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PLANEWALKER'S

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Designer: • Editor and Developer: Michele Carter Creative Direction: Andria Hayday Cover Artist: Robh Ruppel Interior Artist: DiTerlizzi • Cartography: Dave Sutherland Color Plates: Alan Pollack, DiTerlizzi, Sam Rakeland, Ned Dameron Art Direction: Bob Galica Electronic Prepress Coordinator: Dave Conant • Typography: Angelika Lokotz Border Art: Robert Repp 4- Graphic Design: Dawn Murin Proofreader and Helping Hand: Ray Vallese

Author's special thanks to: Michele Carter, Andria Hayday, Colin McComb, Mike Nystul, Bill Slavicsek, Ray Vallese, Sue Weinlein-Cook, and Skip Williams Sample file

TSR, Inc. TSR Ltd. 201 Sheridan Springs Road 120 Church End Lake Geneva Cherry Hinton WI53147 Cambridge CB1 3LB U.S.A. United Kingdom

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ADVANCED DUNGEONS Et DRAGONS, ADM), BIRTHRIGHT, , , , , , the TSR logo, and the Lady of Pain logo are registered trademarks owned by TSR, Inc. DM, , and PLAYER'S OPTION are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks of TSR, Inc. ®1996 TSR, Inc. All Rights Reserved. Made in the U.S.A. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written consent of TSR, Inc. CSN INIRODIKIION 4 Planar Conduits 41 Using this Book 5 Vortices 42 Paths and Pools 42 A PLANFWAI KIR'S Guiut ro IIII PFANLS fa Caravans 43 Some Basic Concepts 6 Intraplanar Travel 43 Three Truths 6 Who's Who 8 GFTTING THLRL OR JUSr GFITINU BY: What's Where 8 PLANFWAI KFR TIPS 44 The Cage 9 Point One: What to Take 44 The Outlands 10 Point Two: What Spells to Prepare 46 The Gate-Towns 10 All Spellcasters 46 The Great Ring 12 Wizards 47 Two Rivers, a Mountain, Priests 47 and a Really Big Tree 12 Point Three: What to Watch For 48 The Blood War 14 Point Four: Who to Talk To 48 The Abyss 14 Point Five: Who to Avoid 48 Acheron 15 Dealing With Others 49 Arborea 16 Planar Time 53 Arcadia 17 The Cant 53 Baator 17 The Beastlands 18 THE FACTIONS 54 Bytopia 20 Faction Central: Sigil 54. 9, Carceri 20 Sects 54 Elysium 20 Belonging to a Faction 56 Gehenna 21 Changing Factions 56 The Gray Waste 21 Avoiding Faction Membership 57 Limbo 22 The Athar 57 Mechanus 23 The Believers of the Source 57 Mount Celestia 23 The Bleak Cabal 58 Pandemonium 24 The Doomguard 58 Ysgard Sample25 Thfilee Dustmen 60 The Inner Planes 25 The Fated 60 The Elemental Plane of Air 25 The Fraternity of Order 61 The Elemental Plane of Earth 27 The Free League 61 The Elemental Plane of Fire 27 The Harmonium 62 The Elemental Plane of Water 28 The Mercykillers 63 The Paraelemental Planes 28 The Revolutionary League 63 The Quasielemental Planes 29 The Sign of One 64 The Positive and Negative Energy Planes . .30 The Society of Sensation 64 The Astral and the Ethereal 31 The Transcendent Order 64 The Silver Void 31 The Xaositects 65 The Misty Shore 31 Outsiders 65 The Prime Material Plane 32 Factions at a Glance 66

