Planescape: Adventures in the Multiverse is aDungeons & Dragonssupplement that includes two sourcebooks and an adventure book. If you’ve grabbed a copy and are wondering where to start and what to do next, we’ve got you covered with a breakdown of everything you’ll find in these books and how to use them at your table.

From character options and feats for players to a large bestiary of incredible options to use, this book set has everything you need to create your own campaign or follow the adventure in Turn of Fortune’s Wheel. Here’s a DM’s guide to Planescape.

Planescape Products

What’s Included In Planescape: Adventures In The Multiverse

The package of Planescape: Adventures in the Multiverse is unique in that it includes three books and a specialized DMs screen reflecting Planescape. The books include the following.

Type & Description

Sigil And The Outlands

A sourcebook that details the multiverse, Sigil, the Outlands, Planescape, and all the background information a DM would need to create adventures surrounding these settings. It also includes character options for new backgrounds, feats, spells, and magic items.

Three gate towns side by side from DND  Planescape

Morte’s Planar Parade

From how to use stat blocks, how to create planar influences on creatures you use, specific planar encounters, and more. This sourcebook contains tons of new creatures to use that can be placed in any campaign but work specifically well for the multiverse.

Turn Of Fortune’s Wheel

An adventure book that can take players from level three to up to level 18 if they finish the campaign. Along with the adventure, it introduces how to handle adventures in the multiverse, and glitch characters, what they mean, and how your players can use them during the campaign.

Inside, you’ll also find a double-sided poster map of both Sigil and the Outlands, detailing locations across the multiverse that your players can use while running through the adventure.

A Vampire dances with Fey creatures in the gate-town of Sylvania

If you’re planning to run adventures in the multiverse, Sigil and the Outlands is the perfect place to start.

From an explanation of Planescape to how to handle the portals and more, this book is the guide toread before you start playing adventures in the multiverse.

DND Dabus patrolling the city in Planescape

As a DM, you’ll use Sigil and the Outlands for the following:

This book also provides specific magic items and spells specifically tailored to the multiverse and planar travel. You cancheck out our list of themfor more information.

The Trademaster inspects an offering at Tradegate

While those are the biggest suggested reading opportunities for a DM preparing to open Planescape and the multiverse to their players, thebook also provides tons of background information and lorefor anyone looking to learn more about the multiverse in Dungeons & Dragons.

Fromevery available gate–town in the Outlandsto Sigil itself, it’s easy to slip these places into any campaign as they’re a part of the multiverse at large.

DND Solrise and Moondark Towers

If your players need a break or a way out, or you need to transition to a new location, a planar portal and a gate town leading to specific areas is a great way to liven things up in a stale campaign.

It’s a great choice for a DM needing something fresh without the need to run an adventure from Turn of Fortune’s Wheel.

Dungeons & Dragons - Shmeshka performing at Fortune’s Wheel Casino

you may easily use the information here to transport your players to Sigil and see how they fare in the town square of the multiverse and exactly where that leads them next.

It’s perfect fortransitioning a campaign to a new setting with in-game mechanics, explanations,and consequences.

While a bestiary of monsters is always nice, there’s a specific set of rules included in Morte’s Planar Parade that addresseswhat happens to creatures constantly exposed to the forces of the Outlands.

Just as the gate–towns of the Outlands are influenced by the regions outside that the portal leads to, so are the creatures within proximity of the area.

With a chart detailing the alignment of each Outer Plane, and a detailed view of each gate–town connected to one, this is great for adventures in the included campaign.

Dropping these options into your homebrew as new and exciting areas for players to explore and easily fitting them in as a part of the multiverse is also an option.

Your most recommended takeaway here is not only the stat blocks of all the best creatures buthow to have them affected by the Outer Planes.

Theiralignment changes to match that of the connected Outer Plane, and their physicality and abilities may change as well.

For example, a creature affected by Pandemonium will show signs of having been in or near a cold area for extended periods of time.

Dry and cracked skin, redness, hives, and the like may affect them if possible. They also gain a trait such as the winds around them constantly swirling, preventing any type of flight within their area.

The Outlands are the crossroads of the Outer Planes; therefore,you can add any creature in existence to these areas.

When choosing which plane your players may be headed to and how you’ll incorporate this into, you canuse the planar influences to understand how these creatures will be affected.

Remember thatif a creature originates from the associated plane, itwill not be affected by the influenceand shouldn’t be altered as it’s its normal habitat.

With examples of evil and good planar encounters and how to incorporate the influences, you should use this book to help facilitate specific changes in creatures your players will encounter.

If you’re looking for how creatures can be afflicted in your own campaign by specific climates and alignments, take inspiration from how they are changed and tweak and add these traits and descriptions to your own creatures.

While running Turn of Fortune’s Wheel, you’re presented with an interesting mechanic known as a multiversal glitch. This glitch affects the party and the entirety of the Outlands.

Stationed in Sigil, it’s up to your party to travel to vastly different areas to stop this multiversal glitch before it destroys the stability of the multiverse.

Due to this adventure taking place across the multiverse, it’s a great opportunity to have players create unique and distinct characters from even exotic races without fear.

Allow for character creation from Monsters of the Multiversewith little to no restrictions.

While you can run the adventure rules as written, you’ll need to understand the multiversal glitch and how it affects your players.

The section you’ll need to understand is the introduction of glitch characters.

We have the perfectguide detailing exactly what glitch characters are and how to create them, with tips for playing them and using them in your campaign.

Though the multiverse hangs in the balance, this adventure is perfect for a party who wants to try a little bit of everything without the harsh consequences death usually provides in D&D, so ensure you utilize this freedom for your player’s benefit.