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Planescape Adventures

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Hellbound : The Blood War

HellboundProduct: Hellbound: The Blood War (2621)
Designers: Monte Cook and Colin McComb
What's It About? Anything you could possibly want to know about the Blood War, its combatants, battlefields, tactics, weapons, magic, bystanders, history and on.Hellbound
What Do You Get? The Chant of the War (32 page player's book with an overview on who thinks what about the Blood War), The Dark of the War (80 page DM's guide to all things fiendish and warlike), War Games (96 page book with three adventures, the last one - Squaring the Circle - is simply amazing), Visions of War (24 page mini-booklet full of scenes from the adventures), Hellbound: The Bargain (16 page visually stunning comic telling a tragic story of the War - also serialised in Dragon Magazine)
Merits: Fantastic adventures and lots of Lower Planar background. Squaring the Circle is a terrific and potentially planes-shattering adventure. A must-buy.
Flaws: It's a shame there wasn't even more!

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Tales of the Infinite Staircase

TFTISProduct: Tales from the Infinite Staircase (2632)
Designer: Monte Cook
What's It About? A series of eight adventures, inter linked but independent, that can be played together or individually against a common backdrop of the Infinite Staircase. For all levels of play.
What Do You Get? A 128-page perfect-bound book. The adventure also inter links with For Duty and Deity, described below...
Merits: A great premise behind the story, and some fantastic locations. I haven't yet finished the whole thing myself, cutter - it's that new! - but it looks terrific.
Flaws: Couldn't tell you yet, though some of the artwork is pretty dire.

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The Great Modron March

Modron MarchProduct: The Great Modron March (2628)
Designers: Monte Cook and Colin McComb
What's It About? A collection of eleven adventures that can be played individually or in a series, following the Modron March as it progresses around the Great Ring.
What Do You Get? Eleven adventures (128 page perfect bound book) with very varies themes, from protect the modrons to destroy the modrons, to rescue or escape, or explore and more. The very varies environments encountered display the full range of planar weirdness.
Merits: A cracking bunch of adventures, with some great ideas and concept behind them. I particularly liked the mechanical cybernetics idea... The adventures and time scale were flexible enough to adapt to many campaigns, though more as in-between adventures than a concurrent series.
Flaws: Some of the adventures are a little formulaic -- crazy wizards, evil knights and the like -- but that's made up for with some truly original ideas. I was also a bit surprised the Sinkers didn't feature more heavily, but that's easy enough to remedy by adding 'em yourself...

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Dead Gods

Dead GodsProduct: Dead Gods (2631)
Designer: Monte Cook
What's It About? A colossal adventure spanning planes, times and then some, Dead Gods is an amazing story with surprises at every turn. To say much more'd give the game away, and Dead Gods goes to great pains to keep things secret as long as possible.
What Do You Get? A 176 page perfect bound book, with a full-colour poster map and eight pages of colour scene-setting art in the back. It contains two adventures, that can be played separately or together...even simultaneously. The book claims "deluxe adventure" and it's not a word of a lie.
Merits: The plot is stunning, and very plane-shaking. The art is good; better than most recent PS releases, and the layout makes the book very accessible. The colour art in the back is also a very nice touch.
Flaws: It's expensive, sure, but it'll last you ages. Well worth the cash.

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Something Wild

Something WildProduct: Something Wild (2619)
Designer: Ray Vallese
What's It About? A strange plague of barbaric behaviour strikes the Cage, and seems to be sweeping several planes too. It's the PCs job to figure out what's causing it, and put a stop to it. A they soon discover, there's a lot more going on than initially meets the eye, with some six groups subtly influencing events.
What Do You Get? A 64-page adventure, a 2-page glossy map sheet, and a strange flimsy DM-screen-like thing with cut-off bits.
Merits: A fantastic plot, very cleverly worked out, with great potential for follow-up adventures. Some really cool characters to meet too. Very nice.
Flaws: Very challenging to DM, and pretty deadly too. But hey, that's half the fun! Some of the Sigil encounters were a little lacklustre.

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Harbinger House

Harbinger HouseProduct: Harbinger House (2614)
Designer: Bill Slavicsek
What's It About? A great adventure set in Sigil, and the Gate Towns involving...well...that'd give too much away. Let's just say the Lady of Pain's getting uncomfortable about competition, and isn't about to let sentimentality get in the way of a good flay. Add to that a bit of Abyssal intrigue and a good old fashioned murder mystery, and a bunch of the most interesting barmies you'll ever meet, and you've got my favourite adventure for the Planescape setting yet. ..
What Do You Get? A 64-page adventure, and a 4-panel DM screen with maps and artwork.
Merits: A great plot, nice full-page artwork, brilliant characters, and lots of help if things go wrong. Good locations (you'll love Harbinger House and the way the rooms connect!), and a real cliff-hanger ending! Classic stuff...
Flaws: A challenging module to DM, but very rewarding. Could've been more artwork throughout the text.

