This
massive tome clocks in at 399 pages, 1 page front cover, 1 page advertisement,
1 page editorial, 2 pages of ToC, 3 pages of short author bios (which should be
included in any roleplaying game supplement - seriously, help the talented folk
that craft these books get all the recognition they can!), 1 page advice on how
to read statblocks, 1 page SRD, 1 page back cover, leaving us with no less than
388 (!!!) pages of content, making this one of the longest books I've ever
reviewed, so let's take a look, shall we?
When I
reviewed "Shadowed Keep of the Borderlands" and similar adventures by
Raging Swan Press (if you haven't checked these out - get them!), the one thing
that caught my eye the most was the sheer brutal amount of details - you know,
terrain features, things to actually do, that rendered them so...alive.
Concise. Believable. The details mostly absent from many new-school modules,
the level of detail lost in many a module since the 3.X days in favor of long
statblocks. Well, the series that spawned from the genius realization that
details are important would be the Dressing-lines, which contain some of the
most ridiculously useful information for any DM you can find - not only for
Pathfinder, but for any system.
This is not
all that made Raging Swan press modules stand out - remember those dungeons
where monsters were placed with neither rhyme, nor reason, wondering how the
dragon got into the dungeon etc. - and the annoying rationale
"MAGIC!"? Well, this book can be considered the ultimate rebuttal to
this type of sloppy design - providing concise information on how to craft
intricate dungeons that actually make sense. Basic observations from "Who
amde the dungeon?" and "For what purpose?" to former roles it
may have had to who actually knows about these tidbits of lore are only the tip
of the ice-berg: Considering food and water, access, predators and the like,
making good unoccupied rooms that tell stories. Every DM and especially any
worldsmith should check these out. Advice on handling a dungeon's physicality
(vertical shafts, terrain threats etc.) are provided alongside special
considerations for mega-dungeon design and even alternate dungeon designs (of
which one can now find a new series by RSP...) - the advice provided here is
presented so concisely, it could be deemed a proper checklist for making good
dungeons, one that any DM should take a long, hard look at.
Now you may
already know that this book collects the numerous Dungeon Dressing-pdfs in one
handy tome - but do you realize the extent of what is in here? The following
installments are collected herein: Altars, Archways, Bridges, Captives,
Ceilings, Chests, Corpses, Doom Paintings, Doors, Double Doors, Dungeon
Entrances, Dungeon names, Fiendish Traps I + II, Floors, Fountains, Gates &
Portals, Goblin's Pockets, Legends I + II, Mundane Chest Contents, Pits, Pools,
Portcullises, Sarcophagi, Secret Doors, Simple Magic Traps, Stair, Statues,
Tapestries, Thrones, Trapdoors, Walls and Wells. Additionally, the 3 "So
what's the Riddle like, anyways?" are part of the deal and an extensive
excerpt from the immensely useful "All that Glimemrs"-compilation has
also been provided, sporting a total of 20 treasure hoards at your disposal -
after all, dungeons need treasure!
Now you
probably have seen that one coming - but I have written reviews for ALL OF THE ABOVE.
Yeah. Looking at it from my current vantage point, I feel somewhat OCD...be
that as it may, you can easily look up all those reviews, so no, I won't repeat
myself and cover all of these again. Even if I did, the resulting review would
probably clock in at more than 20 pages, so yeah.
What I *do*
focus on here would be the new content provided - let's begin with new Fiendish
Traps, shall we? A total of 3 new ones of these nasty, complex traps are
provided, making essentially "Fiendish Traps III" a part of the deal
here. The first here makes for an exceedingly smart trapped puzzle-lock for an
undead (or similar creature's) lair: Different alcoves contain different
skulls, with each skull representing one of the bare necessities of life -
hunger, thirst, etc. - in order to open the vault door, all traps have to be
triggered at the same time, resulting in magic-induced thirst, famine,
suffocation and an attack by an animate dream...Ouch and oh so iconic and cool!
The defense-hallway sporting poisonous gas and fetchling snipers is nasty as
well, as is the traps that is a variant of the classic endless falls, which
also adds a temporal distortion to the whole deal - awesome!
Now one of
the most overlooked and easiest way to make a dungeon not work is to not get
the illumination/sight-question of the inhabitants right. Sans darkvision,
inhabitants better have some sort of way to provide for sight - and since this
one is also combat-relevant, it will come up - I guaranteed it. Hence, we have
one of the most useful DM-cheat-sheets of the whole series in this new chapter,
providing everything you need to know in that regard rules-wise at one glance.
