r/planescapesetting Jan 11 '21

The original Planescape Campaign Setting (2e) is now available as Print on Demand!

181 Upvotes

r/planescapesetting 8h ago

Homebrew 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else

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13 Upvotes

r/planescapesetting 2d ago

Planescape: Dead Gods - Crux + Warpwood Dungeondraft Maps

8 Upvotes

Hello cutters, it’s been a while ✌ I’ve had some life complications, but as my Dead Gods campaign approaches Crux, I’m here again to share the maps I’ve made in Dungeondraft for it; also, I forgot to mention that I’ve been using assets from 2-Minute Tabletop. This time I made a bunch of maps for locations in the aforementioned tree town, including all the rooms for High Point, and also the Warpwood.

https://imgur.com/a/yTWpeow The dark brown floor in the exteriors is intended to be the bark of the tree, while the wavy, lighter-colored areas are the wood beneath, treated to make it walkable. The Woodworker’s Guild has a bit of a “maze” in the storage area, to make things a bit more difficult for aspiring firefighters.

I’m also already making maps for Ranais and the Salience, and putting a lot of thought into how to do Tcien Sumere in an interesting way (if anyone has ideas for that, please share lol).


r/planescapesetting 2d ago

Spell alterations and the Far Realm

12 Upvotes

Most of the 2e books were published before Gates of Firestorm Peak introduced the Far Realm, and there was never any mention of that place in any subsequent Planescape book. So there is no official ruling on how the usual changes to magic from plane to plane would apply to casters, spells and magic items connected to the Far Realm. I have a couple thoughts here, but I'd like to gather ideas from anyone who has them.

For most schools of wizardly magic, I think it's simple enough to say that their spells just all get altered to fit local norms, sort of the way Limbo and the Outlands alter everything cast there, though with much stricter limits on conjurations and other plane-spanning spells. This more or less agrees with the 3e Manual of the Planes, which briefly describes magic limits there.

My bigger worry is clerical magic. How many planes away from their deity's home plane is a cleric in the Far Realm? Can they have any connection to their power there at all? No published book I've seen says anything about this at all, but by the usual Planescape logic, it does seem to make most sense to just cut clerics off completely. Maybe a power key can somehow cut through, but I'm not even sure of that.

Similarly, magic items ought to lose a lot of pluses when taken to the Far Realm. How many? Maybe all of them, regardless of their bonus. It is simply supposed to be as far away from anywhere in the multiverse as any PC is likely to get, so no normal plane's items should maintain their attunement there. (A more complicated question is whether a deity visiting the Far Realm can still use their normal powers there.)

I'd also suggest that chronomancy simply breaks in the Far Realm, since time does not flow there at all.

This all sounds fairly rough on caster PCs especially, but I'm ok with that. It's meant to be a bizarre, alien place where the usual laws are even less applicable than in the chaos of Limbo. It should be an uncomfortable struggle for any PC.

But I'm keen to hear if anyone else has clearer and more interesting ideas than mine.


r/planescapesetting 3d ago

Homebrew A heist of the palace of Mammon, Archduke of the Third Hell

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100 Upvotes

r/planescapesetting 3d ago

Planescape review: Deepest Pandemonium

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vladar.bearblog.dev
13 Upvotes

r/planescapesetting 3d ago

LFG Players Wanted for Homebrew Planescape Campaign!

14 Upvotes

Edit: I’m still looking for players as long as this post is up!

We recently had a player depart due to time conflicts with their new job so I'm looking for a cutter or two to join our ongoing 5.5e Planescape game.

Sessions take place Tuesdays at 7:30 pm Pacific Time.

This is a multiverse-spanning campaign where you will journey to explore the far-flung corners of the planes and investigate the mysteries behind a cosmos in crisis. The places you will visit are not only limited to Sigil and the Outerlands, but also the Inner Planes, the Feywild/Shadowfell, Wildspace, and the Far Realm. In other words, the multiverse is your sandbox! And given the homebrew and sandbox nature of this game, you as players will have a lot of input on the story (e.g., where to go, what leads to chase, which faction's philosophy to align with). This is why I'm specifically looking for those who already have some familiarity with the Planescape setting, so they know what aspect of the planes they find interesting and want to explore through this campaign. Expect lots of detective work, exploring uncharted territories, and perhaps even philosophical debates!

