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AD&D Planescape Campaign Setting

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Planescape Modules Page 1
Dead Gods
THINK KILLING A GOD'S TOUGH, BERK?
TRY BRINGING ONE BACK. Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver. Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death.
Dead Gods is a 176-page adventure book featuring two scenarios that can be played separately or linked together. In the first, the heroes are drawn into an epic quest to uncover the secrets behind the return of an infamous AD&D villain long though dead. In the second, the city of Sigil threatens to explode in a faction war for control of an old church and a mysterious force lurking within it. Dead Gods also features a MONSTROUS COMPENDIUM entry for a brand-new fiend, full-color illustrations to bring scenes alive for players, and a poster sheet of maps for the Dungeon Master.
Dead Gods builds on story elements first explored in the PLANESCAPE adventure anthology The Great Modron March, though that product is not required to use this one.


Deva Spark
A barroom brawl? No big deal? Except when it starts on the abyss - and the brawlers are a deva and a bebilith? The deva: a celestial champion who serves the cause of ultimate Good. The bebilith: a nightmarish monster whose every deed reeks of ultimate Evil. Two eternal enemies locked in a bizarre struggle for the ultimate prize.
What terrible secret connects these two beings? And what does it all have to do with the legendary deva spark? Only a group of brave cutters can get to the dark of this peel, and they'd better hurry...because time is running out!
The Deva Spark is a Planescape adventure for a party of four to six characters of 5th to 9th levels. From the blasted pits of the Abyss to the peaceful forests of Elysium, the heroes track a barmy bebilith who holds the key to saving the life of a dying deva. Can your characters handle the fire of the deva spark?


Doors to the Unknown
Four doors of mystery appear in the cage. They lead to four adventures, if a basher has the dark of them.
"These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse. All a body's got to do is tumble to the right keys, open the doors, and face down the Unknown." -Estavan, merchant lord.
Doors to the Unknown is a collection of four Planescape adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.
The Planescape Campaign Setting boxed set is required to run these adventures. The Planescape Monstrous Compendium Appendix (I and II) and Uncaged: Faces of Sigil are recommended to enhance play.


Eternal Boundary
Welcome to the Cage, friend. You'll want to watch your back in Sigil - it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it. Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've been returning to Sigil with minds restored, telling tales of the Eternal Boundary. But the air's turning foul here in the Cage, and ther'll be blood spilled soon if someone doesn't learn the dark of things, and quick!
The Eternal Boundary is a Planescape adventure for a party of four to six characters of 1st to 5th levels. Players are introduced to the city of Sigil - the Cage, as some call it. Inside this crossroads to the planes, a sinister plot unfolds, leading the heroes into the most dangerous and desperate part of town - the ramshackle slum known as the Hive. Do your player characters have what it takes to confront the Eternal Boundary - and pass beyond?


Faction War
Sigil’s been at peace for over 600 years. All good things come to an end.
"Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers - and always stopped short of all-out war. But now tensions are flaring, tempers are rising, and the Cage is about to explode into conflict!
Faction War is a 128-page adventure that tracks the war from its nefarious origins through its bitter battles to its ultimate resolution and beyond – and puts the future of Sigil in the hands of the player characters. This book reveals secrets, unravels mysteries, brings long-simmering plots to a head, and marks the beginning of a new era fro the City of Doors. It also features:
  • New details on Sigil’s wards, personalitiesm and politics.
  • Adventures that draw the player characters into the heart of the straggle and toward the secrets surrounding the war’s beginning and ultimate end.
  • Extensive note on the aftermath of the conflict.
  • A detailed Timeline of the war, including additional events that the DM may use to expand the adventure.


Fires of Dis
In the outer planes, a holy sword can be a fiend's best friend, especially when the owner wants it back... Sneaking into the second layer of foul Baator ain't easy, but with a little help from the right high-up men, it can be done. 'Course, exactly who the right high-up men are can give a basher pause, so it's often best not to ask. But there's a sword to be found, and bloods needed to find it. Truth is, those who don't end up lost are sure to find out that no good deed goes unpunished!
Fires of Dis is a Planescape adventure for four to six characters of 5th to 9th levels. From Sigil, the City of Doors, the heroes plunge head-first into a dangerous journey across the Outer Planes. Their quest for a stolen sword leads them to the hostile gate-town of Ribcage, the treacherous plane of Baator, and the disciplined burg of Fortitude - a gate-town teetering between two planes, just waiting for something to tip the scales. Your player characters need wits as keen as their steel to brave the fires of Dis - and survive!


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