Planescape Adventure .pdfs

Post/Author/DateTimePost
#1

zombiegleemax

Aug 01, 2004 13:03:36
I'm looking to buy a number of Planescape .pdfs from some place like svgames, but since I don't have the resources to purchase them all, I was wondering which products would be the best to avoid. I was thinking of primarily avoiding adventures that didn't have a good amount of setting information in them as well (like, for example, I have heard that The Great Modron March has a lot of information about the modrons in addition to being an adventure, and that the Faction War details an important piece of Sigil's history, etc.). But since I do not know enough about the majority of these products, I was wondering if you guys had any input. Thanks.
#2

rikutatis

Aug 01, 2004 16:52:42
I don't know a whole lot about the Modron March, but Faction War is fundamental if you plan to make the transition to the post-FW setting that Planewalker embraced. It's also a very good adventure.

Other than that, these are my favorites:

Tales from the Infinite Staircase: I recently acquired but it's already one of my favorites. It has a lot of setting information as you want. It's pretty much an open-ended adventure that takes the characters through different environments, all of them related to the Infinite Staircase.

Dead Gods: This one is classic. You'll get a lot of information about the ancient gods of Pelion and an epic adventure full of interesting twists and characters.

The Deva Spark: Ok, I admit this one doesn't have a lot of background information you can use but it's still very fun! It's a little more light hearted (depending on how you run it) but it has a very compelling story.

Doors to the Unknown (not sure if that's the exact name, I don't have it with me): You'll get loose pieces of information about the Lady of Pain and Aoskar, entirely new and unique locations in the planes and a good plot. The atmosphere and the strange environments you'll go to are the best things about it.
#3

voldenuit

Aug 08, 2004 9:50:45
Interesting. The only module I got was FW, because I wanted to transition to post-FW Planescape, and because I don't like to run pre-canned adventures.

I have to say that the metaplot behind FW was awesome - easily the best time-travel/causality loop (ring) I have seen.

However, the adventure itself was fairly lacklustre, even towards the end when the players get to decide the Sigil spell's outcome themselves.

My biggest beef is that it tries too hard to channel the players. This is a problem common to most printed adventures, since it can be hard to predict the actions of players. I swear, some of my players probably don't even know themselves what they're going to do from one minute to the next - I'll be introducing them to the Xaositects, no doubt.

Like Plasmaphoenix, I tend to get adventure modules for their setting and metaplot information.

Dead Gods and Doors to the Unknown sound intriguing.

In my current campaign, my PCs are soon going to look for a planar guide that can tell them about the Paraplane of Magma, by the name of... Xanxost :D . He's going to demand a mephit as payment, and I'm looking forward to the faces of the players after they've scoured Sigil's "pet stores" for a mephit and deliver it to Xanxost :OMG!

On a side note, I am strongly looking forward to role-playing Xanxost
#4

rikutatis

Aug 08, 2004 18:00:01
I don't know, but I really liked the plot of FW. The general concept and all the events that surround it were really interesting. I just think some of the ideas weren't explored with enough depth. I won't go into details though, to avoid spoilers.

For adventures that contain setting information, you can also get Harbinger House. You'll find juicy tidbits of info about divine power and an interesting new location in Sigil.

Now that I think about it, Harbinger House was the only PS adventure I ever played. I usually just DM.
#5

zombiegleemax

Aug 08, 2004 18:43:36
I loved FW's plot, but since the designers never got to release the other(s) adventures(s) they intended to, I don't like the final post-FW setting, so I pretty much ignore it.
#6

Shemeska_the_Marauder

Aug 09, 2004 1:44:14
Faction War was beautiful.

The only Planescape module I ever played in were the adventures in 'Hellbound: The Blood War' which was VERY well written and got me hooked on Planescape in the first place.

(and I've never run any premade module myself, so I can't give advice from that end)
#7

xanxost_the_slaadi_dup

Aug 09, 2004 1:56:13
Of course when your players bring a mephit to Xanxost, it has since decided that it would rather have fried monodrone.

Xanxost did that once with some inquisitive mortals, after they fetched the monodrone, it decided that it would rather have them help it paint one of the Market Ward streets different shades of purple in the middle of the night.
#8

soel_griffin

Aug 09, 2004 5:24:06
I'm not a fan of Faction War, or its aftermath. It does have some really detailed Sigil information though.

Doors to the Unknown and Harbinger House were so-so. Nothing spectacular really.

Dead Gods is imo, the best published adventure I've ever read. The first adventure anyways...

The Eternal Boundary is a great adventure as well. Many details about the Mortuary inside.

Hellbound was a great accessory, but the adventures included were just ok. Very useful product if you plan on fiendish involvement.

Faces of Evil- the Fiends, On Hallowed Ground, and Planewalker's Handbook are mandatory!

Practically all the Planescape material was an interesting read. It just had such a great feel. Newer gamers just having exposure to the Manual of the Planes and Planar Handbook just don't know! I feel sorry for 'em!
#9

bob_the_efreet

Aug 09, 2004 17:18:04
Originally posted by Soel Griffin
I'm not a fan of Faction War, or its aftermath.

It's important to keep in mind that the post-FW environment was supposed to be temporary. Which doesn't necessarily mean people need to like it, and maybe some people won't run post-FW until someone (like Planewalker) continue the metaplot to bring the factions back into Sigil.
#10

soel_griffin

Aug 10, 2004 1:06:46
Originally posted by Bob the Efreet
It's important to keep in mind that the post-FW environment was supposed to be temporary. Which doesn't necessarily mean people need to like it, and maybe some people won't run post-FW until someone (like Planewalker) continue the metaplot to bring the factions back into Sigil. [/QUOTE

I read that in the interview, but I still didn't like it. Whether that's how it was meant to stay or not doesn't matter, since it never was dealt with in any printed material.
FW got rid of some characters i liked and kept ones I didn't. I didn't think it was that great of an adventure either.

I never ran my PS as it was written in the books anyways!
#11

Shemeska_the_Marauder

Aug 10, 2004 1:13:32
Originally posted by Soel Griffin

I never ran my PS as it was written in the books anyways!

Nor did I, but I started running PS after it was folded back into the main DnD line, aka ignored. So I started amongst its ashes and have been happily building it up and burning it back down again in my own game. ;)