Disecta Membra
Kilka podręczników do AD&D Planescape:
A Player's Primer to the Outlands
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You've never seen a skull like this one, cutter - it's made of a silvery metal, with rainbow hues cascading over its shiny surface. Local bashers call it a mimir. Toss it into the air, and ask it questions: What is Ecstasy? Do fiends patrol the Outlands? The floating skull slicks softly, scouring its enchanted vaults for the answers. Then its bone-box opens, drivens by ancient pistons, and it begins to speak....
A PLANESCAPE accessory for player characters of all levels, the Player's Primer provides a look at the Outlands, which surround the great city of Sigil - the gateway to all the Outer Planes. In this box, a cutter'll find:
An audio compact disc that represents the mimir, a new magical item offering a strange and thrilling tour of the Outlands. More than 40 CD tracks allow players to hear what their characters would hear when consulting this handy (and some say dangerous) oracle.
A 32-page guide to the most important sites and features of the Outlands.
A full-color poster map of the Outlands with never-before-seen maps of gate-towns.
http://rapidshare.com/files/59717641/A_Player_s_Primer_to_the_Outlands.pdf

Doors to the Unknown
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"These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse. All a body's got to do is tumble to the right keys, open the doors, and face down the Unknown."
-Estavan, merchant lord
Doors to the Unknown is a collection of four PLANESCAPE adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.
The PLANESCAPE Campaign Setting boxed set is required to run these adventures. The PLANESCAPE MONSTROUS COMPENDIUM Appendix (I and II) and Uncaged: Faces of Sigil are recommended to enhance play.
http://rapidshare.com/files/59718347/Doors_To_The_Unknown.pdf

Monstrous Compendium - Outer Planes
http://rapidshare.com/files/59721263/Monstrous_Compendium_-_Outer_Planes.pdf

Monstrous Compendium Appendix
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LISTEN UP, CUTTER...
There's lots of bashers that can plant you pretty fast, out here in the planes. And that's the only "pretty" thing about most of 'em. A blood's got to know what's what, or the results won't rise. A lot of creatures out here're just plain bad, and even the good ones can burn you if you rattle your bonebox wrong. What a cutter needs is a guide to what's out there, and if it's twice as big as the previous guide and illustrated in color, that's just a bonus. Sure, there's been other guides to planar creatures, but most're hard to find, don't scan the turf, or just don't have the straight chant....
This MONSTROUS COMPENDIUM appendix includes a broad spectrum of monsters from the Inner, Outer, Astral, and Ethereal Planes - all geared to provide hours of adventure in the PLANESCAPE campaign setting. Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources.
http://rapidshare.com/files/59722272/Monstrous_Compendium_Appendix.pdf

Monstrous Compendium Appendix II
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CLUELESS IS AS GOOD AS DEAD.
Don't matter if you're a blood's blood or a leatherhead with a lot to learn - this book's for you. The planes are full of critters that'd just as soon kill a berk as look at him, and plenty more that like to rattle their bone-boxes for nothing more than the sheer pleasure of it. What a cutter needs is a book like this one - something that tells the real dark of what's waiting out there, just on the other side of that portal.
This MONSTROUS COMPENDIUM appendix contains nearly 100 new monsters from the Outlands and various Outer Planes, and a few updated creatures that haven't seen print for quite some time. The aasimar, a new player character race, awaits your discovery - along with eladrins, hollyphants, rilmani, new tanar'ri, and more!
http://rapidshare.com/files/59723586/Monstrous_Compendium_Appendix_II.pdf

Monstrous Compendium Appendix III
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HOW DOES A BERK FIGHT SOMETHING
HE CAN'T EVEN UNDERSTAND?
Things are different on the Inner Planes. Oh, some bashers might say they're deadlier, or harsher, or just plain weirder, but this truth is, they're merely different. And on planes full of nothing but searing magmas, swampy ooze, glittering mineral, utter desolation, or life incarnate, is it any wonder that a body'd find creatures as alien as any the multiverse has ever seen? Things that eat color, leaving a victim fully transparent. Beasts that spread life like a virus, animating all things around them. Spirits that form bodies by forcing hundreds of smaller animals to act as one. It's enough to make a sod long for a pit fiend.
Liven up any PLANESCAPE or AD&D campaign with the MOSNTROUS COMPENDIUM Appendix III, which features 128 pages of monsters that lurk on the Inner Planes, the Astral Plane, and the Ethereal Plane - some of the strangest and most inhospitable environments in the multiverse. Most of the critters are brand new, though a few old favorites have been updated. This book also provides a detailed look at the ecology of the planes in question, not to mention an appendix of inner-planar creatures that're more like animals than monsters. And, of course, all-new illustrations vividly bring each of these exotic beings to life.
http://rapidshare.com/files/59724979/Monstrous_Compendium_Appendix_III.pdf

