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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Which is a silly feeling to feel about lore differences for different editions of an elfgame.

The IP is more profitable and popular than it has ever been in its nearly 50-year history. But, sure, feel whatever you need to cope with slight changes in lore from edition to edition.
Lore in RPG vooks are like spices in a recipe in a cookbook: suggestions that can be tinkered with at will.
 

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Which is a silly feeling to feel about lore differences for different editions of an elfgame.

The IP is more profitable and popular than it has ever been in its nearly 50-year history. But, sure, feel whatever you need to cope with slight changes in lore from edition to edition.
Profitable and popular are understandably important to WotC, but it means nothing to me. The moral affront was a joke.
 

Does somebody have a list of the factions in the new book? I haven't been following WotC's upcoming products.
No one knows for certain. Keys from the Golden Vault mentions the Fated (a classic faction) and the Fixers (a new faction that seemingly remixes the classic celestial arms dealer plotline) as being active in Sigil, but anything beyond that is guesswork and speculation.

The presence of the Tower Sorcerous on the Sigil map would suggest a possible resurgence of the Incantifers (an ancient, previously defunct faction), but that's the only thing we have to work with at present.
 

No one knows for certain. Keys from the Golden Vault mentions the Fated (a classic faction) and the Fixers (a new faction that seemingly remixes the classic celestial arms dealer plotline) as being active in Sigil, but anything beyond that is guesswork and speculation.

The presence of the Tower Sorcerous on the Sigil map would suggest a resurgence of the Incantifers (an ancient, previously defunct faction), but that's the only thing we have to work with at present.
I always loved the Incantifiers! My favorite Planescape sect (name for a faction not based in Sigil).
 

Honestly, given that Perkins wrote the old, tragically lost "Cutters" RPGA module trilogy that involved the long-vanished Tower Sorcerous just reappearing in the middle of Sigil one day and was supposedly all about the Incantifers trying to make a comeback, it really shouldn't be all that surprising that they'd be on the short-list for things to bring back if/when he actually got the chance to revive Planescape.
 

I still can't get over no new races, subraces, or even racial variants.
They could have done Glitchlings, Mephitlings, Bladelings, Babiurs, Celestial Eladarin, Ardlings, Aasimar using the Ardlings version 1.0 mechanics, Genasi/Aasimar/Tieflings with something similar to the SCAG Tiefling variant, Limbo race, Plumach Rilmani, etc..., instead we get none. Bugs me, just feels so low effort.
 

They could have done Glitchlings, Mephitlings, Bladelings, Babiurs, Celestial Eladarin, Ardlings, Aasimar using the Ardlings version 1.0 mechanics, Genasi/Aasimar/Tieflings with something similar to the SCAG Tiefling variant, Limbo race, Plumach Rilmani, etc..., instead we get none. Bugs me, just feels so low effort.
You are going to have a ton of day one stuff covering that on DMs Guild, many by folks who will be inarguably professional game designers over the next five years.
 


Definitely. And it's both a strength and a weakness. I no longer need to get the boxed set, the monster book, and whatever regional supplements to run a particular setting. I also no longer can get the boxed set, the monster book, and whatever regional supplements. On the whole it's served Wizards pretty well, though part of me misses that expansive worldbuilding of the past (though I certainly don't miss the times we'd get a chapter on a locale or sometimes even a whole book that left me wondering, instead of "where's the beef?" "where's the adventure?"
That's one reason I absolutely love 4E's approach over other editions. They started with the question: How can this be used in an adventure? I get that 4E is the red-headed step child of D&D, but it was miles ahead in this regard.
 

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