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BROWSE MY PLANESCAPE ITEMS CURRENTLY IN STOCK

Planescape Adventures



In the Cage: A Guide to Sigil
"Welcome to the Cage! That's Sigil, City of Doors - realm of the Lady of Pain, gateway to all planes and possibilities. It's the most coveted burg in the multiverse, and this tome is the key to unlocking its secrets.

Now DMs and cutters alike can discover:
• Little known facts about Sigil's sites and personalities
• A guide to major portals maps of famous locales, fiendish and divine
• Evocative illustrations by DiTerlizzi, Dameron, Ruppel, and Berry
• An all-new, full-color, poster-sized map of the city, pinpointing place heretofore unseen

Which pubs cater to the clueless, and which're quick to put a sod in the dead-book? Where do folks gather to catch an "Execution by Wyrm"? For whom do the Bells of Baphomet toll? Exposing both the low life and glittering highlights, In the Cage is an essential guide for any blood who plans on exploring Sigil's streets - especially any blood who plans to leave under his own power."

1995 ... Wolfgang Baur & Rick Swan ... 128 pages + poster map ... TSR 2609 ... ISBN 078690111X

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The Factol's Manifesto
Originally sold with a red "Banned in Sigil!" band around the cover. This band was typically discarded by players and is seldom seen today in used copies.
-Wayne


"This volume's outlawed in the Cage, berk - it's a crime just to own it. 'Course, that makes it required reading for peery cutters. Which factol's gone barmy, and which one ain't quite alive? Who tops the Hardheads' hit list, and who's a Sensate spy? What portals, spells, and powers can a factioneer use to give his foes the laugh? Catch the chant here!

Designed for players and Dungeon Masters alike, The Factol's Manifesto provides a covert look at Sigil's 15 factions - the bands whose philosophies shape the multiverse. For each faction, get the dirt on:
• Secret histories, current plans, and raging conflicts.
• Headquarters and other safe houses, including detailed, full-color maps.
• Bloods a basher's bound to meet, from the factol on down.
• New and vital abilities for the faithful."

1995 ... Tim Beach & Dori Jean Hein & J.M. Salsbury ... 160 pages + fold-out color poster ... TSR 2611 ... ISBN 0786901411

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The Planewalker's Handbook
"Feeling overpowered by the infinite possibilities of the multiverse? Wondering how to role-play a tiefling, what spells to memorize, and how to manipulate portals? Here's the dark of it: The Planewalker's Handbook is the essential manual for survival on the planes - a Player's Handbook for the PLANESCAPE setting! This 160-page book, written for players and Dungeon Masters alike, builds on material from the PLANESCAPE Campaign Setting boxed set, presenting new information crucial to anyone playing or running a PLANESCAPE campaign.

This definitive full-color guide features new illustrations by DiTerlizzi and contains:
• All the information needed to create and customize characters, including new races, archetypes, proficiencies, equipment, and a Planewalking kit designed for each character group;
• A taste of the multiverse: a look at each of the planes, with commentary and helpful hints by noted planewalker Tarsheva Longreach;
• A guide to planar travel, from portals to conduits to the Great Paths;
• Tips on surviving and profiting in PLANESCAPE campaigns, from dealing with specific races to the rundown on the factions of Sigil;
• An overview of how magic really works (or doesn't!) on the planes;
• New spells and magical items useful in exploring (and surviving) the planes; and
• A special section on the power of belief, and how it can change the multiverse - including a new rules system that allows player characters to actively affect the planes around them!"

1996 ... Monte Cook ... 160 pages ... TSR 2620 ... ISBN 0786904607

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On Hallowed Ground
"No ordinary tome can hold the powers of the planes, berk. That's why On Hallowed Ground is two books in one. In the first chapters, learn what divine compacts keep the gods from tearing the multiverse apart. Get the dark on turning player characters into proxies. Find out what happens when a spellslinger brings a petitioner back to life. And tumble to the awesome prestige - and awesome danger - of walking the Great Ring as a priest.

The second part of On Hallowed Ground delivers the chant on hundreds of AD&D game powers, from Aasterrinian to Zivilyn - and just about every high-up in between. More than a summary of old material, it updates the AD&D game's gods for the PLANESCAPE campaign setting, featuring their trusted proxies, their brash rivalries, and their hard-won roles in the cosmos.

