Guess what? I got the PSNHB done before I thought I would.. Here is the version as it will appear before I edit it to fit the FTP>MPGN>COM niceness factor.. Tell me what you think.. I might bomb it on Wolf also "The nice man who had subsequently acted so oddly to being shot at." --==<< Electric Monk >>==-- "The designer of PSNHB and Knight of Unsubbing" ------------------------------------------------------------------------------ ======<<<<<< Planescape Net Handbook >>>>>>====== ------------------------------------------------------------------------------ Credits: Designer / Layout: David J. Goehrig Authors: David J. Goehrig Scott Kelly Eliav Eini Goth Art: (get real this is an ascii file) I would like to thank all the members of the planescape list at le.ac.uk and all those on ADnD-l who showed interest in this project. I'd also like to thank all my players who put up with my whimsical nature.... Also Sonja for her help with the magical systems and Wolfgang for putting up with my questions. ----------------- Disclaimer: All of the Authors of each piece retain the ownership of their work. This work may not be sold or distributed without the approval of the author. I will not be held resonsible if some jerk messes this up. Planescape and AD&D are trademarks of TSR and we do not in anyway mean to contest their ownership of these words. All ideas contained herein are based on these product lines and are not endorsed by TSR. Any resemblace to people real or imagined is just a freak occurance, likewise is any useful information. ----------------- Introduction: Welcome to the planes and the infinity of reality berk. These electric pages hold the dark of many wonderous things. This tome is a guide to the planes, created by the minds of a few dedicated DM's. From the highest reaches of Mount Abora, to the depts of the Abyss, there is a place for all things. In this libram,we will begin to explore them all. ------------------------------------------------------------------------------ Table of Contents: ------------------------------------------------------------------------------ Adventure Ideas: To Catch a Star -David J. Goehrig Skarlan -Eliav Eini Characters: Set 1: -Scott Kelley Classes: Outer Planar Trader -David J. Goehrig Items: Paul's Bane -David J. Goehrig Bells of Ranatok -David J. Goehrig Noraa's Black Box -David J. Goehrig Kits: Outer Planar Druid -David J. Goehrig City Druid -David J. Goehrig Cipher Mage -David J. Goehrig Monsters: Paradox Spirits Revisited -David J. Goehrig Organizations: Outer Planar Orchestra -David J. Goehrig Path Magic: Factional Paths -David J. Goehrig -Scott Kelley Spell Paths By Plane -David J. Goehrig Places: Dimensional Vortex -David J. Goehrig Races: Heights, Weights, and Ages -David J. Goehrig Rules: Alternative Magic -David J. Goehrig Philosophy of Magic (all 3 parts ) -David J. Goehrig Sects: Children of the Watcher -David J.Goehrig Spells: Enhance Sensation -Scott Kelley Appendix A: Planescape Product Guide Quick Guide -(lost in the shuffle) Product Rating -Goth Appendix B: Planescape Frequently Asked Questions FAQ-1 -David J. Goehrig Appendix C: Under City Underground City of the Free -Scott Kelly Wererat Ward -David J. Goehrig ***** NOTE ON THE UNDER CITY- SCOTT KELLEY IN INCHARGE OF ITS ***** ***** DEVELOPMENT AND WISHES TO INVITE ANYONE INTERESTED TO ***** ***** CONTRIBUTE TO ITS CONTINUED AND EVER GROWING EXISTENCE. ***** ***** ALL ADDITIONS ARE WELCOME AND WILL APPEAR IN UPDATES OF ***** ***** THIS NET BOOK. -David J. Goehrig ***** Appendix D: More information: ------------------------------------------------------------------------------ Adventure Ideas: ------------------------------------------------------------------------------ All campaigns occasionally need an influx of new ideas. ----- To Catch A Star Number of PCs: 1 to 6 Levels: Low-range PCs Prefered: Any Lawful Factions: Any Synopsis: The players, while traveling on Mt. Celestia meet up with a rogue LANTERN, that has been driven mad after attacking a pit-fiend. Darius, a HOUND ARCHON, hires the characters to find "the little one" so that they might find out which fiend it was. Introduction: The players are on Mt. Celestia at the bequest of a factol trying to find a magical dagger that belonged to a member of the faction. Unfortunately the dagger is on the fourth level and the characters are on the second. While wandering the paths, a hound archon by the name of Darius, asks them for assistance in tracking down a lantern that was driven insane be a force from Baator. In return for their help, Darius will get the cutters to the second level the easy way so that they can finish their mission. Plot: The characters wander though a forest on the mountain's lower edge encountering any number of fun loving, pig headed, do gooders, and probably make some enemies doing so. At the bottom of a water fall they will find a Lantern hanging over the water. It will claim to be the one that flead when the pit fiend arrived and that it was worried that if it went back it would be demoted for cowardice. The players at this point return with the lantern to the hut of the hound archon after a mock battle with a couple "invading fiends." Once at the hut the Lantern shows his true colors and attacks the PC's and Darius to maintain his undercover identity. The original lantern was killed earlier, and can not be recovered. Reward: For their aid in the defense of Mt. Celestia from Baatorian spies, the PC's recieve the item they originally set out to recover and get a spell key that allows them to cast all spells below 4th level normally. - David J. Goehrig ----- Skarlan Number of PCs: 1 to 6 Levels: Mid-range PCs Prefered: Any Factions: Any Synopsis: The PCs unleash an ancient evil frozen for a long, long time (but it's not what you think...) Location: This adventure takes place in the plane of Pandemonium (Cocytus). It is meant to be run as a random encounter gone bad. Background: Hundreds of thousands of years ago, a fledgling wizard named Rickarus attempted to create life (not smart for a fledgling wizard!) It worked, but not in the way one would imagine. He created Skarlan, that was kind of like a spiriual parasite, quite by accident. Skarlan is actually an intelligent incarnate (one of the first). It had the power to inhabit the mind of a lesser being(that being anything less powerful than itself). It inhabits the mind of its host, and forces it's chaotic evil alignment upon them. It has full access to that person's memories, hopes, and dreams. It then slowly destroys the host's mind, then goes to find a new host. Rickarus, being of a neutal good alignment, felt that it was his responsibility to find someway to contain this evil. He came up with a spell similar to _temporal stasis_ (specifically for incarnates), but it wasn't very successful, and he just ended up freezing the host and the Something in a big block of ice. The host is now very dead, but Skarlan isn't, and is starved for a new mind to inhabit. Outline: 1. The Body. While travelling in Cocytus, the PCs stumble across a huge block of ice, in the vague form of a man. A closer inspection reveals that indeed there is a man frozen in the block, and his eyes are glowing faintly. It should seem that the man is still alive (even though he is long dead). 2. Defrosting. If the PCs decide that they'll try to help "the man in the ice", they will discover that the ice is unusually hard to melt, and if detect magic is cast, the ice will radiate Alteration magic quite strongly. The ice will melt if placed near a fire in about 24 hours. 3. Waiting. Since it will take so long for the ice to melt, the PCs will need to sleep eventually. The PCs sleep uneasily. During their sleep, describe to them dreams of wrestling and fighting with something, but they're not sure what. Skarlan realizes that it is coming close to being freed, and is determining the strength of the mind of potential hosts. The ice man's eyes still glow. 4 "Damn, He's Dead" The ice finally melts, and the carcass drops into a lifeless heap on the ground. However, the light in his eyes has vanished. 5. "He's in my brain. He's making me do it." Skarlan has escaped, and is now going to try and inhabit the PC with the highest Intelligence. The take-over is automatic - the PC wasn't expecting it. Of course, no one knows that he has been taken over, and the PC is not about to tell them (Skarlan has taken over his mind). The inhabited PC is still allowed to roleplay his character, but the character has become more sadistic. Skarlan will completely destroy the character's mind in 1d4 months, so that gives them plenty of time to destroy it. The character's proficiencies will start to disappear within 1d3 days - oh boy! After that period of time, proficiency slots will disappear as the DM deems necessary, just as long as all are gone by the time the Something is done with the character. Other characters should start to notice behavioural changes, and the inhabited PCs eyes will reflect light in the dark after 1 day. 6. "I couldn't sleep." The dreams still continue, but now they are different. Each PC feels as if someone is inside their head - they have a headache all night, they forget things (spells, etc. temporarily), etc. They must also save vs spells or loose one point in one of the following abilities: (roll 1d6) Roll: Abilitity: 1-2 Constitution 3-4 Wisdom 5-6 Intelligence 7. "What to do?" The PCs can do any number of things, but the most logical are: -praying to a deity for guidance -seeking out help The inhabited PC will not pray for divine guidance, nor will he join the others in a search for the locals. Locals in the area (and deities) know of the legend of Rickarus, and will tell the PCs if they describe what has been happening to them in the past few days. They will tell the PCs that the only way to rid themselves of (and possibly destroy) Skarlan is to have a wise PC challenge him in mind-combat. 8. "Smart as smart can be, you'll never kill me!" When the PCs finally figueout that one of them has been inhabited, they must determine who, then one member of the party must challenge them to mind-combat. The inhabited PC will fight (as a person first) until the first hit is scored. Skarlan will then come out of the PCs head and into that of the challenger. Mind-combat is obviously very different from regular combat. Wisdom counts as Strenght, and Intelligence is Dexterity. Skarlan has as many hitpoints as the challenger. Spellcasting is impossible and there are no weapons (wrestling, punching, kicking, etc. are all valid). Each round in mind-combat only is 1/10 round in game time.Each Skarlan has a Wisdom of 17 and an Intelligence of 18 (ouch! :-( ). If the PC is defeated (brought to 0 HP), his mind is destroyed, and Skarlan gains +1 to Wisdom and Intelligence. If Skarlan is defeated, he will have what is similar to death throes. The winning PC will be defeaned and blinded for 1d4+1 rounds, and a horrendous scream will burst from his mouth, causing all around to make a save vs. death magic of be deafened from 1d4+1 rounds as well. 9. Resolution. The Challenging PC gains 250 XP for each Intelligence and Wisdom point of Skarlan. All other PCs who helped gain 1000 XP each. The post-inhabited PC will have no recollection of the time that he was inhabited, but still gets 1000 XP for enduring it. - Eliav Eini (talos@the-wire.com) ------------------------------------------------------------------------------ Characters: ------------------------------------------------------------------------------ This section caters to the Player Character needs of a party. These are the creations of REAL gamers and so are suitable for NPC's, as well as, replacement characters. ------------------------------------------------------------------------------ ----- Set 1 1. Dahlya 2. Ellandra 3. Lakshmi Dahlmat (Dahlya) Planar Half-Tiefling Warrior Str 17 +1tohit/dam WA (85) OD (10) BBLG (13%) Height: 5'11' Weight: 175 Int 12 #Lang./Pro. (3) Age: 18 Wis 8 Alignment: Chaotic Good Dex 13 Nil AC: 4 Con 15 HP adj. (+1) SS (90%) RS (94%) HP: (24) Chr 13 +1Rxn Adj. Level: 3 X.P. (+10%): ? Languages Spoken: Common Armor & Weapons: S-M L Speed Thac0 ROF 1. Bastard Sword: 1 handed 1d8 1d12 2 18 3/2 2 handed 2d4 2d8 5 18 3/2 2. Short Bow: sheaf arrows 1d8 1d8 2 20 2/1 flight arrows 1d6 1d6 2 20 2/1 3. Dagger: 1d4 1d3 0 20 1/1 (2/1) Chain Mail and Small shield (AC 4). Special Abilities 1. Cast Darkness 15'radius 1X/day. (Half-tiefling ability) 2. +2 to saves vs. fire, electricity +3 save vs. poison, +1 vs. suprise (Tiefling and Society of Sensation abilities) 3. 