A Guide to Astral Plane
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"SO WHY DO THEY CALL IT THE SILVER VOID?
MUST MEAN THERE'S NOTHIN' THERE...RIGHT?
-SOME CLUELESS SOD
Most berks think the Astral Plane's an empty place, serving as nothing but a cosmic highway connecting all the other places in the multiverse. Canny planewalkers know differently, though. Here are just a few of the "secrets" of the Silver Void that this book explains:
It is the backdrop of the multiverse, where phenomena such as space and time are so vastly different from "normal" that only a true blood knows his way around.
When he's on the Astral Plane, a basher moves, fights, and acts solely with his mind.
It is the closest thing the multiverse has to a "plane of magic," where sorcery and spells are not only more powerful, but are palpable, tangible objects.
The primary inhabitants are the infamous githyanki, an ancient race of wizards and warriors who know the dark of many secrets forbidden to others.
The Astral Plane is literally the dead-book of the gods.
NOW, THAT'S NOT NOTHIN', IS IT, BERK?
http://rapidshare.com/files/59961340/A_Guide_to_the_Astral_Plane.pdf

The Inner Planes
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THE PRIME MATERIAL PLANE IS FORMED OF SOLID
MATTER. THE OUTER PLANES ARE FORMED OF
BELIEF. THE INNER PLANES...ARE.
Beyond the Prime's infinite crytal spheres, beyond the endless realms of the Outer Planes, lies the absolute reality of the Inner Planes. The cornerstone planes of Air, Earth, Fire, and Water are the most well-known Inner Planes, but they're only the beginning. From the deadly purity of the Positive and Negative Energy Planes to the unbearable filth of the plane of Ooze to the eternal storm of the plane of Lightning, the Elemental Planes are the substance of existence itself. These eighteen planes form the foundation of the entire multiverse; they are the cauldron from which all energy and matter are brewed.
The Inner Planes details the Elemental, Paraelemental, Quasielemental, and Energy Planes. Surviving these planes can be a challenge, but within these pages DMs and players learn how characters can adventure among the unearthly locales and strange denizens.
This planar sourcebook includes:
Detailed descriptions of the environments and regions of each of the eighteen Inner Planes.
Rules for movement, and combat, and survival within these strange and unique environments.
Information about the inhabitants and ecology of each plane, including elementals, genies, mephits, and even stranger beasts.
Interesting and important locales within the Inner Planes, including such diverse places as the City of Brass in the plane of Fire, the Mountain of Ultimate Winter in the plane of Ice, the Refuge of Color in the plane of Radiance, and the mysterious, aeons-old abandoned towers of the Quasielemental Planes.
GO TO THE EXTREMES!
http://rapidshare.com/files/59962023/The_Inner_Planes.pdf

Planescape Campaign Setting
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GLORY? MAJESTY?
YOU DON'T KNOW THE DARK
OF IT!
Discover the multiverse! Enter infinite universes of infinite variety, worlds beyond the prime-material settings of the AD&D game. Explore Sigil, the City of Doors, filled with portals to every layer of every plane. All you need is the right key, including...
A PLAYER'S GUIDE TO THE PLANES, a 32-page primer that introduces DMs and players alike to the grand design of the multiverse.
A DM GUIDE TO THE PLANES, a 64-page book of valuable information solely for the Dungeon Master.
SIGIL AND BEYOND, a 96-page gazetteer that introduces Sigil and its surrounding plane as the starting point for planar adventures. From Sigil all the Outer Planes may be sampled by novice and veteran explorers alike.
MONSTROUS SUPPLEMENT, a 32-page, full-color MONSTROUS COMPENDIUM booklet.
Four poster-sized maps depicting the planes.
A four-paneled DM screen designed especially for planar campaigns.
Until now, only the most powerful wizards could peek into the magnificent multiverse, but no longer! Gone are the unimaginable distances and the insurmountable obstacles that only the ultrapowerful could hope to overcome. Now even the greenest adventurer can enter the planes, though surviving long is another matter....
Have at it, berk! Powers, proxies, planars, petitioners, and wondrous monsters await just beyond the portal. Step through and partake of the infinite excitement of PLANESCAPE adventures!
http://rapidshare.com/files/59971482/Planescape_Campaign_Setting.pdf

