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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On the subject of slaadi, I think they work a lot better when you consider them not as THE incarnation of pure chaos, but simply AN incarnation of pure chaos.

Slaadi don't have to be perfect representations of pure chaos, they can just be one of many such manifestations. Chaos beasts are also native to Limbo, and I have seriously considered weaving Pathfinder's Proteans into my personal version of the plane as a rival "exemplar" species for the slaadi.

Heck, slaadi could even be a kind of "immuno-response" of Limbo itself to the presence of the order-infused Spawning Stone, existing as they are not as a representation of "pure chaos" but as what the plane specifically needs in order to gradually rid itself of the Spawning Stone's influence.

Your description dovetails with my perception of them. Seen from an Amberite perspective (imperfectly): If the Order Pattern planted a minor Pattern-ghost of itself in the Courts of Chaos, the Chaos Logrus creates creatures that are able to intersect with it.. The color hierarchy is the Ordered aftertaste left in their essence, as aspect of the virus that the antibody must incorporate into itself to fight it.
 

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Marvel was always better than DC at maintaining at least broad strokes continuity, which is a big reason why I always leaned their way. Lately though they have been jumping on DC's bandwagon.
Marvel has mostly kept their continuity, but there's problems in tying some of their characters to real-world events when combined with the sliding timescale. Let's say certain characters who were involved in the Korean War or Vietnam War are instead tied to the fictional Siancong War, because they'd be too old if attached to the former one.
 

Marvel was always better than DC at maintaining at least broad strokes continuity, which is a big reason why I always leaned their way. Lately though they have been jumping on DC's bandwagon.

As time passes, they will have no choice but to somehow Crisis their continuity, due to the anchoring to WWII that both/"all" companies share. (That's the reason for the Crisis/Multiverse in the first place). They've managed to fluidify Tony Stark's era war and such, but they've faced problems with Magneto, Nick Fury, Winter Soldier and may have to face the Atlanteans im/mortality someday. Fantastic Four were advanced astronauts for their age, and would be probably Virgin Galactic/Blue Origin/Space X/TitansGate today. Curious how Inhumans and such would fare. But Marvel's continuity sortakinda doesn't really begin until the Silver Age (with everything else as a sort of Before Times), so it's a Generation "fresher." The creation of the Ultimate Universe (which evolved in the Cinematic Universe) is their version, thus far.

But my point is really that, In The Beginning, continuity didn't exist at all, but increased overall with time (with plenty of glitches). That swung into the opposite direction Post-Crisis, and every Crisis since has been lurch in the pendulum swing ever since. More Retcon or Less Retcon? More adherence or less? YM*Will*V.

Wizards' continuity has been much more broad background strokes that have wide/lingering effects, that really just give games the ability to set themselves in whatever periodic atmosphere they want (Medieval France or Renaissance France?). I can tell you for sure that I can't tell you at all what incarnation of the Weave and the Goddess of Magic I played in with Forgotten Realms, and I totally don't give a hoot.
 

Just bought Monsters of the Multiverse as I suspect WotC views it as the races part of Planescape with Monsters and Races/Species from a host of different planes and worlds, like Astral Dreadnaughts.

Add in the races from Spelljammer I already have, and that is 39 races. I'd just use Centaur for Baurbiars, fluffing the hooves attack as either hooves or horns. Maybe Planescape will have a side bar allowing you to make them Celestial instead of Fey. Maybe fluff autonomies as Rouge Modrons.

Still no No Bladelings sadly.

But Between Spelljammer & MotM has from the Feywild (and most fit in Aborea) Fairies, Eladarin, Haregon, Fey Goblins/Hobgoblins/Bugbears, Satyrs, Centaur, Shadow fell Shadar Kai, Upper Planes Aasimar & Tritons, Elemental Planes Genasi, Aacrokra, & Tritons, Astral Plane Astral Elves and the Githyanki & other Spelljamming races, Limbo Githzerai, Mechanus Autognomies, Beastlands, Aborea, and Outlands Tabaxi, TORTLES, Kenku, Aacrokra, Minotaurs, Lizardfolk, Yuan Ti. Lower Planes Gobliniods, Orcs, and Yuan Ti, Fallen Aasimar. Ysgard Centaur (fluff Barbair), Aborea Minotaurs, Centaurs, Tritons, Satyrs, Fairies, Astral Elves, Sea Elves, Eladarin (and other Elves).
 

Add in the races from Spelljammer I already have, and that is 39 races. I'd just use Centaur for Baurbiars, fluffing the hooves attack as either hooves or horns. Maybe Planescape will have a side bar allowing you to make them Celestial instead of Fey. Maybe fluff autonomies as Rouge Modrons.
I think Bariaurs are closer to Satyrs, and just need a slight tweak to replace something from Satyr with a Centaur ability.
 


MotM also has a host of Planar monsters fiends from Flinds, to Demons, Devils, Yugoloths, and others, some Astral Creatures, Feywild & Shadowfell creatures, elemental, even a Celestial or two (with Spelljammer having some odd ones). Add in Planescapes & MM ones and ones bases are well covered.
 


Bariaurs are said to be directly related to Centaur, but either could work depending upon preference, I just think despite the horns they are closer to Centaurs in shape and function.
My rational for being closer to Satyrs statwise has to do with the separate stats Bariaur had for their genders. Males got the horn attack and females got a bunch of resistances. I certainly don't think they should have separate abilities based on gender, and some the 2e diffences is based on the incorrect idea that female goats don't have horns. So I think Bariaurs should get both of the abilities they got in 2e.

It turns out that Satyrs have both a horn attack and magic resistance. So that's why I'd have Satyrs as the base for Bariaur.
 


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