60' Infravision (Society of Sensation Ability) Non-Weapon Proficiencies Non- Weapon P Modified Roll Reading/Writing Common (2) 13 Brewing (1) 12 To make successful ale, wine, whiskey Gaming (1) 13 13 To Win, 14 to Win through Cheating (17-20 caught) Mountaineering (2) NA Climbing Ability: Base Chance 60%, (80% with Gear [See modifiers] crampons and gloves) Faction Factotum of the Society of Sensation. Partial to the views of the Xaositects but loathes the the Dustmen (for reasons explained below). Remains suspicious of the Bleakers and the Doomguard. History Dahlya was born in the town of Xaos in the outlands, son of a madwoman (human planar) and a tiefling. Raised by committee in this random town (sort of like being switched from foster home to foster home, but in a common sort of way). Learned how to fight to survive and learned to enjoy the good things in life: beer/wine/liquor, fine food, and a good game of dice or cards! One "parent" taught him how to ferment beer and make whiskey while another taught him how to win at dice and cards. Some parents: Tombas Bivellton, Harmon Yars, Andrea Lister (See boxed set "Sigil and Beyond", p. 50). Began climbing at the age of 14 with a barbarian friend from Glorium. This friend also taught Dahlya the use of the sword and bested him continually in feats of strength. Together they scaled many of the mountains and hills around Xaos and Glorium, the Dwarven hills and even went as far as Bedlam (see below). At the age of 16 however, Dahlya was kidnapped by an evil member of the Dustmen working for an elemental lich high up in the Dustmen heirarchy. Dahlya was needed to access the portals to Pandemonium (he was literally the reusable key to the portal in the Mortuary). Enslaved for one and a half years, Dahlya spent the time throwing dead bodies into this portal and being whipped. However, he was taught to read the books of the dead by the Dustman which, incidentally, led to deepen his depression. With nary a spark of feeling and emotion left in his body, Dahlmat one day found that his strength was great enough to break the rusted bonds of his captors. Dahlya freed himself and fled from the Mortuary killing his Dustman enslaver with his bare hands in the process. Wandering around the streets of Sigil, Dahlya found himself on the steps of the Civic Festhall where he was rescued by Erin Darkflame Montgomery. She healed him and brought him to life once again, as a full hearted member of the Society of Sensation. He swore his allegiance to Factol Montgomery and gave his life to the goals of the faction (and to Montgomery herself). Montgomery rewarded him with a holy symbol of her God (Dianchect a Celtic Healing God) and vials of healing. She also made him a factotum, and honor which he gladly accepted. Now he leads in his quests for the Society of Sensation, looking for knowledge that he may bring back to the Faction. Clearly, he hates the Undead and the Dustmen and will do anything to quicken their downfall. Otherwise he plans to experience the greatest climbing, drinking, travelling and gaming thrills he can in his pursuit of knowledge of the Multiverse (and in the interests of a good time!) Dahlya proves a solid companion who will stick by his friends to the end, but he cannot resist the temptation to do and try new things (except in the knowledge of mortal danger.) However, true to his upbringing in Xaos, he has a tendency to do the unpredictable and the extreme for no apparent reason. Feats of Bravado! 1. Learned how to climb in the hills around Xaos, and hike to Glorium more than once as a youth where he met a .. 2. Barbarian who showed him how to wield a sword and how to climb dangerous stuff. 3. Climbed the area around the Dwarven Mountain on Ironridge for 3 weeks. 4. (Of major pride!) Scaled the Backside of the Fan of Bedlam during a riot, as he likes to say, and almost went mad hearing and feeling the Howling Wind of Pandemonium.. Had a great time! Climbing Goals 1. Scale the "Double-Bladed" Axe on the Dwarven Mountain. Seen it! 2. Climb the "Ribs". (Around Ribcage) 3. Hand off the fingers of the Hand (around Torch) 4. Climb Mt. Olympus (but perhaps only after death...) 5. And the BIG ONE: Climb the SPIRE! (The mysterious mountain (?) that Sigil rests upon.) And look upon Sigil from below. No magic there and the spire is impossibly high (never been done!) It would take weeks and you never know if you could make it without magical aid. Other Goals (as a SOS factotum) Travel: Tir Na Og (original home of Erin Darkflame Montgomery) and run the river to Tir Fo Thium. Drink: Real Spirits from the Dwarven Mountain Black Liquor from Ribcage (they say you really have a hangover like a fiend!) Flaming Alcohol of Torch (and live to tell the tale) Clear waters of Tir Fo Thium Eat: Larissa's Sweet Sausages (Plague-Mort Special) Wild meat from the Beastlands (go get some myself!) A true spread from Ecstasy! Game: With some big/bad Fiends With the Harmonium Factol and a few Guvners Money&Magic Equipment Equipment Info Archer Glove: 2 fingered glove that buttons around the wrist. Can be worn while wielding a sword..etc. Clawed Gloves: For Climbing. Held on to hands with leather strips. Adds +5% to climbing ability and a +1 to mountaineering proficiency. Crampons: Spiked, gnarled bands of steel- attach to shoes and add +15% to climbing ability or a +1 to mountaineering prof. Attach to boot with leather straps. DAM: If used as a weapon they do 1d2pts. of dam per 100lbs of the character if victim is prone. In Melee, a succesful att. will do 1pt. of dam. Grappling hook: 3 pronged metal hook. To attach, hit AC 10. 1rd. to throw, 1rd. to retrieve. Rope: Hemp rope able to hold 500lbs. of weight. 50' - ELLANDRA (EEL) HUMAN EVOKER STR 12 HT: 5'2" INT 18 Wt: 110 lbs. WIS 09 Age: 16 DEX 15 (-1 A.C.) ALN: Neutral CON 16 (+2 H.P.) A.C.: 9 CHR 12 H.P.: 5 Lang: Common, goblin, orc THACO: 20 G.P.: 20 Weapons: dagger 1d4/1d3 Non-weapon proficiencies: 1. reading/writing (INT +1) 2. navigation (INT -2) 3. fishing (WIS -1) 4. seamanship (DEX -1) 5. swimming (STR 0) 6. weather sense (WIS -1) BACKPACK CONTENTS: candle, torch (2), fishing net, chalk, pots, hooded lantern, mirror, ink, parchment (4 sheets), sewing needle, dried fish, water skin, herbs SPELLS: (2) 1. AUDIBLE GLAMER 2. CANTRIP - will 'o wisp/zippo/wind puff/mist/bad odor/stick/push/ large voice/support/Bigby's pinch/chill/fence 3. CHANGE SELF 4. DETECT MAGIC ERASE (?) 5. MAGIC MISSILE 6. READ MAGIC 7. SHIELD 8. VENTRILOQUISM 9. WALL OF FOG Lakshmi Strength: 9 35 lbs, 90 press, 5 doors, 1% bend bars Kender Thief Intelligence: 12 3 languages Level: Wisdom: 9 Armor Class: Dexterity: 17 +2 rxn/+2 missile/-3 AC Xpts (10%): Constitution: 15 +1 hpt/level, 90% system, 94% resurrect Hpts: Charisma: 15 +3 rxn adj. THACO: Physical Beauty: Spoken Languages: Common, Kender Abilities: Taunt-Fail vs spell attack kender Immune to Fear Pick Pockets 40 Open Locks 40 Find/Remove Traps 20 Move Silently 30 Hide in Shadows 25 Detect Noise 20 Climb Walls 45 Read Languages 10 Backstab x2 Weapons: ( ) weapon proficiencies Damage Pluses Range Hoopak P d6/d6 Save vs paralysis or be stunned one round and then -2 to hit, -2 AC Dagger P d4/d3 1/2/3 Equipment: In large purse-wineskin, flint & steel, cards, dice, ace of diamonds, beads ( ), raven feather, tin of salted herring, pepper shaker with pepper, bell, candle ( ), chalk ( ), fishhook, scroll case, paper, ink, whistle, thieves tools, puppet Clothing-belt, belt pouch, boots, breeches, shirt, embroidered vest, leather armor Money: Gems and other Treasure: Description: Age 23, Height 4' 2", Weight 70 lbs, Alignment CG. Green eyes, nut brown hair in topknot, freckles. Proficiencies: ( ) nonweapon proficiencies Appraising Int 12 Gaming Char 15 Tumbling Dex 17 Ventriloquism Int 12 -Scott Kelley ------------------------------------------------------------------------------ Classes: ------------------------------------------------------------------------------ This section is devoted to the new classes found among the planes. In this infinite expanse there are more nitches to fill. Here is how some people have learned to cope. ------------------------------------------------------------------------------ Rogues: ------ Outer Planar Trader Where would the multiverse be without the intrepid traders. Those cutters who make it their life's sole purpose to move goods from one plane to another keep the blood of the planes flowing. They are not only a source of goods but also information. Few can compare to the trader when it comes to knowing the planes. In a planar campaign traders are often information brokers as well as party outfitters. Most do not involve them selves with the trade of everyday items such as food and clothing (which they leave to agents of the various factions such as the Fated. Rather, the traders aim their goals toward loftier prizes and the wonders of the planes themselves. Level: Hit Dice: (d6) Xp: Theives Points: 1 1 0 40 2 2 1500 60 3 3 3000 80 Weapons: Trader must often defend themselves in their travels through the planes. Because of this they have limited training in the art of combat. Traders can use any smal or medium size weapons in addition to long bows and light crossbows. Armor: Traders do not often wear armor while in cities. When they do most prefer leather under heavy cloaks. Most traders have had some training in fighting in metal armor and can any armor as light or lighter than standard chain mail. Special Abilities: Traders have an number of special abilities that reflect their intrest in trade and cross trading. -Theives abilities: Traders have 40 points initially to devide among the standard set of theives abilities at standard beginning levels. Traders do gain bonus points for high dexterity and not wearing armor. -Fast Talking: Traders have in innane ability to talk the scales off a spingion. The trader may make a charisma check and if he succeeds his audience must make a wisdom check at a penalty equal to the trader's level/3 (rounded down) or act as if affected by a charm skill for the duration he rambles on. It is more of that the trader keeps his audience from thinking than it is he convinces them to agree with him. The trader may ask for minor favors and change the asking price +- 5% per level (makimum of 80% change). -Know Rumors: The trader will be familiar with most rumors circulating in the areas he visits after a few hours. Traders have a regular nose for news and so often are well informed. Ofcourse their information is not always accurate. Restrictions: Traders must be at least one point neutral. This is because they can not align themselves to a cause that would limit their ability to do buisness (lower planars will not necessarily bargin with a paladin and viceversa.) Traders are to be the middle men of the planes and so must be in the middle mentally. -David J. Goehrig ------------------------------------------------------------------------------ Items: ------------------------------------------------------------------------------ This section is devoted a wide array of weird and extic devices of planar origins. Almost anything and everything is available in the planes. The only catch is the cost. ------ Paul's Bane This red and orange cube made of elemental fire was created by an Tanar'ri Lord to plague a certain wandering minstrel. After having composed an unsightly balad about how the Lord was really a nice guy and was just misunderstood, the Lord hurled all his efforts into making the bard's life miserable. He cast a hideous spell of reincarnation on the bard so that he would never truely die. He then created the cube of elemental fire and linked it to the minstrel's fate. Whenever the cube is rolled, the bard is over come with terrible pain. If it is rolled 5 times, it will summon a monster from the surrounding area to attack and kill the bard. Once this happens the monster returns to his regular monster type duties. A week later the bard will be reincarnated, doomed to suffer a painful death at the hands of the cube, Paul's Bane. Currently Paul's Bane is on Athas serving as a die at the Hawke's Gambit table at the Crystal Spider. -David J. Goehrig ----- The Bells of Ranatok This series of church bells from the Sacred Shrine of Ranatok in a quaint little village in Avernus serve as the key to a portal that links Baator to an exradimensional space. Eons ago two long dead Baatorian powers warred over the sorched plains of Avernus. A number of pit fiends who sought to continue the Blood War and end this futile squabbeling devised a plan so vicious that the powers at present will not achknoledge it ever happened for fear of their own saftey. The Bells of Ranatok are a testament to this fact. No powers can affect the Bells, nor can any of their petitioners. If they fail to ring out continously, it is rumored that their contents will be released upon the multiverse. No one wants to see what two mad powers would do. -David J. Goehrig ----- Noraa's Black Box Pages from the diary of the mad wizard Mateshphos... "One of my friends made a ominous black box with a red button on it. When one wise in the waysof magic pushed it (the button not the box) it caused a mild electrical shock. This little trinket provided hours of fun at the Academy of Magic. He leave it out in the school. Inside there was a counter.. after about 5 hours it had been pushed about 100 times.. Proving once again buttons are dangerous.." In addition to the electrical shock (1 hp) a wild surge also results. - David J. Goehrig ------------------------------------------------------------------------------ Kits: ------------------------------------------------------------------------------ This section covers additional kits made for those cutters that call the planes their home. ----- Outer Planar Druid The outer planar druid is a protector of the very fabric of the outer planes, belief. These cutters make it their life's work to ensure the continued existence of the diversity of belief that make the multiverse function. Outer planar druids worship no gods, since doing so would be a corruption of their tenants. The