Planescape Integrates into the Forgotten Realms Campaign in D&D Adventurers League

The Planescape campaign has been designated as a part of the Forgotten Realms (FR) campaign within the Dungeons & Dragons (D&D) Adventurers League (AL), marking a functional integration of two distinct settings.

The Planescape campaign has been designated as a part of the Forgotten Realms (FR) campaign within the Dungeons & Dragons (D&D) Adventurers League (AL), marking a functional integration of two distinct settings. This integration mentioned in the D&D Adventurers League Adaptation Guides (v2.3) provides a structured framework for players and Dungeon Masters (DMs) to navigate through the Planescape and Forgotten Realms campaigns within the AL.

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Planescape: Adventures of the Multiverse introduces the Planescape campaign as a setting that transcends traditional realms, offering a unique narrative backdrop. Characters from this setting are inherently tied to the Planescape campaign, distinguishing them from those originating from other settings. The incorporation of the Planescape (PS) campaign into the AL’s Forgotten Realms campaign allows for various operational possibilities:
  • Character Creation and Progression: Players can create characters specifically for the Planescape campaign to participate in the "Turn of Fortune’s Wheel" adventure until its conclusion. They can also choose to use existing Forgotten Realms campaign characters for this storyline, adhering to the guidelines outlined in the AL Adaptation Guide.
  • Inclusive Participation: Beyond "Turn of Fortune’s Wheel," players have the option to engage Planescape characters in other adventures that are part of the Forgotten Realms campaign, broadening the scope of their gameplay.
  • Supplementary Content through Dungeoncraft (DC): DMs are permitted to run Planescape Dungeoncraft adventures alongside the "Turn of Fortune’s Wheel" sessions. This is subject to the condition that DMs make players aware of the specific level restrictions for each chapter as detailed in the AL Adaptation Guide. See below for the DC adventures released so far.
  • Adventure Engagement: Players are at liberty to discontinue their participation in the "Turn of Fortune’s Wheel" storyline at any point. However, once they engage in a Forgotten Realms campaign adventure outside of "Turn of Fortune’s Wheel" (apart from augmenting Planescape DCs), returning to the "Turn of Fortune’s Wheel" storyline is not an option.
  • Continued Participation Post-Completion: Characters that have completed or exited the "Turn of Fortune’s Wheel" storyline can proceed to other adventures within the Forgotten Realms campaign, maintaining continuity in their AL experience.
This integration facilitates a structured approach to combining the Planescape campaign with the Forgotten Realms campaign in the D&D Adventurers League, offering players a framework to explore a broader narrative and engage in diverse adventures within the AL with their characters.

Planescape DungeonCraft Adventures​

In addition to the structured framework provided by the integration of the Planescape campaign into the Forgotten Realms campaign within the D&D Adventurers League, players and DMs can now explore a selection of Planescape Dungeoncraft (DC) adventures. These adventures offer a diverse range of narratives, settings, and challenges, further enhancing the gameplay experience within the Adventurers League. Currently, three notable DC adventures are available for the Planescape setting and it’s of interest that two of them are for Tier 4 with an average party level of 18, which is right after the Turn of Fortune’s Wheel adventure finishes.
  • Celestia Has Fallen (PS-DC-AUG-01): Crafted by Johnny Smith, this adventure thrusts players into the heart of a celestial crisis. The Seven Heavens of Mount Celestia face an unprecedented threat as fiends and formidable foes breach the gates, causing the heavens to fall one after the other. Heroes of significant prowess are summoned to stand against this tide of darkness, tasked with preserving the sanctity of light and life in the celestial realms. This four-hour adventure is tailored for Tier 4 Characters and is optimized for an Average Party Level (APL) of 18. However, players should be aware of content involving bodily destruction and falling. The adventure package includes the adventure PDF, DM handouts, player handouts, area maps for exploration, and combat encounters, with both gridded and non-gridded versions available. High-resolution maps are provided for printing, and lower resolution versions are suitable for Virtual Tabletops (VTTs).
  • No Time to Die (PS-DC-HYS-03): Hunter Sinclair brings the third and final part of the Hystero Series, presenting a gripping narrative where an old nemesis resurfaces with ambitions that threaten the fabric of reality. Players are drawn into a race against time to halt the spread of this ancient evil's influence across realms and to prevent personal retribution. This four-hour adventure, designed for Tier 4 Characters (Level 17th-20th) and optimized for APL 18, promises a mix of challenging combats, puzzles, mini-games, and social interactions. The package includes a 33-page adventure PDF, custom printable full-size battle maps, player handouts, separate image files for all maps for VTT use, and printer-friendly PDFs. However, players are advised of content warnings regarding death, mind control, time distortion, and existential threats. Additionally, this adventure utilizes AI-generated images alongside custom art.
  • Nowhere Fast (PS-DC-HNL-01): Authored by Jonathan Bennett, this adventure introduces players to a unique predicament in another plane, another city. The renowned singer, Angel Aria, has been abducted, leading the party on a dangerous mission into the Hive. There, they confront an infernal street gang responsible for the musician's captivity. Set in Sigil, the City of Doors, this four-hour adventure is suited for Tier 1 Characters and is optimized for APL 3. Players should be prepared for themes involving abduction, alcohol, imprisonment, obsession, social inequality, and violence. I’m getting Shadowrun vibes from this one, how about you?
These Planescape DC adventures provide players and DMs with Planescape content within the Adventurers League. Each adventure offers unique challenges and narrative arcs, promising engaging and memorable experiences for participants.

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I just bought and read the first adventure, Celestia Has Fallen. That was a wild read. I read it because I wanted to see how a writer might construct a T4 adventure you can drop into. I am not disappointed with it -- if anything, I think I might start copying some of that design into my own products.

The adventure is a 9-part story that involves a lot of combat, some OK-but-enjoyable challenges, interesting boons for this adventure, allies if you want them, ways to increase or lower the challenge for every encounter, an adventure-specific system for Portal Points that you can use to get god boons throughout as needed, and options for only doing 4/7 peaks instead of doing all 7 peaks. The adventure itself is contained to 13 pages, and the rest of the document is monsters, hand outs, and tools to help the DM run the adventure. All in all, in 32 pages, it was well worth mt 5 dollars.

I wish WotC would take the huge, huge, huge number of AL adventures, give them the full treatment, and release them in hardcover compendiums. The #1 way to support a system without creating bloat is to create fun adventures people can pick up and play. WotC has a huge amount of money. I don't get why I'll never see some of these great ideas popularized and spread about.

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OG Fans know Planescape has always been integrated in Forgotten Realms. :ROFLMAO:

Except in 3e and 4e where it had its own cosmology and planes.

We really need a manual of the planes badly, to deal with all the different planes from different editions, although I suspect that a lot of FR 3e and 4e Nentir and FR planes will get demoted into Astral Domains like Havestar did and Towers of Night, although some like Arvandor will get remerged with Outer Planes instead.
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Testing the waters and putting out low-cost, low-risk projects is what Dungeon Masters Guild is useful for.

A Greyhawk PDF on the side and opening up Greyhawk to community creators wouldn't be a horrible thing for WotC, since they did something similar with Eberron.

I think most folks think the One D&D DMG setting chapter will be Greyhawk, although a few others think it will be Council of Wyrms.


Rotten DM
The book shorts pcs money. You will need to add money for them to enjoy Chapter 3. Chapter 3 also can give magic items out as prizes. I limited them to one type of jackpot each. And cash or prizes won did not duplicate.

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