The Hotness
Games|People|Company
Dungeon Crawl Classics Role Playing Game
Briarwood Castle
Parsec
Forgotten Realms Campaign Set
Pokéthulhu Adventure Game (2nd Edition)
Pathfinder Roleplaying Game: Beginner Box
The One Ring: Adventures over the Edge of the Wild
Reforger
Run out the Guns!
Pathfinder Roleplaying Game Advanced Race Guide
Shards of the Shattered Universe Core Rules
Chill Horror Role-Playing Game
The Slayer's Guide to Demons
Horrors of the Z'bri
Shadows of Yog-Sothoth (2nd Edition)
Pathfinder Roleplaying Game Bestiary
Into the Shadowhaunt
Lamentations of the Flame Princess (Grindhouse Edition)
Marvel Heroic Roleplaying: Basic Game
Busca Final
Yiffpunk
Call of Cthulhu (6th Edition)
Dungeons & Dragons Set 1: Basic Rules
X1: The Isle of Dread
ΑΓΩΝ
World of Darkness
Dice
Hellfrost Player's Guide
Book 02: Fire on the Water
B5: Horror on the Hill
Citybook VI: Up Town
Pathfinder Roleplaying Game Core Rulebook
Castle Falkenstein
Dave Arneson's Blackmoor: The First Campaign
Dark Dungeons
Legends of the Ancient World
Diaspora
PC Pearls: A Collection of Character Inspiration
Warhammer Fantasy Roleplay Core Set
Usagi Yojimbo
Savage Worlds: Test Drive V6!
In Search of Adventure
Monstercology: Orcs
Sartar: Kingdom of Heroes
Dragon Age RPG, Set 1
GURPS Ultra-Lite
The Edge of Night
By the Sword: Dueling in Realms of Fantasy
Floor Plan 2: The Great Salt Flats
Mouse Guard Roleplaying Game Box Set
DMSamuel
United States
Ithaca
New York
flag msg tools
Avatar
mbmbmbmbmb
Herein are great danger and despair! Inside the damp halls and darkened caverns of a vast underground fortress reside creatures of great power! Dungeonscape is the latest entry in my dungeon builder’s series of reviews.

Anyone who has been reading my reviews knows that I enjoy a good fantasy game supplement. Many, if not most, RPGers started in the hobby by playing fantasy style games, D&D is probably the foremost in that category. As long and sordid a history as D&D has, it is still around and whether or not you like the latest edition of the game, one must admit that the game (or the name, at least) has staying power. Now quit frowning, I will allow no edition war here! I will, instead, skirt the issue entirely...

Now it has been more than 30 years since D&D was first produced, but thanks to the OGL, products are still being produced for every version of the game released. I am reviewing a D&D product written for the aspiring dungeon creator who plays the 3rd edition of the game. Some similarities and overlapping topics will be evident between this review and my two previous ones, also about dungeon building. My first and third endeavor in this review series were Dungeons (by AEG) and Dungeoncraft (by FFG).

You may be surprised to read that I am adding a 4th product to this review series Dungeon Builder's Guidebook. But, but why would you want to do that? I decided that the topics it covers are also similar in scope and intention and so it is worth including in this series. The jury is actually still out on whether I will add this to the current review series or write it after I write the comparison review that encompasses the 3 original products. Care to throw in an opinion about whether I add the dungeon builder's guidebook to the series? Help me decide by posting and letting me know what you think.

For now, let’s get to the meat of this review!

The Basics:

Dungeonscape is part of the Environment series published by Wizards of the Coast for Dungeons & Dragons (3.5 Edition). This is a 160 page hardbound book published in 2007. The MSRP was $29.95 upon release, but you can find it cheaper on amazon, ebay, or other online resellers these days. The PDF is not currently legally obtainable as WotC’s stance on pdf versions of their products is stuck in the last century.


Layout:

The book is divided into 7 main chapters, each of which contains several major and minor subsections which are given lines in the table of contents complete with page numbers. There is a short (1 page) introduction/welcome page that provides a short piece of fiction involving the characters who make appearances throughout the book, gives a few paragraphs describing why this book is necessary, and a paragraph or so letting the reader know that they will need the core 3.5 rulebooks to play the game. This book aims to be a resource for players who want to have a PC fully prepared for the dungeon environs, and for GMs who want to create an environment for the PCs to adventure in that is enriched with interesting and challenging encounters. This book, like Dungeoncraft, is much more rules & mechanics focused than AEG's Dungeons supplement, but still provides some information in the way of more-or-less system-neutral advice and options suitable to any fantasy genre RPG.

