Planescape: Turn of Fortune’s Wheel
This Dungeons & Dragons adventure takes characters on a tour of remarkable realms, where they'll brush shoulders with immortals and discover a plot to forever change the multiverse! 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.
Authors: Justice Arman, F. Wesley Schneider
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Planescape: Turn of Fortune’s Wheel Reviews (3)
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This adventure is more for the fans of "Planescape: Torment" or anyone curious about the D&D Multiverse while not minding having a lot of character deaths. It's a decent adventure that is comprehensive with introducing players to the city of Sigil as a hub and getting a taste of all the major planes with the Outlands and the portals they are connected to. However, it does feel lacking in the part of actually GOING to these different planes for any special quests to help solve the predicament the players are facing. But it can be easily remedied with a DM with good ideas on how to use the tools and lore provided by the book set this module was a part of. Prep for the adventure can also be intimidating for new players as you would need three "incarnations" for them to switch to for each time they die. Otherwise, it's a good start for anyone who wants to have a campaign setting that delves into ALL of D&D lore and its different flavors. The casino was also a nice touch as a way to take a break and earn magic items for some of the challenges ahead!
Planescape is one of the most beloved settings in D&D history, known for philosophical intrigue, bizarre factions, and the ever-weird city of Sigil. So when Planescape: Turn of Fortune’s Wheel was announced, fans expected a mind-bending, reality-warping adventure that embraced the depth of the multiverse. Instead, what we got was a confusing, rushed, and underdeveloped mess that fails to live up to Planescape’s legacy. This campaign throws your party into a convoluted plot about being "unmoored" from fate, meaning they can’t permanently die and are tied to a cosmic event threatening the nature of reality. Sounds cool, right? Well, the execution feels shallow, disconnected, and full of wasted potential. Instead of a grand tour of the planes, most of the adventure railroads the party through an unfocused, weird-for-the-sake-of-weird storyline that often fails to provide meaningful stakes or satisfying player agency. Pros: ✔ Sigil is back! The setting itself is still fun and chaotic, even if the book doesn’t do it justice. ✔ The concept of being “unmoored” is unique—your party is stuck between realities, which is an interesting narrative tool. ✔ Factions return! The beloved Sigil factions make an appearance, but… (see below). Cons: ✘ Underwhelming execution of the setting. Instead of deep faction intrigue, philosophical dilemmas, or an exploration of the planes, the campaign mostly keeps you stuck in an uninspired, directionless story. ✘ The "unmoored" mechanic makes death meaningless. The players literally can’t die permanently, which removes tension and makes consequences feel weightless. ✘ Pacing is all over the place. Some sections drag forever, while others rush through moments that should have been memorable. ✘ Minimal interaction with the Outer Planes. You’d think a Planescape adventure would take you on an epic multiversal journey, but this one barely leaves Sigil. ✘ The adventure railroads players hard. There is very little room for open-ended exploration, which goes against everything Planescape is supposed to be about. Final Verdict: If you were hoping for a rich, deep Planescape campaign filled with philosophical intrigue, planar exploration, and open-ended adventuring, this book will be a massive disappointment. While it has a few fun concepts, Turn of Fortune’s Wheel fails to capture the magic of what makes Planescape special. 4/10 – Sigil Deserved Better!
Planescape is my favorite setting in the DND universe. I am currently running this campaign. From the very start everyone is having a blast with the variety of content it offers. The shock and awe is inspiring for everyone at the table. The players and the GM both never know what is going to happen. In my last session the party was trying to capture a Githzerai for a bounty which turned in to a chase into the plane of Limbo. Just another place they knew nothing about or had ever been. It was another memorable session for all of us.