The Mysteries of the Multiverse are before us...
Review of “A DM’s Dictionary of Demiplanes”
by Philip Reed and Michael Hammes
Color Artwork by Ted Wing
B&W Artwork by Paul Daly
Playtesting and Proofreading by Mark Gedak with Kent Little, Tanya Bergen, Patrick Kossmann.
Bias 1: I was a playtester on this product along with my gaming group who also did some proofreading.
Bias 2: I was given a playtest copy of this book in pdf format.
Addendum: Wait, that’s not completely fair. I enjoyed the product so much I also bought a copy in softcover from Lulu.com.
“A DM’s Dictionary of Demiplanes” is a 72 page d20 supplement that details eight demiplanes. It is available in pdf for $9.95 (from Rpgnow, e23, DTRPG) and in print and pdf for $19.95 (Rpgnow only, now)
An Overview:
This book is broken down into 11 sections. Eight of these sections detail each of the demiplanes presented. There is a 1-page section detailing information about Ronin Arts and this particular product. There is a 2-page section that suggests ways for incorporating demiplanes in your campaign and an appendix that provides us with a dozen planar gates.
Section 1: Introduction (1 page)
Like many of Ronin Arts’ larger projects this one is a joint effort from Philip Reed and Michael Hammes. Most of the text in this book is Open Game Content, except for some Product Identity from Mongoose Publishing that was used with permission. The authors also highly recommend Mongoose Publishing’s Classic Play: Book of the Planes and though not necessary for the enjoyment of this product some elements introduced in Book of the Planes have been referenced in this book. (Bias: I playtested Book of the Planes as well.)
I think it should be highlighted that Philip Reed and Michael Hammes wrote this book. Michael has written a ton of material and for some reason receives little recognition, which is too bad because a lot of it is great. More information on Michael’s work can be found at
http://www.michaelhammes.com/.
Section 2: Learning about Demiplanes (2 page)
This section describes where players could locate information on demiplanes, provides a discussion the use of Knowledge (the planes) to access information on the demiplanes, and an example of what the check might reveal for the Crystal demiplane. Lastly this section provides a sort of designer diary on the definition of Demiplane that was used in this project. I thought it was a nice touch to include an actual example of the use of Knowledge (the planes) because it is more illustrative than the common, difficult, hard, very hard question format of the PHB. It is unclear if the Crystal demiplane was one of the original planes Philip and Michael intended to include or not. As originally conceived A DM’s Dictionary of Demiplanes was going to include 24 demiplanes, but as development continued some planes got slatted for potential later release.
Structure of the Demiplanes Sections:
All Demiplane sections include a quotation or flavour bit to start the section, a base DC to locate information on the demiplane, the demiplanes traits, links that the demiplane has to the greater multiverse, the main features of the demiplane, and any inhabitants of the plane.
Section 3: The Ageless Chamber (6 pages)
The Ageless Chamber is a small structure made from the Astral Plane that can hold up to 4 inhabitants. Within its walls magic and time have no providence. Basically it is a small demiplane that could be used by healers to store people suffering from the ravages of disease or by people trying to avoid death’s icy grip. This demiplane is useable at all levels of play. This demiplane merges with the Vault of Stars every 100 years for a limited time. There is one weird error in the text in the description of the Journal of Eldanar Losselin that has creation notes for a magical whip. This can easily be solve by draw a black line through it like This.
I see the Ageless chamber being used in the following ways in my campaign: a strange building suddenly appears before you (in the Vault of Stars), a location a BBEG flees to, a while in an old healing temple a person for times past emerges from nowhere through an archway, and a place to store a PC who has succumbed to a magical disease while the rest search for key ingredients for his cure.
Section 4: The Astral Ship (5 pages)
“Yar, they say there is a haunted ship crewed by foul demons that sail the planes.” Of course that’s not how the chapter opens, but to me it would have been perfect. The Astral Ship is a demiplane/object that is again composed of astral material. The ship can translocate from any point in the Astral to any other point in the Astral with a thought. The ship has two important features a navigator who controls the ship by thought and a room of souls for holding all of the “fuel”. Demon selection is up to the DM.
This is a great demiplane but my campaigns often have demons and often have pirates so a ship of demon pirates is just too perfect for my game. Like most people I don’t own one book, I own hundreds so when my players first encountered this ship they got of easy and they face a decent number of standard demons, but now with Infernum: Book of the Damned they suffering will be legendary even in Hell (Infernum is MGP, last is from Hellraiser of course).
Section 5 – The Blackguard’s Tomb (5 pages)
The Blackguards tomb is the final resting place of a vile evil. The forces of good have killed the Blackguard and imprisoned his soul somewhere else. The Blackguards patron is keeping his body protected in this demiplane that buried within the Negative energy plane. There is not much to see and do in this demiplane as it has only one dead occupant and a single room. Of course leaving the plane might drop you in the aforementioned Infernum.
I see the Blackguard’s tomb as a location to visit at the climax of a campaign dedicated to the prevention the Blackguard’s return. Beyond being a demiplane, this is an invitation to a grand campaign that can span several months or years as the PCs try to prevent the return of the Blackguard.
Section 6 – The Bone field (9 pages)
This is the ideal home base for an evil necromancer. Floating in the negative energy plane is an island of bones and skeletal horrors. Two such horrors taken from other OGC sources include the Necrophidius (ToH) and Black Skeletons (ToHII). Lost in this demmiplane is also a minor artifact of evil that is a powerful magical whip that provides the wielder with all of the benefits of undeath, inceased rebuking/commanding powers, and spell-like abilities.