Want to know how this goes even faster - whether braziers, candelabras (1 page
each), fireplaces (2 pages), lanterns, magical lights, torch sconces (all 1
page) - the book actually provides so much variation, you'll never need to
reply with "ehem...there are torches." ever again - detailed,
versatile and downright brilliant, this chapter is glorious in its evocative details,
even before the 2 new light-based traps.
Now of
course, one can note that the topics of the book mentioned above do not cover
every potentiality of dungeon exploration or design - hence, the book also
covers carpets and rugs, evidence left by previous explorers (foreshadow those
hostile NPC-groups!), grafitti,, junk and rubbish, mirrors, eeerie atmospheres
(!!!), clothes and possessions, strange magical affects, strange smells,
strange sounds, specialized priest's and wizard's chests, provisions, mirrors, odds and sundries, clothes and miscellaneous
possessions and YES! LOCKS! The oversight of all door-pdfs now receive their
own table! Each of these new tables is at least one page strong, with several
covering 2 pages and the locks coming with DC/cost/quality-cheat-sheet
mini-table. Wow. Just wow.
It should
be noted that, for your convenience, the book also provides 2 pages of index
for traps by CR ( with the CR covering the range from None to 15 and providing
page numbers) and statblocks by CR (ranging from 1/2 to 9, also with page
numbers) for easier navigation.
Conclusion:
Editing and
formatting are thoroughly impressive - I have seldom seen a book of this size
with this high quality in these two regards - top-notch and awesome. Layout
adheres to Raging Swan Press' two-column b/w-standard and the pdf can be
considered printer-friendly. Artwork is fitting b/w and the pdf comes in two
versions, one to be printed out and one for screen use. But unless you went
full-blown tablet, I'd suggest you get the gorgeous hardcover - I have it and
its binding is professional and both paper and glossy cover make this tome a
beauty of elegance indeed.
The authors Ben Armitage, Alexander Augunas, Aaron Bailey,
John Bennett, Creighton Broadhurst, Jeff Erwin, James Graham, Brian Gregory,
Eric Hindley, Ben Kent, Thomas King, Greg Marks, Andrew J. Martin, Jacob W.
Michaels, Julian Neale, Chad Perrin, David Posener, Brian Ratcliff, Pierre van Rooden,
Liz Smith, Josh Vogt, Mike Welham can be proud indeed - why? Because this book
is a milestone.
I'm not engaging in hyperbole when I say that
this belongs in the arsenal of every DM - period. I had the individual pdfs
before and I used them - quite extensively, mind you, but this is something
different. Sit down with it and start rolling - in less than 30 minutes you'll
have an extremely detailed dungeon at your fingertips, with players not
realizing that the complex you created not stemming from a professional module,
but from your pen. That is, they may realize it, since this book renders your
dungeons memorable, awesome and makes SENSE.
Much like the superb "Wilderness
Dressing"-book, the organization in this tome is one of the subtle, yet
downright brilliant components - the arrangement of the components may be neat
- but there's something apart from that which makes this work so much better
than its component pdfs. Beyond collecting all in one handy tome, this book
eliminates the small blank spaces left by the component pdfs - the small odds
and ends, the carpets, the locks - what has been missing before now is simply
there.
Another scenario - you've bought a module and
like the dungeon, but it feels sterile, perhaps due to page-count not
sufficing? Use this book and in less than 10 minutes, you'll potentially have a
dungeons your players will talk about for years to come.
I've beaten around the bush long enough - not
only for Pathfinder, but for just about
any fantasy-system, this massive book is a godsend. If you have a dungeon, you
need this book - it's simple as that. I've been using it in my game ever since
I got my greedy hands on it and the sheer massive amount of content and
awesomeness in this book is enough to make dungeons feel alive once again. Yes,
not all components are super-duper-mega-awesome, but that fact remains that the
majority *is* just that - and that the sum here is so much more than its
component parts.
This is one of those very few mile-stone supplements
that simply offer no reason not to get them - the extremely fair, low price
point (for this amount of content!) adding a significant, further dimension to
the awesomeness that is this book. I wouldn't ever want to miss this glorious
tome and
I'm running out of superlatives fast - so let's
end this -this book is a must-have.
An instant classic.
One of the most useful books I've ever had the
pleasure to review.
If you don't have this book, it's high time
you'll add it to your library. I guarantee that you'll love this - and if
that's not enough, Raging Swan Press does have a money back guarantee if you're
not satisfied.
This book is a hot contender for the number 1
spot of my Top Ten of 2014. My final verdict is 5 stars + seal of approval - the
maximum of my scale and had I any other scale, it would score that high still.
This book henceforth also is part of the books I consider essential for any
campaign - hence, it receives the "EZG Essential"-descriptor.
You can get this monument of a book here on OBS and here on d20pfsrd.com's shop.
Endzeitgeist out.