gain power over thought and the rules that govern space and time. The are the presever's of the multiverse. It ain't a job for the weak. Restrictions: Outer planar druids must be of planar origins. They can be human, half-elven, or tiefling. The main requirement is that they have the planes in their blood and they understand the nature of the constant struggle that grips the planes. Since their job requires them to be convincing they must have a minimum Charisma of 16. Since their powers are derived from their own will they must have a wisdom of 14 as well. Their knowledge of planar physics and the mechanations of space/time requires and intelligence of 13. Benefits: The Outer planar druid recieves spells form the spheres of All, Divination, Healing*,Numbers, Thought, Time, and Travelers. * means minor access. They also gain 1 psycoportative wild tallent each level (roll on the wild tallent charts found in the COMPLETE PSIONICIST HANDBOOK until a psychoportative ability is generated. If one is repeated the character's power score is increased by one point. The outer planar druid possesses a number of PSP equal to his level*10 + the cost of his most expensive power. Proficiencies: Outer planar druids are required to take the RELIGION proficiency at first level. As a bonus they gain the PLANAR GOEGRAPHY proficiency for free. PLANAR GEOGRAPHY- (INT - 4) cost = 2 With this skill the character has the chance to know the location of any place in the planes. He also has minor knowledge of paths, portals, vortexes, wormholes, and the like. He knows all the most common routes through the planes. A character may specialize by spending another slot on the skill which gives him extensive knowledge of a single plane and its locals. -David J. Goehrig ----- City Druid The city druid is a strange cross breed of street rif-raf and a shaman. The city druid prays to his totem spirit for guidance and strength and is charaged with the protection of his "little brothers." The city druid also helps the street urchins since they are part of his environment. Restrictions: Due to their feral nature city druids can not have a charisma above 15 (unlike their rural counter parts.) This is not to say that they are dirty and unkept, although many are, but that the life on the streets has made them cynical and withdrawn. Bonuses: The city druids gain the ability to shape-change at 1st level. A city druid may change into her totem animal one time + 1 per every 3 levels per day. This ability is in addition to the ability gained at 9th level as other druids. The city druid has access to the spheres of All, Animal, Charm, Healing, and Ward. Proficiencies: The city druid must take RELIGION as a proficiency. He gains a bonus proficiency in SURVIVAL: CITY which lets him scrounge up his daily requirements in any urban setting. -David J. Goehrig Cipher Mage What happens when a mage joins up with the Ciphers (Trancendant Order)? It seems contradictory to have a mage who believes in acting without thinking. However these blood have figured out a way to do both.. The cipher Mages cast spells as inane instinctual abilities. This allows them to cast spells without thinking. The amount of studing that goes into learning how to channel magic without thinking is intense. The advantage, it doea not take anytime to cast and you become closer to being one with the universe so the ciphers say. At best they're half right. Requirements: The Cipher mage must not only be a Cipher and meet all restriction there of but also must have the following scores: Dexterity 13 Intelligence 15 Wisdom 15 Bonuses: When casting a spell the cipher mage does not add the casting time to his initiative roll. All spells that can be cast in one round at a casting time of zero. Penalties: Because the act of casting becomes a reflex action the mage may only learn a number of spells equal to the total he can cast per day. Spells may not be unlearned. Also only spells of the Illusion and alteration schools are aceptable. All alterations must focus on the caster himself. Philosophy on spells: Spells are used to augment one's own ability. They are not superior to the individual. Those blessed with the ability to use magic must learn to live in harmony with it otherwise they will never reach a state of oneness with everything. ------------------------------------------------------------------------------ Monsters: ------------------------------------------------------------------------------ The denizens of the plane are as numerous as the stars in the sky, (although not on Krynn where the stars occasionally disappear.) Here are some more to add a bit of color into any campaign. ----- Paradox Spirits Revisited: On the planes where beliefs are tangible, one must be carful how he acts. When a person acts in a what fundamentally opposed to a plane they such as an act of self sacrifice in Baator or unrelenting cruelty in Arcadia the plane may give birth to a free paradox spirit to punish the criminal. These spirits exist to return the balance of the plane. Paradox spirits created out of magic occur when the local beliefs do not accept the use of magic. As a guide line spells level 1 - 3 create lesser spirits, 4-6 create minor, 7-9 create major, and 10 and quest spells create Greater. As a byproduct of belief paradox spirits are outside the normal ecology of a plane. Lesser: Minor: Major: Greater: Frequency: Common Uncommon Rare Very Rare Organization: none none none none Activity: any any any any Diet: none none none none Intelligence: Semi Low Average High No. Appearing: 1d4 1d2 1 1 Armor Class: 8 6 4 2 Move: 16 18 24 48 FL: (B) 16 18 24 48 Hit Dice: 2 4 8 12 Thac0: 19 17 13 9 No. Atts: 1 bite 1 bite 1 bite 1 bite Damage: 1d4+special 1d6+special 1d8+special 1d12+special Special Attack: see below see below see below see below Magic Resistance: none none none none Size: S S M L XPV: none none none none When multiple paradox spirits occupy a confinded space they will join to form a more powerful spirit. When ever a lesser bind with one of the same or greater level they produce the next higher form. Also the spirit's bite forces the victim's alignment to become closer to that of the plane or area. This may be avoided by an expenditure of 1000xp by the character. -David J. Goehrig ------------------------------------------------------------------------------ Organizations: ------------------------------------------------------------------------------ This section is devoted to the many outer planar organizations that aid a cutter in his search for meaning. It is a hash multiverse and there are any number of people who want to do you, cross you, or put you in the dead book. It helps if you know where your friends are. ----- Outer Planar Orchestra Jera waided throught the limbonic mush that infused the plane. It was not that his sense of imagination was weak, but rather his will was stong. Jera was a member of peculiar order, The OUTER PLANAR ORCHESTRA, which played the beliefs of others life a finely tuned zyther. Jera continued on through the chaotic soup with out even a ripple. The Slaadi would suit his purposes nicely, now all he needed was a "friend"... OUTER PLANAR ORCHESTRA: This organization is the driving force behind the outer planar druids. This organization is made up of a number of dual classed bards/druids who record and preserve the beliefs of the planes. Now at first one would think that they only watched and listened, not wanting to cause waves in the sea of beliefs. However, in a world where people are their beliefs, such a isolationistic reaction is not possible. The OPC plays one side against the other. Few conflicts escape their notice. Where as the Doom Gaurd insure entropy, the OPC ensure existence. Needless to say, these two groups do not get along. REQUIREMENTS: Must be a 5th level bard at least and then switch to the druid class. The bard must have made a point to record a variety of works. He must also wish to preserve them and their place in the multiverse. Due to this he must take the Outer Planar druid kit. (in earlier post) Special bonuses / hinderances: 1.) Memory- OPC members never forget. They are resistant to all forms of mind whiping. They suffer a +4 penalty against all saving throws against mental attacks that force them to remember or inflict harm based on memories. A psionicist who probes recieves double the standard number of questions. 2.) Unbelief- Since OPC members must protect all beliefs they posses none of their own except for that they must protect others. This results in an unability to shape reality due to clerical magic. Their spell powers are derived from an incredible sense of self and their knowledge of the universe and how it works. They can not be forced to change their alignments.. - David J. Goehrig ------------------------------------------------------------------------------ Path Magic: ------------------------------------------------------------------------------ ----- Factional Paths: Each of the factions of Sigil have their own approach to magic. These approaches have become paths that are taught to the mages of the faction for free. The following are based on the faction's belief and are not the only possible set of spells that can be learned. Athar: Path of Doubt These spells enable the Athar to hide from the true believes as well as the "gods" of the multiverse. 1st: none 2nd: Misdirection 3rd: Delude 4th: Detect Scrying 5th: Feeblemind, False Vision 6th: Antimagic Shell 7th: Sequester 8th: Screen 9th: Astral Spell Godsmen: Path of Ascension These spells are symbolic of the ascension into a higher form of being that the Godsmen ascribe to. They also mimic the godly powers that they believe we all possess. 1st: Feather Fall 2nd: Levitate 3rd: Fly 4th: Minor Creation 5th: Major Creation 6th: Reincarnation 7th: Limited Wish 8th: none 9th: Wish Bleakers: Path of Madness The universe ain't got not point berk and these spells prove it. These spells add to the insanity that is life. 1st: none 2nd: Tasha's Uncontrolable Hideous Laughter 3rd: none 4th: Confusion 5th: Chaos 6th: none 7th: none 8th: Otto's Irresistable Dance 9th: none Doom Gaurd: Path of Decay These spells help the universe to decay and proceed to its entropic end. The Doom Gaurd also ses these to punish those who try to avert the ultimate destruction. 1st: none 2nd: Blindness, Deafness 3rd: Dispel magic 4th: Contagion 5th: Mummy Rot 6th: Disintegrate, Blackmantle 7th: none 8th: Abi-Dalzim's Horrid Whilting, Defoliate 9th: Energy Drain Dustmen: Path of the Dead These spells allow the Dustmen to work with and appreciate death more fully. All of which deal with the dead. 1st: Detect undead, Corpse Visage 2nd: Past Life 3rd: Feign Death 4th: Mask of Death 5th: Animate Dead 6th: Death Spell 7th: Control undead 8th: none 9th: Power Word Kill *** Dustmen: Clearly anything Necromantic The Fated: Path of Greed These spells are all designed to help a blood help himself. 1st: Comprehend Languages 2nd: Fool's Gold 3rd: Infravision 4th: Rary's Mnemonic Enhancer *** Takers: Fireball, Lightning Bolt, Magic Missle, Flame arrow (Power *** Spells), Shield, Armor, Protection from ____ (Protection spells) Spells *** that insure victory and survival! Guvners: Path of Identity These spells all aid the Guvners in their quest to categorize the universe. 1st: Indentify 2nd: Locate Object 3rd: Alamir's Fundamental Breakdown 4th: Locate Creature Indeps: Path Well Traveled These spells help the indeps travel throughout the planes. 1st: hold Portal 2nd: Warp Sense, Knock 3rd: none 4th: Dimension Door 5th: Teleport 6th: none 7th: Teleport Without error 8th: none 9th: Gate *** Indeps: Teleport without error, Rope, ..spells that make damn sure you *** don't get trapped anywhere doing anything you don't want to do. Harmonium: Path of Monotonic Thought These spells help the Harmonium help the clueless of the universe think their way.. 1st: Charm Person 2nd: none 3rd: Suggestion 4th: Charm Monster 5th: none 6th: Geas 7th: Charm Plants 8th: Mass Charm 9th: none Mercykillers: Path of Fear These spells all help the mercykiller bring his foe to justice. The greatest weapon one can use is fear, they have learned too well. 1st: Taunt 2nd: Web 3rd: Hold Person 4th: Fear 5th: Hold Monster 6th: Ensnarement 7th: Force Cage 8th: Fear Ward 9th: Temporal Stasis Sensates: Path of New Experiences These spells enable the sensate wizard to experience things live never before. 1st: none 2nd: Sense Shifting 3rd: Clairvoyance, Clairaudience 4th Wizard's Eye *** Sensates: Fly, levitate, massmorph, Polymorph Self, Enhanced *** Sensation...etc. Spells that involve personal feelings and the enhanced *** ability to do crazy things. Alteration spells are a favorite. Ciphers: Path of Action These spells give the ciphers an new form of movement. These are often tied in with varios forms of martial arts.. 1st: Jump 2nd: Blur 3rd: Haste 4th: none 5th: Passwall 6th: none 7th: Phase Door 8th: none 9th: none Anarchists: Path of Revolution These spells all aid in the convert war on reality waged by the Revolutionary Guild. Most allow one to pass unseen. 1st: Wall of Fog2nd: Invisibility 3rd: Invisibility 10' radius 4th: Improved invisibility 5th: none 6th: none 7th: Mass Invisibility 8th: Screen 9th: none Signers: Path of Illusion Thses spells help the signers control the illusion of the universe. They feel that these prove their beliefs are correct. 