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David The Bard

Locations  - 
 



Sigil (pronounced /'sɪg.ɪl/), also frequently known as the Cage or the City of Doors,is a city-state and the supposed center of the multiverse which includes the Prime Material Plane and all other known planes according to some forms of the Great Wheel cosmology.

People coming to Sigil from the Prime Material Plane are often treated as clueless inferiors by the planar elitists who dwell there. They are thus widely referred to as "the Clueless", "berks" or more charitably, as "Primes". It is highly recommended that planewalkers new to Sigil employ a guide, known locally as a "tout," lest they be taken advantage of or mugged. Such guides can be little better themselves, though, either serving to persuade a traveler to the side of their faction or simply robbing their "customer" once their back is turned.

Sigil is located inside of the Outlands, a plane at equal distance from each of the Outer Planes, hovering above an immensely tall landmark known as the Spire that sits at the plane's center.In a certain fashion, this puts Sigil at the center of the planes, at least according to the Great Wheel cosmology, but since the multiverse is infinite in all dimensions there is no true center.Still, Sigil is the closest thing to a center (other than the Prime Material Plane) that there is. Curiously, from the Outlands one can see Sigil atop the supposedly infinite Spire.[citation needed]

Sigil has the shape of a torus and the city is located along the inner surface of the ring. It is generally agreed by knowledgeable people that this should be impossible,since the center of the Outlands is void of any and all magic,and yet it apparently is. Theories to explain Sigil's location and existence vary wildly, though one of the more popular is that the Lady of Pain either created it or keeps it intact — or both.

There is no sky, simply an all-pervasive light that waxes and wanes to create day and night. The city cannot be entered or exited save via portals; although this makes it quite safe from any would-be invader, it also makes it a prison of sorts for those not possessing a portal key, giving Sigil its nickname "the Bird Cage" (or simply "the Cage").

Sigil contains innumerable portals: any bounded opening (a doorway, an arch, a barrel hoop, a picture frame) could possibly be a portal to another plane, or to another point in Sigil itself. Thus, the city is a paradox: it touches all planes at once, yet ultimately belongs to none; from these characteristics it draws its other name: "the City of Doors." This feature make Sigil a prime destination for travelers as well as a center of trade throughout the multiverse.

Wards of Sigil

Sigil is divided into six districts, called wards, listed below:

The Clerk's Ward, an affluent district, home to most of the city's lower-rung bureaucrats and middlemen.

The Hive Ward, the slum and the ghetto, home to the poor, the rogues, and the unwanted dregs of the city.

The Lady's Ward, the richest and most exclusive section of the city, is home to the elites of society and of its government.
The Lower Ward, an industrial district, clogged up with the smoke from the foundries and from the portals to the Lower Planes.
The Market and Guildhall Wards are the home to the traders, craftsmen, artisans, guild members and other members of the middle class.

Governor:
The ruler of Sigil is the mysterious Lady of Pain.The Lady is sometimes seen in Sigil as a floating, robed lady with a face bearing a mantle of blades.[citation needed] The Lady does not concern herself with ruling the city directly; she typically only interferes when something threatens the stability of Sigil itself or crosses one of her few but unforgiving edicts, which amount to keeping the peace and refraining from worship of her. The Lady is an entity of inscrutable motives and often those who cross her path, even accidentally, are flayed to death or teleported to her hidden "mazes", extradimensional labyrinths, and lost forever. It is widely believed that she never speaks, although some unconfirmed rumours to the contrary do exist.


Although the Lady of Pain does not take action directly, she does act through a number of servants known as dabus, who simultaneously serve as the Lady's eyes and ears as well as maintaining the structure of Sigil. Like the Lady, the dabus do not interact with Sigil's inhabitants or travelers much and it is best to leave them be, since antagonizing them can bring down the infrequent but harsh wrath of their mistress.

Sigil is, theoretically, neutral ground to all: no wars are waged there and no armies pass through. Furthermore, no power can enter into Sigil; the Lady has barred them from the Cage.[citation needed] Of course, Sigil is hardly peaceful; with such a condensed population, consisting of everything from angelic devas to demonic glabrezu, violence is common, usually befalling the foolhardy, the incautious, or the poor. Most natives of Sigil ("Cagers") are quite jaded as a result of living there.