Due to the Negative-Energy Dominance of this plane, I would recommend PCs avoid it until high levels unless extremely well prepared. Upon death of a PC it has amused me to reanimate them an attack their peers. If you do not have statistics for Black Skeletons yet, they are worth picking up the book on them alone. They are a great surprise villain if your PCs have become complacent with existing skeletal undead.
Section 7 – The Burning River (10 pages)
The Burning River is an elemental themed demiplane home to many fire and earth creatures. Red Dragons hold dominion in this plane for the time being and it is hostile to the softer species. Although the demiplane has a fixed size, it feels like there are endless possibilities for exploration because of the endless caves that make up its solid mass. Creatures included in this section are updated version of the lava weird and the lava children.
My players found the concept of a demiplane filled with treasure of demons, wizards, and dragon far too tempting of a target. Being elemental in natural it is reasonably easy for them to prepare for treasure hunting. We adventured in the Burning River during our middle levels 5-12.
Section 8 – The Chiming Clocks (9 pages)
A demiplane whose time is up is the best way to describe the The Chiming Clocks. This mechanical plane was constructed by the Time Flayers (included in this section, from ToH II I think), as means to destroy countless worlds. The Time Flayers were defeated and now the Elemental Plane of Air is slowly crushing the plane. This plane links up to the Halls of Order, the Prime, the Positive Energy Plane, and the Elemental Plane of Air.
Included in this section are new examples of planar equipment and watcher scarabs.
The Chiming Clocks always seemed like an idea place to use if you wanted to include aspects of time travel into you game. It could be used as a battleground between competing forces of Law. It might only be used as a conduit to the Plane of Air or the Halls of Order.
Section 9 – The Clockwork Driven Lighthouse (9 pages)
The Clockwork Driven Lighthouse is a demiplane that was built, as a beacon of hope that shines out in the night sky...At least that was the intent. Upon its arrival in my campaign, the Lighthouse was taken over by a powerful Arch Devil that used it light to disintegrate a prominent Rebel Leader as he was prepared to free the people from a corrupt ruler. With the Hero dead it fell to my players to try and make a difference in the world.
Included in this section is additional information on converting the lighthouse, entrance and egress is limited to the Prime, a new creation called a Keeper that maintains the Lighthouse regardless of the owner.
Section 10 – The Great Corpse (7 pages)
The Great Corpse is a demiplane composed of the body of a dead god, more of a Cthulhu dead then a Kennedy dead. Which god? It doesn’t really say that way it’s easy for you to kill off whatever god you want. It floats in the Positive Energy Plane on its way to the unknown. Magic is wild on the god’s body due to residual divine energy, pilgram’s populate the body hoping to speak with their god, and a small town has even been built on the body.
The Great Corpse brings into question the nature of the divine and the permanency of all things. It could be a stopover for cleric and paladins in need of guidance, or a place for PCs to escape the dangers of the Positive Energy Plane. Links from this plane include passing onto it from the Positive Energy Plane, places with temples to this god, and the Vault of Stars.
Section 11 – Appendix (6 pages)
Completing this book is a dozen unusual gates. This material is very typical of Ronin Arts’ Dozen lines of focused material on a specific topic. One thing of note about this section is that although it might at first seem that this information was added to pad the book, many of the portals directly relate to more of the planes from the Book of the Planes. This integrates it with the rest of the product, however none of the gates in this section actually open onto these 8 demiplanes themselves directly.
How’s the editing?
Anti-Bias: I did not proofread this. I think Tanya did and maybe Kent did. I can’t remember for sure.
It’s good; there were not any big errors that slipped by. Sure there will be some minor things like an “an” that should have been an “and” but there wasn’t anything that disrupted my reading as I went.
[Begin Rant not related to the product]
I’m not sure what the huge concern some people have with editing anyway. I generally happy if the flow is good and I understand what the rules mean. After all I’m sure we’ve all seen this before text before:
Aoccdrnig to rscheearch at an Elingsh uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, olny taht the frist and lsat ltteres are at the rghit pcleas. The rset can be a toatl mses and you can sitll raed it wouthit a porbelm. Tihs is bcuseae we do not raed ervey lteter by ilstef, but the wrod as a wlohe.
[End Rant]
What version is the book written for?
Wow, that’s neat. On my printed copy it does not actually say. Based on the monster statistics and from what I remember the product was designed for 3.5 and is compliant with those rules with the exception of a magical net that is not in standard format.
What about Open Game Content?
Everything except declared Product Identity, art, graphics, and creator’s names is designated open content.
So where do I stand?
Even with the bias that my group and I provided feedback and proofreading help to Philip and Michael, I was extremely pleased at how the product turned out. Many of the ideas in here have become a regular part of the campaign and there are several that I still intend to use. There were a lot of surprises for me as well. I saw several versions of this document but as with every time I’ve provided feedback I never see the final version until it was released.
I feel that this is a book of ideas. Every plane has enough information to use but not so much that it becomes a straightjacket. We get strong impressions of what the planes are and not rigid environments that would only work in Phil’s or Michael’s campaign. My only complaint with “A DM’s Dictionary of Demiplanes” is that part two and three (the remaining 16 plane that lie hidden in Phil and Michael’s notebooks) has not been released, yet. So far, we fans of the planes have had to content ourselves with A Dozen Planar Traits, Six Planar Gates, and Six Living Gates. Hopefully book two will become a reality soon.
Out of the demiplanes offered in this supplement, the only one that wouldn’t find a home in my own campaign is the Blackguard’s Tomb. In my games I find that quests more epic than rescue the princess tends to end badly, and god help you if my PCs sign on to be your bodyguards.