THE POWERS MOVE IN MYSTERIOUS WAYS.
AT LEAST, THEY DID - UNTIL NOW. No ordinary tome can hold the powers of the planes, berk. That's why On Hallowed Ground is two books in one. In the first chapters, learn what divine compacts keep the gods from tearing the multiverse apart. Get the dark on turning player characters into proxies. Find out what happens when a spellslinger brings a petitioner back to life. And tumble to the awesome prestige - and awesome danger - of walking the Great Ring as a priest.
The second part of On Hallowed Ground delivers the chant on hundreds of AD&D game powers, from Aasterrinian to Zivilyn - and just about every high-up in between. More than a summary of old material, it updates the AD&D game's gods for the PLANESCAPE campaign setting, featuring their trusted proxies, their brash rivalries, and their hard-won roles in the cosmos.
Written for Dungeon Masters and players, this 192-page, full-color book includes:
  • 20 separate pantheons detailing the powers worshipped by humans, demihumans, and monsters (including the deities of the AD&D game worlds). Zues, Sung Chiang, Gruumsh, Takhisis - they're all here, based on chant from Legends & Lore, the DEITIES & DEMIGODS book, Monster Mythology, and AD&D game world sources.
  • New ideas and rules for priest characters on the planes.
  • Tips on creating, visiting, and surviving divine realms.
  • A look at powers favored by factions and planewalkers.
  • Comprehensive appendices listing gods by pantheon and portfolio.
  • Full-color maps of realms glorious and infernal.


Planewalker's Handbook
The secret of survival ain't who you are, berk - it's what you know!
-Planewalker Adage
Feeling overwhelmed by the infinite possibilities of the multiverse? Wondering how to role-play a tiefling, what spells to memorize, and how to manipulate portals? Here's the dark of it: The Planewalker's Handbook is the essential manual for survival on the planes - a Player's Handbook for the Planescape setting! This 160-page book, written for players and Dungeon Masters alike, builds on material from the Planescape Campaign Setting boxed set, presenting new information crucial to anyone playing or running a Planescape campaign.
This definitive full-color guide features new illustrations by DiTerlizzi and contains:
  • all the information needed to create and customize characters, including new races, archetypes, proficiencies, equipment, and a Planewalking kit designed for each character group;
  • a taste of the multiverse: a look at each of the planes, with commentary and helpful hints by noted planewalker Tarsheva Longreach;
  • a guide to planar travel, from portals to conduits to the Great Paths:
  • tips on surviving and profiting in Planescape campaigns, from dealing with specific races to the rundown on the factions of Sigil;
  • an overview on how magic really works (or doesn't!) on the planes;
  • new spells and magical items useful in exploring (and surviving) the planes; and;
  • a special section on the power of belief, and how it can change the multivers - including a new rules system that allows player characters to actively affect the planes around them!

Uncaged Faces of Sigil
Who's who...and who's what. Everyone slides through Sigil sooner or later. But plenty of cutters call the Cage home, and it's their shops, trades, and peels that keep the jink flowing - and the bone-boxes flapping. A body's got to know who sells bogus goods, and who'll scrag him (or worse) just for the fun of it. 'Course, the trick is telling friend from foe. In Sigil, a fiery fiend ain't alway a serpent, and a shining celestial ain't always a lamb.
This 128-page book jprovides Dungeon Masters with details on over 40 intriguing characters and groups found in Sigil, ready for immediate use in any Planescape campaign. Each entry features history, motivation, and secrets, along with complete game statistics and brand-new, full-color art. What's more, the stories are woven together throughout, creating a rich tapestry of relationships that brings Sigil alive. Among the unforgettable characters in these pages are:
  • Fell, the dabus who turned his back on the Lady of Pain.
  • Farrow, a shadow elf spy with 15 personalities - one for each faction.
  • Alluvius Ruskin, an old tiefling who sells keys for every portal imaginable.
  • Djhek'nlarr, a githyanki who dares map the Lady's dread Mazes.
  • The Will of the One, a gang of Signers out t revive a dead god.

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