
Brandon Hodge Contributor |

How does it compare to Lost Cities of Golarion?
Specifically, can you concentrate on Gallowspire? as that is of interest to the CC AP.
As an author on both books, I can tell you that the formats are very similar in execution.
Gallowspire gets some major love. Between Shadows of Gallowspire, which concentrate on the ruins of Adorak and the "outer dungeon" of Gallowspire, the DoG entry concentrates primarily on what's inside if you manage to crack the seals and go in! Between the two, you got the ultimate resource of adventuring at that iconic site, and the Gallowspire entry is a perfect next step to continuing the adventure with some high-level explorations after Carrion Crown wraps up! =-)

Erik Freund RPG Superstar 2011 Top 16 |

Erik Freund wrote:How does it compare to Lost Cities of Golarion?As an author on both books, I can tell you that the formats are very similar in execution.
Thanks for your response Brandon.
Just so that I can make sure I'm understanding, does that mean after the map and gazetteer-like article we can expect three "plot hook" paragraphs and three random encounter tables (each scaled for different level-tiers of play), followed by one fully-statted uber-monster and one fully-statted artifact?
I'm trying to get an idea of "what's inside" given that I can't flip through the pages. :-)

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Each one has an overview map, a history of the dungeon, a description of each level of the dungeon, a descriptive section on inhabitants, and three plot hooks. There aren't random encounter tables.
There are example traps, a new monster, four new templates (two of which have example monsters, one of which is for Numerian robots), a couple fully statted NPCs, and various items and spells related to the dungeon; which of these things each dungeon gets depends on the dungeon.
Two of the dungeons: Candlestone Caverns and the Red Redoubt have a full level presented, with encounters, a level map, and room descriptions.
Gallowspire gets one template, an example monster, some rules on various magical effects that are present in the dungeon, two traps, and a writeup of one of the Whispering Tyrant's artifacts in addition to the things that each dungeon has.
There's also an intro section that gives one-paragraph overviews of several other megadungeons on Golarion.
I haven't read too much of it yet, but I'm liking what I've seen so far.

Todd Stewart Contributor |

I'm all grins reading over the section on the Pyramid of Kamaria the Brazen. I came up with her and the first mention of her pyramid in the Osirion book (later expanded by others in later books to include the Darklands connection, and the unplundered levels).
It's really freaking cool to see someone take a tiny snippet of a character name, history, and plot hook or two that you created and make something ten times all that much more awesome with it. Mike Shel did a spectacular job on it, and I'm really pleased with how he expanded and fleshed out the pyramid and some more details on Kamaria herself. :D

Generic Villain |
I noticed some irregularities with the map of Candlestone Caverns. The scale is definitely wrong - one square equals way more than 10 feet. Is that supposed to be 100 feet? Also, on the map of the Vault on page 11, there's no indication where the kobolds' traps are located. I've read the whole book though, and these are the only issues I saw, so that's pretty good.
Regarding the Numerian dungeon, I threw together this thread with the hopes that people could discuss the new rule elements and share their thoughts. Actually, what I really hope is that everyone loves the rules, says as much on the messageboards, and moves us that much closer to getting full Numeria coverage.

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Anyone know what the ETA of the print edition of this book hitting FLGS shelves would be? FLGS in rural England would be an even better estimate to have, but I guess I'll need to pop in and ask if I want that much detail... ;)
The retail release date is July 13. I can't speak for any particular retailer...

Mike Shel Contributor |

I'm all grins reading over the section on the Pyramid of Kamaria the Brazen. I came up with her and the first mention of her pyramid in the Osirion book (later expanded by others in later books to include the Darklands connection, and the unplundered levels).
It's really freaking cool to see someone take a tiny snippet of a character name, history, and plot hook or two that you created and make something ten times all that much more awesome with it. Mike Shel did a spectacular job on it, and I'm really pleased with how he expanded and fleshed out the pyramid and some more details on Kamaria herself. :D
Thanks, Todd! Kamaria was a great character and it was a blast building on the back story. Hopefully others will enjoy it as well.