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Doors to the Unknown

Doors to the UnknownProduct: Doors to the Unknown (2626)
Designer: Bill Slavicsek
What's It About? Four linked but sort-of independent adventures centred around a strange kind of portal that only opens once in a blue moon. Various means get the PCs involved, and soon they're tangled in a centuries-old plot with a very dangerous opponent.
What Do You Get? A 64-page adventure, 2-page glossy map, and thin card screen with cut-out bits.
Merits: There are some terrific ideas here -- the last chapter is really interesting, and prompts more questions than it answers. Some of the locations are good, and DttU makes good use of some established Cager characters like Estavan.
Flaws: I really disliked the third chapter, and elements of the first (while easily left out) didn't fit with my vision of Planescape. Look at the map for out-of-place objects. The plot made sense, but at times seemed a little thin. On the whole okay, though I'd want to heavily modify the third chapter to make it less Star Trek and more Planescape.

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Fires of Dis

Fires of DisProduct: Fires of Dis (2608)
Designers: Steve Perrin and Ray Vallese
What's It About? A deadly sojourn into Baator to...well...read it and see. But the PCs certainly meet their match in powerful enemies. Players hell-bent on slaying fiends will last as long as a snowball in Avernus. One for subtle diplomats only!
What Do You Get? A 64-page adventure, plus 4-panel DM screen with maps and artwork.
Merits: Some really fantastic locations and a great way to meet beings you'd not dream of arguing with! Certainly a brilliant adventure for higher-level characters capable of surviving a mistake or two...What fun!
Flaws: Can be hard to get the players motivated to undertake the adventure, and the ending is a little unfair on them -- but makes a great finale.

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The Eternal Boundary

Eternal BoundaryProduct: The Eternal Boundary (2601)
Designer: M. Richard Baker III
What's It About? A great adventure to introduce both players and DMs to Planescape, Sigil, and the factions too. It involves a sinister plot to infiltrate the factions one-by-one, with great potential for further story lines based on the characters and events involved.
What Do You Get? A 32-page adventure, and a 4-page DM screen with maps and artwork.
Merits: I ran a campaign for a couple of months dealing with the repercussions -- certainly the best value I ever got out of a module! The colour plate art was great, it's a shame there wasn't more. The Dustmen's Mortuary is completely mapped -- a must for any Dead fan. Super stuff!
Flaws: It's not easy to get the PCs to jump through that portal! But worth it for the looks on the players' faces ;-)

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The Deva Spark

Deva SparkProduct: The Deva Spark (2606)
Designers: Bill Slavicsek and J. M. Salsbury
What's It About? Mix and deva with a bebilith and what do you get? Deva Spark gives you a nasty idea. It's an adventure set mainly in Elysium that concerns morals and ethics, good and evil, and presents the PCs with some interesting quandaries.
What Do You Get? A 32-page adventure, and 4-panel DM screen with maps and artwork.
Merits: Some clever ideas about souls, and the flexible resolution was good too.
Flaws: Very sparse on pictures. Apart from three full-page colour plates, there was no artwork. The plot hook at the start was a little railroading, and the last chapter (of three) was a little weak, but on the whole, I liked this module.

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Well of Worlds

Well of WorldsProduct: Well of Worlds (2604)
Designer: Colin McComb
What's It About? A series of unconnected short adventures from a diverse array of planes, both Outer and Prime. Meet a titan, explore Avernus, battle slaadi, become trapped in a gate town sliding into the Abyss, and get involved in Blood War skirmishes!
What Do You Get? A 128-page perfect bound book, with 9 adventures, plus a full-colour poster map of Avernus
Merits: A great selection of adventures. If you don't like one, you're sure to love the next -- I've used several and they all worked really well. They're all just the right length for one game session each, and with a bit of work most can be expanded to much more substantial pieces. Love Letter and Recruiters are both particularly good, the former receiving a lot of attention on the Planescape Mailing List.
Flaws: There's no theme linking the adventures like with more recent compilations, but maybe that's not such a bad thing. Some adventures are definitely stronger than others, but the best are really good indeed.

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In The Abyss

In the AbyssProduct: In the Abyss (2605)
Designer: Skip Williams
What's It About? The PCs are hired to do some retrieval in the Abyss...of a magical flying chaos ship of entropy, no less! Sounds like a great start to a plot, but unfortunately, that is the plot in its entirety.
What Do You Get? A 32-page adventure wrapped in a 4-panel DM screen with maps inside and art outside.
Merits: The chaos ship is very cool, and some of the locations and NPCs are okay. But that's it.
Flaws: Certainly the weakest PS product to date. While the adventure isn't flawed, it's just not very inspiring. A fight with tanar'ri here, a random encounter there, there's no structure apart from a start and an end, and from a story-based game like Planescape that's not enough. It's more of a shame because the chaos ship is such a good idea; it's really wasted here. The interior art is good, but half of it is just reprinted from the PSMC1...For someone who's either in love with the Abyss and Doomguard, or wants to complete a collection of PS material only, really.

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