Written for Dungeon Masters and players, this 192-page, full-color book includes:
• 20 separate pantheons detailing the powers worshipped by humans, demihumans, and monsters (including the deities of the AD&D game worlds). Zeus, Sung Chiang, Gruumsh, Takhisis - they're all here, based on chant from Legends & Lore, the DEITIES & DEMIGODS book, Monster Mythology, and AD&D game world sources.
• New ideas and rules for priest characters on the planes.
• Tips on creating, visiting, and surviving divine realms.
• A look at powers favored by factions and planewalkers.
• Comprehensive appendices listing gods by pantheon and portfolio.
• Full-color maps of realms glorious and infernal."

1996 ... Colin McComb ... 192 pages ... TSR 2623 ... ISBN 0786904305

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Uncaged: Faces of Sigil
"Everyone slides through Sigil sooner or later. But plenty of cutters call the Cage home, and it's their shops, trades, and peels that keep the jink flowing - and the bone-boxes flapping. A body's got to know who sells bogus goods, and who'll scrag him (or worse) just for the fun of it. 'Course, the trick is telling friend from foe. In Sigil, a fiery fiend ain't always a serpent, and a shining celestial ain't always a lamb.

This 128-page book provides Dungeon Masters with details on over 40 intriguing characters and groups found in Sigil, ready for immediate use in any PLANESCAPE campaign. Each entry features history, motivation, and secrets, along with complete game statistics and brand-new, full-color art. What's more, the stories are woven together throughout, creating a rich tapestry of relationships that brings Sigil alive. Among the unforgettable characters in these pages are:
• Fell, the dabus who turned his back on the Lady of Pain.
• Farrow, a shadow elf spy with 15 personalities - one for each faction.
• Alluvius Ruskin, an old tiefling who sells keys for every portal imaginable.
• Djhek'nlarr, a githyanki who dares map the Lady's dread Mazes.
• The Will of One, a gang of Signers out to revive a dead god."

1996 ... R.V. Vallese & Robh Ruppel (cover) & DiTerlizzi ... 128 pages ... TSR 2624 ... ISBN 0786903856

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A Guide to the Astral Plane
"Most berks think the Astral Plane's an empty place, serving as nothing but a cosmic highway connecting all the other places in the multiverse. Canny planewalkers know differently, though. Here are just a few of the 'secrets' of the Silver Void that this book explains:
• It is the backdrop of the multiverse, where phenomena such as space and time are so vastly different from 'normal' that only a true blood knows his way around.
• When he's on the Astral Plane, a basher moves, fights, and acts solely with his mind.
• It is the closest thing the multiverse has to a 'plane of magic,' where sorcery and spells are not only more powerful, but are palpable, tangible objects.
• The primary inhabitants are the infamous githyanki, an ancient race of wizards and warriors who know the dark of many secrets forbidden to others.
• The Astral Plane is literally the dead-book of the gods."

1996 ... Monte Cook ... 96 pages ... TSR 2625 ... ISBN 0786904380

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A Guide to the Ethereal Plane
"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:
• Ethereal environments and conditions - including methods of getting there in the first place.
• How the alien medium of the Waveless Sea affects combat and magic.
• New spells, magical items, and proficiencies dealing specifically with the Ethereal Plane.
• The chant on demiplanes - islands in the Deep Ethereal that obey no rules but their own - including information on old and new demiplanes, plus DM guidelines for creating these unique "pocket dimensions."
• A complete listing of the creatures of the Ethereal, including several new monsters and an Ethereal Encounter Table.
• Two new Ethereal-based player character races: nathri and renegade nethlings."

1998 ... Bruce R. Cordell ... 96 pages ... TSR 2633 ... ISBN 0786912057

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The Inner Planes
"Beyond the Prime's infinite crytal 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 deadly 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:
• Detailed descriptions of the environments and regions of each of the eighteen Inner Planes.
• Rules for movement, and combat, and survival within these strange and unique environments.
• Information about the inhabitants and ecology of each plane, including elementals, genies, mephits, and even stranger beasts.
• Interesting and important locales within the Inner Planes, including such diverse places as the City of Brass in the plane of Fire, the Mountain of Ultimate Winter in the plane of Ice, the Refuge of Color in the plane of Radiance, and the mysterious, aeons-old abandoned towers of the Quasielemental Planes."