1st: Phantasmal Force 2nd: Improved Phantasmal force 3rd: none 4th: Hallucinary Terrain 5th: Advanced Illusion 6th: Permanent Illusion, Programed Illusion 7th: none 8th: none 9th: Weird *** Sign of One: Charm, Magical Vestment, Hold Person...etc. Spells that ***make everything revolve around the Wizard (as the true force in the Universe) Xaositechs: Of Xaos Path Spells are Magic wild in Nature These. Only learnt Xaositech intlligence of high. 6th: Wild Strike 2nd: Nahal's Nonsensical Nullifier 9th: Wild Fire 7th: Shape Spell 1st: Nahal's Reckless Dweomer 4th: Unluck 5th: Vortex 3rd: Fool's Speech 8th: Wildzone *** Xaoseticts: Phantasamal Force, Confusion, Blind, Forget...etc. Spells *** emphasizing Chaos and confusion -David J. Goehrig -Scott Kelley ----- Spell Paths By Plane: These spell lists are applicable to the various Puter Planes (note this section is not finshed.. May suggestions are needed here) Path of Change (Limbo) This path emphasizes changes in matter or reality... 1st: Metamorphse Liquids 2nd: none 3rd: Alter Reality 4th: There / Not There 5th: Waveform 6th: Stone to Flesh, Transmute Water to Dust 7th: Reverse Gravity 8th: Polymorph Any object 9th: Glorious Transmutation Path of Noise (Pandemonium) This path emphasizes those two qualities that make Pandemonium great (except for the darkness).. Noise and Wind! 1st: Audible Glamer 2nd: Ride the Wind 3rd: Gust of Wind 4th: Shout, Wind Breath 9th: Wail of the Banshee Path of Torture (Abyss) This path invovel pain. Pure simple and elegant... This path is the property of the ORDER Of PAIN [see Sects] 1st: Shocking Grasp 2nd: Choke 3rd: Pain Touch 4th: Emotion 5th: Throbbing Bones 8th: Trap Soul Path of Fire (Gehenna) This path is devoted to fire spells and the damage they cause. 1st: Burning Hands 2nd: Flaming Sphere 3rd: Fire Ball 4th: Wall of Fire 5th: Conjure Fire Elemental 6th: Forest's Fiery Constrictor 7th: Delayed Blast Fire ball 8th: Incendiary Cloud 9th: Elemental Fire Aura -David J.Goehrig ------------------------------------------------------------------------------ Places: ------------------------------------------------------------------------------ There is an infinte amout of realestate in the planes. Here are some places to fill out some the this void. ------ Dimensional Vortex What is it that lies beyond the multiverse? It would be extremely arrogant to assume that the planes in all their glory are the limits of the multiverse. Couldn't there be something beyond? Some scholars and immortal beings say there is. Beyond the dimension that houses Sigil and the many planes of existence their lies a swiling void of blackness, and infinite whirlpool of cosmic energy. This is the Dimensional Vortex. Rumor has it that beings know as the Old Ones, who created the powers and the multiverse, hide behind this icy veil watching the pathetic display their creations put on in the struggle to survive. Legend has it that a few powers have been whisked off beyond the boundry to become one with the Old Ones. What ever the chant none have ever returned. -David J. Goehrig ------------------------------------------------------------------------------ Rules: ------------------------------------------------------------------------------ ----- Alternative Magic ** Warning- The following magic system is based on the Path Magic presented in the article by Wolfgang Baur in Dragon 216. If You do not have the article substitue school of magic for path. Give the character a new school of magic at 1st, 6th, 12th, and 18th. ** Spell Casting And Paradox There are many alternative spell casting techniques ranging from spell points to the Masque of the Red Death proficiency system. This system takes the best of both and with a little inspiration avoids the down fall of both. While allowing for unlimited spell casting, the choice of spells and the ability to cast are restrictive and perhaps dangerous. For each path a wizard learns (See Dragon 216 for details) When it comes time to cast a spell the wizard makes a check. If successful, she gains a paradox point and casts the spell. If she fails, the spell fails. When ever a he casts a spell, and his paradox is greater than his current level, then a paradox spirit is attracted if he fails the check. Each point of paradox beyond the character current level generates a 1 point penalty to the check. Paradox spirit: (general overview.. More stasts in MONSTER SECTION) Intelligence: 2pts per level of spell.AC: 8 -1 point per level of the spell HD: 1 per level of spell Attacks: 2 claws Damage: 1d4 / 1d4 xpv: none if killed by mage (10pts per level of spell if by other) Special attacks: none Special defenses: none These arive in 1d4 rounds after casting the spell and focus on the caster. They are creatures born out of the belief that the universe should work in a certain way. When magic breaks the rules the caster often has to pay. Anti-Magic and Monsters Resistant to normal weapons: One thing that has always annoyed me is the magic resistance and normal item resistance of some monsters. To solve this problem, and give repreve to some player, I have adopted the following system: Creatures resistant to normal items: Weapon Needed to Hit: Regeneration: (hp/round) normal none silver or other special material 2hp per round +1 4hp per round +2 5hp per round +3 6hp per round +4 7hp per round +5 9hp per round How this works is that the creatures can be wounded by nonmagical or less powerful items. However these wounds are easily healed and are regenerated easily. If a monster is wounded in this way and its hp are less than 0 then it is unconscious but not dead. Regenation continues and will regain consciousness at 1 hp. Monsters with anti-magic: %AM Regenration: (hp) # of Rounds: up to 20% 3hp per round 5+1d12 up to 40% 5hp per round 4+1d10 up to 60% 7hp per round 3+1d8 up to 80% 9hp per round 2+1d6 up to 100% 11hp per round 1+1d4 Similarly antimagic can be worked like the monsters immune to normal weapons. These creatures regenrate any damage caused by magic cast by a spell caster of lower levels than the creature has HD.. (a githyanki with 9HD and 40% AM could regenerate a fireball cast by a 5th level wizard and could only be knocked out but would be killed or long time damaged by one cast by Elminster) The number of rounds is the number of rounds a spell remains in effect until it fails due to the resistance to magic. The exact number of rounds should not be known by the caster.. Of course some fiends will play along for the fun of it.. Path Specialists: Path specialists are similar to regular specialists except that the specialize in a specific path of magical learning.. They may cast one additional spell per spell level as long as it is in their mastered path.. They must be masters in the chosen path and gain all benefits from this in addition to being specialists. For information on path magic see Dragon 216 ----- Philosophy of Magic "The Electronic Monk was sitting there, on his horse once again believing in all the tedious things that the world needs some one to believe in, when he suddenly got fed up with believing that the Magic in the ADnD game just worked for no appearantly good reason. Then, in a blast of divine inspiration, (which the horse thought it might have been do to extreme boredom from total lack of movement) the Electric Monk realized stealing a belief system form FFQC which copied Chill (by Mayfair) and giving it to the ADnD system like Robinhood (or "more like Denis Moore and his lupins." thought the horse who was a fan of both Monty Python and wealth redistribution) would be a great advantage to all the philosophically despondent gamers." Given the total lack sense put into the magic system of the ADnD game, it is no wonder that the rules are constantly under debate. Additionally, This system is governed by as many house rules as there are gamers. In hopes of creating a UNIFIED MAGICAL FIELD THEORY, this DM, GM, ST, BL, CM,and Keeper, has decided to construct a master plan. Philosophies of Magic: According to the best Realmsian and Ravenloftian lore, each world is surrounded with a field of magical energy. In the Outer Planes, this field is altered based on the beliefs and wishes of those who live there (esp. the powers). Wizards are those that have learned to manipulate this energy field to produce arcane results. These spell casters have divided the techniques and ways of magical thought into schools: Abjuration, Alteration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Summoning. Recently there has been a new movement in some world to channel magic in it raw form and try to channel it into a useful form on the fly so to speak. This warping magic is better known as Wild Magic and is based upon the Complexity theories of modern science. (where a small effect under the right conditions at the right time can produce large scale results latter) The mages capible of warping are rare and must be highly intelligent to grasp the complex theories and magical waave forms they encounter while casting. The following is a description of each school and the basic powers (devotions) that govern all of the schools effects: Abjuration: This school produces protective magic by creating magical barriers. In general Abjuration is very useful when dealing with other magics. - Banish This devotion allows the caster to send life forms back to where they came from. Banish returns summoned object which are real in nature. - Release This devotion releases the magical energy stored in magical constructs such as spells and magical matter and energy. This remove the effects of any spell that creates purely magical effects. (this has no effect on summoning because the objects are real.) - Ward This devotion creates magical barriers (either energy or physical) which can defend the caster or and object from specific things. This can be used to keep things out as well as keep things in. Alteration: This school of magic provides the greatest range of practical applications of any school. Alteration magics changes matter and energy into different forms. - Distillation This devotion increases the strength of the effects of an item through infusion of magical energy. (note this replaces what was previously known as enchantments) - Distortion This devotion alters space/time. Distances, Rate of Flow, and shae can be altered. (apossible use of this for example is to distort or warp space around an object to render it immune to gravtiy.) - Shape This devotion allows the caster to change the shape of matter and mold it into any form givent there is enough mass. - Transform This is a mixture of Shape and Transmute that deserves its own devotion. This changes one from of life into another. (note consciousness are retained since it would require necromancy to change the spirit.) - Transmute This devotion changes one type of matter or energy into another. (yes lead to gold is covered here.) Divination: This school gives the mage insight into things that he would not other wise have. Divination deals with sense magic as well as magic that identifies. - Divine This devotion allows the mage to gain knowledge that he would not otherwise know. This generally provides answers to questions. - Reveal This devotion provides sensory information that is beyond the scope physically possible for the mage. Enchantment: This school has been slightly altered from the standard definition since the empowerment abilities have been moved to alteration. Enchantments are magic that control the thought patterns of other people. - Bind This devotion forces the target to obey an agreement reached between the mage and itself. Of course the only stipulation on the target's side is that it can preform the duty asigned. - Charm This devotion create Joy joy happy feelings in the target focused towards his new "best friend." - Compel This devotion forces the target to prefrm a certain action. Evocation: This school of magic deals with creation / destruction magics. It is one of the most powerful schools. All the effects it produces are made out of magic or are the magical negation of existence. Therefore these effects can be released or resisted by anti-magic. - Create This devotion creates energy or magic from the magica field that fills the plane. The created object can take any shape or form. It can not create living beigns however. -Destroy This devotion removes matter or energy from existence. (it is rumored that all material removed in this matter appears on the second layer of Archeon.) The item ceases to exist in that location for all intensive purposes. People can also be affected by this. (note once onArcheon it turns to iron and fuses with the plane..) Illusion: This school parallels evocation and produces mental images of the objects. These constructs are precieved by all who are in the area. They can have "real" (psychosematic) effects on those that believe in them. - Conceal This devotion is the counterpart of destroy and hides the existence of an object or person from observers. - Delude This devotion is the counterpart of create for it generate false images of things that are really not there. (demi-shadow magic is a combination of delusion and creation.) Necromancy: This school involves the manipulation of life energy. Through it life can be created and destroyed. - Animate This devotion infuses life into an inanimate object (like a corpse) The Animated object acts as directed by the caster. - Curse This devotion creates flaws in the life energy patters of an individual creating imballances in their lives. This often produces penalties and bad luck for individuals, as well as bad habits. - Heal This devotion adds life energy back to a living creature. In conjuncture with animate it can create intelligent undead, or with summon it can raise the dead. - Smite This devotion sucks life energy from an individual. This results in the destruction of a persons's soul. it primarily is used to damage. Sommoning This school transports objects across planar boundaries, or distances to aid the caster. It does not provide control of the object or organism in question. - Conjure This devotion brings matter or energy or life forms from another plane (or the same one) to the caster's location. All objects are real and can not be released since they are not magical but may be banished. - Transport This devotion can send an object or person across planar boundaries or across huge distances without time elapsing. ________ Application and Practices: The first thing I would like to point out is that using this system will fundamentally change how you look at spells. The first example of this is ANTI-MAGIC: With anti-magic, which functions by creating a weakening of the magical field around the creature or area in question, only effects from those schools that produce magical material or energy will be negated. However, if the AM affects an area no summoning will be possible since the portal can not be open without magic. If one were to summon a jet of flame or a vrok out side of the area but then penetrated it, the antimagic would have no effect. _________ "The Electric Monk whipes off his spectacles. The sweat from his brow drenching his shirt. 