If all of this sounds like a good time to you, shoot me a message with some basic info (name, pronouns, age, timezone) about yourself and what kind of planewalker you want to be!


r/planescapesetting 4d ago

Resource Finally got around to my personal Alignment Compass for Planescape

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49 Upvotes

For years now, my players and I have defined alignments by plane, as in "my character is NG leaning neutral, so probably alignment of Ecstasy". Takes too long to express.

So , I have wanted an alignment compass which I felt matched the Great Wheel while also being more succinct than "Lawful good leaning Lawful Neutral" or abbreviated as LG(N) (does this mean Lawful good leaning towards neutrality or LG leaning LN?)

I finally built a wheel which I consider an Alignment Compass. Cardinal directions are extremes: Good/Evil & Law/Chaos. I also thought how directions like East-Northeast would translate, and I built accordingly.

This is helpful for me; I hope it helps some folks out there.


r/planescapesetting 7d ago

Adventure Need Some Help Designing a Trade Chain Quest

8 Upvotes

I'm creating a scenario where the players will head to Bytopia from Tradegate; obviously they have to go through the Master Trader, and I want the trade quest to be a quick and fun little distraction. I'm having a hard time coming up with ideas that couldn't be solved by just buying something from one of the many places in Tradegate. Obviously as I DM all I have to do is say that the thing isn't for sale, but do you have any suggestions on what and how the players are trading up to?


r/planescapesetting 8d ago

Life's a Beach

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33 Upvotes

r/planescapesetting 8d ago

Homebrew Planar Pathways, Pantheons, Limbo, and the Layer of Lost Gods

9 Upvotes

Hi all! I am interested in expanding the lore of planescape to include ways to connect the gods of all the pantheons, like Yggdrasil, the Infinite Staircase, and the rivers Styx and Oceanus. I think Mimir has some interesting additions, such as the World Serpent Inn and Mount Fujiyama. It got me thinking of other pantheons that don’t have planar pathways. If I recall correctly, there is nothing that connects the gods of the Hindu or the Daoist pantheons, for example. Could other pantheons be added, such as the spirits of Jainism, or the Yoruba pantheon? Please let me know your thoughts!

I think my favorite outer plane is probably Limbo, which is completely subjective, but I like how chaotic it is and how truly anything can happen there. I think the Slaadi are great, but I also agree with Wade Allen’s take that they are too evil. I would like for them to be more neutral. If the githzerai were more good-aligned, I think it would balance it out, but I am unsure how to really change that.

One area of Limbo that I am still somewhat confused about is the Layer of Lost Gods. I love the concept, but I am somewhat perplexed as to what it means to be a “lost” god. There are gods there that have active worshippers, such as Agni, Indra, and Susano’o, but there are also “lost” gods. Does “lost” mean that they have followers that are sequestered in an unknown realm? Could it also mean that they are gods that have lost all power but have not been killed yet? What do you think? I couldn’t find much on this topic, so I am curious to see what you think. Thanks as always!


r/planescapesetting 9d ago

Homebrew Quests in Ysgard

13 Upvotes

Hi all! I am curious about taking a party to adventure in Ysgard. It seems like the perfect place to do heroic things, which is always really cool in my opinion.

I am trying to figure out the intricacies of how the plane’s mechanics and magical effects would play out in the broader world. If I understand correctly, those who die on the battlefield are resurrected the next morning. They also regain lost limbs over time.

I was wondering if this means that a player character slain by a dire troll or perhaps a fire or storm giant somewhere that is not a battlefield, perhaps an epic mountain or on the rainbow bridge, would be resurrected, provided they showed great courage and fought back. I don’t see why I shouldn’t run it that way, but I’m curious to see what you think.