A Guide to the Ethereal Plane
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TRAVELING THE ETHEREAL PLANE IS LIKE DREAMING.
SOMETIMES IT'S PLEASANT,
AND SOMETIMES A BODY HAS NIGHTMARES.
-PLANEWALKER ADAGE
Within the Ethereal Plane, demiplane islands and creatures both odd and dangerous float in an endless field of possibility. Canny folks know that the Ethereal also leads the way to the Inner Planes, infinite arenas of elemental fury. See, it's more than just a backdrop to other adventures - the plane itself offers wonder and opportunity for those with courage enough to explore its limitless expanse. This guide includes the following information:
Ethereal environments and conditions - including methods of getting there in the first place.
How the alien medium of the Waveless Sea affects combat and magic.
New spells, magical items, and proficiencies dealing specifically with the Ethereal Plane.
The chant on demiplanes - islands in the Deep Ethereal that obey no rules but their own - including information on old and new demiplanes, plus DM guidelines for creating these unique "pocket dimensions."
A complete listing of the creatures of the Ethereal, including several new monsters and an Ethereal Encounter Table.
Two new Ethereal-based player character races: nathri and renegade nethlings.
THE GUIDE IS IN YOUR HANDS, BLOOD. WHERE ARE YOU GOING TO GO?
http://rapidshare.com/files/59968200/A_Guide_to_the_Ethereal_Plane.pdf

Planes of Law
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RIGID, UNBENDING:
LAW'S DOMINION ETERNAL -
ORDER TRIUMPHANT!
OPEN UP THIS CAGE, CUTTER, AND ENTER THE PLANES OF LAW:
ACHERON, where armies of evil collide
ARCADIA, where Law and Goodness clash
BAATOR, where malevolence corrupts the spirit
MECHANUS, where reason and order reign
MOUNT CELESTIA, where hope is born anew
Inside this box a berk'll find:
Five 32-page books describing each plane and its inhabitants for the Dungeon Master. Information on monsters, realms, sites, and dangers of each plane are presented, along with adventure outlines.
A Player's Guide to Law, a 32-page, full-color introduction to the wonders and hazards of the lawful planes, for DM and player alike. This book includes sites not found elsewhere.
Monstrous Supplement, a 32-page, full-color booklet detailing 13 creatures, including new baatezu, the mysterious bladelings, the wondrous archons, and the "dryads" of Mechanus.
Five fully detailed, poster-sized maps illustrating the layers of each plane, with diagrams of the intricate, formal hierarchies of the lawful planes.
EXHILARATE in the rarefied air of Mount Celestia... EXPLORE the dark depths of Baator... EXULT in the supreme order of the Planes of Law!
http://rapidshare.com/files/59975743/Planes_of_Law.pdf

On Hallowed Ground
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THE POWERS MOVE IN MYSTERIOUS WAYS.
AT LEAST, THEY DID - UNTIL NOW.
No ordinary tome can hold the powers of the planes, berk. That's why On Hallowed Ground is two books in one. In the first chapters, learn what divine compacts keep the gods from tearing the multiverse apart. Get the dark on turning player characters into proxies. Find out what happens when a spellslinger brings a petitioner back to life. And tumble to the awesome prestige - and awesome danger - of walking the Great Ring as a priest.
The second part of On Hallowed Ground delivers the chant on hundreds of AD&D game powers, from Aasterrinian to Zivilyn - and just about every high-up in between. More than a summary of old material, it updates the AD&D game's gods for the PLANESCAPE campaign setting, featuring their trusted proxies, their brash rivalries, and their hard-won roles in the cosmos.
Written for Dungeon Masters and players, this 192-page, full-color book includes:
20 separate pantheons detailing the powers worshipped by humans, demihumans, and monsters (including the deities of the AD&D game worlds). Zues, Sung Chiang, Gruumsh, Takhisis - they're all here, based on chant from Legends & Lore, the DEITIES & DEMIGODS book, Monster Mythology, and AD&D game world sources.
New ideas and rules for priest characters on the planes.
Tips on creating, visiting, and surviving divine realms.
A look at powers favored by factions and planewalkers.
Comprehensive appendices listing gods by pantheon and portfolio.
Full-color maps of realms glorious and infernal.
http://rapidshare.com/files/59978573/On_Hallowed_Ground.pdf