'I've gotta start researching those papers earlier', he thinks to himself. Whipping out his pocket Grimore, and reciting a few lines from the evocation section.. he produces a small glass of orange juice. Magic, not just for breakfast." Casting spells can be hard work. The following is a set of guidlines for determining what a mage can or can not do with magic. (These can also be applied to priests because priest spells are also based on the schools of magic. However they have to conform more to a style of spell casting than to the actually method.) Setting up the Character Sheet: One thing that can speed up play is a well detailed character sheet. When using the following free-form magic rules, it becomes even more important. This is because various stats are actually taxed when you cast spells. Magic has a price but atleast you'll get your monies worth. -HP: There should be two lists for hitpoints. One list records the number of points that can be taken in damage. The second correspond to those points devoted to spell matinence. (more on this latter) -Proficiencies: Instead of learningindividual spells a caster learns entire schools of magic. Proficiencies are manadory under these rules and magic profs sshould be kept in a separate area. -Paradox: This rating determines that total magical polution that centers around the caster. It increases the chance for wild surges. Book Learning: Okay so now you have a few more things added to your character sheet and you need to fill out the garbage that will no doubt bug you during the game. Hold on. I mage [and any character for that matter] is more than a bunch of numbers. A character is a personality that has its own beliefs and goals and needs. Mages have a few needs that other characters often find hard to understand. The main one example of this is STYLE: Each mage has his own particular style of spell casting. It is a ritualistic way of seeing the world and the magical energies he or she manipulates. Casting a spell is a lot like playing a synth system. All the notes and sounds are there but it takes and artist to manipulate the fields to creat music. So it is with spell casting. Some mages find that they must chant loudly in arcane tounges while others simply gesture. There are others who exclusively use objects to cast spells. [note those who want to can use spell components.. they provide a +1 to casting if not a requirement of the mage's style] Each mage must choose a style of spell casting. This will determin under what conditions it is possible to cast. A mage may only use one type. This style can never be changed. The following are some examples: Shadow Dancer: The mage must gesticulate in such a manner as to shape his shodow into the form neccessary for the spell. This macbre dance appears to onlookers as a bizarre convulsion. The caster must be able to move freely and have a light source. Chanter: The mage must chant in a different language from the venacular to cast the spell. The mage must be able to speak to cast spells as well as be heard by the target if the spell requires a line of sight. If the spell is aimed at a artifact then the artfact must be within hearing range. Alchemist: The mage uses chemicals and herbs to create spell potions. The mage must have a source of heat and the neccessary vessels and materials to cast the spell. The caster must spend one round per level of the spell to cast it. It takes affect when the potion is pourd on the target. You are free to create your own styles. There is one guideline, the style must include one thing that the character must be able to do. The second is that the character must have some object(s) that are linked to the style. In addition to the caster's style there are a few proficiencies that are very useful to a mage. Most of these replace spells that are considered "general mage utility spells." Detect Magic: The mage is capible of sensing magical energy and may attempt to locate the source of any magic. This skill costs a single slot and is rated at Wis -2. On a natural roll of 1 or 2 the caster also identifies what type of magic it is. Read Magic: The mage is capible of reading magical runes and text. This can be used as the spell of the same name. 1 slot, Int -1. Each time that the caster would gain a new spell level in the standard game he gains a new slot to spend on schools of magic. Each school has its own proficiency. They each cost one slot and have a starting rating equal to the caster's intelligence. And Finnally: EM's Guide to spell casting. Yes now after a lot of introduction I will get to the final point of all these words. This is the how to section on casting spells: 1.) Decide what you want to do: This is were the magic gets fun. The mage must describe what he is trying to achomplish with a spell. If the mage wants to create a large block of spam to fall on his opponents, this is what he would say. 2.) Decide which school(s) to use: Next the DM decides which schools are applicable. The player may offer a suggestion. The DM has final say however. (This is so that spells do not get overly powerful. If a question arises go with a compromise.. use the players school choice but lower the effect. In the previous example, the block of spam could be an illusion, created out of magical energy through evocation, or conjured from the elemental plane of spam. 3.) Decide how much work done: Third the Player declares how many hp he is willing to assign to the spell. This number coresponds to the spell's level. The DM also determines how difficult the spell will be to cast. The two should then take an average if within 3 levels. If not then the DM wins out. (if the player thinks it should be as hard as Melf's arrow (2nd) and the DM thinks its more like conjure elemental (5th) They would average it to 4th. About as hard as making a Wall of Flame. 4.) Roll a proficiency check: The player rolls his skill that corresponds to the school of magic used [or if more than one skill then he uses the lowest] If the spell requires more schools than the caster has then the spell automatically fails. A penalty equal to the spells level is inflicted on the spell. Also local modifiers may apply (like in the planes) It works: Move the hp's wagered to the magic hp section. Add one point of paradox to the caster's current paradox level. Determine the spell's effects. If fails: ignore the hp wager. Add a point of paradox. If the caster's new level of paradox is greater than his level roll a WILD SURGE... Closing Note: When used in game play the hp remain dedicated to the magic as long as the spell is maintained (ie as long as it is in effect) a spell may be made permanent by expending one hp permanently. If a spell is cast and the caster does not have enough hp the spell goes off and he passes out. If the caster takes damage that would lower his current hp to below 0 hp are drained from the ones dedicated to spells. As a result the highest powered sustained spell is dropped and so on until the current dedicated hp => the maintained levels. If a spell is dropped willingly the points return to the current hp section. This allows for not only variable duration but also a realistic means of breaking enchantments. __________ "The Elecric Monk, now without his disgruntled horse and a band of angry orcs on his trail, franticlly tries to think of a new and provokative way of ridding his country of orc pests. The answer: Use Raw MAGICAL ENERGY and pray" In this section one little thing will be detailed: WILD MAGIC If you have been following the development of this free form spell system, you have probably noticed that wild magic has not be very prominent. The reason is that Wild Magic is upgraded and improved. "...the Electric Monk focused on the magical energy flowing over his body, trying to form it's seething chaos into the form of a shrowd of flame.." Wild Magic is the result of a mage tapping raw magical energy and then trying to do something productive with it. Most mages have a preconcived notion of what will work and what won't. This is enforced in the training they have in the schools of magic. Wild magic is a desertion from these standard methods of magical manipulation. When a mage casts a spell he first designs a formula that describes how the spell should act. These are a simple matter for those schooled in their creation. Second, the mage opens a small energy tap into the magical field surrounding the plane pouring the energy into the formula. Then when enough energy has collected (explaining the casting time) the mage releases the effect which is controlled by the formula. When using wild magic the mage does not use a formula but rather shapes the energy using the tenents of Chaos theory. Using the butterfly effect, with small and appearantly insignificant changes in the energy field a mage can create dramatic if not somewhat unpredictable effects. "... as he twisted and tweaked with the magical energy a storm began to brew in the magical field. Large waves rebounded through the area making life difficult for the stressed out mage..." Paradox is a repres=entation of the magical entropy of the system. When a mage casts a spell he generated a distortion in the magical field. The nexus he creates to draw energy into the spell construct pulls in more energy than is needed. This creates a local magical surge. This energy will disapate from the mages area over time. The magical surge, also known as a wild surge, can mutate a formula enough to produce an unexpected result. In effect, a random magical effect occurs. When a mage fails to cast a spell it is because his formula isn't quite right. Young mages often suffer from the magical back lash of paradox because they can not channel the energy in such a way that it does not over power their systems. Rules: Wild Magic: with wild magic a mage may produce any effect possible with any school of magic. The dangers that go with its use are many. First all spell castings are made at int-4 -1 per level of the spell. Also 5 paradox points are gained in the attempt due to the larger amounts of energy used and the lack of a construct. Paradox: paradox is like the wake of motorboats in a small body of water. The mage's nexus displaces a lot of magical energy. As a result the field rebounds with waves of magical energy focused on the caster. In game terms the casster gains a point of paradox each time he casts a spell. When the current level of paradox equals his level then a wild surge results from a failed spell casting. (as a mage grow more experienced he can deal with the magical polution) Paradox will decrease at a rate of 1 point per hour of rest. (1 hour without spell casting) -David J. Goehrig ------------------------------------------------------------------------------ Sects: ------------------------------------------------------------------------------ As Presented in the Panes Of Chaos Boxed set there are organizations based out side of Sigil. These groups that do not control the politics of the Cage are know as sects. The Cildren of The Wacher- a group of kids seemingly possessed by outer planar creatures of great power, and unknown purpose. Children of the Watcher (Gazers) "Berk, I would crawl through the Viper Wastes buck naked with a chicken bone before I'd enter a room with a Gazer." - Amon'Ri Mercykiller Years ago rumor has it that a being of immense power from beyond the known multiverse visited a number of children in Sigil. To the best of all scholarly