A Guide to the Ethereal Plane (AD&D Planescape) by Bruce R. Cordell

A Guide to the Ethereal Plane (AD&D Planescape)



Download A Guide to the Ethereal Plane (AD&D Planescape)




A Guide to the Ethereal Plane (AD&D Planescape) Bruce R. Cordell ebook
Page: 103
Format: pdf
ISBN: 0786912057, 9780786912056
Publisher: Wizards of the Coast


As a 3e player, I never adventured in the planes, so I'll supplement my memory with the descriptions in the 3.5 Dungeon Master's Guide. Demon Lords and Archdevils: Planescape brought them back to D&D for the first time since the game was "sanitized" in the switch to 2nd Edition. What I am Guide to the Astral Plane, Ethereal Plane, and Inner Planes (who can forget Xanxost?) were also cream of the crop. The factions, which form the The webcomics Planescape: Metamorphosis and Planescape Survival Guide take place in this setting. As far as I'm concerned, the best place for high level play is the Outer Planes. "Pathway universes", the key elements of the magic portal network, including the Astral Plane, the Ethereal Plane, the Infinite Staircase, and Sigil itself. Gamma World: While technically a different game line, uses identical mechanics and is often seen as a subset of vanilla D&D. Of course cost will depend on 1) How far Planescape Campaign Setting Boxed Set - $20 SOLD - Rusty Halo Hellbound: The Blood War Boxed Set - $20 SOLD - Redwick A Guide to the Ethereal Plane Accessory Book - $7 $3. Cordell 1998 Wizards of the Coast 103 0786912057,9780786912056. A description of tropes appearing in Planescape. The same Astral—the name has more cultural cache, so I'll pick that one to keep—connects the Prime Material Plane, the Parallel Planes of Ginnungagap, Faerie and Shadow, and provides a medium to get to the other, strange planes beyond. Monte Cook's Guide to the Astral Plane (1996) is that very rare rules supplement that is a joy to read due to entertaining text; attractive to look at thanks to good graphic design, and well organized, it is so full of plot hooks and game ideas that you could Brain collectors, devas, and the ever-famous (thanks to its appearance on the cover of the 1st edition AD&D Manual of the Planes) Astral dreadnought join a handful of other monsters that swim the Astral for prey. I'm going to be keeping the Elemental Chaos and the Astral Sea (more on this in a minute) so the creation story makes sense and can remain pretty much as is. I've only got the Planescape box set; I had the Birthright box set but sold it maybe a decade a go. For Sale: Lots of 2E AD&D Stuff, loads of Cthulhu stuff and 1 AD&D Box Set Shipping: I plan to send this stuff out via USPS Media Mail. I've been going on a bit of a collecting binge, trying to gather some of the jewels of RPG history (especially D&D) and am setting my eyes on Planescape and Birthright. It is far and away the cheapest option. I also want to keep the Feywild and If I really wanted to go back to the old skool planar structure of AD&D and Planescape, I'd probably leave it there and get rid of the Elemental Chaos, but I'm afraid to say the original elemental planes (in fact, all of the Inner Planes for that matter!) don't do anything for me. A Guide to the Ethereal Plane (AD&D Planescape) Bruce R.

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