Planescape: Adventures in the Multiverse (D&D Campaign Collection - Adventure, Setting Book, Bestiary + DM Screen)
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Planescape: Adventures in the Multiverse (D&D Campaign Collection - Adventure, Setting Book, Bestiary + DM Screen)

4.7/5
Product ID: 562011226
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Planescape: Adventures in the Multiverse (D&D Campaign Collection - Adventure, Setting Book, Bestiary + DM Screen)

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Reviews

4.7

All from verified purchases

H**L

Absolute bargain during the sale

Owning and having run Planescape from its original incarnation, when this boxed set came up at £35 on sale, it was a must buy. The three books are a definite improvement on the original ones and for anyone newer to D&D and looking for inspiration, they are a great stepping stone to expanding your gaming universe.

F**N

Amazing Product

My players and I both love the dm screen and the book have lots of information and are a massive inspiration for my campaign

A**Y

Great books for D&D

Nice books and screen great graphics in them and easy to reading

R**N

A welcome return of the 2e setting

After the slight disappointment of last year's Spelljammer triple set (enjoyed the bestiary, adventure was mediocre, campaign setting rather scanty) I was pleasantly surprised by this update of Planescape for 5th edition.Once more it's 3 books, with a pull out map (Sigil one side, Outlands on other), and DMs screen.First book, which is the important one, is the campaign setting. They've retconned the Faction War, which is fair enough I suppose, as factions are one of the more flavoursome aspects. The description of Sigil is supported by incredible art, plenty of key locations (they'd never describe as many as the original 2e book), and NPCs. Maps vary in usefulness as most are too tiny for my eyes, but as I play digital it's no big deal. There's an 'undersigil' (of course), and some fun stuff on portals.Second half of the book details the Outlands and the Gate towns and I loved this section. Some quirky and interesting settings, with enough bare bones to build upon. Some of the non gate town locations are mentioned, and the time dragon mausoleum must be my fave.The second book is a bestiary. The first section talks about modifications to stat blocks to represent planar denizens, influence of aligned gate towns and regions, and after-life Vs planar natives. There's a ton of encounter tables, and then a bestiary which I felt could have had more inside. I liked some new fiends (demodands which I recall from 1e, maelephants, baernoloths etc), and some of the celestial creatures, and the (obligatory) dragons; I also like the faction member stats. But overall I felt it could have been 20 pages bigger.Final book is the adventure. Forgiving the rather video game idea of three lives, as it played into the amnesic trope nicely, I thought the adventure well designed to give a tour of Sigil and the Outlands, with a nod to 2e Planescape with the Great Modron March. Some of the gate town mini-adventures were fun, with a mix of combat and competition. Shemeshka was a great choice for antagonist, and you can't go wrong with a casino in a DnD adventure IMO. The finale is bizarre and suitably tough; although the bump from ?10/11 to 17th level was a fairly blunt tool. Mind you the lair of a beholder god with a wigging out Modron who belches a planar incarnate might be too harsh for a 11th level party, I suppose.Overall, I'm glad I got this..typically I'd run an adventure in Sigil already last year, but there's definitely chunks of this I'd use for a return visit. It'd be 5/5 with more monster content, and a touch more Sigil detail.

M**L

Woot

It arrived swiftly and was a bargain

F**.

Great product

As someone that likes multiverse DnD shenanigans, this is a good addition for a DM's library and a bonus if you want to turn your campaign into a discworld sort of themed setting

A**R

Disappointing

I found running this to be a nightmare. The premise is that the characters die off every so often and are resurrected as a different version of themselves. Yet using the adventures as written there was almost no danger to the party. I had to double the threat in every fight just to get some level of tension and by level 7 I’d still only managed to kill one character once.Then there’s the ‘story’ which makes little sense and just feels cobbled together to force the party to visit a bunch of different planescape cities. They are fun and it provides variety, but it feels artificial.Plus, after a bit all the players forgot why they were doing this because the adventure didn’t create any real tension or consequences at the start to make them care.

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