The multiverse is a vast and weird place, and on October 17, you'll get to explore the city at the center of it. Planescape: Adventures in the Multiverse is a three-book collection that brings the beloved Planescape campaign setting to fifth edition Dungeons & Dragons. You'll find all-new player options, a thrilling adventure that explores a plot to unravel reality, and a bestiary of curious creatures from all over the multiverse.
Here's a look at what you can expect in Planescape: Adventures in the Multiverse!
Get Early Access to the Multiverse
Visit the D&D Store to preorder the Planescape: Adventures in the Multiverse Physical + Digital Bundle and you'll get early access when it opens on October 3rd as well as preorder perks! The physical collection includes all three books, a poster map of Sigil and the Outlands, and a Dungeon Master's screen.
The 3 Books in Planescape: Adventures in the Multiverse
Planescape: Adventures in the Multiverse is your key to unlocking the D&D multiverse. Here's a look at what you'll find in this campaign collection:
Sigil and the Outlands is a 96-page book complete with planar character options, a guide to the City of Doors, the Outlands and its gate-towns, and a whole lot more. Players will find new backgrounds, feats, spells, and more to toy with, while DMs will get detailed information on the 12 factions vying for power in Sigil, as well as on the mysterious Lady of Pain.
In the 96-page adventure Turn of Fortune’s Wheel, your character returns to life in Sigil. There, you’ll explore this curious city at the center of the multiverse as you aim to rediscover who you are. You’ll come face to face with immortal beings, chronicle the farthest reaches of the Outlands, and even unravel a plot to undermine the rules of reality. Turn of Fortune's Wheel takes characters from 3rd to 10th level, with a thrilling bump to 17th level!
Finally, DMs will discover more than 50 creatures from throughout the multiverse in the 64-page book Morte’s Planar Parade. The talkative floating skull Morte will be your guide as you discover creatures such as planar incarnates, hierarch modrons, and even time dragons! For DMs looking to level up their campaigns, you'll also find rules for modifying monsters with the power of the planes!
The Multiverse At Your Fingertips With Preorder Perks
When you preorder Planescape: Adventures in the Multiverse, you can outfit your character for their extraplanar adventures with 10 exclusive portrait frames, 4 backdrops featuring art from the books, and the Modron Dice Set.
An Overview of the Outlands and Sigil
In D&D, many of the gods your characters worship dwell on the Outer Planes. Places such as Mount Celestia, the Abyss, and the Nine Hells comprise the Outer Planes. Between these realms is the Outlands, a circular plane of neutrality that's yet to be fully discovered. And at the center of all that, floating atop a mountain, is the ring-shaped city of Sigil.
Known as the City of Doors, Sigil contains innumerable portals to realms throughout the multiverse. It is a tangle of different peoples and monsters, and where contradictions are by design. Fiends may be good, celestials may be evil, and they may just be playing three-dragon ante at that table over there. Safe to say, things can get weird.
But in the midst of all this, numerous factions struggle for dominance over Sigil. After all, what greater place to have power than at the very center of the multiverse? Those who seek to try to upset the balance of the city best beware, for a greater, more mysterious entity oversees the City of Doors, the Lady of Pain. Little is known about her and her motivations, so best to stay on her good side.
The Multiverse Is at Your Fingertips
Planescape: Adventures in the Multiverse brings the beloved Planescape campaign setting to fifth edition D&D, and offers endless storytelling possibilities for DMs and their players. Be prepared to unravel mysteries behind your very characters, contend with multiversal glitches, and meet all manner of curious creatures that will delight and surprise you (and maybe try to kill you)!
Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn’t in the DM’s seat or rolling dice as his anxious halfling sorcerer, he’s playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.
The new version.
"Sigil and the Outlands is a 96-page book" -- Same as the original Sigil and Beyond.
"96-page adventure Turn of Fortune’s Wheel" -- Same as original Player's Guide + DM's Guide.
"...more than 50 creatures from throughout the multiverse in the 64-page book Morte’s Planar Parade" -- Original version was only 32 pages of monsters.
