Tag Archives: Planescape

Turn of Fortune’s Wheel: Planescape

Introduction

Monday, Wednesday, Friday for articles. Wednesday and Saturday for Noob’s Book Club. Seems like a reasonable schedule to get everything done for the page weekly, right? Ah, but best laid plans and all that, I suppose. And, so Noob’s Book Club went almost an entire month without and update. Yesterday, we took Quinn to his first swim meet. So, instead of Friday, you get Turn of Fortune’s wheel (the last Planescape book in my series) on Saturday.

I never know how to properly review adventures on the page. One time, when I thought I might be able to follow up the Noob’s Book Club series on Ready Player One with a series of the trials of Wade, I looked through the whole adventure. Also, as you know, I care nothing about spoilers. However, since 99% of the fun of these is the surprise for players, I want to keep that surprise for them. So, I’ll just talk about the introduction.

Beginning of the End

What a better way to start something. Juxtapose it with the end. And, so it is that the writers of this adventure took that advice. The further up the ante by giving lower level characters the chance to help correct a glitch affecting the whole multiverse. I must say. That’s quite the hook. Especially when you consider that Quinn and I collected dinosaurs for a prince and then I wrote a classic haunted pirate ship adventure for our second time playing when we get a chance to sit down again.

Third level characters traveling through portals to a city that allows them to then travel through a multiverse of other realms. I must say that’s pretty amazing Add to it that it says that they will brush shoulders with immortals. I might take a break from writing for a while and use this one as our third adventure. Perhaps I can even get the rest of the family hooked on the game finally.

The Verdict

Turn of Fortune’s Wheel sounds like so much fun. Over the next couple of weeks, I want to read more to prepare for a possible play session with the whole family on Christmas break. I need to have them create characters and level them to three. But, other than that, I don’t see much of an obstacle to making that happen. Look for the follow up next year.

Picture taken from the mothership.

Morte’s Planar Parade: Planescape

Introduction

I explained in the previous article why I defaulted to the reviews of the Planescape books instead of regaling you with mine and Quinn’s adventures aboard a haunted pirate ship. Relax. I promise that those adventures are coming. I promise. For now, let’s take a look at Morte’s Planar Parade.

The book, like the other three book collections in 5e, follows the tradition as a monster manual for the planes. In the introduction, it talks about magic and what happens when the some dies on one of the many planes. It then gives a description of how the planes affect the beings that live there. Finally, it shows some tables of different possibilities for encounters on the planes.

Your Humble Host

The conceit of this one is that the being that put together the bestiary is the handsome fella up there. Names “Morte”. He claims to be a Mimir, which is a magical construct that contains information about the planes that they tell to adventurers lucky enough to come across one.Morte, apparently, specializes in planar beasts. Or, so he says. I leave it up to you to judge for yourself if he is actually what he says he is.

The Bestiary

It lists 55 different beasts that can be found on the many planes. Since they gave the rule (you know how much I love this one) in the first book that basically, in the multiverse, “there are no rules” then 55 seems like a shockingly small number. Then again, I come from a time in the game where the monster manual introduced hundreds of new characters with each setting. But, I understand that publishing costs (like everything else) rose over the last 30 years and they give us what they can. For what’s included in the book, I like most of the monsters and can fill in the blanks.

The Verdict

Morte’s Planar Parade delivers on the promise of adding new monsters to the game. I also laughed more than once at the ridiculous commentary by Morte. He wasn’t as funny as Fizban. Then again, I have more history with Fizban. Perhaps old Morte will grow on me over the years.

Sigil and the Outlands: Planescape

Introduction

I meant to sit down and play some Dungeons and Dragons with Quinn over the weekend. I forget sometimes how busy a relaxing Thanksgiving can be. Wednesday, we spent the day and night relaxing and trying to catch our breath. Thursday, we watched the parade and then I went to pick up Aiden’s girlfriend to hang out with the family. Friday, we went to Greenfield for dinner and then Bright Nights. Chris came over Saturday and Quinn felt sick yesterday. So, now, what do I write this week? Well, I got the bright idea to review each book from Planescape. I start with Sigil and the Outlands.

Of the settings I played when younger, Planescape offered the most interesting possibilities. Those possibilities never paid off because nobody else in the playgroup wanted to explore them. But, the release of the set in 5th edition opens up all new chances to travel the planes.

A Multiverse of (Possible) Madness

The book starts by telling you that the only rules in Planescape are that there are no rules. As someone who plays D&D by that very rule, this again tickles my funny bone and makes me want to try it even more now. Maybe after Quinn and I finish our pirate adventure, we can try some Planescape. Then again, I mistakenly grabbed my Spelljammer books instead of Planescape for this article. That gave me an idea for a way to take us into space. Maybe after that, we can plane walk.

In keeping with the tradition of these books, the first chapter then goes on to explain player character options. This one offers no new races but it gives players two “backgrounds” to play as their character. Neither of them speak to me necessarily, but I might take some aspects of one or both of them to work into a future character.

Especially when I look at the feats that they describe in the next part of the chapter. Some of them look like a lot of fun to play. They all require some sort of planar attunement. That’s just my fancy way of saying that you need to have the Scion of the Outer Planes feat, which is only available to the backgrounds they introduce in the book. So, watch this space for a new character. A warlock with the planar philosopher background. Only because I never played a Warlock.

The chapter closes with some discussion about a few magic spells and item. Again, none of them jump out to me as particularly interesting. But, with some imagination and work, maybe I can give them a fun twist.

Sigil, City of Doors

The second chapter gives information on the main hub city of the many planes, Sigil. It starts with basic information like currency and the like. This part mainly reads like the rule that “there aren’t any rules” and anything goes. It’s less interesting than it sounds. But, again, with some work and imagination, anything is possible.

Then, they write about the various portals that lead from the city. They define some of them explicitly in a table for those of us who are in a hurry or not feeling inspired. It also gives a template for other portals to other places when you start to feel more inspired or imaginative.

The final part of this chapter introduces the Lady of Pain, explains the various wards in the city and their make up and denizens, and discusses the factions in the city. I don’t care much about the politics of any given setting in Dungeons and Dragons. However, i like the idea of starting an adventure in the city. Therefore, with a description of some of the places to visit, I got ideas how to craft that part of the adventure.

The Outlands

The final chapter lists and describes the major planes of existence in the realm known as The Outlands. In keeping with the layout of many of the recent 5th edition books, it covers just the basics of each of the areas. Enough to set things up for you. The thing that I like best is that I can fill in the gaps as I write the adventure. I know that many players want more description and detail. But, I want the freedom to imagine.

The Verdict

Reading Sigil and the Outlands plus the book I picked up from Spelljammer gives me ideas for how to expand this adventure with me and Quinn. Now, I just need to sit down and write the new parts. We also need to find time to play the game. We get a week off for Christmas, so that seems like as good a time as any.