The 7 chapters of the book cover the following topics:
Chapter 1: The Dungeon as Enemy looks at PC classes and advises on how to make them effective in the dungeon, introduces a new class, and describes some types of dungeon terrain written specifically for players.
Chapter 2: Tools of the Trade deals with dungeoneering equipment, magic items, and specialized adventuring kits.
Chapter 3: Character Options introduces new feats, talks about teamwork feats, describes two new prestige classes, and talks about guilds.
Chapter 4: Dungeon Design discusses dungeon advantages, functions, and themes, and describes several types of rooms or locations you may expect to find in a dungeon.
Chapter 5: Dungeon Encounters discusses why dungeons are different, talks about how to design appropriate encounters, and introduces new monsters and monster templates.
Chapter 6: Traps discusses various strategies and functions of traps, talks about how to create traps, and introduces a slew of new traps and hazards for use in a dungeon setting.
Chapter 7: Dungeon Features discusses how to create new dungeon terrain, describes dungeon features, describes common features, and talks about dungeon adventure hooks.

The layout makes for a well organized book. Chapters 1-3 are definitely player focused, while the remaining chapters are focused on mechanics and advice for the DM’s eyes only. Each chapter is a complete section of the book which follows naturally to the next topic, though some items discussed would be appropriate in multiple chapters. The borders of each page are designed to make them look like an old book, as the rest of the D&D 3.5 hardbound books were designed. There is color art throughout, some of which is quite good and some which is mediocre.


The Chapters in Detail:


1. The Dungeon as Enemy (24 pages)

This chapter is split into 4 sections; dungeon challenges, standard class options, new standard class (factotum), and dungeon terrain. Each section is further divided into several headings by topic, separated by aesthetically pleasing headers appropriate to the level of the section - it’s well-organized. As with the Dungeoncraft section of similar intent, this chapter really should be studied by the GM as well as players since it gives insight into how the PCs will be prepared to explore and survive in the dungeon the GM creates.

The first section, dungeon challenges, gives advice on what to pack when planning on going into a dungeon, common hazards you may find there, and how to deal with the unpredictability of dungeon exploration. There is also a sidebar that brings up the usefulness of using a race other than human and what benefits other races may have in a dungeon environment. The second section, standard class options, discusses the barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. Along with a short (1-2 paragraph) description of how a PC of a particular class should perform in a dungeon adventure, this subsection provides concrete mechanical choices for each class and states why the item/feat/skill would be beneficial to the party. The most effective dungeoneering skills, feats, proficiencies, and spells specific to each class are explained.

The third section in this chapter introduces a new class: The Factotum. While I hate the name, the class itself is relatively appealing to me. As someone who has several varied areas of study in which I would like to become knowledgeable, the new class speaks to me on a personal level. The factotum is a PC that can mimic the skills and specialties of a number of different classes, allowing them to (occasionally) step in and save the day. When? Well, for example, when the cleric is out of healing, or when the wizard has run out of spells, or even when the fighter needs help standing ground and holding back the horde.

The final subsection of the chapter describes dungeon terrain in a way that is meant for players to know. What do I mean by that? Well, this section describes walls, floors, special terrain, doors, bridges, chasms, chutes and chimneys, and natural features, by providing about as much knowledge as a general PC may have about those things. In other words, the book describes them in enough detail so that the players can get an idea of what to try if they need to bypass a room or go through a complete dungeon in which the entire thing is made of an interesting type of material.

2. Tools of the Trade (15 pages)

The first part of this chapter consists of about a page of advice about how to pack for a dungeon adventure. It focuses on 3 main pieces of advice: 1) only take what is necessary and do not forget anything that you need, 2) Cooperate with the other players in the group to avoid bringing multiples of things you only need one of and none of something else, and 3) makes sure that you are efficient as regards space and weight. The next part of the chapter focuses on describing specific items that may be needed in a dungeon. Several types of mundane gear, modifications to weapons and armor, and alchemical products are each described in detail along with tips on effective use. Lava Stones and Finder’s Chalk are two items that struck me as useful, interesting, and well-described. After that, various magical items are discussed. Other than a complaint you will read about below, it is an informative section full of good ideas. It also introduces several new magical armors, one special weapon ability, and several wondrous items. The final section describes 5 new equipment kits that focus on specific tasks (examples: the cleric-in-a-box, doorbuster, and safe rest kits). There is also a sidebar about skills and general feats that are especially suited to use in the dungeon environment.