Sigil is also home to several extraplanar "factions," which struggle with one another for power and prestige but generally do not engage in open conflict. The Lady of Pain tolerates the existence of these factions so long as they do not interfere with her or her nebulous goals and several even serve useful purposes, such as the Guvners, Harmonium, and the Mercykillers, which serve as the judges, jury, and executioners of Sigil, respectively

//////////////////////////////////////////////////////////////////

The Lady of Pain is the protector of the city of Sigil in the Planescape campaign setting of the Dungeons & Dragons roleplaying game. She is also known as Her Serenity, for the permanently vacant expression on her face, The Bladed Queen, or simply The Lady. She is only a lady insofar as she is characterized as female in her countenance. In the second edition AD&D Planescape setting, the Lady may as well have been male or sexless, or such a type that traditional gender classification is impossible.

Description and history

A very powerful being, many of the hive dwellers consider the Lady of Pain to be a deity. The Lady is sometimes seen as a floating, robed woman with a mantle of blades around her expressionless face. No one knows how she came to be or what her true purpose is. Her obvious objective is maintaining the balance within Sigil, by throwing defilers and denizens who anger her into one of her magical mazes. Often, she will only interfere when the very balance and stability of Sigil is threatened.

The Lady is an entity of inscrutable motives, and often those who cross her path, even if accidentally, are flayed to death or teleported to one of her Mazes (an almost inescapable pocket universe). Rumor has it that even greater deities have fallen before the Lady, and she was able to kill the otherwise immortal Nameless One. The Shattered Temple in Sigil was a major temple of Aoskar, the god of portals, who attempted to bring the city under his control. After one of the dabus abandoned its duty to worship Aoskar, she killed him with a thought, shattering the grand temple and throwing his priests into the Mazes of her making. The ruined temple eventually became the headquarters of the Athar. The vast majority of Sigil's denizens dread her apparitions, and avoid mentioning her name aloud for fear of drawing her attention.

The Lady has the power to control each and every portal in Sigil, opening and barring them at will. The dabus, her servants, maintain the city, forever fixing and patching its streets. For all her power, she apparently refuses to be worshiped as a goddess, and anyone brave (or careless) enough to worship her has met a grisly demise in the shadow of her blades.
The closest the Lady of Pain ever came to being overthrown was by Vecna, as one of the final steps in his plan to reshape the multiverse and make himself supreme.

Here's what you should know about the Lady of Pain:

She is fifteen feet tall, hovers, never speaks and has a halo of blades around her face.

She is the ruler and protector of Sigil.

She has the power to keep gods, primordials, demon lords and etc. out of Sigil.

Just a glance from her can cause cuts to form all over your body.

She is served by goat-men known as the Dabus. They clean and repair Sigil, and they speak in hovering symbols.

She has the ability to send victims to a Maze - an individualized dimensional prison.
She Mazes or kills anyone who tries to worship her.

of Pain, Her Serenity, The Bladed Queen

Team Affiliations: The Dabus of Sigil

Allies: The Factions of Sigil

Enemies: Numerous evil entities and gods who lust for control over the City of Doors. They have plotted the Lady's downfall for millenia, yet all those who have acted against her have failed.

Powers and Abilities:

Omnipresence: The Lady of Pain is instantly aware of anyone who tries to worship her or who tries to harm her servants. She destroys anyone who is foolish enough to try.

Telekinesis: The Lady of Pain can mentally flay anyone or anything that displeases her. The mess that is left behind has been described as impossible, with gore that appears to deny the normal laws of physics and three-dimensionality. Using this power, The Lady of Pain has erased hordes of powerful demons in an instant.

Unrivaled Command over Portals and dimensional access. The Lady of Pain can prevent anything from accessing her city, and she can forcibly transport travelers anywhere she wishes.

Matter Transformation: The Lady speaks the Language Primeval, and while standing at the crux of the multiverse she has boundless power to reshape all realities. At the beginning of time, the Lady raised her city to rest atop an infinite spire at the center of all things.

Reality Transformation: A single glance from the Lady of Pain causes her aggressor to vanish, never to be seen again, into a new dimension of her choosing. Most often this takes the form of a maze that extends into infinity.

