The Editioning Format
Just in case you’re new here, the Editioning is a challenge that my fellow members of our little, local TTRPG community, Tables and Tales and I have taken upon ourselves (ok, fine, I came up with it and pretty much forced everyone else to take part.) It involves playing an adventure/short campaign in every major edition of Dungeons & Dragons from the original 1974 version to D&D 5.5E, which came out fifty years later, in 2024. We hope to complete this task within about 24 months. So far, we have completed one adventure in OD&D and are close to the end of another in Basic or B/X D&D.
I’ve been titling these posts with the numbers of the weeks of the challenge, but, honestly, even keeping track of which week we’re on is becoming a challenge in itself. So, I’m just going to number them from now on. As such, this post will be Part 1 of the Advanced Dungeons & Dragons 2nd Edition series. Hope that makes sense, dear reader!
Welcome to Sigil

What? Are you Clueless, berk? Cutter like you should find out the dark of things in the Cage. Could make a little jink if you manage to sway the high-up men and stay out of the Mazes. Want the advice of an old basher like me? Go chat up a factol, maybe one o’ them Mercykillers or even the Hardheads. They’re always looking for cutters who’ll do some business and keep their bone-boxes shut. You don’t fancy them? Go talk to the Bleakers, maybe. Just watch out for the barmies in the Hive if you go that way. I heard a bunch of them have been put in the dead book of late. Just stay peery on the streets and alleys of the City of Doors, cutter, and if you see death coming for you, just give ‘em the laugh and don’t end up swinging from the old leafless tree, alright?
That’s an example of the type of writing that exists throughout the entire Planescape line of books. OK, it’s not all written like that, but in many parts the voice of a local guide like this is used to inject some really effective flavour. They introduced this sort of patter and unique dialect to set Planescape apart from the more traditional fantasy fare like Forgotten Realms and Dragonlance. I Remember the first time I read it as wide-eyed teenaged ingenue. I was immediately drawn in. None of the other settings had ever appealed to me so thoroughly through the voice of the books themselves. This despite the fact that I had spent a couple of years playing the more unique settings of Dark Sun and Ravenloft.
Why? Well, the speech pattern was curiously familiar to anyone with a passing interest in cockney slang, victorian working class dialects and Blackadder. That was me, honestly. So it caught my attention.
Now, admittedly, the portions of the books written in this patter are confined mainly to the introductions and the odd in-character paragraph, but it’s enough to liven up what is normally a very dull business (AD&D modules.)
But, of course, there is so much more to recommend the setting. The factions of Sigil, where philosophical standpoints come to life in their members. Their Cold War or kriegstanz that bubbles under the surface of the city. The Lady of Pain, enigmatic ruler and all-powerful protector of the City of Doors, who sends her greatest trespassers to the Mazes for eternal torment. And beyond Sigil, why, there is only the infinite vastness of the outer planes, the inner planes and every place in between! Every one of them filled to bursting with bizarre landscapes, gods, angels, demons, devils, elementals of every flavour and don’t forget the fairies and other planar beings beyond count or description.
In fact, it can be a little overwhelming. I remember that’s how it felt when trying to write my own adventures for it back in the ‘90s. There were too many options, many of them very lethal and many of them utterly beyond my own meagre abilities to incorporate into my simple AD&D games.
That’s one of the reasons I decided to run a pre-written adventure for this portion of the Editioning.
The Eternal Boundary

This adventure was one of the first produced for the Planescape setting. It’s written by L. Richard Baker III whose other credits include the Planescape Monstrous Compendium 2 and Valley of Dust and Fire for Dark Sun.
I don’t want to provide any spoilers at this point so I’ll only give you the basics that PCs will learn not long after starting to play.
In the Hive Ward of Sigil, barmies and bubbers are disappearing and turning up dead in much larger numbers than usual. The PCs are sent to find one of them, a barmy called Eliath, who knows the dark of a very special portal key. Various factions are at play in the Hive and there is something sinister going on there. The PCs must uncover it is they are going to complete their mission. It will lead them all over the Hive Ward and far, far beyond.
I chose this adventure for a couple of reasons. Firstly, I thought it was a great introduction to the City of Sigil, its Factions, the kinds of strange goings-on they might encounter there and a large cast of NPCs with a fun variety of faction-alignments, personalities and motivations. And second, it was the right length for what I had in mind. I actually think this one might end up being shorter than my recently concluded OD&D game. Of course, I have been silly enough to think such thoughts before, and I’ve been frequently proven wrong so we’ll see how that works out.
Character Creation







Our Session 0 was an epic crusade deep into the depths of not only the Player’s Handbook but also the Complete Wizard’s Handbook, the Complete Thief’s Handbook, the Complete Priest’s Handbook, Legends and Lore, the Player’s Guide to the Planes, and the Planewalker’s Handbook.
It took over four hours and resulted in a great deal of cursing, misunderstandings, frustrations, arguments, concessions, delight, confusion, amusement, nostalgia, and, finally, I think, satisfaction. The AD&D 2nd edition character creation process could be straight-forward enough. If one sticks to the most simple form of ability score generation (just roll 2d6 for each ability and keep it no matter what,) thus forcing the player’s to choose the classes most suited to their ability scores, forgoes the use of non-weapon proficiencies in favour of the far less complicated secondary skill system, restricts the PCs to options only taken from the Player’s Handbook and sets their game in the most vanilla of fantasy worlds, you could probably create a full party of PCs in an hour or so. But that’s not what I wanted. I wanted my players to have the full AD&D 2nd Edition experience that I remembered with such fondness. I wanted them to be unsure of their choice of class or race until they had a clear vision of a character. I wanted them passing around all those sourcebooks, to get, at least a look at all the various options. I wanted them to not know really anything about their characters until they all came together miraculously in the last half an hour. And that’s exactly how it happened. The character creation system, when you factor in all the optional books, has so many possibilities, dependencies, restrictions, bonuses, minuses, and choice that you simply cannot get a full picture of the character until they are most of the way finished. This differs to such a great extent from modern role-playing games that are not Pathfinder, that I think it’s quite difficult to explain without experiencing it. For a taster, please do check out my AD&D 2nd Edition Character Creation series where I make a Dark Sun halfling Cleric. It takes three full posts and around 6000 words and is, by far, the longest character creation I have ever done on this humble blog.
We ended up with an all-star cast. Our Paladin, Glaermond, completely illiterate but stout of heart and sinew, is the party’s lawful good defender. Aurora, our chaotic good Bariaur magic user, took the Witch kit from the Complete Wizard’s Handbook, and, as a member of the Dustmen faction, has decided to focus on necromancy. Trance, the Tiefling Thief is a member of the Society of Sensation and is driven to experience new things whenever possible. And, finally, Devansh Rao is our Aasimar cleric of Varuna, the guardian of cosmic order and lord of the sky. The players are currently discussing the wisdom of using Devansh’s little church to Varuna as their base of operations and gathering a tithe to fund their adventures in the name of the Great Lord of Order on our discord channel.
This is, potentially, the perfect combination of classes and factions for this adventure so I am very excited to get it started. And that will happen this very Sunday, dear reader. So watch this space if you’re interested to find out where this band go as the delve into the Hive.
























