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RPG Superstar 6 Season Star Voter, 8 Season Star Voter. Pathfinder Society Member. 10,023 posts (15,230 including aliases). 10 reviews. No lists. 2 wishlists. 30 aliases.

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Great book


Very useful to surprise your players with unexpected twist of old monsters.

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Large Collection of Useful ideas.


Disclaimer: I received this product for free in exchange of an honest review.

From the other people's in deep reviews you know the book is full of tables filled with ideas and details that help to flesh out your wilderness based campaign. As a DM with a lack of descriptive prowess I found this book and it's campaign dungeon dressing to be invaluable tools, even a minor description like "The snow falls in heavy flakes, which make a
whispering sound as they fall to the ground." is way better than "it is snowing".

Now, examples like the above are really great but what really blow my mind are the ideas for adventures a single entry can inspire, in every section there was entries that could be expanded into hooks for new adventures.

In that regard the chapter about Folks is a personal favourite, tons of interesting ideas for NPC, roll a dice and suddenly an encounter with a random traveler is now an interesting event.

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As someone that don't care that much for golarion lore I have to say that I find this book to be very interesting and well done.

Castles of the inner sea present six very different castles to use in your campaign. Every castle comes with detailed maps, a list of important Npcs, and the full stats of a relevant Npc (except for highhelm).

I definitely can see myself using any of the locations in actual gameplay, specially considering every one of them comes with a small dungeon crawl.

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Gods have mercy!


I have been looking for a book like this for eons!. My DM Used a couple of the hazards last game and wow, mind blowing, so different and refreshing. I wish more campaigns I play feature dangers like the one in this book.

This is an incredible well designed book and is worth every penny, seriously, Seriously.

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****( )

Endzeitgeist already gave a detailed description of what is in the book, so I will list only my opinion on the content.

What I liked

- The Descriptions of gnolls, their society and culture are pretty cool.
- The Pack-Bonded archetype (Ranger) is balanced from a player perspective and as a DM it can help to create encounters that make gnolls to stand apart from the other classic humanoid monsters.
- I liked all the new Equipment, the triple flail is heinous.
- The feat section is useful and balanced. Special mention to tripping bite and throwdown trip, t is good to see good feats around combat maneuvers. Another special mention is for Disturbing foe, a nasty surprise for spellcasters Pcs.
- 3 of the magic items are good and useful, I would have prefered the disentangling weapon property to have a static cost instead of costing +1 bonus for the price.

The OK
- The oracle archetype is not bad, but it didn't strike me as good either.

What I didn't liked

- The antigravity Ore is flavorful but its mechanics is uninspired. It is Yet another special material that make an armor lighter reducing the ACP and increasing the maximum dex bonus. The dex bonus is higher than mithral, yet for heavy armor it cost 6,600 less gp, it doesn't make the amor to count as lighter but still. I'm on the fence with the properties of this material for weapons.

- The desert Jasper Hyena is like a figurine of wondrous power, it cost 12,000 gp and let you summon a dire Hyena. THe problem is that it only have 3 uses and then it become non-magical. I doubt anyone I know will want to spend money on this item.

- The Unnerving laughter spell say that the DC of the spell is as with the Unnerving laughter spell...confusing.


Mechanically, for the players the book provide with good options for Gnolls PCs, and for the DM it gives options to make Gnolls encounter way more memorable (taking into account that bestiary gnolls are pretty insipid).

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