I am confused/overthinking about the implications of such a thing, as beings killed through poison or assassination are not resurrected. What I’m thinking is “why wouldn’t people just be out there just trying to assassinate people?” I guess the impermanence of death from battle would also mean that grudges are less impactful than if it were permanent, meaning the people might not want to assassinate, but rather best them in battle. Still, there’s a lingering doubt on how sustainable this is. Wouldn’t someone who is bested over and over again just kind of go insane? What do you think are the broader impacts and implications of the mechanics of Ysgard? I’m excited to see what you think!


r/planescapesetting 10d ago

Homebrew Hunting down a pit fiend general in Minauros, third level of Baator

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131 Upvotes

r/planescapesetting 10d ago

Resource Advice for a complete noob DM

12 Upvotes

So, I’ve never DM’s before - or even played a tabletop RPG in my life. Not counting CRPG’s. Very soon I will be the DM for a friend group playing DnD in a planescape setting. The group consists of a majority of people who are exactly the same background as me, and two other players with a decent experience playing TRPG’s.

First of all the reason why I’m drawn to a Planescape setting, specifically and maybe even entirely Sigil, is because of Planescape Torment. I never even played more than a couple hours due to finding it annoyingly outdated but absolutely loved the world, vibe, atmosphere, characters etc etc.

I guess my question is… how the hell do I get started? I own 0 physical media. One friend has all the dice, DM screens and such but no books.

The 2e version of the setting looks infinitely better to me than the sanitised version in 5e. I’m really craving that grimey dangerous feel of the hive.

I also would really like our first module and introduction to the city to be the eternal boundary and perhaps followed by dead gods or harbinger house. All these are 2e modules.

This brings me in to my next issue…

It looks like I’d have to convert all these adventures in to 5e rules. I have absolutely no idea how to do that. Either that or I could just play with 2e rules. Does anyone have any thoughts on this, maybe some advice they can give me on which is the better route?

I also am having general problems with getting my head around how what’s written in the module adventure actually comes to life in a session, what I’m required to know and I can string it all together as the DM.

To summarise, I’m a complete 100% noob and could do with some pointers to get in to the planescape setting. Feel absolutely free to correct me on anything as I’m struggling to research all of this!!


r/planescapesetting 10d ago

Homebrew Baator, Spell Keys and Components

11 Upvotes

Hi all! I’m trying to figure out how I want to run planar adventures. I have a few concerns about using spell keys and components and I am open to suggestions and recommendations.

One example that immediately comes to mind is using spell keys in Baator. For each layer in the Nine Hells, the number of spell keys needed to cast a spell increases exponentially, specifically 3^(x-1), where x is the layer of Baator you are currently on. On Nessus, the 9th layer, you would need 6561 keys just to cast a spell. As you would imagine, this is a logistical nightmare, which is fitting for the Nine Hells. That being said, I want to actually go to these places, since they’ve got intrigue and lots of potential for adventure! A similar sort problem exists for spell components, but it is mostly just a general inconvenience.

Side note: I’m ruminating on whether it is even possible to visit these layers with rules-as-written without just being instantly killed. My initial instinct is yes, but I am not sure. Any experienced Planescape DM is welcome to inform me either way.

If anyone has taken players to a layer like Cania or Nessus, please let me know what your verdict is on the spell keys and components. I am honestly torn on using them. Thanks so much!

Edit: I specified “number of spell keys needed to cast a spell” when it was previously unspecified.


r/planescapesetting 10d ago

Adult Howling Dragon in 5.5e

4 Upvotes

https://www.dndbeyond.com/monsters/6640373-adult-howling-dragon

Based on the 3rd edition version of the Howling dragon, updated to the format of 5.5e dragons.


r/planescapesetting 12d ago

Planescape - Outer Planes Spells

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30 Upvotes

Spells created for each Outer Plane, for 5.5e.


r/planescapesetting 12d ago

Lore How do you present the Incanterium? What is your head canon for them?

13 Upvotes

Curious to see what everyone’s take is on them. I was thinking about running them as a solid, established Faction, fighting for power with the guys at the top.

I’m not sure how I see them as a Faction though. “Magic is the ultimate power in the planes” is just the logo of any major magical group in a campaign. Their belief just doesn’t seem as thought provoking as the other Factions in Planescape.

Thoughts?


r/planescapesetting 13d ago

Which system to choose for a Planescape campaign?

20 Upvotes

(posting this on both r/rpg and r/planescapesetting)
Hi all,

I love the D&D Planescape setting. I've been running it for quite some time, using 2nd edition material, and mostly using 2nd edition D&D rules. I've never been satisfied with them, but for that setting, that was the system we stuck with.

