Fires of Dis "Fires of Dis is a PLANESCAPE adventure for four to six characters of 5th to 9th levels. From Sigil, the City of Doors, the heroes plunge head-first into a dangerous journey across the Outer Planes. Their quest for a stolen sword leads them to the hostile gate-town of Ribcage, the treacherous plane of Baator, and the disciplined burg of Fortitude - a gate-town teetering between two planes, just waiting for something to tip the scales. Your player characters need wits as keen as their steel to brave the fires of Dis - and survive!" 1995 ... Steve Perrin & Ray Vallese ... 64 pages + screen ... TSR 2608 ... ISBN 0786901004
In which the player characters get mired into a fiendish plot involving a paladin's sword. It has some good imagery and the plot hook or two that a DM can scavenge and turn into something good, but the adventure itself is marred by the same plague as everything else in those dark days of gaming, namely all the railroading and predetermined story content, with a fairly light gameplay and not all too much room given for player inventiveness or them suddenly deciding to go do something else.
Grab the basic hook but be prepared to fill it up with your own stuff instead.
The party has been called in to recover a paladin's holy sword from the second plane of Hell, Dis, which is ruled by Lord Dispater (remember him from 1st edition?). To get there the group has to first stop in a merchant city to gather information, sneak through the first plane of Hell and probably deal with Tiamat's mates/children and then make it down to the second level. From there, they must go in to the City of Dis, potentially rescue some mortals, avoid super hot seductress she-demons (always appreciated if I was a player) and then enter Lord Dispater's iron palace which is a maze within mazes. Best of all, this story line is set up where you don't have to fight every inch against fiendish legions. See, the second plane of Hell is used to seeing all types and won't attack you on sight and Dispater tends to be more of a brain over brawn type anyway which is reflected in his minions. In the hands of the right GM this makes the second plane more dangerous for PCs who are used to a hack and slash festival. There's lot of negotiation (you have to do it as a player to live), some mystery (the players will never figure the end out unless you give it away), a chance to experience the context of Hell and some good old sneaking around to find treasure. Oh yeah, there's combat, too, but you expected that, right? As this module was made for 2nd edition D&D you will probably have to make some revisions for whatever game or edition of D&D you care to use. All said, the story line, maps and details make the extra work totally worth it.
Highly recommend.
CONCEPT/MINING OF THE IDEA: B plus to A minus; MAPS: B plus to A minus; CONNECTING ALL THE DOTS: A minus to A; EXTRA DETAILS/FEEL OF HELL: B plus to A minus; WHEN REVIEWED/LAST PLAYED: March 2001 (revisions to review March 2012); OVERALL GRADE: B plus to A minus.