Planescape Planescape Pre-order Page Shows Off The Books!

You can now pre-order Planescape: Adventures in the Multiverse from D&D Beyond. The set comes out on October 17th.

Scroll down through the comments to see more various peeks at the books!



  • Discover 2 new backgrounds, the Gate Warden & the Planar Philosopher, to build planar characters in the D&D Beyond character builder
  • Channel 7 otherworldly feats, new intriguing magic spells & more powered by planar energies
  • Explore 12 new ascendant factions, each with distinct cosmic ideologies
  • Face over 50 unusual creatures including planar incarnates, hierarch modrons, and time dragons in the Encounter Builder
  • Journey across the Outlands in an adventure for characters levels 3-10 and 17
  • Adds adventure hooks, encounter tables, maps of Sigil and the Outlands & more to your game
This 3 books set comprises:
  • Sigil and the Outlands: a setting book full of planar character options with details on the fantastic City of Doors, descriptions of the Outlands, the gate-towns that lead to the Outer planes, and more
  • Turn of the Fortunes Wheel: an adventure set in Sigil and the Outlands designed for character levels 3-10 with a jump to level 17
  • Morte’s Planar Parade: Follow Morte as he presents over 50 inhabitants of the Outer Plane, including incarnates, hierarch modrons, time dragons, and more with their stats and descriptions


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I think Spelljammer was ok. But was hurt by how short it was. I like the ships, but did not need over half the setting book devoted to them.

Planescape is both longer and has no ships, so the problems are vanishing.
Pretty much this - Spelljammer was fine in concept, it just needed to be longer and include more setting info, and the ship schematics needed to be split out into a separate booklet.
 

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Chewbacca getting killed by a moon and a clone named "Luuke" are dopey. A plane named "Concordant Opposition" is dopey and having a plane named "The Happy Hunting Grounds" managed to be both dopey and offensive.

Let the past die. Kill it if you have to.
People like to point out the lame stuff of 40 years of expanded lore while Disney did just as bad or worse in a quarter of the time.
 




So, here's something I hope WotC makes clearer than I think TSR did: Other than the gate towns and the spire, what else is in the Outlands? I've often seen it described in such bare bones terms that it's effectively an empty landscape with a few towns and gates dotting it, which is super-boring. Does it look like the Material Plane? Is it an alien world with its own look and feel?

I'd love to see a classic starting adventure like Lost Mines set in and around a gatetown, but for that to work, there would need to be more than just a gatetown and a gate there.

And yes, I know someone who has ingested every bit of Planescape content is going to tell me I'm clearly wrong, because "an article in Dragon magazine once said," but I'm talking about how little flavor and description Outland gets generally, when it's second only to Sigil in its possibilities as a staging ground for planar adventures.
 

So, here's something I hope WotC makes clearer than I think TSR did: Other than the gate towns and the spire, what else is in the Outlands? I've often seen it described in such bare bones terms that it's effectively an empty landscape with a few towns and gates dotting it, which is super-boring. Does it look like the Material Plane? Is it an alien world with its own look and feel?

I'd love to see a classic starting adventure like Lost Mines set in and around a gatetown, but for that to work, there would need to be more than just a gatetown and a gate there.

And yes, I know someone who has ingested every bit of Planescape content is going to tell me I'm clearly wrong, because "an article in Dragon magazine once said," but I'm talking about how little flavor and description Outland gets generally, when it's second only to Sigil in its possibilities as a staging ground for planar adventures.
The original box set describes various locations and some godly realms (of true neutral deities).

It's fairly normal looking in regards to what someone from the Material Plane would expect, other than the huge spire and Sigil floating atop it. The other big difference would be how magic is less powerful the closer to the spire one gets.
 
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So, here's something I hope WotC makes clearer than I think TSR did: Other than the gate towns and the spire, what else is in the Outlands? I've often seen it described in such bare bones terms that it's effectively an empty landscape with a few towns and gates dotting it, which is super-boring. Does it look like the Material Plane? Is it an alien world with its own look and feel?

I'd love to see a classic starting adventure like Lost Mines set in and around a gatetown, but for that to work, there would need to be more than just a gatetown and a gate there.

And yes, I know someone who has ingested every bit of Planescape content is going to tell me I'm clearly wrong, because "an article in Dragon magazine once said," but I'm talking about how little flavor and description Outland gets generally, when it's second only to Sigil in its possibilities as a staging ground for planar adventures.
You're practically begging me to create this.......
 

And we should remember maybe Vecna's event could reboot the D&D multiverse... again.

I suspect WotC was more interested into unlock the DMGuild and await the ideas by the 3PPs, and to add new elements could be sold for merchandising, for example the funko figure of the giff. Spelljammer was to offer elements far from the generic fantasy.

I feel curiosity about no D&D-fandom using Planescape to write D&D version of creeypypasta stories.

Maybe there is a second layer in the Outlands, like a patch of "Gate-megalopolis" as big as countries.

* What if any mysterious faction (maybe lord feys) created demiplanes merging pieces of the plane of the dreams and the plane of the mirrors?
 


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