knowledge this entity was known simply as the Watcher on the Threshold. It has become a great debate what is on the other side of this threshold and what exactly does he watch. Anyway, This entity filled the heads of these children with so much insight into the fundamental truths that they simple stare out into the darkness or at candles unmoving and appearantly unaware. From time to time new Gazers appear and old one disappear and no one knows why. Gazers can be of any race and are generally of 8 to 11 human years of age. (elves are of say 60 to 80) They have no pupils and generally sit in a stat of suspended animation for most of their lives. A couple times there have been accounts by mad men that they move but most of the are unsubstantiated. In most cases the men appearantly when mad after the incident. One thing known for certain is that they can see right into your soul. Their gaze is enough to break the hardest of hearts. The following are some rumors that may or may not be true depending on the DM. "The Gazers are lost and their bodies just don't know it yet. What ever got them ate their little brains. It probably is that power the Lady has stuck in the Spine..." "The Gazers are the children of the Lady of Pain. They live outside our time. The watcher sent them here to keep the universe from collapsing in on itself.. With out them every person and thing would come to an end." "Them Gazers are infant powers. They're born when a new set of beliefs are made up and die when those beliefs die. When a set of beliefs reaches full power they go to a plane and start their all mighty lives. Thats why the powers can't or won't mess with Sigil, its their birth place... The Lady of Pain's their nanny." Gazers as PCs: Players may become an active gazer. All of whom are at least 5th level psionicists. They also can use limited with 3 times per day and never age. After a few years they will return to their previous state after finding a child that is of the same blood.... ------------------------------------------------------------------------------ Spells: ------------------------------------------------------------------------------ (Society of Sensation) Enhanced Sensation (Alteration) Range: 10y/level Components: V,S,M Duration: 1 turn Casting Time: 2 Area of effect: 1 creature Saving Throw: special This spell acts to double the physical affects of any substance imbibed of digested by the recipient of the spell. This includes mind-altering substances, such as alcohol, magical potions, blessed or treated foods, or poisons. If, for instance, a creature affected by this spell were to drink poison, they would suffer double the damage and the poison would take half the time to achieve its nefarious effects. [I have'nt figured out saving throws effects quite yet, but maybe I should leave this part out.] Potions imbibed by affected creatures last twice as long as normal and double all their effects. Drugs, such as alcohol, would act as if twice the normal amount had been ingested. Any drugs, poisons or alcohol taken after the duration of the spell would not double their effects, however every substance taken during the duration of the spell continues its enhanced effects even after the spell has ended. Enhanced Sensation must be cast the round PRIOR to the intended or unintended action to work properly. Creatures who willingly undergo the spells effects make no saving throw, but creatures unwillingly exposed to the spells effects save vs. spell. The spell component is a pinch of salt. Scott Kelley ------------------------------------------------------------------------------ Appendix A: Planescape Product Guide ------------------------------------------------------------------------------ ----- Quick Guide Planescape Campaign Setting 2600 The Eternal Boundary 2601 The Planescape Appendix 2602 The Planes of Chaos 2603 The Well of Worlds 2604 In the Abyss 2605 Deva Spark 2606 Fires of Dis 2607 Ok, for those who just gotta know, here's the PLANESCAPE campaign releases for '95, in chronological order. More details as they become available, as always. Planes of Law by Wolfgang Baur + Colin McComb February Everything about the Lawful planes from the 9 Pits of Hell to the foothills of Mt. Celestia: Acheron, Mechanus, and Arcadia. Excellent new monsters (ok, a bunch of them are mine--I have no shame). Better interior covers, better maps, and better adventures than Planes of Chaos. More organized, too ;-) BLOOD WARS card game Steven Schend Feb/March If you've been on this list, you probably already know about this one. You may not get a chance to buy it, though, because the first printing was rather small. Lots of new art; I saw the first of the color proofs last week, and they looked promising. I suspect I'll be playing this one over lunch hours a lot. Recommended, if you can find cards. Fires of Dis Steve Perrin March Yes, the PCs go to the first of the Nine Pits. Yes, they'll hate any DM cruel enough to inflict this on them. No, I don't really know much about it. Player's Primer to the Outlands Jeff Gruff + Colin McComb May CD audio guide to the planes, sort of a hitchhiker's guide. I've seen the script (it's good), but I haven't heard the finished audio tracks. Should be interesting, since the Cd is worked into the setting as a magical lore-device. Excellent work, as always, from Jeff "older than dirt" Grubb. Plus Colin's twisted weirdness to make it Planescapy (is that a word?). In the Cage: A Guide to Sigil Wolfgang Baur + Rick Swan June Each ward of the city detailed, major NPCs and their schemes, lots and lots of adventure hooks, and a new and better map of the City of Doors, plus details of Crime & Punishment, Portals, a brief history of The Lady, some new information about the Mercykillers, Sigil's most famous pubs, and, well, lots more. Not that I'm biased. Factol's Manifesto Tim Beach, Dori Hein, J.M. Salsbury July Possibly THE crucial product for planar PCs and DMs running campaigns involving the factions of Sigil. Everything you wanted to know about the factions, factols, HQs, plots, faction powers, and the steps of the kriegstanz. I love this project, even though it was haunted by redesign and redesign and more redesign. On the other hand, it's damn good now. Great maps, too. Harbinger House Bill Slaviscek August A 64-page adventure set in Sigil and involving a succubus and the Bleakers. Keeps up the tradition of making PS adventures more than you bargained for, more than just another crawl, and more than most players expect. I expect to run this one at Gen Con for some friends. PS MC II by Rich Baker September More than 70 new critters, including some first introduced in the BLOOD WARS card game. Includes two cool new races of the Upper planes, details on razorvine (oh joy!), and more solid stuff from the ever-inventive Rich Baker. Planes of Conflict Dale Donovan November The six Neutral planes, including the planes that are the battlefields of the Blood Wars. Also, Hades, the River Styx, Carceri, Gehenna, Bytopia, and the Beastlands. Homes of the gods of the Underworld, the palaces and cities of the yugoloths. Still in preliminary design stage. ----- Product Rating ============================= Rating Results for Planescape ============================= ============== Points Ratings ============== In order for a product to appear on the points rating table, it must have at least five votes. Products are listed in points order, from highest to lowest. /-------------------------------------------------------\ | - Key - | | | | Score = the product's average rating | | Low = the lowest rating anyone gave this product | | High = the highest rating anyone gave this product | | Voters = the number of people who rated the product | \-------------------------------------------------------/ Product Score Low High Voters ------- ----- --- ---- ------ Planescape Campaign Setting 8.4 5 10 37 Planes of Chaos Campaign Expansion 8.2 7 10 17 Planes of Law Campaign Expansion 8.2 7 10 9 Well of Worlds 8.0 5 10 17 The Deva Spark 7.8 5 10 12 Fires of Dis 7.7 5 10 7 Planescape Monstrous Compendium Appendix 7.4 5 10 18 The Eternal Boundary 6.5 4 10 13 In the Abyss 6.4 2 10 13 ======== Comments ======== This next bit is a selection of comments people have sent in. I've removed some remarks which were very similar, especially for products which provoked large quantities of comment and I've done some minor editing for grammar and spelling. Other than that, this is how they were sent in. General Comments ---------------- Planescape is one of the best settings I've seen in a while. The art was good, the ideas were good, I really didn't see one bad facet about the setting. Except I want to run a medieval setting which it doesn't support. Planescape has been a welcome return to quality at TSR, and I like the innovativeness of the setting. While I don't have the Planescape stuff, what I've seen is quite good, and I really like the style. It would definitely be tops on my list of new settings to buy if I had tons of money. I hope that TSR isn't going to milk Planescape by having a boxed set for every group of planes. Planes of Chaos was a good set, though. :) The Planescape concept is one of the most imaginative role-playing settings that I have experienced, and certainly the most imaginative setting produced by TSR (equal possibly to Ravenloft but much more expansive in scope). I cannot say enough about how mind-blowingly vast and interesting the Planescape campaign is to learn about. The manuals are easy to read (fun in fact), the factions are great to think about and play, and the whole place is down-right overwhelming! Planescape is the best setting TSR has ever released. What I've seen of the supplements have only reinforced that opinion even though I may soon go bankrupt. The descending marks for the sets are probably as it wears a bit thin; I think the marks will creep up again with the Sigil Book, as Sigil is, for me the best part of Planescape... The *possibility* of being able to get anywhere :) The Planescape setting is the first setting in a LONG time that TSR has put out that does not have so many holes in it. The boxed sets are very thorough, and the adventures contain not only the adventure but a great deal of extra information to be used in future scenarios (case in point: The Eternal Boundary; the entire mortuary is mapped out and the Factol of the Dustmen is revealed). I personally have stopped buying other game worlds because of the holes that they have. One last point: the artwork in Planescape is some of the best artwork I have seen published by TSR. As you can tell from the marks, I love Planescape. Simply the best setting I've seen from TSR; though some of the adventures in Well of Worlds, and In the Abyss suffer from promising more than they can deliver. Overall I think that the setting really sets off my imagination, so I like it a lot. I was somewhat disappointed with the MC, because so much of the material I had seen elsewhere. It also seems that there is a tremendous amount of art reuse, though generally not inside a single project. I LOVE Planescape and HATE TSR. I refuse to buy TSR products new so therefore I've had trouble finding planescape material that I can buy (used). So far I think the setting is better than the adventures, but then again I like coming up with my own plots. In general, I like Planescape, however, I would have liked more info in the Campaign setting book rather than expansions for various "clusters" of planes (e.g., chaos, law). I don't plan on/can't afford to be buying every supplement that comes out -- and, as you know, DARK SUN is my prefered campaign setting, so I'll just do without when it comes to Planescape. Planescape Campaign Setting --------------------------- The Planescape Campaign Setting is a fresh look at something many experienced DM's have explored for years. Great artwork! :) Plenty of room for expansion and individual expression. Easily the best thing to come out of TSR in years. I love it! The campaign setting is one of the best I've seen from TSR -- good to look at, doesn't treat me like an idiot, etc. There are some inconsistencies in logic (i.e. it's not the way I'D set up the multiverse) but what do you expect from an idea purchased from one man (Gygax) and then passed off to a committee? Planescape will be at the center of all of my AD&D campaigns from now on. I bought the Planescape box and looked through it. I haven't had a chance to play it -- haven't had a chance to play much period since Planescape started coming out. I haven't bought any of the other Planescape stuff and don't expect to. There's something silly about several of TSR's recent imaginings -- this applies to Spelljamming, Council of Wyrms, and Planescape. No matter what jargon or artwork you paste on the concept, they still feel to me to be cartoony. Not Toon funny, cartoony = fundamentally unreal, basically disjoined from the way life works. Fantasy is by definition unreal; magic and dragons are found only in the imagination. But good fantasy refracts the non-fictive life and Planescape et al doesn't do that for me. Planes of Chaos --------------- Planes of Chaos could have had a little more new stuff and a little less re-hashing. Planes of Chaos is a good supplement. Looking forward to more. Well of Worlds -------------- A nice supplement. Well of