Well of Worlds
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Clueless? The majesty and the dark got you down, cutter? Don't know how to lead a green prime to water? Then worry no more! The Well of Worlds is the answer to every basher's pleas for introducing gamers to the planes. The chant is:
Nine new adventures; a poster map of the planes (depicting Avernus, the first layer of Baator); a slew of magical items; and excitement!
Face off against a crazy king or steal a factol's better weapon - The Well of Worlds gives hours of play. It's designed for any plane-traveling party, with adventures for low-, medium-, and high-level characters. (An' if that ain't enough for ya, then pike it, berk!)
http://rapidshare.com/files/59981288/Well_of_Worlds.pdf

Faces of Evil: The Fiends
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"EVERYTHING YOU EVER WANTED TO KNOW ABOUT FIENDS
(BUT WERE AFRAID TO ASK).
I've seen it happen too many times. A berk finds out how much damage it takes to kill a fiend and figures that's all he needs. Then he heads off to the Lower Planes - and is never heard from again. When will these leatherheads learn? The fiends aren't just lists of numbers. They're creatures that think, eat, dream, breed, struggle, and evolve - in short, creatures that live. They're part of a larger society of political treachery and desperate survival, a culture of disturbing aesthetics and violent beliefs. And only a blood who studies it all has a hope of ducking the fiends, defeating them - or just understanding them.
This 96-page PLANESCAPE accessory, written for players and Dungeon Masters of all levels, is the ultimate guide to the fiends of the Lower Planes - the malevolent monsters that wage the Blood War, terrorize mortals, and befoul the multiverse. But whereas other guides focus on statistics and combat, Faces of Evil delves into the physiology of the fiends, exploring the dark forces that shape every detail of their lives. How are they born? What do they eat? How do they deal with others? And just what makes them so - well fiendish?
Faces of Evil is a must for any AD&D campaign that features these vile creatures of death and destruction.
http://rapidshare.com/files/59982998/Faces_of_Evil_-_The_Fiends.pdf

In the Cage: A Guide to Sigil
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Welcome to the Cage! That's Sigil, City of Doors - realm of the Lady of Pain, gateway to all planes and possibilities. It's the most coveted burg in the multiverse, and this tome is the key to unlocking its secrets.
Now DMs and cutters alike can discover:
little known facts about Sigil's sites and personalities
a guide to major portals
maps of famous locales, fiendish and divine
evocative illustrations by DiTerlizzi, Dameron, Ruppel, and Berry
an all-new, full-color, poster-sized map of the city, pinpointing place heretofore unseen
Which pubs cater to the clueless, and which're quick to put a sod in the dead-book? Where do folks gather to catch an "Execution by Wyrm"? For whom do the Bells of Baphomet toll? Exposing both the low life and glittering highlights, In the Cage is an essential guide for any blood who plans on exploring Sigil's streets - especially any blood who plans to leave under his own power.
http://rapidshare.com/files/59984275/In_the_Cage_-_A_Guide_to_Sigil.pdf

The Factol's Manifesto
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OPEN AT YOUR OWN RISK!
This volume's outlawed in the Cage, berk - it's a crime just to own it. 'Course, that makes it required reading for peery cutters. Which factol's gone barmy, and which one ain't quite alive? Who tops the Hardheads' hit list, and who's a Sensate spy? What portals, spells, and powers can a factioneer use to give his foes the laugh? Catch the chant here!
Designed for players and Dungeon Masters alike, The Factol's Manifesto provides a covert look at Sigil's 15 factions - the bands whose philosophies shape the multiverse. For each faction, get the dirt on:
Secret histories, current plans, and raging conflicts.
Headquarters and other safe houses, including detailed, full-color maps.
Bloods a basher's bound to meet, from the factol on down.
New and vital abilities for the faithful.
THIS DANGEROUS TOME LIGHTS
A TORCH IN THE DARK...
TAKE CARE NOT TO GET BURNED!
http://rapidshare.com/files/59985775/The_Factol_s_Manifesto.pdf

