• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Planescape Planescape Pre-order Page Shows Off The Books!

Take a look at the books, poster map, and DM screen!

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 wonder what that castle on legs is? It's on the DM screen, the adventure book, and there's even a mini version of it on the Outlands map. It's not Baba Yaga's hut, as it's a larger structure and the legs are mechanical, not chicken.
Walking castles are an established Outlands thing, albeit a minor one - 2e's Player's Primer to the Outlands has a small section on them.

The Spire suppresses magic based on how close you are to it, starting with blocking 9th level spells at ~900 miles out and becoming increasingly restrictive in ~100 mile wide concentric "rings" as you move inward toward the Spire. As a result, it's a good place for spellcasters of modest ability to set up shop where stronger rivals can't wield their greater powers against them - if you can only cast up to 5th level spells, make a home base somewhere within the 5-600 mile ring from the Spire and you know no one will be able to come after you with any magic 6th level or higher while you'll still have access to your full arsenal.

Unfortunately, these "rings" aren't stationary and gradually shift around over time, so you need a home base that is also capable of relocating if the "ring" you're relying upon moves out from under you.

Hence, walking castles - more magically-based toward the fringes, increasingly technology-based moving inward.
 
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A couple of further bits of speculation...

"Over 50" monsters is a bit less than expected, given that Spelljammer was around 70 for the same page count. The hierarch modrons will be 9 or 10 of those (depending on whether we get a stat block for Primus), which is a significant percentage of the total. We've previously seen a demodand in one of the illustrations, so all three types are presumably in. The game seriously needs more celestials, and this would seem to be the perfect place to add some, but how many can be squeezed in before they take up too much space? Or will they not appear at all?

Secondly, there are 12 Factions in the book, compared to the traditional 15. We've even had mention of another faction in KftGV. So, any speculation on what our new Faction line-up will be? Which ones made, and didn't make, the cut?
 



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