Planescape Product Descriptions

Planescape Camapign Setting

GLORY? MAJESTY?
YOU DON'T KNOW THE DARK
OF IT!

Discover the multiverse! Enter infinite universes of infinite variety, worlds beyond the prime-material settings of the AD&D® game. Explore Sigil, the City of Doors, filled with portals to every layer of every plane. All you need is the right key, including . . .

Until now, only the most powerful wizards could peek into the magnificent mulitverse, but no longer! Gone are the unimaginable distances and the insurmountable obstacles that only the ultrapowerful could hope to overcome. Now even the greenest adventurer can enter the planes, though surviving long is another matter. . . .
Have at it, berk! Powers, proxies, planars, petitioners, and wondrous monsters await just beyond the portal. Step through and partake of the infinite excitement of PLANESCAPE™ adventures!

© 1994 TSR, Inc.

The Great Modron March

ADVENTURE ANTHOLOGY

by Monte Cook and Colin McComb

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 file 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 separately or liked 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!

© 1997 TSR, Inc.


Faction War

ADVENTURE

For 4 to 6 characters of 5th to 9th levels

by Monte Cook and Ray Vallese

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 an 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 for the City of Doors.  It also features:

Faction War builds on story elements first explored in the PLANESCAPE® accessories In the Cage, Factol's Manifesto, and Uncaged:  Faces of Sigil.  Familiarity with those products is recommended but not required.

©1998 TSR, Inc.


Faces of Evil: the Fiends

ACCESSORY

by Colin McComb

EVERYTHING YOU EVER WANTED TO KNOW ABOUT FIENDS
(BUT WERE AFRAID TO ASK).

I've seen it happen too many times. A berk finds out how much damage it takes to kill a fiend and figures that's all he needs. Then he heads off to the Lower Planes - and is never heard from again. When will these leatherheads learn? The fiends aren't just lists of numbers. They're creatures that think, eat, dream, breed, struggle, and evolve - in short, creatures that live. They're part of a larger society of political treachery and desperate survival, a culture of disturbing aesthetics and violent beliefs. And only a blood who studies it all has a hope of ducking the fiends, defeating them - or just understanding them.

This 96-page PLANESCAPE® accessory, written for players and Dungeon Masters of all levels, is the ultimate guide to the fiends of the Lower Planes - the malevolent monsters that wage the Blood War, terrorize mortals, and befoul the multiverse. But whereas other guides focus on statistics and combat, Faces of Evildelves into the physiology and psychology of the fiends, exploring the dark forces that shape every detail of their lives. How are they born? What do they eat? How do they deal with others? And just what makes them so - well, fiendish?

Faces of Evil is a must for any AD&D® campaign that features these vile creatures of death and destruction.

© 1997 TSR, Inc.


A Guide to the Ethereal Plane

ACCESSORY

by Bruce R. Cordell

TRAVELING THE ETHEREAL IS LIKE DREAMING.
SOMETIMES IT'S PLEASANT,
AND SOMETIMES A BODY HAS NIGHTMARES.

Within 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:

THE GUIDE IS IN YOUR HANDS, BLOOD.  WHERE ARE YOU GOING TO GO?

©1998 TSR, Inc.


The Inner Planes

CAMPAIGN EXPANSION

by Monte Cook
with William W. Connors

THE PRIME MATERIAL PLANE IS FORMED OF SOLID
MATTER.  THE OUTER PLANES ARE FORMED OF
BELIEF.  THE INNER PLANES . . ARE.

Beyond the Prime's infinite crystal spheres, beyond the endless realms of the Outer Planes, lies the absolute reality of the Inner Planes.  The cornerstone planes of Air, Earth, Fire, and Water are the most well-known Inner Planes, but they're only the beginning.  From the dealdy purity of the Positive and Negative Energy Planes to the unbearable filth of the plane of Ooze to the eternal storm of the plane of Lightning, the Elemental Planes are the substance of existence itself.  These eighteen planes form the foundation of the entire multiverse; they are the cauldron from which all energy and matter are brewed.

The Inner Planes details the Elemental, Paraelemental, Quasielemental, and Energy Planes.  Surviving these planes can be a challenge, but within these pages DMs and players learn how characters can adventure among the unearthly locales and strange denizens.

This planar sourcebook includes:


GO TO THE EXTREMES!

©1998 TSR, Inc.