Something Wild
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EVERY BERK IN SIGIL STRUGGLES TO
KEEP HIS SAVAGE SIDE AT BAY.
BUT NOW THE BARS OF THE CAGE ARE BREAKING DOWN....
Don't go to sleep, cutter - that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike with fang and claw. The lawful factions have enough trouble dealing with a rash of breakouts from the Prison. But when the shackles of society fall away, it's all a body can do to keep the beast within from bursting free - and running wild.
Something Wild is a PLANESCAPE adventure for four to six characters of 4th to 7th levels. When Sigil falls prey to disturbing nightmares and outbreaks of violent fury, the heroes must follow bloody trails to the treacherous peaks of Carceri and the savage jungles of the Beastlands. An ancient terror threatens the planes anew, and only the player characters can stop it from feasting on the flesh of the multiverse.
http://rapidshare.com/files/59986924/Something_Wild.pdf

The Planewalker's Handbook
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THE SECRET OF SURVIVAL AIN'T WHO YOU ARE, BERK -
IT'S WHAT YOU KNOW!
-PLANEWALKER ADAGE
Feeling overpowered by the infinite possibilities of the multiverse? Wondering how to role-play a tiefling, what spells to memorize, and how to manipulate portals? Here's the dark of it: The Planewalker's Handbook is the essential manual for survival on the planes - a Player's Handbook for the PLANESCAPE setting! This 160-page book, written for players and Dungeon Masters alike, builds on material from the PLANESCAPE Campaign Setting boxed set, presenting new information crucial to anyone playing or running a PLANESCAPE campaign.
This definitive full-color guide features new illustrations by DiTerlizzi and contains:
all the information needed to create and customize characters, including new races, archetypes, proficiencies, equipment, and a Planewalking kit designed for each character group;
a taste of the multiverse: a look at each of the planes, with commentary and helpful hints by noted planewalker Tarsheva Longreach;
a guide to planar travel, from portals to conduits to the Great Paths;
tips on surviving and profiting in PLANESCAPE campaigns, from dealing with specific races to the rundown on the factions of Sigil;
an overview of how magic really works (or doesn't!) on the planes;
new spells and magical items useful in exploring (and surviving) the planes; and
a special section on the power of belief, and how it can change the multiverse - including a new rules system that allows player characters to actively affect the planes around them!
http://rapidshare.com/files/59991038/The_Planewalker_s_Handbook.pdf

In the Abyss
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Looking for a little extra jink and maybe some excitement? It seems the Doomguard lost track of their coveted ship of chaos. It's flying about the Abyss, driving the local tanar'ri even more barmy than they already are. Several factions want to get their hands on the Doomguard's stake, so there's bound to be a few job offers for bloods looking for a little action.
Every sod's got a tale to tell about the Abyss - it's the sinkhole of the multiverse, after all, peopled with every kind of scum a body can imagine and a few he can't. Never been there? Well, there's no time like the present.
In the Abyss is a PLANESCAPE adventure for a party of four to six characters who are of levels 8 to 10. A simple errand to salvage the lost ship of chaos allows the player characters their first opportunity to explore the most notorious plane of them all. Of course, complications are as inevitable as the tanar'ri!
The Planescape Campaign Setting and Planes of Chaos boxed sets, as well as the PLANESCAPE MONSTROUS COMPENDIUM APPENDIX are required to run this adventure.
http://rapidshare.com/files/59991474/In_the_Abyss.pdf

Planes of Chaos
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TAKE THE PLUNGE INTO:
The infinite depths of the Abyss.
The wild passions of Arborea.
The immeasurable randomness of Limbo.
The howling madness of Pandemonium.
The glorious battlefield of Ysgard.
INSIDE YOU'LL FIND:
The Book of Chaos, a 128-page guide for the Dungeon Master to the places, creatures, and special conditions of the five Chaos planes.
The Travelogue, a 48-page player's guide to these planes, profusely illustrated with full-color maps and illustrations.
Chaos Adventures, a 32-page adventure book containing 3 adventure outlines for each plane - 15 adventures in all!
Monstrous Supplement, a 32-page booklet detailing 15 new monsters, including new tanar'ri, in inhabitants of Yggdrasil, and the ever-changing creatures of Limbo.
Five fully detailed, poster-size maps of the realms of Chaos.
DIVE IN2 DIS:HARMONY Upheaval TUMU:LT
formlessness CONFUS:ION BEDLAM
ANARCHY CHAOS!
(It's Chaos, berk, and it don't have to make sense!)
http://rapidshare.com/files/59994972/Planes_of_Chaos.pdf