3. Character Options (19 pages)

This chapter introduces 9 new feats and 2 weapon styles to the reader. It also introduces two new teamwork abilities that a party of PCs can use to great advantage in a dungeon. These are pretty interesting because it is likely that, by the time the PCs are at a level in which these would be available, it wouldn’t be too much work to ensure that the party cooperated to attain the skills and gain the benefits associated with the teamwork ability.

Next, two new prestige classes, the Beast Heart Adept and the Trapsmith, are introduced. These are, of course, described in great detail and with lots of advice and information. To be honest, neither one of them really spoke to me, but for very different reasons. The Beast Heart Adept... well, I cannot really see any benefit to a PC taking levels in this class - they would be left with no reason to adventure with civilized people ever again. I am a creative guy and I can think up lots of innovative and interesting reasons why a PC might take and thrive in a particular prestige class. But this, it just didn’t work for me. The second one, the Trapsmith, fared better, but just isn’t something I would expect a PC to take. It is much better suited to an NPC or the head of a thieves guild. It is actually much more doable than the Beast Heart Adept though, and for that reason is a much better entry in the book. The Beast Heart Adept grants this chapter the dubious honor of having my least favorite part of the book in it.

The last section in chapter 3 rescues the chapter from that dubious honor, though, by having one of my favorite parts of the book in it: The guilds. The section spends a page answering the question: Why should one join a guild? And then it spends the last 4 pages of the book showing you why joining a guild is a good idea. Included are 4 sample guilds for use in your game. One of them, The Wartower Wardens gets a lot of space and explanation and comes complete with a map of the guildhall and enough information to introduce a formidable NPC to your game (the guildmaster Stillguar). This entry turned out to be one of my favorites because it really made the prospect and function of a guild come alive in my mind. The 4 examples are of very different types of guilds and the section provides enough flexible information that a GM could easily use it to create their own guilds for their home campaign.

4. Dungeon Design (30 pages)

This 4th chapter is the largest in the book. It has sections describing why dungeons are advantageous to use in your campaign, what the functions of most common dungeons are, how to make a dungeon a dynamic exciting place, how to make your dungeon into a thematically coherent place, and what types of basic rooms you might find in a dungeon (and how to work them into your own dungeon).

I really like the way this chapter answers the question: Why do you need a dungeon right there? Or, asked another way: What is the true function of that dungeon? In other words, it tells you what the common characteristics of a deathtrap dungeon are and what that means to your game. It also does that for a dungeon on the near (and far) frontier, an agent of evil dungeon (one that has a physical embodiment of evil inside), a legendary location dungeon, and a just plain old bizarre dungeon. This is followed by advice about how to make your dungeon into a dynamic place that makes sense and is filled with memorable monsters. The next section, on dungeon themes, compliments the function section well because it allows you to stick to a goal when designing your dungeon while using appropriate themes, ensuring that the end product looks the way you want and has the proper function. There is also a random theme page that provides tables for randomly determining themes for each part of a dungeon along with advice on connecting those themes in your creation (with plenty of examples).

The chapter ends with descriptions of various rooms that you might want to place in your dungeon. These descriptions are relatively lengthy (some have 4-5 paragraphs) and some have sub-paragraphs with interesting tidbits. The kitchen section, for example, has a short subsection on improvised weapons - basically pointing out that a steaming kettle and a meat mallet make perfectly good weapons in a pinch! The final page of this chapter has some solid advice about running the game in which the party spends a lot of time in a dungeon environment. Some of the advice is basic (keep things moving to avoid boredom), some is standard (plan for a climactic battle), and some is very good (give the PCs enough info to make informed choices). Each bit of advice is followed by a couple of paragraphs of explanation and example.

5. Dungeon Encounters (24 pages)

This chapter opens with an essay explaining why dungeon encounters are different. It boils down to: preparation, range, and direction of engagement. The reader is given several pieces of advice regarding how to make each of these things work toward a challenging encounter. The part of this chapter with the heading Combat Encounters begins with the following:
Dungeonscape wrote:
Combat encounters are so closely tied to dungeons that for many jaded players, the term "dungeon crawl" is synonymous with a string of pointless battles, each taking place in an identical 20-foot by 20-foot room. It is your job to prove that preconception wrong by creating combat encounters that are challenging and memorable.
(Emphasis mine)


This is followed by a page on monster roles in an encounter (and yes, they are different from the ones presented in 4e D&D). Then they introduce an encounter template and give advice and instructions on how to use it. In the middle is a sidebar with the title "Ten Reasons Encounters Get Trashed" and it is one of the most informative parts in the book. Four sample encounter templates are provided, each with a different focus, and some monster feats with descriptions and advice on what feat to replace.