Worlds was a bit less strong, but still good for ideas. I like the format of many mini-adventures to create seeds as in Well of Worlds. As for the Well of Worlds: my players have had a blast going to Baator, the Beastlands and the Abyss. Their clueless characters just can't get over the magnitude and power of the Planes. Sure, some of them met a conjured demon or two in their travel, but 20,000 baatezu marching down the Great Road? (And just for walking into the wrong room!) Love between fiends? Never! (Yes!) Total anarchy in a town with the hideous name of Plague-Mort? And what was that delicious meat Larissa puts in her sausages anyway? Every tale is filled with great possible ramifications on the Planes (ramifications of the type that should be explained in other adventures but often are not!) Lots of fun! Well of Worlds is useful for any DM to see how to get a grip of planar places and people! Planescape Monstrous Compendium Appendix ---------------------------------------- Nice to see the demons are back, since they were not in the 2nd Edition Monstrous Compendium! Good reworking of planar creatures. Yes, most is duplication from earlier sources, but this presentation was particularly appealing. The art alone gives this such a good rating since all of the creatures may be found in old 1st Edition stuff. Very little new material. Very good, even for a non-Planescape campaign. The only partially bad thing is that they have so much detail it seems there are few monsters. With this format the MC looks very good but reduces the amount of monsters availables and in the end the prices go high (TSR, why is it that this doesn't surprise me ?). There are lots of planar monsters missing (hope they will be in the second volume). Incredible art (as in all Planescape products). Adventures ---------- Planescape modules are a little above the usual quality of modules. I haven't seen the first or third module [Eternal Boundary and Deva Spark], but I'll be certain to pick them up when they do appear. I never thought I would be "fanatical" about any TSR product until I saw Planescape. The Planescape adventures (Eternal Boundary and Into the Abyss) were quite a let-down. There's SO much detail left out, stuff that the first-time DM of the Planescape setting isn't going to be able to just stick in. They will take a lot of prep before they can be used. I was particularly let down by Into the Abyss -- I didn't feel like the PCs were treated to anything special. The Eternal Boundary wasn't a total loss, but I had to [almost] completely restructure it before I could use it. Into the Abyss was pretty good. The Deva Spark was killer (almost literally). I haven't finished with Fires of Dis yet, but it looks like it may be even better than The Deva Spark. Erm, well I really, and I mean REALLY enjoyed the story and plot to Fires of Dis. Don't really think an adventure should get high marks, 'cos yer supposed to use yer own initiative, but Planescape adventures seem to be very well written (except for the confusing In the Abyss). Fires of Dis is an excellent and very well thought out adventure! ======= The End ======= -Goth ------------------------------------------------------------------------------ Appendix B: Planescape FAQ ------------------------------------------------------------------------------ ------ FAQ-1 Q: Is there an FAQ? A: It is currently being written and updated to fit all the juicy info that has been filling up Dragon Magazine. It will be a separate file.. ------------------------------------------------------------------------------ Appendix C: Under City ------------------------------------------------------------------------------ Beneath the streets of the Cage lies a myriad of tunnels and passage ways. Ancient evils and outcasts call this place home. Lying on the edge of the mazes, Under City is a cluster of minor wards beneath the Sigilian streets. These are her wonders: ------------------------------------------------------------------------------ ----- Underground City of the Free League Derinkuyu, the underground city of Free League, encompasses the only places an Independent and an Anarchist might call home. Seething below the feet of the masses in the Lower Ward (and sometimes the Hive), the denizens of, and visitors to, Derinkuyu buy, sell, trade, eat, scheme and gamble with the multiverse. What, you might ask, makes this unique? The markets and Taverns in Sigil provide the same services and you don't have to go under the bloody ground to get them. No, berk, what makes Derinkuyu special isn't that they offer many more things that you couldn't get in Sigil if you looked hard enough. What makes Derinkuyu special is that they offer these things TAX FREE! That's right, no more bowin' to the Hardheads, the Takers and the Guvners down here. As a result, Derinkuyu houses more that its share of Anarchists, Indeps, lawbreakers and smugglers and since Derinkuyu avoids the hassle of dealing with the collectors (most often the Harmonium doing the business for the Fated) this underground city boasts the most intense concentration of illicit business in the city. The traders in Derinkuyu make some serious jink. Origin Few in Sigil know how Derinkuyu came to be. Some say great rats dug these tunnels at the commands of Druids. Others claim that Derinkuyu arose from Mazes made by the Lady of Pain herself, and still more say it was built by Baatezu Pit Fiends in an insane attempt to gain the upper hand in the Blood War. And there's truth to all these tales. The upper levels of the city do indeed resemble the mazes of the Lady of Pain (to any berk whose ever survived a maze!) and many passages throughout the city have scratches and gouges that look like they may have been carved by the teeth of giant rats. Further, one notable section of the city's cave and tunnels is lined with peculiar, evil-lookin' runes and the bones of fiends are found in the walls' cement. The Truth But the Dark of these tales is much more bizarre and hideous. The passages in Derinkuyu ain't merely below the streets of Sigil (a feat made possible by the Lady's mazes) they also pass in and out of many realms of existence through permanently open portals. Halls that appear to have been constructed by Baatezu fiends are actually in Baator! Those passages wind under the ground on one of the nine hells buried so deep that the fiends have forgotten they existed (luckily I suppose). Other passages lead to the Outlands, place in the Prime Material Plane, the Astral, Pandemonium, the Realm of Shadow and many more. Moving through the city, a berk could never know that the passages were not just randomly constructed under the streets of Sigil, though the architecture does seem a little bizarre (but thatUs just commonplace for the City of Doors). Passing through the portals doesn't even tickle and spells like Warp Sense that detect portals work not at all - or rather they seem to find portals everywhere making them essentially useless. Furthermore, detection spells (magic, evil/good, ...etc.) get very messed up and monster summoning spells seem essentially random (but that just depends on where the room or hall really is.) 'Course this really does help the blokes trying to sell a portal key to Pandemonium: so few berks actually know where any of the portals are. The halls and rooms that make up the city have mostly been forgotten by the denizens of the planes they exist upon (with a few exceptions). Indeed, the makers of Derinkuyu purposefully choose ancient and abandoned areas in order to expand the city (though not all turned out to be quite as abandoned as they thought.) This does not mean that all sorts of creatures might not stumble upon them, but chances are slim and most would be so lost by the time they find the tunnels that not even a deep gnome could lead the way back. (However, the Githyanki are not nearly so naive: they know of the cities existence in the Astral Plane, and they intend to find it - see below for details.) As far as the citizens of the city are concerned, however, their home lies below the streets of Sigil, in the Great Doughnut, and that's all there is to it. Everyone has heard at least three rumors (all with a bit of truth to them) about how the city was formed. Fact it, the citizens of Derinkuyu might not even care that their precious city shifts in and out of the multiverse: RWeUre still making a pile of jink! (This attitude, of course, is similar to Californians permanent denial of the possibilities of potentially devastating earthquakes.) The high-up men in the city do have the knowledge and most are preparing for the day when a horde of fiends comes crashing through the halls. But that day is a long way off, not worth the worry, and now it's time to gather some gold (and sway some beliefs!) ----------------------------------------------------------------------------- Indifferent Wholly Supportive Entirely Against ----------------------------------------------------------------------------- Athars Fated <-> Fated (officially) Godsmen Free League Dustmen Bleak Cabal Anarchists Guvners Doomguard <-> Doomguard Harmonium Signers Sensates Mercykillers Xaositects <-> Xaositects <-> Xaositects Table 1:Opinions of the Various Factions Concerning the City: ------------------------------------------------------------------------------ A quick summary of the opinions of the various factions concerning the existence of the city. Most opinions are self-explanatory: if the city somehow furthers their ambitions, they are all for it (e.g. Sensates = pleasures from the multiverse, Anarchists = hidden places to spawn rebellion). If the existence of Derinkuyu affects their beliefs not at all, they are indifferent, but if it goes against their beliefs then they may personally abhor the city or actively attempt to undermine its existence (e.g. Harmonium = not under their rightful control, Guvners = does not follow the laws of the city!) Some opinions, however, deserve explanation. The Doomguard find the city tends to build upon the chaos and decay of Sigil but they are not always sure of its success. Since the Fated collect the taxes in the Sigil, they officially rebuke any attempts to avoid paying, but unofficially many Fated look forward to the incredible trading and dealing opportunities afforded in Derinkuyu. Entrance Level These are the various entrances to the underground city. All are patrolled by guards hired by those who live in the tunnels. These guards include indep mercs, anarchists, takers, sensates and doomguard (basically members of any faction that tend to resist the laws of the Guvners) and they tend to be guards in Derinkuyu Tcause the jink is good. But since most all of them have an underground hovel of some sort, they tend also to be very protective of the City. Each of the 15 main entrances are near or in some old decrepit building in Sigil hidden in either the hive or the lower ward (DMUs choice). The entrances are magical in nature and are able to shift when the need arises. In their stable moments these entrances are found in trapdoors, on walls, in closets...etc. (The doors have been granted a minor intelligence that allows them to react to dangerous situations and shift to appropriate places [ed note: We can figure this bit out as we go]). To prevent attack, the guards literally collapse the building on top of the entrance and the entrances then realize its time to shift (fact is, berk, the entrances change about once a month anyway inside Sigil so that only by word of mouth, and the right contact for the right price, can you find out where an entrance is!) Guards: 2 at every entrance Warriors armed with swords or spears, 2nd to 4th level. Races: Human, Tiefling, Bariaur, Githzerai, Elf, Tiefling Factions: FL, SOS, DG, FA, XA, AN Armed with swords, spears, daggers Armor leather (AC 7) or chain (AC 5) no shield All have horns which they can blow with 3 effects: 1) draw other guards, 2) collapse the building, 3) alert those below. Ventilation Ducts Many of these ducts lead out of the city into various building chimneys and move as randomly as the entrances. Good air flow and ventilation are critical to the health of Derinkuyu and are well guarded and protected as a result. The ducts tend to blend in with chimneys for exhaust and all sort of tubes and pipes for intake. [Ed. note: suggestions appreciated on this detail.] The Ducts have filters that clear poisonous air and smog. Spells allow clear air to penetrate but nothing else and protective magical shells (cast by 7th-9th level magic users in case anyone tries a Dispel Magic) prevent the vents from getting covered. MerchantUs Row, Kitchen, the Dugout & Hardcore All sorts of goods are bought and sold here, many of which are quite "hot". Kitchen serves up all sorts of spicy food, much of which is unfamiliar to primes, especially that meat-like thing... And what IS that green stuff? About a third of the food moves. The merchants row boasts all sorts of shops selling fine cloth, baskets, all sorts of metal trinkets, rope, skins, basic equipment you might find in Sigil, but also a great deal of bizarre equipment from the multiverse. Weapons room: Lots of fancy engraved stuff (some magical) that goes for high prices, but not as high as you might expect! Most of it illicitly gotten, and some shops sell rather weird and exotic stuff