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AD&D Planescape Campaign Setting

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Planescape Modules Page 2

Great Modron March
THE NEXT MARCH WASN'T DUE FOR ANOTHER 189 YEARS. TRY TELLING THAT TO THE MODRONS!
On a regular schedule, the Great Modron March spills out of Mechanus and the lawful automatons files their way around the Great Ring. No one knows why they do it, but everyone stays out of their way - because when the modrons march, they'll walk right over a berk who doesn't know enough to move aside. But this March has started decades before it was supposed to begin, and that's even more of a mystery. Caught unprepared, the planes shudder under the modrons' collective footsteps - and even the modrons themselves seem a little out of sorts.
The Great Modron March anthology features 11 adventures for characters ranging from 1st to 10th level as well as new information about the modrons of Mechanus. Each adventure can be played separely or linked together to form an extended campaign. The modron procession touches every Outer Plane in turn - and it isn't always welcome. On their unswerving path, the clockwork creatures will destroy celestial towns, be attacked by evil knights intent on using modron parts in foul experiments, and lead characters onto the deadly plains of the Abyss and into the famous prime-material labyrinth of Undermountain. Without help, they'll be lost in the swirling chaos of Limbo or even fail to complete the March entirely. And along their route, every blood on the planes seeks the answer to the most important question: Why have the Modrons abandoned their normal, lawful schedule to march years before they're due?
The Modron March is a once-in-a-lifetime event for any adventurer - and the player characters can participate every step of the way!


Harbinger House
A SUCCUBUS WITH AN UNQUENCHABLE LUST FOR POWER IS TURNING THE CAGE INTO A RIPPING MADHOUSE, AND THE LADY OF PAIN AIN'T PLEASED.... Somthing's foul in Sigil, berk. A mad slasher prowls the streets, leaving a trail of bloody clues in his wake. Leatherheads boldly court the Lady of Pain, longing for the sharp touch of her shadow. Even the silent dabus're acting barmy, a sure sign that the Lady herself is uneasy. Are these strange events tied to a madhouse full of spell-touched sods ready to slip the bonds of mortality? A curious body'd better step carefully. After all, the dead-book's full of fools who wished for power - or got in the way of another berk's wish.
Harbinger House is a PLANESCAPE adventure for four to six characters of 4th to 7th levels. From Sigil to the Outlands and back again, the heroes must piece together a puzzle that could shake the Cage to its foundations. A dark secret of the multiverse waits to be discovered in the lunatic asylum called Harbinger House, and only the player characters can shape its power - for good or ill.
The PLANESCAPE Campaign Setting boxed set is required to run this adventure. The PLANESCAPE MONSTROUS COMPENDIUM Appendix, In the Cage: A Guide to Sigil, and A Player's Primer to the Outlands are recommended to enhance your enjoyment of this adventure.


In the Abyss
Looking for a little extra jink and maybe some excitement? It seems the Doomguard lost track of their coveted ship of chaos. It's flying about the Abyss, driving the local tanar'ri even more barmy than they already are. Several factions want to get their hands on the Doomguard's stake, so there's bound to be a few job offers for bloods looking for a little action
Every sod's got a tale to tell about the Abyss - it's the sinkhole of the multiverse, after all, peopled with every kind of scum a body can imagine and a few he can't. Never been there? Well, there's no time like the present.
In the Abyss is a Planescape adventure for a party of four to six characters who are of levels 8 to 10. A simple errand to salvage the lost ship of chaos allows the player characters their first opportunity to explore the most notorious plane of them all. Of course, complications are as inevitable as the tanar'ri!
The Planescape Campaign setting and Planes of Chaos boxed sets, as well as the Planescape Monstrous Compendium Appendix are required to run this adventure.


Something Wild
EVERY BERK IN SIGIL STRUGGLES TO
KEEP HIS SAVAGE SIDE AT BAY. BUT NOW THE BARS OF THE CAGE ARE BREAKING DOWN.... Don't go to sleep, cutter - that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike with fang and claw. The lawful factions have enough trouble dealing with a rash of breakouts from the Prison. But when the shackles of society fall away, it's all a body can do to keep the beast within from bursting free - and running wild.
Something Wild is a PLANESCAPE adventure for four to six characters of 4th to 7th levels. When Sigil falls prey to disturbing nightmares and outbreaks of violent fury, the heroes must follow bloody trails to the treacherous peaks of Carceri and the savage jungles of the Beastlands. An ancient terror threatens the planes anew, and only the player characters can stop it from feasting on the flesh of the multiverse.
The PLANESCAPE Campaign Setting boxed set is required to run this adventure. The Planes of Conflict Campaign Expansion boxed set, the PLANESCAPE MONSTROUS COMPENDIUM Appendix, and In the Cage: A Guide to Sigil are recommended as well.


Tales from the Infinite Staircase
An anthology of eight separate but linked adventures, Tales from the Infinite Staircase takes adventurers to exotic locales throughout the planes. A crossover product with Forgotten Realms, this is a great introduction to Planescape for players unfamiliar with the setting.

Well of the Worlds
Clueless? The majesty and the dark got you down, cutter? Don't know how to lead a green prime to water? Then worry no more? The Well of Worlds is the answer to every basher's pleas for introducing gamers to the planes. The chant is:
Face off agaisnt a crazy king or steal a factol's better weapon - The Well of Worlds gives hours of play. It's designed for any plane-traveling party, with adventures for low-, medium-, and high-level characters. (An' if that ain't enough for ya, then pike it, berk!)

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