I'm looking for a plane-hopping campaign (not a setting, that is, but
a series of interconnected adventures) for use with the Manual of
Planes (never mind 1e/2e/3e conversion issues).
So far, I'm tempted by the following ESDs on SVgames:
1. "The Rod of Seven Parts"
This sounds as if it's epic in scope and could be spread over various
planes. But does it actually lend itself to such an endevaour? It's
not designed for Planescape, after all...
2. "Hellbound: the Blood War".
Sounds like just the ticket...except that I wonder whether this won't
result in a hell-hopping campaign rather than a plane-hopping one.
Any comments and new suggestions are welcome!
Regards,
Hal
> Hi there!
>
> I'm looking for a plane-hopping campaign (not a setting, that is, but
> a series of interconnected adventures) for use with the Manual of
> Planes (never mind 1e/2e/3e conversion issues).
>
> So far, I'm tempted by the following ESDs on SVgames:
>
> 1. "The Rod of Seven Parts"
>
> This sounds as if it's epic in scope and could be spread over various
> planes. But does it actually lend itself to such an endevaour? It's
> not designed for Planescape, after all...
Rod of Seven Parts includes some action on another plane, but I wouldn't
call it Plane_hopping_. Planescape is not required.
> 2. "Hellbound: the Blood War".
>
> Sounds like just the ticket...except that I wonder whether this won't
> result in a hell-hopping campaign rather than a plane-hopping one.
Don't know anything about this one.
Michael.
You might try Tales of the Outer Planes. It's not exactly a campaign,
but it's a bunch of planar adventures.
It's for Stormbringer, but you might try Rogue Mistress. It's a
planar travel campaign (not surprisingly, since planar travel in D&D
is inspired by planar travel in Michael Moorcock's books). It's a bit
rail-roadish, and it's hard in BRP, but converted to d20 it's quite
reasonable.
Try the Great Modron March. You pretty much do a tour of a bunch of
OP's and gate-towns. Heck, add more adventure hooks and do 'em all.
Dead Gods is the sequel, sort-of, and gives you lots more room to
putter around the planes.
The settings and encounters are excellent. Neither of those are very
coherent as campaigns, though. You may have to toss some of "Dead Gods" out,
and rework the rest, so it makes sense for your players.
--
zimriel sbc dot
at global net
.
http://pages.sbcglobal.net/zimriel/blog/zimblog.html
because everyone else is doing it
It's not a campaign; it's a setting. It contains three campaigns, of which
one, Squaring the Circle, is considered a classic. (By me, anyway.)
It would be largely a hell-hopping campaign, though, given its content.
"Fires of Dis" is good, too, but it only deals with Arcadia and a couple of
Hell circles.