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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Beyond the area near the Spire affected by the magic suppression, there's an indeterminate area where the true neutral gods have their realms, as well as additional, relatively normal landscapes. Beyond that is the ring of Gate-Towns. Once you get beyond the Gate-Towns, things start getting weirder the further you go, as time and space start warping in increasingly strange manners.
Exactly. It's called the Hinterlands and is only mentioned a few times in PS products but the only actual info is in Player's Primer to the Outlands (couple short paragraphs in the book, and an audio clip). But it is stated that the Outlands are infinite in size and continue beyond the Gate Towns forever, but time and distance is weird, like you said.

"A cutter can journey past Tradegate for a year and a day, and still never lose sight of the spire behind him. Then he can turn around and be back in Tradegate in just a few days."

It's also ever-changing with "lost cities, new gates to unknown planes, even whole other realities", and the audio clip specifically mentions seeing a city but too afraid to enter it, and later coming back to the same spot to find the same city but as ancient ruins.

It's pretty freaky weird and massively underdeveloped which is why I love it. :) (And am fiddling with a DMs Guild product specifically about it now that Planescape will finally be an approved setting on there, but so many fun projects to write up and not enough time!)
 

Exactly. It's called the Hinterlands and is only mentioned a few times in PS products but the only actual info is in Player's Primer to the Outlands (couple short paragraphs in the book, and an audio clip). But it is stated that the Outlands are infinite in size and continue beyond the Gate Towns forever, but time and distance is weird, like you said.



It's also ever-changing with "lost cities, new gates to unknown planes, even whole other realities", and the audio clip specifically mentions seeing a city but too afraid to enter it, and later coming back to the same spot to find the same city but as ancient ruins.

It's pretty freaky weird and massively underdeveloped which is why I love it. :) (And am fiddling with a DMs Guild product specifically about it now that Planescape will finally be an approved setting on there, but so many fun projects to write up and not enough time!)

Because the line between FR Outer Plane and Planescape is so blurry, as long as you don't touch Sigil, dmsguild already had planar products.
 


Exactly. It's called the Hinterlands and is only mentioned a few times in PS products but the only actual info is in Player's Primer to the Outlands (couple short paragraphs in the book, and an audio clip). But it is stated that the Outlands are infinite in size and continue beyond the Gate Towns forever, but time and distance is weird, like you said.



It's also ever-changing with "lost cities, new gates to unknown planes, even whole other realities", and the audio clip specifically mentions seeing a city but too afraid to enter it, and later coming back to the same spot to find the same city but as ancient ruins.

It's pretty freaky weird and massively underdeveloped which is why I love it. :) (And am fiddling with a DMs Guild product specifically about it now that Planescape will finally be an approved setting on there, but so many fun projects to write up and not enough time!)

If you want far enough into the Hinterlands you could end up in an MtG setting maybe?
 

Because the line between FR Outer Plane and Planescape is so blurry, as long as you don't touch Sigil, dmsguild already had planar products.
Yes, but "planar products" and Planescape are certainly not equivalent, even if the separation is blurry. They are two circles that overlap without a clear boundary, but they are very far from being the same circle. There is a ton of interesting lore to build off of in the Planescape setting that was inaccessible until now.

Also, DMs Guild policy states that products needed to tie back into one of the approved settings and couldn't just simply be entirely in the Outer Planes, for example, even if that policy was rarely if ever enforced.
 


The whole 'your cleric's spellcasting gets increasingly crippled as you get further away from your god's home plane' thing came pretty close to making that statement true for all of Planescape, for me.
And plane-by-plane massive charts of spell changes, magic weapons and armor decreasing in power when taken to a different plane from where they were forged, and on and on. (I remember PCs needing their Abyssal sword for getting past Tanar'ri resistance, their Baatoran sword for Baatezu, and so on with stacks of weapons stowed away in bags of holding.)

But the different era was much more "Throw in everything that feels interesting and evocative" and the concept of "balance" had pretty much zero importance whatsoever to any D&D designer prior to 3e, especially when it came to campaign setting specific rules. Rules were 100% meant to convey the feeling of the setting. Being "balanced" was an afterthought at best, and at worst got in the way of being evocative.
 

Looking at Morte's and the DM screen I think I see Cranium Rats on Morte's, on DM Screen I think I see a Time Dragon, a lava dinosaur, what looks like a fire elemental, some lava devils/demons/mephits near the lava dinosaur, what I think are Agathion Angel (even more of a shapeshifter then Devas, can take the form of a magic weapon), what looks like a Battle Force Angel from GMGtR, some less distinct and odd looking angels at that floating city which seems connected to a cloud giants castle by a bridge, some long noses fiend on the far side of the screen, a stone turtle's head and a face on a mountain, and in the corner above the Walking Castle is a Spelljammer!!!
There's no official 5e bebelith yet is there?
 

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