PLANESCAPE POSTMORTEM 2 - Featuring Existential Dread, Multiversal Collapse, and a Quasit with a Lot of Opinions
Release Date: 06/05/2025
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info_outlineWhat do you get when you mix a disappearing god, a multiverse glitch, and a talking squirrel? Apparently, therapy.
Show Notes:
In this second helping of the Ash Ely Planescape Postmortem, the hosts dissect the juicy narrative meat of a campaign marinated in memory loss, Mind Flayers, and metaphysical trauma. From the desperate hunt for Orochalcum to the chaos of battling Cathraxus (yes, that Cathraxus), our hosts recount the highs, lows, and emotional collateral damage of storytelling across the planes.
The episode dives deep into the decisions that shaped the campaign—like letting players talk to their other selves (always a great idea until it’s not), negotiating with shady NPCs who definitely read the fine print, and exploring the emotional weight of being a dwarven sister with unresolved issues.
Featuring Rattatosk mischief, back-alley conspiracies, a glitch in the multiverse, and the Lady of Pain pulling the ultimate disappearing act, this episode will remind you that sometimes the best part of tabletop games is just how weird, poignant, and gloriously off-rails they can get.
Wikipedia
DnDShorts Video
Ash Voiced “The Golden Men”
Monte Cook Games
Expedition 33 (affiliate link)
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Key Takeaways:
- Yes, this is part two of the Planescape review. No, we’re still not emotionally recovered.
- After Excelsior, the cast needed a palate cleanser. They got existential dread instead.
- Radar almost died. Ash almost killed him. Honestly, we all almost cried.
- Emotional damage: acquired.
- At least we had fun! (Said through tears.)
- “I can let you talk to your other incarnations.” – what could possibly go wrong?
- Always check your contracts. This is Planescape, not Disneyland.
- There was an argument, and yes, it was Ash’s fault.
- “I want one of your incarnations.” – Excuse me?!
- Orochalcum: not just hard to spell, but apparently vital to reality.
- Glorium: where big things happen, and sometimes explode.
- Enter the Rattatosk, chaotic good(ish) squirrel gremlin.
- Tilia’s emotional arc hit way too close to home.
- The Lady of Pain is gone—and that’s everyone’s problem.
- Fights get wild when the enemy is Cathraxus, bring backup.
- The dwarven sisters have more drama than a season finale.
- Mind Flayers: when one plot thread just isn’t enough.
- The players’ choices kept reshaping the story like a psychic Etch-A-Sketch.
- Zavik spilled the beans on a multiversal conspiracy.
- The last Modron March? Yeah, they got banished.
- Shemeshka is back. Of course she’s back.
- There was a glitch. No, not in the Matrix. In reality.
- The Lady of Pain’s rebirth was… a moment.
- Mazes are now graveyards for forgotten worlds. Thanks, Ash.
- The Gatekeeper’s tragic past is a storytelling gut punch.
- Despite it all, hope kept showing up. Mostly uninvited.
- Final score: Lady of Pain sacrifices herself, players cry, and the DM retires (until next week).
Final Thoughts:
Planescape Part II delivers all the chaos, depth, and emotional wreckage you'd expect from a campaign where metaphysical squirrels share the stage with godlike beings and grief-laced mazes. Would play again. Would cry again.
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