TkAVFIINIi TIIF MllLI'IVFRSF 34 RACFS AND ARCHFI'YPFS 68 Portals and Gates 34 Planar Populations 68 Finding and Opening a Portal 36 A Word about Planar Demihumans 69 Portal Types and Destinations 36 Aasimar 70 Specific Portal Dangers 38 Bariaur 71 Portal Tricks 38 Genasi 71 A Few Exceptions 38 Githzerai 75 Spells and Magical Items 39 Planar Half- 75 Conduits „ .Mkm 40 Planar Human . . . ._^^_. 76 TABJ.E ceN+£N+s Rogue Modron 76 Pi ANLWALklNG EOUIPMENI 1 32 78 Tools of the Trade 132 Character Archetypes 82 Baatorian Green Steel Items 132 Berk Without a Past 82 Bariaur Equipment 134 Cager 82 Celestial Etheroscope 134 Champion of Good 83 Modron Equipment 134 Chant Broker 83 Sickles and Scythes 135 Clueless 84 Magical Items 136 Dimensional Explorer 84 What to Look For 136 Disinterested 84 New Items 137 Faction Slave 85 Planar Protections 141 Knight of the Post 85 Planar Elitist 86 PLANTSCAPE" CAMPAIGNING 142 Planar Hunter 87 The Power of 142 Planar Trader 87 Belief on the Planes 143 Prime Blood 87 Who ? 143 Proxy-In-Training 88 Player Character Beliefs 144 Refugee From Darkness 88 Belief Points 145 Spiv 89 Conflicting Beliefs 147 Disregarding Belief 147 PLANAR KIIS AND PROFICIENCIES 90 Starting a PLANESCAPE Campaign 147 Planar Professions 90 Prime to Planar 147 Planewalking Kits 92 Planar Natives 148 Kit Structure 92 Mixed Group 148 Planewalker Warrior 93 Variant PLANESCAPE Campaigns 148 Planewalker Wizard 94 Single Race Campaign 148 Planewalker Priest 95 Planar Creature Campaign 148 Planewalker Rogue 96 Single Goal Campaign 149 Kits Based on Location 97 Partial PLANESCAPE Campaign 149 Abyssal Warrior 97 Elemental Campaign 149 Floating Sorcerer Sample97 Thfilee One-Plane Campaign 149 Hinterland Bandit 98 The Two-Plane Campaign 149 New Proficiencies 99 Existing Proficiencies 101 Planar Glossary 150 Languages of the Planes 101 Cant Dictionary for the Clueless 154 Planar Common 101 Index 158 Other Languages 101 Tables MAGIC: ON THE PI ANI.S 102 SCHOOL ALTERATIONS BY PLANE 107 Magical Effects on the Planes 102 MAGICAL ITEM BONUS LOSS BY PLANE General Conditions 102 (QUICK REFERENCE) Ill Mages and Magic 104 PLANAR ABSOLUTES 107 Dimensional Relations 105 PRIESI LEVEL LOSS BY PLANE (QUICK REFERENCE) . . . 109 Alterations By School 106 PRIEST SPELLS WITH PLANAR PATHWAYS 110 Spell Keys 106 RACIAL TABLES 81 Powers and Priests 108 TIEI LING TABLES 80 • *„ Power Keys 109 WIZARD SPELTS WITH PLANAR PATHWAYS 105 Magical Items 110 True Names Ill Charts Last Word 112 PRIEST LEVEL LOSS BY PLANE 156 Wizard Spells 112 MAGICAL ITEM BONUS LOSS BY PLANE 157 Priest Spells 125 "And then there's Limbo, where you don't hear the chant so much as smell it. ..." Delmirsis leaned back in his chair. He loved these green primes, their wide-eyed view of the Great Ring, and (most especially) their purses full of jink. Six of them sat in a circle around him, waiting to hear more. One exag- gerated look toward his empty mug and the tall one was quick to order him more bub. "So, tell us more about the Abyss. We heard that's where all the nasties live," the black-haired woman said. "Well," Delmirsis began, INTRODUCTION "you're right and then you're wrong ..." "Mostly wrong." The voice from the now-open door- way was deep and steady. "The real 'nasties' are right here in Sigil, peeling clueless sods like yourselves." The woman was tall and imposing, walking to the table with an assured stride. She leaned down until her face was even with that of Delmirsis. Even the primes could see the contrast: His profile showed a few days' stubble and his breath stank of cheap bub and old cheese, while her face was sharp with confidence and determination. "You're not wanted here, Tarsheva. I'm trying to tell a sodding story to these top-shelf young cutters." "Here in the Cage, we call berks like Delmirsis 'cony-catchers'," Tarsheva said to the newly arrived adventurers. "Old Two-Fingers, as we call him, is try- ing to peel you. He hasn 't been out of town or beyond in years. He probably hasn't even been out of this tavern in days." She turned back to Delmirsis. "Pike your screed and get out, old man. Or I'll show you the new way they're THA + 'S +HE treatingSample fat, smelly file bashers like yourself in Avernus." WAY ©F +HE PLANES Delmirsis knew Tarsheva Longreach 's reputation. He grabbed his hat and shuffled to the door without a word or a look back. BERK' The experienced planewalker settled into the old man's chair as T W ©'-'FINGER.S s^e sP°ke- "Now, if you primes want the real chant..."

