AD&D - Planescape - Campaign Setting

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INTRODUCTION

The Scope of the Planes ........................... The Tone of the Planes .............................

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......... MAGIC THE PLANES AND .......... 8 Effects on Spells ...................................... 8 Native Sons ....................................... 10 10 Connected Planes ............................... 11 Extra Dimensions ............................... 11 Categorical Alterations........................ Spell Keys ......................................... 13 Priests and Their Gods ........................... 13 14 Power Keys........................................ Magical Items........................................ 15 Magical Weapons and Armor .............. 15TRAVELING P A E .............................. THE L N S Keeping Control .................................... To and From the Prime ........................... Elemental Vortices ............................. Astral Conduits .................................. Portals .............................................. The Great Road ..................................... The Ethereal Plane ................................. The Astral Plane ....................................18

The Quasielemental Plane of Vacuum ................................ ..3. The Quasielemental Plane of Ash ............37 The Quasielemental Plane of Dust ...........38 38 The Quasielemental Plane of Salt ............ The Positive Energy Plane ...................... 39 The Negative Energy Plane ..................... 39

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THE INNERPLANES .................................... 26 27 General Conditions ................................ 28 The Plane of Air .................................... The Plane of Earth ................................. 29 30 The Plane of Fire ................................... The Plane of Water............... ...............3 1 The Paraelemental Plane of Smoke ..........3 2 The Paraelemental Plane of Magma .........33 The Paraelemental Plane of Ooze ............33 The Paraelemental Plane of Ice ...............3 4 The Quasielemental Plane of Lightning ................... .......34 The Quasielemental Plane of Radiance .................... .......35 The Quasielemental Plane of Mineral ...................... .......36 The Quasielemental Plane of Steam .................. .......36

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THEOUTER PLANES ................................... 40 General Conditions and Features .............40 Layers and Realms ............................. 41 4 Getting Around the Outer Planes ......... 2 Magic on the Outer Planes ...................... 42 43 Spell Crystals..................................... Paths Within the Great Ring ................... 43 44 The River Oceanus ............................. 44 The River Styx ................................... Yggdrasil, the World Ash .................... 45 45 Mount Olympus ................................. 45 Dealing With the Powers ........................ The Lady of Pain ................................... 47 47 The Blood War ...................................... 48 The Abyss ............................................. Acheron................................................ 49 Arborea ................................................ 50 Arcadia ................................................. 51 Baator .................................................. 52 The Beastlands ...................................... 53 54 Bytopia................................................. 56 Carceri.................................................. Elysium ................................................ 57 58 Gehenna ............................................... The Gray Waste ..................................... 59 Limbo................................................... 60 Mechanus ............................................. 61 62 Mount Celestia ...................................... Pandemonium ....................................... 63 64 Ysgard..................................................TABLE SPELLS 1: With PLANAR PATHWAYS 10 ....... TABLE SCHOOL 11: ALTERATIONS BY P A E ........................................ LN 1: TABLE1 : S E L S H O EQUIVALENTS 11 P L C O L OF MAGICAL ITEMS ............................. 15

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The multiverse is a big place and it dont play by the normal rules, whatever they are, but learning the dark of them is the stuffof life. A beings got to become a blood to know all the different ways magic works out on the Great Ring, and no basher should ever be able to just lay his hands on a map o all the portals f between the planes. Theres things a sod wasnt meant to know and things hes j u s t got to learn by experience. (A body can describe what its like in the furnaces of Carceri, but i t j u s t aint the same as going there.) Sure, some of the multiverse i s so s i m p l e t h a t even a bariaur basherd understand, but theres some of it thats real dark, and its meant to be that way. So folks with no business knowing these things should just keep their noses out of it - understand? B u t theres always one cutter - that being the Dungeon Master (DM) whos meant to be in the know, and whats in here is f o r him or her. So, f o r those who need to know all the secrets of the multiverse, read on. .

e n are wondering at this point, Just what does a DM do with it? Fair question. wer, those.wanting to know should hich includes a thumbnail sketch

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athe players, too, so they can become familiar with the strange and wonderful possibilities of the planes. This book contains the rules and background , information the DM needs to start a working PLANESCAPE campaign. The planes themselves are de. - 1 T scribed herein, one by one, but only in enough detail to give the DM a gist of each place. (The planes are so vast and intricate that they cannot be properly explored in a single product. Instead, upcoming campaign expansions will de- ' tail sets of related planes. For instance, TSR, Inc. will publish Planes of Chaos in late 1994. Other expansions will focus on the Lawful Planes, the Neutral Planes, the Elemental Planes, and the Demiplanes.) Details about magic alterations, priests and their gods, and traveling from plane to plane are also covered in this book. iy The 96-page book, Sigil and Beyond, describes the dimensionally impossible c t of Si and the Outlands, along with a couple quick-start adventures that use both locales. Sigil the surrounding lands provide the DM with a base for a full-fledged campaign - a place w bold adventurers can mingle with beings not like themselves and rest between forays into t bizarre reaches of the Outer Planes. In addition to the books, the PLANESCAPE campaign setting box contains fou; map she setting Monstrous Supplement, and a DMs screen. To fully use the PLANESCAPE