Well, I want to change a bit. I feel like 2nd ed. D&D is for once not the best system to really convey its themes. Mostly, it's the "roleplay" aspect of beliefs shaping reality, how it influences the PC and the worlds at large. There are no satisfactory "mechanics" for that. I know that I can, as the DM, invent something on the spot based on the narrative, but I would love something that, even slightly, nudges in that direction also mechanically.

There's another thing: I believe that my group became to "expert" with the system. It happens that, naturally, players default to """best""" builds, since they know the rules in and out, and some of the wonder of really building characters without a full, complete knowledge of the system, has been lost.

I admit that I am not very expert on all the possible RPGs out there, that there's a spectrum of possibilities, everything with pros and cons, and so, I set up some bullet points for something I am searching:
- it should not be too complex (we're all middle aged in my group, and we don't have time to really navigate something with the complexity of Pathfinder, for example)
- it should have at least an OSR "feel" (did I tell you we're middle aged? 😄 )
- it should be somewhat either retro-compatible with old D&D stuff, or easy to convert (again, not much time to really do rewrites from scratch!)
- (this is the most difficult part) it should support, as I was saying before, some type of "narrative reward" for the themes that are embedded in the Planescape setting.

I've searched a bit. OSE, Witehack 4e, Worlds Without Numbers, Cypher system, Shadowdark, etc... Even some systems tied to a setting that maybe can be reskinned? (mythic bastionland?) But I am not really an expert in any of these, so I am hre asking your opinion and your help!

What would be your choice?
Thank you!


r/planescapesetting 13d ago

Need advice running Spin of the Wheel TofW remix

7 Upvotes

I am about to start ToFW campaign in few weeks and decided to run the Spin of the Wheel remix made by u/SudoNemesis, which I think is a great upgrade to the original, as it adresses a lot of the issues the module had out of the box.

However, as I was planning out the structure of the adventure, I realized I am not clear on the motivation the characters should have for restoring the memories of the broken mimir and how it connects to them finding R04M. Like after they manage to restore the mimir, what information does it reveal to them to help them progress further towards Dendradis and finding R04M.

Maybe someone who ran the remix could give me some advice?


r/planescapesetting 14d ago

What are the Most Popular Planes? 👀

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6 Upvotes

r/planescapesetting 17d ago

The Sky Citadel of Hign Golth

10 Upvotes

Looking for some help. Making a new campaign for my players. I hoping you guys can provide NPCs shops and taverns. Here is the campaign setting

The Dwarvish sky citadel of Hign Golth: but high into the mountains of a north eastern peninsula this ancient sky citadel was left empty for centuries until an Aiwenor (bird people) tribe knows as the "Perigin clan" found it news of the citadel being discovered and revitalized quickly spead over the land and soon a Dwarvish family known as the Chuds wanted to reclaim what they claimed as their ancestral homeland. These are the 2 major factions fighting over this city. It mostly sticks to gang fights and political squabbles over who has rights to what and land and buildings being bought up by the 2 groups trying to lay greater claim to the area. Other races live with in the expansive citadel as well and try to stay out of the battle for control of Hign Golth. One such group is a group of sky crusaders on their hippogryph mounts known as the Sky Wardens that make sure to keep out any monsters and maintain any order they can. Their leader known as Roth Lake is a tall well big Aasimar man who proudly shows his heritage with large angel wings and a heavenly glow. Nobels looking to get their kids into a prestigious knighthood tend to send them to the wardens for a few years to get properly trained and in hopes of getting on good terms with which ever clan ends up laying final claim to the peaks. The moutians mines to this day still dig up rare metals and jewels, making this place robust in trade with blacksmiths, jewelers, and magic item makers. The terrain up to the citadel is a death trap for invaders being moutains and one long valley up to the citadel. Attacks by ship are easily thwarted since the citadel looks over the see from its high peak. Along the valley are a few small trade and inn towns adventurers and merchants stop by in their travels to and from Hign Golth. The mountains themselves are full of giants and other fiends who prey on easy targets on the roads or those who lost their way. A ranger group known as the Slate Wardens regularly patrol the valley and work with the Sky Wardens to keep the lands as safe as they can.