1998 ... Monte Cook & William W. Connors ... 128 pages ... TSR 2634 ... ISBN 0786907363

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Faces of Evil: The Fiends
"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 Evil delves into the physiology 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 ... Colin McComb ... 96 pages ... TSR 2630 ... ISBN 0786906847

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Monstrous Compendium Appendix
"There's lots of bashers that can plant you pretty fast, out here in the planes. And that's the only "pretty" thing about most of 'em. A blood's got to know what's what, or the results won't rise. A lot of creatures out here're just plain bad, and even the good ones can burn you if you rattle your bonebox wrong. What a cutter needs is a guide to what's out there, and if it's twice as big as the previous guide and illustrated in color, that's just a bonus. Sure, there's been other guides to planar creatures, but most're hard to find, don't scan the turf, or just don't have the straight chant....

This MONSTROUS COMPENDIUM appendix includes a broad spectrum of monsters from the Inner, Outer, Astral, and Ethereal Planes - all geared to provide hours of adventure in the PLANESCAPE campaign setting. Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources."

1994 ... 128 pages ... TSR 2602 ... ISBN 1560768622

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Monstrous Compendium Appendix II
"Don't matter if you're a blood's blood or a leatherhead with a lot to learn - this book's for you. The planes are full of critters that'd just as soon kill a berk as look at him, and plenty more that like to rattle their bone-boxes for nothing more than the sheer pleasure of it. What a cutter needs is a book like this one - something that tells the real dark of what's waiting out there, just on the other side of that portal.

This MONSTROUS COMPENDIUM appendix contains nearly 100 new monsters from the Outlands and various Outer Planes, and a few updated creatures that haven't seen print for quite some time. The aasimar, a new player character race, awaits your discovery - along with eladrins, hollyphants, rilmani, new tanar'ri, and more!"

1995 ... Rich Baker & DiTerlizzi (art) ... 128 pages ... TSR 2613 ... ISBN 078690173X

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Monstrous Compendium Appendix III
"Things are different on the Inner Planes. Oh, some bashers might say they're deadlier, or harsher, or just plain weirder, but this truth is, they're merely different. And on planes full of nothing but searing magmas, swampy ooze, glittering mineral, utter desolation, or life incarnate, is it any wonder that a body'd find creatures as alien as any the multiverse has ever seen? Things that eat color, leaving a victim fully transparent. Beasts that spread life like a virus, animating all things around them. Spirits that form bodies by forcing hundreds of smaller animals to act as one. It's enough to make a sod long for a pit fiend.

Liven up any PLANESCAPE or AD&D campaign with the MOSNTROUS COMPENDIUM Appendix III, which features 128 pages of monsters that lurk on the Inner Planes, the Astral Plane, and the Ethereal Plane - some of the strangest and most inhospitable environments in the multiverse. Most of the critters are brand new, though a few old favorites have been updated. This book also provides a detailed look at the ecology of the planes in question, not to mention an appendix of inner-planar creatures that're more like animals than monsters. And, of course, all-new illustrations vividly bring each of these exotic beings to life."

1998 ... Monte Cook ... 128 pages ... TSR 2635 ... ISBN 0786907517

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The Vortex of Madness and Other Planar Perils
Not officially branded as a Plane Scape item, but would work well anyway.

"Have your AD&D players been everywhere and slain everything? Are they getting bored with the same old world? Need to shake them up? Then drop them into the Vortex!

Step through the portal into:
• The Vortex of Madness: In the depths of Limbo, a lost legend warps reality. Discover the fate of one of history's great madmen in this mind-bending locale.
• The Citadel of Gith Reborn: A lone githyanki fortress in the vast gray of the Astral Plane holds a grave threat to the rule of the lich-queen. Has the legendary Gith returned?
• Leonis: On an obscure demiplane, a crazed wizard defies both magic and science with his creations. Are his secrets worth dying for?
• The Black Acropolis: Zeus imprisoned the Titans in the pit of Tarterus countless millennia ago - but even the Great Cage can't hold them forever.
• The City of Glass: The "Sigil of the Elements" is the destination on the Plane of Water. Here are possibilities as endless as the Bottomless Deep itself.

The Vortex of Madness presents five intriguing places on the Inner and Outer Planes. Designed for high-level campaigns, each site is a gateway to adventure. Wheter for a single visit or a continuing tour, The Vortex of Madness has all you need to take your game beyond the Prime. The book also includes an optional storyline linking all five planar locales.

These adventure sites can be used with the PLANESCAPE setting or any other ADVANCED DUNGEONS & DRAGONS game world."

