Expedition to the Demonweb Pits ToC

Pbartender said:
How setting specific is the adventure?

Probably not much. That was what was cool about Planescape. No matter what campaign you were in, they fit into Planescape neatly. Though the original adventure wasn't a Planescape module, Sigil definitely is Planescape territory. But it has connections to all other settings, including Eberron (yes, I said it Eberron fanboys, Sigil has portals connected to that place too :p ). Definitely one of those cities where you'll see a temple of Zeus next to a temple of Odin next to a temple of Lathander which is across the street from a temple of The Sovereign Host. (if you're in the Clerks Ward of Sigil...I think it was Clerks Ward, I haven't been able to run a PS campaign since 3E began. I need to seriously do that now)
 

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@Razz
Concering the PrCs:
The Demonwrecker is a 5 level PrC for divine spellcasters. To enter this PrC you are required to have 5 ranks in Knowledge the Planes, Spell Penetration, be able to cast 3rd level divine spells and you must have fought against a demon. The class is centered around fighting chaotic or evil outsiders and especially demons. It has a cleric hit-die and provides full spellcasting.
At first level you gain a bonus to penetrate the spell resistance of evil or chaotic outsiders and you can penetrate the good damage reduction of chaotic evil outsiders. At second level your weapon is considered to be made out of cold iron. At third level spell that deal (elemental) damage, deal at equal parts the normal damage and the other half is untyped damage when used against demons. Quite handy to have a chance against the plethora of elemental resistances many demons have. At 4th level all allies within 30 feet of a Demonwrecker can penetrate damage the cold iron and good DR of chaotic evil outsiders. At the 5th and final level a Demonwrecker ignores the SR of chaotic evil outsiders.
The Description of the Demonwrecker PrC also includes an entry on how to adapt the PrC for arcane spellcasters. This entry also provides a corresponding table.

The Jaunter is a specialist for magic travel. The entry requirements include Knowledge (the planes) 4 ranks, Didge, Mobility, Spring Attack and you must have vistited at least two planes. The class doesn't aim at spellcasters and the example character is a ranger/fighter. At each level of this 4-level PrC the Jaunter gains new spell-like abilities, which are centered around his 1st level ability travel power. This ability can be used Jaunter level + Dex Bonus times per day. At 1st level you can swap the position of two willingly creatures . At 2dn level you can swap the position of two unwillingly creatures (Will negates) and gain fast movement. At 3rd level you you can spend uses of your travel power on dimension door and teleport and at the 4th and final level you gain a limited use Freedom of Movement and can use plane shift with your travel power.
Quite nice set of abilities and probably very interesting for Rangers and Scouts.


@Pbartender
As Razz already stated: This adventure is not setting specific. Approximately seven pages of the book are situated on the material plane. Afterwards you will be plane hopping. It might requie some adaption for the Forogtten Realms as the Cosmology changes quite a bit, but since there is still the Abyss and I suppose Sigil still exists in this cosmology, I see no problems on this front. Converting Eberron in the other hand might be a little bit more complicated. To be honest I do not know very much about this setting, but from what I heread the Eberron cosmology is quite different.
 


How much Sigil info is in the book? There's a brief mention of the city in the Manual of the Planes, a bit more in the Planar Handbook and now this. I think that's all, or nearly all, of the Sigil info in 3E, so I'm hoping there's a bit of source material here.
 


@Whizbang
Unfortunately there is not very much information on Sigil, only about five pages. This includes Entering and Exiting Sigil, Architecture, Illumination, Laws and Society, History, The Wards, and Sigil als Base of Operations. A few locales are details like the Styx Oarsmen, the Tower of the Prophet and The Library of the Lady. I don't know whether this locales are all new or classic Sigil locations as I started playing D&D with the change to 3.5.
 


I wonder if WotC is leaning more towards either Planescape 3E or a sort of new line of products dealing specifically with planar material. Sort of like a mini-campaign expansion set of books beyond Manual of the Planes and Planar Handbook that will bring a "new edge" to your gaming in whatever campaign you're in?

This could tie into a "Planar Guide to Faerun" and "Planar Guide to Eberron" books. That would be interesting and I am sure would generate a huge buzz.
 

Celeblas said:
@Whizbang
Unfortunately there is not very much information on Sigil, only about five pages. This includes Entering and Exiting Sigil, Architecture, Illumination, Laws and Society, History, The Wards, and Sigil als Base of Operations. A few locales are details like the Styx Oarsmen, the Tower of the Prophet and The Library of the Lady. I don't know whether this locales are all new or classic Sigil locations as I started playing D&D with the change to 3.5.

The Styx Oarsmen is classic PS material. I can't seem to recall the other two places.
 

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