Harbringer House
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A SUCCUBUS WITH AN UNQUENCHABLE LUST FOR POWER IS TURNING THE CAGE INTO A RIPPING MADHOUSE, AND THE LADY OF PAIN AIN'T PLEASED....
Somthing's foul in Sigil, berk. A mad slasher prowls the streets, leaving a trail of bloody clues in his wake. Leatherheads boldly court the Lady of Pain, longing for the sharp touch of her shadow. Even the silent dabus're acting barmy, a sure sign that the Lady herself is uneasy. Are these strange events tied to a madhouse full of spell-touched sods ready to slip the bonds of mortality? A curious body'd better step carefully. After all, the dead-book's full of fools who wished for power - or got in the way of another berk's wish.
Harbinger House is a PLANESCAPE adventure for four to six characters of 4th to 7th levels. From Sigil to the Outlands and back again, the heroes must piece together a puzzle that could shake the Cage to its foundations. A dark secret of the multiverse waits to be discovered in the lunatic asylum called Harbinger House, and only the player characters can shape its power - for good or ill.
http://rapidshare.com/files/60001674/Harbinger_House.pdf

The Great Modron March
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THE NEXT MARCH WASN'T DUE FOR ANOTHER 189 YEARS.
TRY TELLING THAT TO THE MODRONS!
On a regular schedule, the Great Modron March spills out of Mechanus and the lawful automatons files their way around the Great Ring. No one knows why they do it, but everyone stays out of their way - because when the modrons march, they'll walk right over a berk who doesn't know enough to move aside.
But this March has started decades before it was supposed to begin, and that's even more of a mystery. Caught unprepared, the planes shudder under the modrons' collective footsteps - and even the modrons themselves seem a little out of sorts.
The Great Modron March anthology features 11 adventures for characters ranging from 1st to 10th level as well as new information about the modrons of Mechanus. Each adventure can be played separely or linked together to form an extended campaign. The modron procession touches every Outer Plane in turn - and it isn't always welcome. On their unswerving path, the clockwork creatures will destroy celestial towns, be attacked by evil knights intent on using modron parts in foul experiments, and lead characters onto the deadly plains of the Abyss and into the famous prime-material labyrinth of Undermountain. Without help, they'll be lost in the swirling chaos of Limbo or even fail to complete the March entirely. And along their route, every blood on the planes seeks the answer to the most important question: Why have the Modrons abandoned their normal, lawful schedule to march years before they're due?
The Modron March is a once-in-a-lifetime event for any adventurer - and the player characters can participate every step of the way!
http://rapidshare.com/files/60016015/The_Great_Modron_March.pdf

Dead Gods
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THINK KILLING A GOD'S TOUGH, BERK?
TRY BRINGING ONE BACK.
Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver. Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death.
Dead Gods is a 176-page adventure book featuring two scenarios that can be played separately or linked together. In the first, the heroes are drawn into an epic quest to uncover the secrets behind the return of an infamous AD&D villain long though dead. In the second, the city of Sigil threatens to explode in a faction war for control of an old church and a mysterious force lurking within it. Dead Gods also features a MONSTROUS COMPENDIUM entry for a brand-new fiend, full-color illustrations to bring scenes alive for players, and a poster sheet of maps for the Dungeon Master.
Dead Gods builds on story elements first explored in the PLANESCAPE adventure anthology The Great Modron March, though that product is not required to use this one.
http://rapidshare.com/files/60008845/Dead_Gods.pdf

The Deva Spark
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A BARROOM BRAWL? NO BIG DEAL?
EXCEPT WHEN IT STARTS ON THE ABYSS - AND THE
BRAWLERS ARE A DEVA AND A BEBILITH!
The deva: a celestial champion who serves the cause of ultimate Good.
The bebilith: a nightmarish monster whose every deed reeks of ultimate Evil.
Two eternal enemies locked in a bizarre struggle for the ultimate prize.
What terrible secret connects these two beings? And what does it all have to do with the legendary deva spark? Only a group of brave cutters can get to the dark of this peel, and they'd better hurry...because time is running out!
The Deva Spark is a PLANESCAPE adventure for a party of four to six characters of 5th to 9th levels. From the blasted pits of the Abyss to the peaceful forests of Elysium, the heroes track a barmy bebilith who holds the key to saving the life of a dying deva. Can your characters handle the fire of the deva spark?
http://rapidshare.com/files/60017464/The_Deva_Spark.pdf

