A movie star, a professor, a millionaire (and his wife) and a lovable fool band together over a shared goal and go on wacky adventures. Aside from providing the perfect setup to waste a morning binge-watching classic TV, this arrangement of characters also describes every Dungeons and Dragons party ever created. And it reveals a truth about a tricky subject for DND: party formation.
Want to introduce random(ly miserable) weather for Sigil into your Planescape game? This article provides a chart for DMs to roll random weather, with potentially unfortunate consequences for the PCs. It also explains the origins of Sigil’s unique weather.
“No plan survives contact with the enemy.” This is certainly true for DMs planning D&D games. While we may anticipate how players react to certain situations, outcomes seldom go according to even the players’ plans, let alone the GM’s.
So why do we plan? And to what degree should we plan?
How much jink for a kip in the cage? For those in the dark on DND Planescape slang, that means this blog article will look at lifestyle expenses in Sigil: how much it costs, variations by ward, and the consequences of PCs choosing the slums vs the Ritz.
The Molydeus is the only Guardian Demon and serves a distinct and almost un-demon-like purpose: policing the will of the demon princes.
The box set “Hellbound: The Blood War,” describes a pit fiend that has stolen a Molydeus’s weapon and keeps the creature alive in captivity in order to wield it. The materials stopped at that brief description, never creating an arc for a full adventure.
Let’s do that today.
The official Planescape and DND 5e materials describe Acheron as a plane where iron cubes constantly collide with each other.
On the gameplay level, this supports scavenging through battlefields or being thrust into pointless struggles, perhaps as slaves, mercenaries, or unwilling participants. But is this realizing Acheron’s potential as a plane embodying law and conflict?
Let’s see how we can spice it up.
In this Introduction to Planescape Series, we first explained why Planescape exists as both Dungeons and Dragons’ Theory of the Planes and as a specific setting, then explored each of the two aspects in more detail. In this final article of the series, we will put everything together and discuss how GMs should and should not introduce Planescape into their campaigns.
The Planescape campaign setting published for DND Second Edition is filled with complex NPCs, fantastic locations, villainous schemes, and the peerless artwork of Tony DiTerlizzi. But how do you find what you’re looking for in an out-of-print setting with 4 box sets and 20+ published adventures? This article will get you started, laying out the basics you need to know and other resources that will help you run the setting.
The planes are critical for helping players rationalize and organize information about some of the aspects of Dungeons & Dragons that are both the most fun and most confusing. The 5e writers identify these problems, listing them as the justification behind the minimum number of planes required for most DND campaigns (DMG, p.43): Where do Fiends and Celestials come from? Where do the deities “reside”? Where do mortal souls go after one dies?
Planescape should be understood in two ways: as a specific setting, and as a Unified Theory of DND Everything. In this series of articles, I will use this framework to introduce Planescape to GMs new to the setting and explain how to add the planes into your game.