A couple of new monsters are introduced and several new monster templates are provided. In between them is a new prestige class. For monsters. Yes, a prestige class for an NPC or monster - The Dungeon Lord - it is pretty well done too, and can provide a pretty interesting and challenging villain for the party.

6. Traps (24 pages)

This chapter is, of course, full of traps and information about traps. It opens with a piece on the strategy of using traps, or rather, what strategy a trap might serve. Is it there simply to kill intruders? Or is the goal to weaken intruders? Possibly it is meant for gaining an advantage in combat? Stuff like that (there are several more). The advice is solid and it does make one think about the reasons behind placing a particular trap or how you can pick the right trap to fulfill a specific function. The chapter next explains an encounter trap - i.e. a trap that is an encounter (as opposed to being a simple and quick obstacle to overcome). Several examples are given, followed by tips and tricks for creating your own. Advantages to using a trap as an encounter are discussed and advice on how to add monsters to the encounter is given. Several new standard (non encounter) traps are also provided. Hazards are discussed last and several new hazards are presented.

7. Dungeon Features (18 pages)

This last chapter is a compliment to the first chapter, which gives PCs advice on how to deal with all sorts of different dungeon terrain. This chapter is for the GM and gives advice on how to choose terrain, the mechanics of the different types, and how to utilize them to the fullest. A sidebar talks about puzzles and riddles in a dungeon and some pitfalls associated with such. Also described are some interesting dungeon features, such as conveyor machinery, pools, pedestals, and altars, among others. The last few pages of the book are devoted to advice on incorporating and describing strange things in a dungeon, how to create and use a good story hook, and a couple of pages are devoted to tips on how to describe the dungeon for the other senses, not just vision. The last paragraph is a reminder to evaluate your game and always try to continually improve on what you do to be a good game master.

What I Liked:

d10-1 New Class: Factotum - I have a love/hate relationship with this new PC class, so you will find it on my like list as well as my dislike list. As I said before, I am a person that has several varied areas of study in which I would like to become knowledgeable. This new class basically describes an adventurer who has the same personality. As a result, this intrigues me and I would like to see it in play because it speaks to me on a personal level.

d10-2 Description and Advice for Mundane Adventuring Gear - this section is just flat out nicely done. It is well written and well presented, with interesting items. It also doesn’t suffer from the scourge of text-book speak - i.e. it is pleasant to read.

d10-3 Teamwork Benefits - this concept was introduced in the DMG2, but that book is not needed to understand how these two new ones work (this book explains them quite well). These two benefit opportunities are a great way to get the party to start thinking like a team and a way to reward them for it, which I applaud.

d10-4 The Guild Section - This entry really made and function and usefulness of a guild come alive in my mind. The 4 examples are of very different types of guilds and the section provides enough flexible information that a GM could easily use it to create their own guilds for their home campaign. This section makes guilds seem viable and offers a way to give guild benefits without making the PCs uber-powerful.

d10-5 Waste Room - This is one of the few books that bothers to acknowledge that living creature have bodily functions and some of them have a place wherein they dispose of such nastiness. I hope you don’t fall into that pit.

What I Didn’t Like:

d10-1 New Class: Factotum - Okay, so it speaks to me on a personal level, so what? While interesting and versatile, I’m not sure this class would be useful in game. That is, I am unsure that it would be useful enough for a person to really play it and have an enjoyable time. As I said above, it would take the right kind of player, group, and DM combination to help this character be more than either a useless lump, or an annoying know-it-all who always saves the day. If one could find the middle ground, it might be a successful class.

d10-2 Text Book zzzzzzz - Sad to say, but some of this book comes off like a textbook. The first part of chapter 1 does, as does the prestige class section of chapter 2. It’s just a style of writing that makes my speed of reading slow waaaaay down and makes me feel like the book is dragging. I’m not sure which designer is the one with the academic voice, but can definitely feel when the tone changes in some places. It isn’t enough of a problem to ruin the book, but some small areas suffer for it.

d10-3 DMG Needed - Unfortunately the magic items section in chapter 2 has two pages of descriptions and suggestions about some items that are in the 3.5 DMG. I’m not complaining because they are repeats, I’m complaining because they don’t repeat specific, necessary information (like a basic description for some), so I had to go get my DMG and find the specified item and then read an entry and then go read what they said about it in this book. I know they were trying to save space and probably didn’t want to be accused of repeating information in two different books, but it was something I found very annoying. These aren’t standard items that everyone knows what they do just from the name - these are specific items that needed a tiny bit more explanation.

d10-4 Beast Heart Adept Prestige Class - I understand the idea behind this prestige class and I even understand why a player might be interested in using it. The problem is that it makes it impossible to be good at being a Beast Heart Adept and also being a member of an adventuring party that acts as a team with matching goals and a desire to be heroic. I suppose it could be used well in an evil party? I’ll never know because I would not allow a player in one of my games to use it. Yes, I dislike it that much.