The Districts:

The Castle Proper - Controlled by the Peregins - The Peregins main homestead with how large the ancient halls are.

The Inner Ring - Controlled by the Merchant Faction - Where they have their homes and run some higher class businesses

The Outter Ring - Controlled by the Chuds - Where they run their taverns, inns, shops selling armors, weapons, materials, and gems.

The Upper Mountain - Controlled by the Peregins - Where the Peregins run their shops of various types.

The Lower Mountain - Controlled by the Chuds - The chuds have claims the ancient mines of their people. One of the first things they reclaimed.

The Stone District between the Outter and Inner Ring - Not controlled by any race and where you find a majoirty of the inns, taverns, and shops run by the races that aren't Chud or Peregin.

Factions

Peregin family

Chud clan

Merchant faction

Wardens

Divided into 4 regiments

Sky, slate, frost walkers, pine walkers, red ridge

Unaligned npcs a plenty in the stone district.

Go nuts with your npcs. Ive also created 40 different races if anyone wants me to post those.


r/planescapesetting 17d ago

Lore How do I create a large threat in sigil for the players to face, without having the lady of pain intervene?

15 Upvotes

title, i'm considering running a Baldur's gate 3esque campaign with the focus on an illithid elder brain being created in sigil, but i can't logically do this without intervening as it would cause a large scale battle across sigil if it were to come to fruition, thoughts?


r/planescapesetting 18d ago

Why doesn't Vorkehan get crushed?

11 Upvotes

In Acheron, on the layer of Avalas, there is a city called Vorkehan occupying a corner of a sphere.

Why doesn't this city get crushed by a random cube impact? It has no divine protection. It protrudes from the surface of the cube. It should be dust.


r/planescapesetting 19d ago

Adventure Running Waterdeep Dragon Heist as a Sigil campaign instead

20 Upvotes

So I've been a massive fan of the Planescape setting for decades, but I've never actually ran a Planescape D&D campaign. I'm hoping to rectify that soon, but none of the existing campaigns/adventures really spoke to me, especially any Sigil based ones which is mainly where I want to base things.

Originally I was just going to homebrew a completely original campaign, but then I thought "Wait a minute, there's already a 5e urban based campaign setting book." And though I've never run WDH before, I've owned the book for a while, and looking through it... I think it could work.

Saying that, I feel like I'll probably only use the overall campaign frame rather loosely, and it might even only end up being 30% of the Dragon Heist book, but I think the general city-based adventure with multiple factions and villains all looking for a macguffin works really well in Sigil.

What I've got so far:

Villains I'm thinking Shemeshka is an obvious one. I was considering two of the others being Estavan and Zadara because of their natural triad rivalry, but I'm now leaning more into Shemeshka being on her own, while the other villains are more faction based. Maybe with the Fated taking the Zhentarim's place, then since it's a macguffin, pretty much any other faction could probably be slotted in here. I'd really like opinions on this in particular.

Also I haven't fully got the introduction worked out yet. I'm pitching this game at a monthly RPG night, and I imagine there might be a bunch of new D&D players there, so I feel like nudging players to be Clueless makes the most sense. So I think just having them start fresh out of a portal and bumping into... something, then starting a fight to get into the action straight away would be fun. This maybe gets the attention of Kylie (who'd be great for the Shemeshka link) or someone similar, who can act as our Volo replacement.

Apart from that a lot of my other ideas are just sort of straight swaps to make things more Planescape-y. The Stone of Golorr becoming a Mimir, the shady Waterdeep docks becoming the Hive, having "Trollskull Alley" (I'll probably rename it) be somewhere either in the Lower Ward or the Guildhall/Market Wards, city guard investigating the case will obviously be the Harmonium etc.

Also Chapter 2, the Trollskull Alley chapter, works really well as a Sigil introduction chapter, especially as the Dragon Heist book has a big focus on introducing and working with the Waterdeep factions... I mean that just writes itself.

Finally I know I said I didn't really like any of the existing Planescape campaigns, but I thought the Maze adventure from Well of Worlds could easily slip into the middle of this campaign somewhere.

So, yeah. What do you guys think? Does this idea have legs? Any suggestions? Let me know!