Planescape Campaign Setting - Book 1

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Text of Planescape Campaign Setting - Book 1

  • . . . . . . '3"; . .

    INTRODUCTION ............................................ 4 The Scope of the Planes ........................... 5 The Tone of the Planes ............................. 7

    ......... MAGIC AND THE PLANES .......... 8 Effects on Spells ...................................... 8

    Native Sons ....................................... 10 Connected Planes ............................... 10 Extra Dimensions ............................... 11 Categorical Alterations ........................ 11 Spell Keys ......................................... 13

    Priests and Their Gods ........................... 13 Power Keys ........................................ 14

    Magical Items ........................................ 15 Magical Weapons and Armor .............. 15

    TRAVELING THE PLANES .............................. 18 Keeping Control .................................... 18 To and From the Prime ........................... 20

    Elemental Vortices ............................. 20 Astral Conduits .................................. 2 1 Portals .............................................. 2 2

    The Great Road ..................................... 22 The Ethereal Plane ................................. 2 3 The Astral Plane .................................... 25

    THE INNER PLANES .................................... 26 General Conditions ................................ 2 7 The Plane of Air .................................... 2 8 The Plane of Earth ................................. 29 The Plane of Fire ................................... 30 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

    The Quasielemental Plane of Vacuum ................................ ..3.

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

    THE OUTER PLANES ................................... 40 General Conditions and Features ............. 40

    Layers and Realms ............................. 41 Getting Around the Outer Planes ......... 42

    Magic on the Outer Planes ...................... 42 Spell Crystals ..................................... 43

    Paths Within the Great Ring ................... 43 The River Oceanus ............................. 44 The River Styx ................................... 44 Yggdrasil, the World Ash .................... 45 Mount Olympus ................................. 45

    Dealing With the Powers ........................ 45 The Lady of Pain ................................... 47 The Blood War ...................................... 47 The Abyss ............................................. 48 Acheron ................................................ 49 Arborea ................................................ 50 Arcadia ................................................. 51 Baator .................................................. 52 The Beastlands ...................................... 53 Bytopia ................................................. 54 Carceri .................................................. 56 Elysium ................................................ 57 Gehenna ............................................... 58 The Gray Waste ..................................... 59 Limbo ................................................... 60 Mechanus ............................................. 61 Mount Celestia ...................................... 62 Pandemonium ....................................... 63 Ysgard .................................................. 64

    TABLE 1: SPELLS With PLANAR PATHWAYS ....... 10 TABLE 11: SCHOOL ALTERATIONS

    BY PLANE ........................................ 1: TABLE 111: SPELL SCHOOL EQUIVALENTS

    OF MAGICAL ITEMS ............................. 15

    -a

    1

  • The multiverse is a big place and it dont play by the normal rules, whatever they are, but learn- ing 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 of all the portals 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 ro D u c t i o N furnaces of Carceri, but i t j u s t aint the same as going there.) Sure, some of the i N mult iverse i s so s imple 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?

    But theres always one cutter - that being the Dungeon Master (DM) - whos meant to be in the know, and whats in here is for him or her. So, f o r those who need to know all the secrets of the multiverse, read on. .

    .

    en 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

    .

  • a h-

    the 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

    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 prop- erly 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

    7 ,

    T PLANESCAPE campaign. The planes themselves are de- . - 1

    ' - Planes, and the Demiplanes.) Details about magic alterations, priests and their gods, and trav- eling from plane to plane are also covered in this book.

    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 Monstrous Supplement, and a DMs screen. To fully use the PLANESCAPE setting

  • m

    for a PLANESCAPE campaign. To keep

    this from happening, the DM should plan to restrict the scope of known tem-

    the player characters - their home town, so to speak. This approach can be true even if the player characters are a mixture of prime and planar types, as primes are simply those characters who have found their way to

    Sigil and permanently set up shop torv, gradually intro- there.

    V

    ducing new areas to the player characters as the campaign grows. In fact, this is simi- lar to the process of creating a standard campaign on a prime-material world. There, most DMs start with a single castle, village, or town and a suitable ad- Li. A venture site nearby: a ruined keep, an

    added to the setting until a world emerges, Now apply that basic approach to a PLANESCAPE

    campaign: Starting from a small base, the DM expands the campaign. However, instead of adding new king- doms or wildernesses, the DM gives the player charac- ters more planar gates and portals to choose from. Each opening leads to a particular place within a plane, al- ready selected and defined by the DM. In this way, con- trolling the growth of a planar campaign is no different than keeping a group of player characters from wander- ing in undesired directions in a normal prime-material wilderness setting.

    In a PLANESCAPE campaign, the city of Sigil and the surrounding terrain of the Outlands provide that needed campaign base. Of all the planar worlds and possibili- ties, these areas are given the most detail in this boxed set. As mentioned, other planes in which players will adventure later are described in less detail, but much more will be said about them in future products. In the meantime, theres enough adventure hooks and kips to

    explore in this box to 1 walk a party of bash-

    P I K E I S . , B E R K ! ers from the 1st to the 3rd level of ex- I m T H @ R S p R @ X y ,

    ANDYour LAWS perience - and then some! Mid-

    and high-level to mE. cutters wont

    dont APPLY

    f have time to

    give it the yawn, either,

    if the DM is a blood.

    This campaign set assumes that DMs will be run- ning a planar campaign, one where Sigil is the origin of

    - LAS.1. W e R D S e t f franok H E I D E N , toa

    me R C Y K I LLE R

    If desired, though, the DM can use the PLANESCAPE setting

    as a temporary adjunct to a prime-material campaign. Es-

    tablished characters can pass between Sigil and their prime-material campaign world by means of spells, magical items, and special portals. While this allows Sigil and the planes to be simply visited by characters from a regular campaign, in the end the PLANESCAPE set- ting will lose some of its unique character and mystery with this campaign style. Player characters w