like bolas made from fiend organs (don't ask which!), sickles carved of __ horns, Harmonium halberds with the guvners seal...etc. Other roomUs are mostly devoted to magical stock: practically every type of magical component you could think of. Planars also sell scrolls, rings, rods, orbs..etc. all of which they claim have great powers. The last part of the market sells all sorts of miscellaneous stuff including food and odds and ends from all over the planes. Guard Quarters At any given time the place holds between 5 and 15 guards, weapons and belongings. The guards are relatively disorganized - you try to get a bunch of Free Leaguers and Anarchists to march in line and you'll soon figure out why! Thus the city is less than airtight and the laws are few and weakly imposed. If you want protection in the city, you pay for it (private guards are plentiful) but don't ask the guard to bail out your butt unless you got the jink. These guards are paid to insure Derinkuyu stays a place of commerce not under the control of the Hardheads and the Guvners. They protect the merchants that pay them, but the customers better know the score. When the need arises they can work very efficiently under the orders of the only basher they truly trust to lead them: The Captain, Bautal Lok. The Captain Bautal Lok is the undisputed commander of the guards. To clueless primes, he appears a thinnish human with a sharp white beard (really a Githzerai). He is sullen and quickly spoken and recognizes clueless on sight. He regularly patrol the city looking for weaknesses and is particularly suspicious of strangers who have "lost their way" especially Githyanki. From his room, the captain controls the location of the various entrances and can change them at will. A series of crystals are locked within a very secure chest hidden behind an illusionary wall. Most in Derinkuyu think Bautal is just enjoying his retirement as he deserves, doing a little guard duty and earning a bit o' extra jink. But here's the dark of it: The Captain knows there ain't no better way for Githyanki, the arch enemies of the Githzerai, to enter Sigil than through the portals found in Derinkuyu. Thus, every bleeding (or soon to be bleeding) Githzerai in the City of Doors is under a wicked and deadly threat. The portals in the depths of the city offer many passages into the Astral Plane and you can bet the Githyanki are looking for them right now. Some portals also open to Limbo, and the fortresses of the Githzerai - yet another great reason to protect the place. In Lok's most extreme nightmare, he imagines an invasion force stepping through one (or more) gate from the Astral Plane (home of the Githzerai), through another directly into Limbo. Consequently, the captain has established wards and posted guards on any gate to Limbo that he can find (and the Astral as well). Lok knows that he may be the only thing standing in the way of a "yanki" (damn yanki's!) invasion, and that makes him a bit of a hard case. (One more idiosyncrasy of note: Lok has a real soft spot (and an open purse) to hunting parties organizing rrakkma to hunt illithids (mind flayers). He even takes part on a few himself if he and tolerate the company and finds them competent enough.) The captain contacts and keeps tabs on his guards through a variety of magical means and small spies: Magic Mouths that spread the alarm, Clairaudience and Locate Object spells help him in this way. He also has a variety of small non-humanoid minions that do various tasks and run errands for him. Captain 7th lvl. Fighter/9th level thief AC 0 Bracelets of Defense -3AC, Dex bonus THACO 14 (+2 rapier, +2 daggers, +1 hand crossbow) DAM/ATT. 1d8+2, 1d4+2, 1d4+2 Special Abilities HP 56 The Takers Room Heavily guarded, this incredibly posh room is the abode of the Taker, the "official" leader of the Indep city. I won't have to say much because no one gets in here, there is just a mystique about the place. The Kitchen. This place seems to be greatly respected, as are the smells that emanate. All sorts of little beasties are cooked and prepared in these rooms, and exotic spices from around the planes come here. [ed note: working on a menu! Suggestions appreciated.] In fact, there are several doorways to alternate "universes" that go out the cabinets and mercs are paid some very high wages to go and find certain food items. Whether they be the cumquats grown in the outlands, the earthworms of limbo, or spices found in the beastlands (no to mention some game) you can get it out these cabinets. Best kept secret of Sigil, cause only one who goes out, can come back in! Who keeps this place afloat? The customers. The cooks are a select bunch that prepare for many tastes: humans, tieflings, elves, dwarves, gnomes and several unnameable beasts who look curiously like devils and demons, plus a bear-like thing. The "Gour" (gourmet - the head chef) is a tiefling male wearing a permanently bloodied apron. He has a mean temper and some soft smiles; in other words he controls the kitchen with an iron fist. The Dugout This place is one of the most intense taverns in Sigil. Since it belongs to the indeps, everyone comes in here to enjoy the incredible food, the strong drink and to gamble away all their grok playing strange games from across the multiverse. There's always music being played by one or another bard, and jugglers and magicians abound. Lots of serving waitresses of all races circle the tables, most having a bad attitude and some tough protective clothing (not to mention a few daggers stored up their sleeves). Who comes? All sorts, but of particular mention are some high-up Guvners who escape to gamble all their money and get particular ironic comments from everyone around (especially chaosmen, takers, takers, indeps and sensates). Hardcore Because of the intensity of the smells and the evil, most fiends and friends eat and drink in this room. Their attitudes preclude mingling with the other planars, which means some blood gets spilled 'bout once a day in a blood war dispute. However, the "peace" is usually kept by a few stronger creatures who are well paid and equipped to monitor the activities in this room. (They tend to kill those who blood.) Administrative Area Several takers reside here and keep the place running smoothly for fences, thieves and mercs to take their wares. They pay well for good quality. Actually, these "players" consist of 4 wizards who ply their skills to figuring out what good quality is exactly. Anarchists' Abode Meeting place for the Anarchists, located in the deepest and hardest to find place in Sigil? The furniture in this room consists of several file drawers and cabinets plus a long table. The table is covered with all sorts of maps (mostly of areas in Sigil) and all sorts of notes and writing. Out side rooms are all devoted to revolutionary guards who regularly rotate among the rooms. Like many other revolutionaries, these berks are willing to die before letting their secrets out, but they do have a lot of secrets. They also have ways of starting magical fires to take all of their secrets with them. Other rooms are blocked by some heavy duty Iron doors that are further concealed by illusionary magic so that there appears to be no doors. Further, the "exit"has 3 escape routes to various parts of the city which are activated by stones engraved with magical runes, and these stones are imbedded in the palms of the "SIX". The SIX are the revolutionary leaders who primarily control the leagues activities around the Derinkuyu and Sigil (by special appointment from the Factol of course.) These berks are quite powerful and consist of the six main races and various classes. But what's the secret to the success of these Anarchists? Though most of it remains mysterious, many factions in Sigil are rumored to give them money and assignments to scheme on the other factions. The Church This room has doors, literally to all of the planes and to many worlds in the prime material plane. These doors pulse and glow continuously with eerie magic. Special keys are needed for either entering or exiting any of the doors. Often priests come to this room to pray directly to their Gods and Goddesses into the home plane. -Scott Kelley ------------------------------------------------------------------------------ ----- Wererat Ward ------------------------------------------------------------------------------ The Were Rat ward is the creation of a deranged lich from Toril, who's name was lost in ages past. This lich was no ordinary lich... Technically he was not even a lich at all since he drew his life sustaining energy from the positive material plane. He had one thousand primes sacrificed to fill his beastly appetite for power opening a portal to the positive material plane from which he drew so much energy that it killed him yet his magic kept his body living after his death. Soaked in the inner planar energy he founded a city and populated it with mummies of those who gave their lives to him... In the centuries that followed a dwarf tribe built a city in the crags above the city. The lich demanded that they pay a tax of 100 lives a year to him. The Dwarves would not stand for this and dared not stoop to slave trading to gain the hideous levy. Instead they launched and honor bonded war against the lich. They would destroy him or die trying. The dwarves who out numbered the lich's forces 10 to 1 drove the lich from his city. With the last of the surviving mummies the lich cused the dwarves andusing the mummies as the spell's focus speard a magical plague all over the land. The lich then retreated to the outer planes searching for a way to gain more power. About the same time the last of the dwarves succumed to the plague the lich found the city of Sigil and it myriad of doors. Finding this place to his liking he tunneled underground and there build a replica of his foul city in his undying insanity. Centuries latter a group of wererats seeking sanctuary from the city stumbled onto a shaft heading down into the ring. There they found afully furnished city complete with glow lights and mushroom farms. These cullinary delights were wasted on the canivorous wererats who decided to import a mouth watering treat from the prime worlds, orcs.. The wererats knew that orcs trived on fungus and so used them as cattle feasting only on the young while keeping up a breeding stock. Recently a group of adventurer's just back from Baator tried to incite a slave rebellion below the street's of Sigil but to no avail. Although they had found deep in the lower levels that a creature of great magical strength still lived. Wererat Culture The wererats are very civilized on their own turf using great amounts of silverware of the highest quality (no doubt stolen) for their elaborate feasts. They will invite visitors (anyone stupid enough to wander around the city) to join in their feasts (they will not attack on their own turf unless attacked first...they'd rather backstab in a dark alley than foul up their home).. They also have a priestly class that wares dark robes and goat head masks worshiping a god they call the Great Old One or The Dweller Beneath... These Shaman's are chosen by the other priests whenever one comes back from beneath with hidieous festering sores aftera rite of assension. These join the priesthood and recieve a mask of the Dweller. Off the record these "priests" actually have been touched by the lich and become mummies. They have all the powers of a 1st rank ancient dead (see the VR guide) but the mask glows with an erie blue light (with star like points in the eyes) and enable the "priest to use 1 magic missle each round...they loose their enchantment when thaken from whom they are bestowed upon. possession of a mask will turn the owner into an undead creature in 1 week of fevers and great sickness. Orc meat is generally prepared as bits of stingy meat tossed in beans and rice bothcooked in orc blood. The favorite drink is fermented orc milk abtained from the nursing mothers...Orc meat tastes like smokey shark steak. -David J. Goehrig -------------------------------------------------------------------------------- Appendix D: -------------------------------------------------------------------------------- This net.book has been carefully crafted using slave labor and the internet. Currently it is the property of the: Day Glow Orange Paint Factory Other net.books that may appear at this sitet at a latter date are: -Gothic Earth Net Guide (GENG) This file will contain all the nasty ideas a DM would need to wreck his players' feeble grasps on sanity. A useful supplement that can be used with any Victorian setting. It will focus on the world of Gothic Earth described by the Masque of the Red Death Campaign Setting. Additionally information will be included on using this with Call of Cthulhu, Chill, and Castle Falkenstein. -Contact: The Denial This file will include the complete rules to a public domain role-playing game of modern horror. Get ready to suspend your disbelief for we are not alone.. -Voyages: Black Hole Edition This sci-fi RPG is based on the worlds of Gene Roddenbery's Star Trek. This one may not come out on the net for a couple reasons but here's hoping. *** The Day Glow Orange Paint Factory is trademark All of it's property belongs to me nahhh nahh nah nah nahhhhhh. Eth Ned