Uncaged: Faces of Sigil
http://home.flash.net/~brenfrow/ps/ps-uncaged.jpg
WHO'S WHO...AND WHO'S WHAT
Everyone slides through Sigil sooner or later. But plenty of cutters call the Cage home, and it's their shops, trades, and peels that keep the jink flowing - and the bone-boxes flapping. A body's got to know who sells bogus goods, and who'll scrag him (or worse) just for the fun of it. 'Course, the trick is telling friend from foe. In Sigil, a fiery fiend ain't always a serpent, and a shining celestial ain't always a lamb.
This 128-page book provides Dungeon Masters with details on over 40 intriguing characters and groups found in Sigil, ready for immediate use in any PLANESCAPE campaign. Each entry features history, motivation, and secrets, along with complete game statistics and brand-new, full-color art. What's more, the stories are woven together throughout, creating a rich tapestry of relationships that brings Sigil alive. Among the unforgettable characters in these pages are:
Fell, the dabus who turned his back on the Lady of Pain.
Farrow, a shadow elf spy with 15 personalities - one for each faction.
Alluvius Ruskin, an old tiefling who sells keys for every portal imaginable.
Djhek'nlarr, a githyanki who dares map the Lady's dread Mazes.
The Will of One, a gang of Signers out to revive a dead god.
MEET YOUR NEIGHBORS - BEFORE THEY MEET YOU!
http://rapidshare.com/files/60024785/Uncaged_-_Faces_of_Sigil.pdf

Tales From the Infinite Staircase
http://home.flash.net/~brenfrow/ps/ps-stair.jpg
THE INFINITE STAIRCASE IS A PLANEWALKER'S DREAM.
BUT A DREAM CAN TURN INTO A NIGHTMARE....
Stretching to every plane imaginable, the Infinite Staircase is one of the best-kept secrets of planar travel in the multiverse. Watched over by the mysterious lillendi, the Staircase stretches in all directions, beding back upon itself to form the ultimate three-dimensional maze - and every landing where the Staircase stops, a doorway to a new planar location awaits the traveler.
The chaotic morass of energy and matter filling Limbo holds a dark secret - the same secret found in the depths of Baator, in an underground formian hive-city on Arcadia, and in a battle-torn githyanki fortress on the Astral Plane. Using the Infinite Staircase, a group of planewalkers must travel to these far-flung locations, and elsewhere, to learn of a new threat to the planes - and stop it. Even exploring the Staircase iitself can be dangerous, particularly when it's ravaged by a barmy fiend and an even crazier sorceress.
Tales From the Infinite Staircase features eight serparate but linked adventures presented in a new format. The adventures can be played in any order, yet each scenario impacts upon and changes those played after it. Further, the PCs can return to the individual scenario locations and find that conditions have changed so that more adventuring is possible. Each of the eight adventures can also be played separately.
Tales From the Infinite Staircase can be linked with the epic adventure from the FORGOTTEN REALMS setting, For Duty & Deity, wherein the heroes must traverse the Infinite Staircase to reach the foreboding realm of Graz'zt, a wicked lord of the Abyss.
http://rapidshare.com/files/60055993/Tales_From_The_Infinite_Staircase.pdf

Faction War
http://home.flash.net/~brenfrow/ps/ps-faction.jpg
IGIL'S BEEN AT PEACE FOR OVER 600 YEARS.
ALL GOOD THINGS COME TO AN END.
Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers - and always stopped short of all-out war. But now tensions are flaring, tempers are rising, and the Cage is about to explode into conflict!
Faction War is a 128-page adventure that tracks the war from its nefarious origins through its bitter battles to its ultimate resolution and beyond - and puts the future of Sigil in the hands of the player characters. This book reveals secrets, unravels musteries, brings long-simmering plots to a head, and marks the beginning of a new era for the City of Doors. It also features:
new details on Sigil's wards, personalities, and politics.
adventures that draw the player characters into the heart of the struggle and toward the secrets surrounding the war's beginning and ultimate end.
extensive notes on the aftermath of the conflict.
a detailed Timeline of the war, including additional events that the DM may use expand the adventure.
Faction War builds on story elements first explored in the PLANESCAPE accessories In the Cage, Factol's Manifesto, and Uncaged: Faces of Sigil. Familiarity with those products is recommended but not required.
http://rapidshare.com/files/60059165/Faction_War.pdf