Deity Denial: As a fundamental aspect of reality (on par with Eternity, Chaos, etc), The Lady of Pain has power over the divine. After a group of heroes banished Vecna from Sigil, The Lady's servants said: "The first is a promise from The Lady of Pain that Vecna, The Failed God, will be denied his vengeance on you." She is as far above the Gods as the Gods are above mortals.

Aspect of Pain: The Lady is the source of all pain in the multiverse.

Greater deities have fallen before the Lady. The Shattered Temple in Sigil was a major temple of Aoskar, the god of portals, who attempted to bring Sigil under his control. After Aoskar's power had reached a certain point, the Lady killed him with a thought, shattering his grand temple and throwing his priests into mazes of her making.

After Vecna's failed invasion of Sigil, the Lady of Pain quickly healed his changes to her city and rebuilt all of reality. She was not able to put the multiverse back precisely into its original state, but...shit, man.

She is the NO to absolutely Everything you can imagine she is the Games master NO and can kill all do's matter who you are she just say NO and your dead NO one can defeat the lady of pain end of discussion! For it is Conan in D&D!
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Lady of pain

Hight: 50"0'

Sex: unknown..

Information on the lady of pain:
The Lady is sometimes seen as a floating, robed, monolithic, and gargantuan woman, with her impassive, expressionless face bracketed by an imposing mantle of sharpened blades. No reliable witness has ever heard her speak, although she can communicate through her servants, the dabus. (Former Mercykillers Factol Alisohn Nilesia claimed the Lady made a verbal confession to her in a dream, but Nilesia's sanity was questionable.) She can will even the most hale and stalwart beings she comes into contact with to suffer pain of elephantine proportions with a simple gaze, and even something as superficially innocuous as tactile exposure to her shadow can send any being into rapid spasms of body-warping disintegration.

Her chief imperative never changes: Maintaining the balance of Sigil. When transgressors against this goal are not slain outright, they are involuntarily transported to one of an innumerable amount of densely convoluted magical mazes. Beyond this, what compels her to act—if anything—remains open to conjecture. On all other matters, she seems persistently apathetic.

The Lady is a largely ineffable enigma. Often, those who cross her path—even by accident—are either flayed to death, or, for reasons that remain unknown, teleported to one of her Mazes, in and of themselves constituting nigh inescapable pocket universes, located in the Ethereal Plane. Many rumors and legends purport that even estimably powerful deities have fallen before her. The Shattered Temple, located in Sigil, was once a very prominent fane dedicated to Aoskar, the god of portals. At one point, he attempted to bring the city under his control. When Aoskar did manage to accumulate some power, The Lady decided to intervene. Slaying him with a mere thought, her actions acted as an eponym, simultaneously shattering his fane and scattering its priests into her mazes in the process. The then-decrepit fane eventually became the headquarters of the Athar. At one point, there were numerous factions attempting to control various parts of Sigil, resulting in a thoroughly bloodied and relentlessly merciless war of attrition. Once the war had finally concluded, the devastation was immense. At this, The Lady elected to spontaneously appear. Emerging before a pacified amalgam of every faction's leader, she commanded the factions to disband, or die, doing so through a dabus. The factions naturally acquiesced, and have honored this decision ever since. The vast majority of Sigil's denizens dread The Lady's apparitions. They vehemently avoid speaking her name, as they fear that this will draw her attention to them.

The Lady exerts omnipresent control over every portal in Sigil. This control is both undisputed and indisputable, and she utilizes it as she sees fit. The dabus are charged with task of city maintenance, as the streets of Sigil require constant inspection and upkeep. For all her power, the notion of deifying The Lady is vociferously abhorred in virtually every corner of the city. This is due to the taboo nature of her response to Worship: Any and all worshippers are gorily slaughtered by the Lady's blades.


D&D history facts:
No one says her name aloud. Those who try to talk to her get no response, or more commonly are flayed, as if their bodies were rent apart by the Lady's own glittering blades with but a single thought. The Lady never speaks. She is the undisputed ruler of Sigil, even though she does nothing in its rule: she does not appear at the Hall of Speakers, nor does she make or enforce the laws of Sigil. She is called The Lady of Pain because if someone gathers Her attention, there is pain. Of course, you should keep in mind that one doesn't quite talk about The Lady in public or in private, because that just might be enough to gather her attention...and the attention of Her Serenity isn't something that anyone wants.