2000 ... 96 pages ... TSR 11326 ... ISBN 0786913266

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Abyss: A Roleplaying Game Based on Dante's Inferno
Actually from a small publisher, the Planescape influence is tangible, from the cover art by Brom, and the same, unmistakable Planescape-style font.

"It is a world of treachery and evil, where violence is a continual threat and doing a good deed could get you killed. Powerful Archfiends dominate a world filled with the lost and the damned, but are themselves dominated by the Lords of the Inferno. It is a world where absolute evil is mirrored by absolute good. Even the Lords of the Abyss must heed the servants of the Divine, or face the Wrath of God and his sword, the Host."

1997 ... 160 pages ... Global Games 800 ... ISBN 1896983006

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Planescape Adventures

The Eternal Boundary
"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?"

1994 ... L. Richard Baker III & Robh Ruppel (cover) ... 32 pages + 4-panel screen ... TSR 2601 ... 1560768436

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Well of 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:

Nine new adventures; a poster map of the planes (depicting Avernus, the first layer of Baator); a slew of magical items; and excitement!

Face off against 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!)"

1994 ... Colin McComb & Robh Ruppel (cover) & DiTerlizzi (interior art) ... 128 pages + map ... TSR 2604 ... ISBN 1560768932

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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."

1994 ... Skip Williams ... 32 pages + 3-panel screen ... TSR 2605 ... ISBN 1560769084

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The 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?"

1994 ... Bill Slavicsek & J.M. Salsbury ... 32 pages + screen ... TSR 2606 ... ISBN 1560769165

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Fires of Dis
"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!"

1995 ... Steve Perrin & Ray Vallese ... 64 pages + screen ... TSR 2608 ... ISBN 0786901004

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Harbinger House
"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."

1995 ... Bill Slavicsek ... 64 pages + 4-panel screen ... TSR 2614 ... ISBN 0786901543

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Something 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."

1996 ... 64 pages ... TSR 2619 ... ISBN 0786903775

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Doors to the Unknown
"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."

1996 ... Bill Slavicsek ... 64 pages + cover folder + 11"x17" map ... TSR 2626 ... ISBN 078690447X

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The Great Modron March
The pages all have line art of a modron in the lower right corner. By fanning the pages, you can make it "walk".

-Wayne


"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?"

1997 ... Monte Cook & Colin McComb ... 128 pages ... TSR 2628 ... ISBN 0786906480

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Faction War
(8/24/2015) A number of these Faction War books must have had a misprint. A have a copy here that was bound without pages 49 through 64. They are not bound out of order, or repeated pages, but simply missing.
-Wayne


"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 for the City of Doors. It also features:
• New details on Sigil's wards, personalities, and politics.
• Adventures that draw the player characters into the heart of the struggle and toward the secrets surrounding the war's beginning and ultimate end.
• Extensive notes on the aftermath of the conflict.
• A detailed Timeline of the war, including additional events that the DM may use expand the adventure.

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 ... Monte Cook & Ray Vallese ... 128 pages (back cover has a fold-out panel - timeline & other info) ... TSR 2629 ... ISBN 0786912030

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Dead Gods
"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."

1997 ... Monte Cook & rk post (cover) ... 176 pages + map ... TSR 2631 ... ISBN 0786907118

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Tales From the Infinite Staircase
"The chaotic morass of energy and matter filling Limbo holds a dark secret - the same secret found in the depths of Baator, in an underground formian hive-city on Arcadia, and in a battle-torn githyanki fortress on the Astral Plane. Using the Infinite Staircase, a group of planewalkers must travel to these far-flung locations, and elsewhere, to learn of a new threat to the planes - and stop it. Even exploring the Staircase itself can be dangerous, particularly when it's ravaged by a barmy fiend and an even crazier sorceress.

Tales From the Infinite Staircase features eight serparate but linked adventures presented in a new format. The adventures can be played in any order, yet each scenario impacts upon and changes those played after it. Further, the PCs can return to the individual scenario locations and find that conditions have changed so that more adventuring is possible. Each of the eight adventures can also be played separately.

Tales From the Infinite Staircase can be linked with the epic adventure from the FORGOTTEN REALMS setting, For Duty & Deity, wherein the heroes must traverse the Infinite Staircase to reach the foreboding realm of Graz'zt, a wicked lord of the Abyss."

1998 ... Monte Cook ... 128 pages ... TSR 2632 ... ISBN 0786912049

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