Fires of Dis
http://home.flash.net/~brenfrow/ps/ps-fires.jpg
IN THE OUTER PLANES, A HOLY SWORD
CAN BE A FIEND'S BEST FRIEND,
ESPECIALLY WHEN THE OWNER WANTS IT BACK....
Sneaking into the second layer of foul Baator ain't easy, but with a little help from the right high-up men, it can be done. 'Course, exactly who the right high-up men are can give a basher pause, so it's often best not to ask. But there's a sword to be found, and bloods needed to find it. Truth is, those who don't end up lost are sure to find out that no good deed goes unpunished!
Fires of Dis is a PLANESCAPE adventure for four to six characters of 5th to 9th levels. From Sigil, the City of Doors, the heroes plunge head-first into a dangerous journey across the Outer Planes. Their quest for a stolen sword leads them to the hostile gate-town of Ribcage, the treacherous plane of Baator, and the disciplined burg of Fortitude - a gate-town teetering between two planes, just waiting for something to tip the scales. Your player characters need wits as keen as their steed to brave the fires of Dis - and survive!
http://rapidshare.com/files/60060153/Fires_of_Dis.pdf

Hellbound: The Blood War
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WAR IS HELL - LITERALLY.
Since before mortals drew breath, the cunning baatezu and the fiery tanar'ri have struggled furiously to batter each other out of existence. The prize in their devastating war of annihilation: the Lower Planes. 'Course, when two unstoppable armies of evil collide, the tremors might leave the entire multiverse a smoking ruin. And woe be to any berk who stands against them - or simply gets in their way.
Created for both players and Dungeon Masters, Hellbound: The Blood War is a comprehensive resource on the infernal clash that has torn the planes apart for millennia. Though the war has spilled into many other PLANESCAPE products, the full story of the roaring conflict has never been detailed - until now. Hellbound features:
The Dark of the War, an 80-page guide for the Dungeon Master that reveals the secrets of the struggle - its history, strategies, magic, and battlefields.
The Chant of the War, a 32-page book for DMs and players, detailing the facts that player characters would know about the conflict.
War Games, a 96-page book of three complete Blood War adventures, including an epic scenario in which the PCs can weaken the fiends permanently and forever change the course of the war - not to mention create a brand-new monster in the process.
Visions of War, a 24-page, full-color booklet of illustrations and maps (scenes and sites in the adventures) to bring the war's horrors alive for players.
The Bargain, a 16-page, full-colo comic book of wartime love and betrayal, painted by DiTerlizzi and Robh Ruppel.
THE BLOODIEST CONFLICT ON THE OUTER PLANES JUST GOT PERSONAL!
http://rapidshare.com/files/60064768/Hellbound_-_The_Blood_War.pdf

Planes of Conflict
http://home.flash.net/~brenfrow/ps/ps-conflict.jpg
PLANES IN CONFLICT!
On the Great Ring, six planes lie in direct opposition. Above looms the triad of Good, holding fast against the tide of corruption. Below lurks the triad of Evil, stained red by the eternal Blood War. Both resist the pull of Law and Chaos. Any berk who calls them "neutral" planes has never experienced their full extremes!
Dare to enter the conflict and find:
Two 64-page books describing each plane and its inhabitants for the Dungeon Master, with details on the monsters, realms, sites, and dangers of each plane.
A Player's Guide to Conflict, a 32-page, full-color introduction to the wonders and hazards of these planes, for DM and player alike. Featuring sites not described elsewhere.
Adventures in Conflict, a 32-page book presenting four complete adventures designed for PCs of low to high levels.
Monstrous Supplement, a 32-page, full-color booklet detailing 15 creatures, including master yugoloths, creatures of Oceanus, godly servants, and power-cursed outcasts.
Six fully detailed, poster-sized maps illustrating the layers of each plane, with precise maps and text descriptions of important sites.
http://rapidshare.com/files/60068092/Planes_of_Conflict.pdf

The Eternal Boundary
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Welcome to the Cage, friend. You'll want to watch your back in Sigil - it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it. Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've been returning to Sigil with minds restored, telling tales of the Eternal Boundary. But the air's turning foul here in the Cage, and there'll be blood spilled soon if someone doesn't learn the dark of things, an quick!
The Eternal Boundary is a PLANESCAPE adventure for a party of four to six characters of 1st to 5th levels. Players are introduced to the city of Sigil - the Cage, as some call it. Inside this crossroads to the planes, a sinister plot unfolds, leading the heroes into the most dangerous and desperate part of town - the ramshackle slum known as the Hive. Do your player characters have what it takes to confront the Eternal Boundary - and pass beyond?
http://rapidshare.com/files/60068808/The_Eternal_Boundary.pdf