Enemies: Numerous evil entities and gods who lust for control over the City of Doors. They have plotted the Lady's downfall for millenia, yet all those who have acted against her have failed.

🔶 Powers and Abilities:🔶

🔶 Omnipresence: The Lady of Pain is instantly aware of anyone who tries to worship her or who tries to harm her servants. She destroys anyone who is foolish enough to try.

🔶 Telekinesis: The Lady of Pain can mentally flay anyone or anything that displeases her. The mess that is left behind has been described as impossible, with gore that appears to deny the normal laws of physics and three-dimensionality. Using this power, The Lady of Pain has erased hordes of powerful demons in an instant.

Unrivaled Command over Portals and dimensional access. The Lady of Pain can prevent anything from accessing her city, and she can forcibly transport travelers anywhere she wishes.

🔶Matter Transformation: The Lady speaks the Language Primeval, and while standing at the crux of the multiverse she has boundless power to reshape all realities. At the beginning of time, the Lady raised her city to rest atop an infinite spire at the center of all things.

🔶Reality Transformation: A single glance from the Lady of Pain causes her aggressor to vanish, never to be seen again, into a new dimension of her choosing. Most often this takes the form of a maze that extends into infinity.

🔶Deity Denial: As a fundamental aspect of reality (on par with Eternity, Chaos, etc), The Lady of Pain has power over the divine. After a group of heroes banished Vecna from Sigil, The Lady's servants said: "The first is a promise from The Lady of Pain that Vecna, The Failed God, will be denied his vengeance on you." She is as far above the Gods as the Gods are above mortals.

🔶 Aspect of Pain: The Lady is the source of all pain in the multiverse.

Witnesses:
has no weaknesses what so ever
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Tormod Aarlott Digre's profile photoRicardo A García Rivera's profile photo
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Amazing art! I love your work, guys! Glad to see so much planescape material!
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Tim Bannock

Discussion  - 
 
2 questions:

1. What's the status on Planewalker? Latest posts all seem to be from last year with regard to fixing the site. I'm happy to throw in and help out...mainly because I want to transfer my oodles of PS info into a Wiki, and they already have the beginnings of one, so why reinvent the Great Wheel, as it were?

2. How did I not know about the interactive map of Sigil linked below? That thing is amazing!!!
Reference index of 260 Sigil venues culled from official Planescape material.
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Phil Nicholls

Locations  - 
 
Hi Planescapers,

Here I am again, with Part 2 of my planar weather series. In this post I present weather for the Plane of Air, called Valinor in my campaign. Along with the large main weather table, I also included hazards and some location themes.

I conclude the essay with two examples of applying themes to a result from the weather table.

Is this any use to you?

Happy Gaming
Phil
As noted last week, the travelling RPG Blog Carnival moved onwards for another month. The April event is hosted by Stephanie Bryant at Mortaine’s Blog. Stephanie has chos…
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Phil Nicholls's profile photoDonato di Niccolò di Betto Bardi's profile photo
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Valinor... ))
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Brian Sailor

Discussion  - 
 
Would a power's aspect be considered a proxy and thus allowed into Sigil? I'm talking about the lesser aspects like those in Miniatures Handbook - CR 9 to 12 or so. 
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Donato di Niccolò di Betto Bardi's profile photoLoki in New Orleans's profile photo
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I wholeheartedly agree. Was just sharing my view based on canonical resources. And thanks! 
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Good news, adventurers! If you've been waiting to try Sword Coast Legends or have been longing to form a party and play co-op with on-the-fence friends, we're happy to announce that for a limited time we are letting absolutely everyone experience Sword Coast Legends free!
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Espectacular! +Arturo Varas
 ·  Translate
 
A gift for all the Planescape fans out there! We are pulling together all our downloads - the Sigil Map, the Planescape Campaign Setting for d20, the spreadsheets of known Planescape NPCs, etc - and putting them in an openly accessible Dropbox so that you can download at leisure!

Did I mention they are free?

-Loki, Keeper of the Darks
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Phil Nicholls

Locations  - 
 
Hi Planeswalkers,

My Sigil PD campaign keeps rolling along.

The latest session saw them exploring the branches of the huge World Tree, think of the Infinite Staircase winding about the vast branches of Yggdrasil.

