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Adventure in the Outlands

Adventure in the Outlands

Dungeons & Dragons 5e | Campaign

About the adventure

Planescape: Adventures in the Multiverse: Sigil and the Outlands: Turn of Fortune's Wheel Infinite realms of immortals and impossibilities, the Outer Planes brim with celestials, fiends, gods, and the dead — and they’re all just a step away. Enter a portal to Sigil, the City of Doors — an incredible metropolis where portals connect to every corner of the multiverse. From there, venture to the Outlands, the hub of the Outer Planes, and discover wonders beyond imagination. The possibilities – just like the realms – are endless. Welcome to Planescape Originally introduced in 1994 as an AD&D 2e module, the popular Planescape campaign setting receives a long-awaited update to 5e. Journey across the Outlands, explore the metropolis known as Sigil, and face over 50 unusual creatures including planar incarnates, hierarch modrons, and time dragons. In Planescape: Adventures in the Multiverse, something’s amiss with reality, and you’re at the center of the mystery. New Character Options Planescape: Adventures in the Multiverse comes with a plethora of new character options: Discover 2 new backgrounds, the Gate Warden and the Planar Philosopher Channel 7 otherworldly feats, new intriguing magic spells, and more powered by planar energies Explore 12 new ascendant factions, each with distinct cosmic ideologies Glitch Characters The multiverse is a vast and complicated thing in Dungeons & Dragons, but even it can’t seem to make sense of YOU. In Planescape, you’ll play what’s known as a glitch character. A glitch character is made up of three incarnations, which are different versions of the same person. Glitch characters suffer from amnesia, struggling to remember who they were and where they came from. Part of the joy of Planescape is rediscovering who you are, for better or worse. Glitch characters are an anomaly in the multiverse; your place and purpose are a big question mark. And that means weird things happen to you, particularly if you die. If you die, you are replaced by another incarnation. The multiverse doesn’t know quite what to do with you, so your death gives it an opportunity to set things right. Incarnations appear in strange places — and at strange times. Dying is rarely convenient, and that remains true in Planescape. Introducing Time Dragons When time dragon wyrmlings emerge from their steely blue eggs, their innate mastery over the flow of time allows them to forcefully desynchronize their foes from the timeline with their breath weapon. As they age, their time manipulation powers grow with it. Adult time dragons can slip through time, throw other creatures backward and forward through time, and dilate time around themselves, so much so that it affects what other creatures experience.

Game style

Rule of Cool (RoC)

“Rule of Cool” emphasizes creative story beats over sticking to a system’s rules as written. Players have the ability to push the limits of the rules or even break core rule mechanics at times if the Game Master thinks it is interesting, fun, or cool enough.

Rules as Written (RaW)

Games that are ran “Rules as Written” emphasize realism and stick to the letter of the rules, allowing players to explore creative solutions while still operating under a consistent rule set. Players have the ability to utilize the rules in creative ways to create awesome characters and moments in the game.

Recruiting notes

Navigate a campaign full of traps and hostiles on a search for a missing monodrone. Find him and perhaps you may save the Multiverse. Travel the outlands and visit a piece of the multiverse. We will use Point buy or Standard array for stats. Backstories are created as the player progresses the campaign as everyone has amnesia. Homebrew has to be approved by me and 3rd party content. When you join the compendium, you will have access to everything on D&D Beyonds current library. 2024 rules and player options will be used.

1 year on StartPlaying

267 games hosted

Highly rated for: Creativity, Knows the Rules, Rule of Cool

Average response time: 13 hours

Response rate: 100%

Game Master Reviews (18)

Proficiencies

Players say this GM is great at:

Creativity

Knows the Rules

Rule of Cool

James avatar

James

Played 1 sessions

My whole group was new to this experience and still had a blast.

Wall De avatar

Wall De

Played 8 sessions

Really good DM, always made the sessions engaging and has a good combination of RP and combat

Dirt avatar

Dirt

Played 1 sessions

I was only able to play for a session with Dragonborn but it was really fun! We came in with really unusual ideas and characters and he full-heartedly supported us. He was solid with the voice and vibe of the first (fairly famous) character of Morte from Planescape which I really appreciated as a fan of Torment. It was a smooth, chill session 0 into a wild fast-paced intro to the adventure and I'm sure future groups and PCs will have as much, if not more, fun than I had.

Kyle avatar

Kyle

Played 32 sessions

Dragonborn is great at including everyone at the table. He is very accommodating of the quirky and flavorful antics of creative players. Every session has been a great time, full of good laughs and rewarding dice rolling. He is very well versed in the rules and clearly articulates any clarifications.

Kwild avatar

Kwild

Played 3 sessions

I throw birds avatar

I throw birds

Played 32 sessions

The most fun I have ever had in a Frostmaiden Campaign!

Additional details

How to prepare

Players will need a mic with good quality. No one wants to listen to chimes, static and random tv shows. We also will use Discord. A link will be provided on approval.

What I provide

I will be using VTT it will feature official maps/tokens and other content from the official Module. I also allow other additional options. Last thing I want to do is limit the player freedom. Talk to me and we can go over what is and isn't allowed. I try to do character voices but I am not the best but I try to provide Ambient music and even combat music. I like combat to be thrilling but also tactical combat. Sometimes using Fireball in an open room may not always work XD. RP is really important it helps drive the narrative as to why we even go through the story. Sometimes combat may not happen or vice versa for RP. It depends on the current situation but I try to mix and mash best on the players preferences. I try to stick to the rules of the game but the rule of cool will always stay afront. Of course I do have my limits its important to be quick and efficient, we can't spend 5 minutes of you telling me and the party how you Suplex a guy in the middle of combat.

Gameplay details

I will ask players individually on what they do and don't want to see. Perhaps You don't like language? Sexual themes? Horrible situations? Let me know so you are not uncomfortable.

Content warnings

• Violence

• Character Death

Safety tools used

Session 0

How will character creation work

I will provide access to several compendiums for character creation. If this is a new campaign I will try to do a Session 0 to get a fil of the party and for the group to meet up. Otherwise I will ask questions and guide the player through the process and the other party so everything is seamless. I generally don't have restrictions. My only concern is Homebrew will need to be approved 1st.

Players can expect

Combat / Tactics

Medium

Roleplay

High

Puzzles

Medium

Experience level

Open to all

Platforms used

Foundry VTT

2 SEATS LEFT
$9.00

/ Session

Each player will be charged when a session starts.

Details

Weekly / Friday - 8:30 PM UTC

May 9 / Session 10

2 Hour Duration

3 / 5 Seats Filled

Schedule

Fri, May 09 | 8:30 PM - Session 10

Fri, May 16 | 8:30 PM - Session 11

Requirements

Experience required: Open to all

Age: 18+