Vladar's Blog

Planescape review: The Eternal Boundary

For the last three years, I've run a Planescape1 campaign through almost all of its modules. Now, after successfully finishing it, I want to look back and review these adventures, highlighting the pros and cons of each one.

Each module will be rated in three categories, up to 3 points in each:

The full list of currently published reviews is available under the #planescape tag.

the-eternal-boundary

The Eternal Boundary

Players are introduced to the city of Sigil - the Cage, as some call it. Inside this crossroads to the planes, a sinister plot unfolds, leading the heroes into the most dangerous and desperate part of town - the ramshackle slum known as the Hive. Do your player characters have what it takes to confront the Eternal Boundary - and pass beyond?

Overview

This investigation module starts with PCs taking on a job finding a local barmy Eliath that gone missing. Hooks for both faction and non-faction intro are present. The faction start can be tied to almost any faction except Xaositects, Dustmen, and Bleakers.

In the first chapter, the characters are free to explore the Hive, asking for the whereabouts of their target. The most contents here are descriptions of plot-significant locations and encounters. Examples of random encounters in the Hive are also given. This gives the party a freedom to investigate as they please, though some actions will speed up the plot progression, of course.

The second chapter gives information on the further development of the investigation: particularly, some key locations beyond the Hive, as well as the full description of the Mortuary, where sooner or later the clues found previously will lead the party.

The third chapter is fully dedicated to describing the mysterious headquarters of the enemy group. It is located in the Plane of Fire, magically protected against the plane's element by a magical bubble of breathable air. This air bubble can be disabled in the course of the adventure, giving the characters an option to annihilate an entire enemy base (and, quite possibly, themselves). Overall, the Citadel is a richly stocked dungeon with a number of opportunities for NPC interactions, hidden secrets, and dangerous traps.

Presentation

🖋️🖋️🖋️ superb

The layout and presentation are top notch. All locations are detailed, and read-aloud text is given for almost each one. All major NPCs are given full statblocks. Additionally, there is a one-page reference with short statblocks for other NPCs and all of the monsters encountered. I would recommend printing this page out and pin it on your DM screen. Having all this in the adventure is outstandingly helpful since you don't have to keep any monster manuals around. All needed maps are also present. Instead of the street map of the Hive, a simple handout diagram of key locations is given, along with a recommendation to focus on the mood of the place instead. The instructions for awarding XP for the quest completion are given as well.

Openness

☀️☀️☀️ open

In the first chapter, the characters can roam freely in the Hive, exploring relevant locations, interacting with factions, and stumbling upon key encounters that are given in the adventure. Other two chapters are basically dungeon crawls that also can be approached in different ways, depending on the actions and decisions of the party. This is definitely one of the most open Planescape modules.

Quality

★★★ outstanding

One of the most enjoyable and best written adventures for the Planescape. Probably the best one for introducing new players (and DMs) to the setting, particularly to the Sigil's Hive ward.

If there is one thing that could be done better, a more detailed description of the Hive, its landmarks and dangers, would ascend this adventure to the status of a useful supplement to this ward even in separation from the module itself.

Notes

The material on Mortuary is so detailed, that most of it can be used separately in your own adventures. Combined with the information given in "The Factol's Manifesto"3 book, it gives the most comprehensive description of the Dustmen faction's headquarters. The same could be said about the Citadel of Fire, that easily can be used as a separate dungeon or adventure location.

Regarding the Illuminated, there isn't much information on them in the other books of the setting, which is a shame. They can be encountered again in the "Recruiters" module of "The Well of Worlds"4 anthology, but even there they are barely involved in the action. You can either create your own adventures starring Illuminated, or ally them with another evil organization, for example Tacharim from "The Great Modron March"5 anthology. Speaking of which, it's first module will be the topic of the next review!

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  1. https://www.dmsguild.com/product/17267/Planescape-Campaign-Setting-2e?affiliate_id=850783

  2. https://www.dmsguild.com/product/17300/The-Eternal-Boundary-2e?affiliate_id=850783

  3. https://www.dmsguild.com/product/17275/The-Factols-Manifesto-2e?affiliate_id=850783

  4. https://www.dmsguild.com/product/17269/Well-of-Worlds-Planescape-2e?affiliate_id=850783

  5. https://www.dmsguild.com/product/17302/The-Great-Modron-March-2e?affiliate_id=850783

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