Happy Gaming
Phil
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This is a modern re-imagining of the broad concept of Planescape under the Spark RPG system
 
Sig: The City Between is now live on Kickstarter.

There is only one true city; a place of multiversal trade, cultural exchange, and mixed blood. A place where monsters come to scheme and gods come to die.

Sig: The City Between is the nexus of the multiverse. It's a city connected to everywhere, a refuge for the oppressed and a prize for tyrants. It's a place where culture is at the forefront, with diverse faiths and tongues struggling for space in the crowded metropolis. It's a city of families, both whole and broken.

Sig is also a launching point, allowing fools and heroes to venture into the eternal planes of existence. Each plane is made of concepts, of elements, or of ideals that resonate through the entire 'verse. The planes impose their own Beliefs on Sig, and on the infinite primal worlds beyond.

Each of the planes is also home to unique peoples, from the Giants of the Elemental Plane of Stone to the Wyrms of the Ideological Plane of Destruction. The planes are home to mighty Powers; gods, demons, and stranger things which send their servitors to spread their faith into the City Between. The planes even offer resources to the bickering political Factions and warring guilds that control Sig's hungry streets. 

Visit the Elemental Plane of Flame to test yourself in scorched wastelands of the Crucible. Seek answers to hidden secrets in the Umbral Delta of the Conceptual Plane of Shadow. Defend yourself in The Final Court, where the Seven Magistrates provide final remedy to any injustice.

#WelcomeToSig
Jason Pitre is raising funds for Sig: The City Between on Kickstarter! A diverse fantasy setting where the eternal planes and infinite primes meet. This tome expands the Spark Roleplaying Game.
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Aaron Griffin's profile photoMegan Bennett-Burks's profile photo
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That looks very cool, I unfortunately can't jump on just yet (burned through my RPG money for a while) but I'll be watching it.
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J Zoshak

Discussion  - 
 
Spoiler warning for Harbinger House.

I've been running a group through the published Planescape adventures on and off for a few years.  I own a complete collection of the AD&D2 material and figured I should do something with it all.  We started off in Pathfinder but converted to D&D5 earlier this year.

We're stuck into Harbinger House now.  The party just had the encounter with Factol Ambar where he informs them that Sougad Lawshredder was in the charge of the Godsmen at Harbinger House prior to his escape and asks the party to put an end to him.

The one Cager member of the party recognizes the name from the murders ten years earlier, and the Harmonium aasimar paladin gets real quiet.  "I need two hours," he says, after Ambar leaves.  So the party agrees to reconvene at Bloodgem Park in two hours to head to Ecstasy after Sougad.  The drow gunslinger needed a long bath anyway, after being interrogated by the Mercykillers.

The paladin goes straight to his superiors and reveals that at the highest level, the Godsmen conspired to conceal a mass murderer from the legal authorities for a decade.

The adventure does not even acknowledge this possibility, despite how closely the party is expected to work with (or be watched by) the Harmonium as they investigate Sougad's new spate of murders.

So this should be a good time.  Forget derailment; the train is officially airborne and cartwheeling end over end.  I think if the party looks back over their shoulders while in Ecstasy, they might be able to see Sigil rocking back and forth.
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About this community

Who are we? Planewalker is the official fansite for the Planescape setting produced originally by TSR, then by Wizards of the Coast. We've kept the fires of the Planes alive for over a decade now in one form or another. Take a look around the site, you'll find we have a lot of material there including: Active community forums A wiki if you need to look up information A vast collection of articles and extra material Conversions for 3.x , 4th ed and other systems. What are you waiting for? http://planewalker.com
Sigil, City of Doors
 
Dabus
Average Height: 5'5"-6'5"
Average Weight: 120-180 pounds
Ability Scores: Intelligence +2, Wisdom +2
Size: Medium

Bio:
Though possessing the ability of speech, dabus almost always communicate only through visual rebuses they create, filling the air near them with golden shining lines (from which the name Dabus originates). Physically, a Dabus resembles a humanoid with yellow-tan skin, goatlike horns, and a shock of white hair. Dabus float off the ground, their feet never touching the earth. The character Fell is the only exception to this.

Their agenda strictly follows the orders of the Lady of Pain, but their principal duty is to build and rebuild the living and growing buildings and streets of the city of Sigil. Certain sources suggest that Dabus can in fact speak, but fear that if they were to do so "their thoughts would be overheard." Another, more cynical source suggests that they simply enjoy frustrating others with their puzzles, though communication with a Dabus proves them to be extremely patient, if rather aloof and alien.