Final Verdict:

I don’t think this book is my favorite of the three I have read for this series, but it is definitely worth the money spent. I wish the font was a tiny bit bigger, but I’m old and it isn’t that big of a deal. This books is meaty - there are game mechanics or CRs or DRs/DCs on every single page. It is definitely meant for someone serious about their game and in true 3.5 fashion, this book leaves nothing to chance - it provides a rule for everything. The approach in describing dungeons is slightly different than the previous two books, and so it makes it worthwhile to read - all three provided new information not found in either of other books. This book has more content purely for the player than the other two, so I don’t feel bad recommending it for players and GMs alike.



At-A-Glance Summary
Art: almost all the art is in color and much of it is very good. Some of it is mediocre, but I can’t say that anything jumped out at me as really bad.
Layout: Well organized. Table of contents is wonderful. Too bad it doesn’t have an index. (What is it that rpg companies have against indices anyway?)
Content Quality: Very Good to excellent in some places.
Crunch vs Fluff: I don’t think there is a single page in this book that doesn’t have at least one of the following: a feat or skill reference, a DC or modifier statement, a table, or a stat block. This is a thick, crunch heavy tome, and unlike dungeoncraft, this book does feel the weight of the crunch. There is still enough fluffy stuff, descriptions, and instructions to counteract the heavy mechanical parts of it, mostly. I am a fluff-loving guy - I don’t enjoy sitting and reading crunch, and some parts of this book were on the edge of being too much, but for the most part I enjoyed it.
Cost: Paying list price ($29.95) is a bit steep at this point. Being an older supplement, I don’t know of any place that sells this item at list price anymore anyway. You can get it on ebay or amazon for about 1/2 of list cost. Sadly, no WotC pdfs, so that door is closed for now.
Ease of Use in Alternative System: This book is definitely not a system neutral tome, as it relies heavily on the d20 trope. Just a tad bit of work would turn the stats into Pathfinder Roleplaying Game usable blocks. It’s not a book full of monsters, but it does have lots of small mechanistic details that are suited specifically to the d20 system.

Even this guy doesn't like Mind Flayers!


*This is Iron Review #17 for me


[edited to add pictures and then to fix grammar]
21 
 Thumb up
 tip
 Thumb up
  • Last edited Sat Aug 27, 2011 5:45 am (Total Number of Edits: 4)
  • Posted Sat Aug 27, 2011 2:23 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Brian Leet
United States
Montpelier
Vermont
admin
Avatar
mbmbmbmbmb
Terrific review, and interesting to me that you spent almost the least time on the part of the book that was the most important to me. While Encounter Traps only occupy a handful of pages in the book, I found this one little section to be the biggest boost to my effectively blending terrain, puzzles, hazards and obstacles into interesting encounters that I'd had in years. While you need to have a good understanding of d20 mechanisms, the ideas and presentation are readily adaptable to other games.

I don't know enough about the fourth title to have a strong opinion, but if it is a similarly aimed tome I'd say review it first and then do a comparison of all four.
2 
 Thumb up
 tip
 Thumb up
Steve Donohue
United States
Allen Park
Michigan
flag msg tools
Avatar
I'm not sure I'd consider the Dungeon Builder's Guidebook to be in the same league as the other three, but maybe I'm wrong.

I'd review it first and then include it in the comparative review only if you think it's worthy.
2 
 Thumb up
 tip
 Thumb up
DMSamuel
United States
Ithaca
New York
flag msg tools
Avatar
mbmbmbmbmb
PghArch wrote:
Terrific review, and interesting to me that you spent almost the least time on the part of the book that was the most important to me. While Encounter Traps only occupy a handful of pages in the book, I found this one little section to be the biggest boost to my effectively blending terrain, puzzles, hazards and obstacles into interesting encounters that I'd had in years. While you need to have a good understanding of d20 mechanisms, the ideas and presentation are readily adaptable to other games.


You've found me out! That particular omission was by design.


I want to write the comparison review with an eye toward how effective each of the books are at meeting their goals. Effectively blending traps with the larger goals of encounter design is one of the elements that I will compare, so I left certain info out of each review so that I can highlight it in the comparison.
3 
 Thumb up
 tip
 Thumb up
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.