Planewalkers are the most knowledgeable bloods this side of... well, anywhere. If a body's not stuck in the mire of some prime-material world, if he knows the chant, then he knows a planewalker's what he wants to be. Plane- walkers know the dark of things. They've seen the acid pits of the Abyss and the gold-leafed trees of Arborea. They wend their way in and out of faction in- trigues. They make their homes on the twisting streets of Sigil, the city's ever- changing secrets their purview. Planewalkers know the paths to power. Planewalker's Handbook is a guide for planewalkers, beginning and expe- rienced. It offers all manner of suggestions, advice, tips, and new information. Think of it as a travelogue to the planes, a guidebook for planewalking, and a training manual for bloods — all wrapped up into one source.

• 4 • USING +HIS This book contains everything a player needs to participate in a PLANESCAPE™ campaign. Some material has been pulled from other sources, so that this book will be a complete player resource. Other material has been re-presented, clarified, and expanded into a new form with additional details not offered to players be- fore. Most of it is completely new to players and Dungeon Mas- ters (DMs) alike. More specifically, this book is for players of planar charac- ters. A number of secrets of the planes, Sigil, magic, planar travel, the factions, and more are re- vealed here. This book contains the sort of things a planar should know, but about which some green Clue- less just in from the Prime shouldn't have the foggiest notion. But players of prime charac- ters can find plenty of useful things here, too. Even if the characters're completely clueless, the players can still find information on what it means to come from the Prime and how their characters might act and react to planar situations. 'Course, as the prime learns about the planes, he'll be able to use this book more fully. Because of this, the DM has the final say as to what material in the Planewalker's Handbook is available to players in his campaign. That means that the DM's going to have Sample file to read through this too. That's not so bad, though, 'cause a lot of the material here is brand new. A DM'll find new spells, magical items, ad- venture ideas, planar sites, and other such valuable material. A DM blood will also find the player information — the kits, races, role-playing sugges- tions, player tips and advice, the up- dated cant, and the belief guidelines — useful as well.

N0, +HIS IS +HE WAY ef +HE PLANES . — TARSHEVA LeNGREACH "You know there's more to reality than the place where you were born. You have a grasp of the true scope of things. You've heard the maddening winds of Pandemonium and seen the crystal waterfalls of Mount Celestia. You've walked the Great Road and witnessed the naked reality of the Inner Planes. You are a planewalker. "Planeivalkers can hold their own in a fight with a baatezu, share the chant with a githyanki, and navigate their way through the diaphanous Blade Maze ofTherores in the heart of Ocanthus. They are capable, hearty, intelligent, and knowl- edgeable. Planewalkers know their way around a fight, but they know when to avoid a scuffle as well. They're no strangers to magic, and they know which side of a sword-point to be on. The dark of subtlety in word and deed is not lost on them. "The planes are too big for anyone to know everything about them — and no true planewalker ever claims to know everything about everything. The trick is to know a little about a lot. That's what keeps a planewalker out of the dead- book. The essence of the planewalker is knowing how to get from here to there, who to talk to, who to avoid, and what to do to stay one step ahead. Knowledge is power." — Tarsheva Longreach

It's obvious that cutters can't go everywhere in the course of ^u u LJ iwo7 i i IN *J i_ ix J Samplethei filer planewalking careers. Still, planewalkers need to have a W HERE HE WA S F R © ITI, general sense of what's what and what's where. Bashers have to HE'D SAY, know the difference between Acheron and Arcadia to avoid getting lost — in ever sense of the word 'ALL+HEPLANES y - ARE m Y CASE B L ® ffi D ' ^ne f°H°w'n& information comes from the renowned planewalker, Tarsheva Longreach. She claims that it's all — ©LD TWffi-FINGERS NEEDED or at least mostly - accurate. She does extend the caution, A G©©D LESS®N however, that things change quickly on the planes, some- ®N +HE W®RD 'INf IN I + E' times in major ways. Just because a body visited a IF vffiu ASK me. town, realm, or even layer yesterday doesn't mean WHA+ A SffiDDING DIffi + . that it'll still be there today. TARSHEVA LeNGREACH • seme BASIC ceNcep+s • Before learning the specifics, it's essential to grasp a few multiversal truths and get the basics of "who" and "where" straight.

TRU + HS The multiverse operates around three basic principles. Learn these, and a bash- er'll have a head start on understanding how things really work.

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