The only Dabus with an identity is actually a fallen one known as Fell, who had become an outcast after he proclaimed the god Aoskar (god of portals) as his patron deity. Shortly after that, the Lady destroyed Aoskar and his temple but for reasons unknown, she let Fell live. He now runs a tattoo parlor in Sigil's Grand Bazaar where he uses his ability to dream whole stories into one picture to create unique tattoos for adventurers who visit it. Most locals still prefer to avoid him, for fear of retribution by the Lady.
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+Jeffrey Garrison yeah they are in all additions of D&D I just convert them to 5ed 
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Phil Nicholls

Locations  - 
 
Hello again, Planescapers,

My mini-series on planar weather is now complete at Tales of a GM. Part 3 presents another example of the weather tables, this time focusing on Niflheim, the Plane of Ice. This style of frozen plane does appear in parts of the Great Wheel.

I hope you like it

Happy Gaming
Phil
The April host for the travelling RPG Blog Carnival was Stephanie Bryant at Mortaine’s Blog. Here is my third contribution. Stephanie chose the topic of weather in games,…
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This looks great. Can't wait to check it out closer. Thanks for posting!
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Phil Nicholls

Locations  - 
 
Hi Planescapers,

You may be interested in the latest long blog post at Tales of a GM. Inspired by the latest round of the RPG Blog Carnival, I wrote about designing weather for elemental planes.

I began with the Plane of Air, the setting for our forthcoming Fortress of Crows campaign. Here, changes in the weather form the bulk of the environmental variation. Or so it seems to me.

Part 1 of my mini-series explores the basics of planar weather, and the division of the plane into quadrants and zones.

I am interested in hearing what you think.

Happy Gaming
Phil
The travelling RPG Blog Carnival moves onwards for another month. The April event is hosted by Stephanie Bryant at Mortaine’s Blog. Stephanie chose the topic of weather in games…
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Rearranging my apartment. 
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Zachary Holman's profile photoJohn Koetsier's profile photo
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Looks a bit like my planescape collection. 
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Phil Nicholls

Locations  - 
 
Hi Planeswalkers,

As part of the RPG Alliance Blog Carnival I contributed to the December project, which is themed Homebrew gifts.

My gift to GMs was the notes for Red Fungus Maze from my Tales of the Hero Wars campaign. As this is set in Sigil, you can guess the sort of maze I am referring to.

I hope you enjoy this gift
Phil
The travelling RPG Blog Carnival has moved onwards for another month. The December event is hosted by James Introcaso at his World Builder blog. The seasonally appropriate topic for D…
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Alex Schroeder

Discussion  - 
 
I want Lego Spelljammer!!
 
LEGO SPELLJAMMER
Team up with the Water Elf and Wind Elf on an ocean adventure to find the water key!
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J Zoshak's profile photoTim Bannock's profile photo
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Are those still a thing? I pretty much never see them anywhere.
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Has anyone seen this gallery, plenty ideas
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Jeffrey Garrison (JBGarrison72)'s profile photoVirgilio Benavides Hilgert's profile photo
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I love Torment, sometime soon i'm gonna try and play it again
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Phil Nicholls

Locations  - 
 
Hi Planeswalkers,

The Sigil PD campaign has moved on and the Heroes are once again travelling the planes, This time, they have taken an excursion to the Plane of Water. As usual, I involved the Players with brainstorming the setting, and they made a suitably weird location.

The town of Deep Port is a corrupt place, home to puffer fish demons and a major exporter of crude oil. It may not end well for the Heroes.

Happy Gaming
Phil
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Hey, Planescape peeps. +Jason Pitre is Kickstarting a thing that has the soul of Planescape oozing out of it.

Check it out.

Full disclosure: I was the editor on this.

https://www.kickstarter.com/projects/Jagash/sig-the-city-between
Jason Pitre is raising funds for Sig: The City Between on Kickstarter! A diverse fantasy setting where the eternal planes and infinite primes meet. This tome expands the Spark Roleplaying Game.
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Zachary Holman's profile photoJason Pitre's profile photo
2 comments
 
+Zachary Holman You are far too kind. 
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