The original boxed set's overview alone had the same page count as one of the new books that is now cramming in an overview of the setting as well as any new player-facing and referee-facing rules the equivalent of which one got with those two dedicated volumes to which you've rather erroneously matched what is only an adventure. If we are speaking strictly of setting content the original had more. About 60 pages more. That's not to mention the array of expansions that came after it.
Hence my previous comment, "Real question is whether a 96-page adventure serves as content that you can build from."
The original expansions for Planescape were brilliant. No idea what their future plans are along those lines, but without them . . . what's even the point? I am a little worried that they are so focused on releasing new settings that they won't develop the settings they have. Be nice if we had some idea what their vision for the brand is. (Beyond One D&D, that is.)
I agree there is a little to no point in their bothering with settings if they are not going to add to them. At this stage I would rather see IP like Planescape in the hands of a company who would show something with so much potential the respect it deserves and adequately deliver in that regard.
I think they are looking to mirror the Spelljammer set of adventure/monsters/setting which I feel makes for a successful and fun product; at least thats how I found Spelljammer to be.
Looking forward to owning this!
For the art.
For everything else, there's DMsGuild.com.
What were the player's options like in the old set? And what was the old type set like? This may be nitpicking, but I've heard that they've been increasing font size to artificially increase page count? Is that accurate?
Idk, probably money
Typesetting and illustrations are definitely different in the books, so the page count itself is no comparison - it is quite possible that a 32 page book has 3-5 times as many words as a 96 page one, especially if the latter is full of full- and half page illustrations and littered with small art just for the sake of Being There. Not to mention the quantity of information is not even tied to the word count - a concise, well written paragraph can hold more information than a verbose, self-repeating page or two.
So the only information the page count holds is, how much space the books would take on the shelf...
I love this soooo much. I have to get this. But I fear it will be a repeat of Spelljammer. 3 tiny books which amount to the page count of Xanthars, but are sold for 2x the price.
How many new monsters and npc from the massive swath of multyverse then.
We need some mechanicals otherwise the old material are superior, abundant, and less expensive.
I've seen a number of comments saying allow the purchase of the books individually and I am in full support of this. As a DM I really want quality setting books and could save a bunch of money not having to pay the tacked on price of all the character options. Everything is getting more expensive and having the ability to drop $20 for a setting book and another $20 for a bestiary rather $80 for the setting book, character options, bestiary, magic items/spells, etc., is much more palatable.
As it stands this will be a wait and see for me.
Ah, so that's why there's a 66% price increase in even the digital copy? Gotcha...
That's exactly what I said for Spelljammer. Then I quit.
As far as I'm concerned, the likes of Spelljammer and Planescape belong to me.
Annah being descended from demons wasn't special back then. See, tieflings used to have this thing called variety. Strange, but it's true.
In fact, the 2e Planewalker's Handbook had a full-page chart for possible tiefling features.
everyone complaining about 3 books... 1: it makes it easier to buy all of the content over time than having to save up for like $150 for one huge book. There is probably more chance that people with lesser means are able to then own a great game.
Everyone complaining about no "New" blah blah blah... Isn't Planescape a game about different dimensions? see if your ST/DM/GM will allow a different race/class etc from a DIFFERENT game into play. (( Character is happily eating a bowl of cereal when their house is engulfed in mist... and the Gnome Paladin finds himself in Sigil, sitting at their table, in the open, outside of a strange looking door.)) Get creative.
GM/ST/DM: You took on the roll as storyteller for a reason. Pull all inspiration you can from all the games you know, and that your players know.
Planescape is Rifts for dungeons and dragons.
3 BOOKS FUL OF EXCITEMENT
But can you even buy it separately? You can't even separately set which of the three books you share with campaign sharing here on dnd beyond (which is a problem IMHO); I don't think I've seen the books sold separately anywhere.
What the three book separation do gives though is proper separation of concerns, at least for the physical book: you can freely let your players read through the setting description, knowing they won't get spoilers for the campaign; and easier to find the monsters referenced in the adventure in a separate book.
Practically the Sigil and the Outlands extends the PHB; Morte's Planar Parade extends the MM and the last one is a separate adventure, not for the eyes of the players at all.