Albus |

Each one has an overview map, a history of the dungeon, a description of each level of the dungeon, a descriptive section on inhabitants, and three plot hooks. There aren't random encounter tables.
There are example traps, a new monster, four new templates (two of which have example monsters, one of which is for Numerian robots), a couple fully statted NPCs, and various items and spells related to the dungeon; which of these things each dungeon gets depends on the dungeon.
Two of the dungeons: Candlestone Caverns and the Red Redoubt have a full level presented, with encounters, a level map, and room descriptions.
Gallowspire gets one template, an example monster, some rules on various magical effects that are present in the dungeon, two traps, and a writeup of one of the Whispering Tyrant's artifacts in addition to the things that each dungeon has.
There's also an intro section that gives one-paragraph overviews of several other megadungeons on Golarion.
I haven't read too much of it yet, but I'm liking what I've seen so far.
Thank´s for the information!
Are the overview maps of the dungeons comparable to the map of Kaer Maga in "City of Strangers"?And what other megadungeons are mentioned in the intro section? Are they just from the Inner Sea Region or from other continents as well?

Heine Stick |

Bastardhall (Ustalav)
Castle Korvosa (Varisia)
Crimson Citadel (Mediogalti Island)
Deepgate (Hold of Belkzen)
Earthnavel (Realm of the Mammoth Lords)
Eel's Skull (The Shackles)
El-Fatar (Katapesh)
House of Oblivion (Thuvia)
Ice Spire (Lands of the Linnorm Kings)
Kaer Maga (Varisia)
Savith's Tomb (Mwangi Expanse)
Silver Mount (Numeria)
Sphinx Head (Osirion)
Spire of Nex (Absalom)
Temple of the Ravenous Moon (The Shackles)
Urgir (Hold of Belkzen)
Well of Lies (Nex)

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Candlestone Caverns:
The Map gives a scale of 1 square=10 feet
Shome Mishtake Shurely?
I assume you're talking about the map on page 6? In which case, yes, that's a mistake. In fact, we probably should have taken the grid off of that map completely, because it, as with ALL of the side view maps, is not to scale at all. It's merely to show the layout of the dungeon.

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This book is all kinds of awesome, but I'm slightly disappointed that Viperwall gets no mention... my RotRL party wants to go there someday!
Viperwall didn't get mentioned because I'm not sure it's actually a megadungeon; it's more of a megaCASTLE, if anything. And while it's large, it lacks the large number of levels (either above or below ground) to truly qualify as a megadungeon anyway.
Viperwall will be detailed someday though. This I promise.

Joseph Wilson |

You know...I generally only buy the core rulebooks and the revisited line of books...but I keep finding myself buying the campaign books even though I run my own homebrew! There's just too much awesome-sauce in these books.
Bravo folks, you keep getting more and more of my money!
I was the same way. I now subscribe to the campaign setting line and run exclusively in Golarion... :-P

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I normally buy my paizo books from Amazon...but according to their page on "Dungeons of Golarion" this product won't be released til January 2012..wtf??
Long story short, this seems to happen frequently with Amazon and a few other (mainly) online retailers. Usually this date will be updated when they get their stock from their distributor which will likely be happening soon.
I'll work on getting a FAQ written as this question does seem to come up with a bit of regularity.

A_Watts |
I liked everything for the most part, though I was a bit disappointed that the new skymetal from the Red Redoubt of Karamoss was basically just for spellcasters, I was hoping the sci-fi esque dungeon would have something a bit more...I don't want to say fighter oriented, because we already have that in adamantine, but I guess versatile?
Feh, I'll never claim to be good at expressing my thoughts 100% of the time. Plus there's always the next one (hopefully. hint, hint, nudge, nudge).

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Nice Easter Egg in RRoK
** spoiler omitted **
Anyone else having an issue with the bookmarks? Both my DoG and CC#5 keep tossing me back to the cover page when I click on a chapter bookmark. Might be my Adobe being cranky.

Liz Courts Contributor |

Anyone else having an issue with the bookmarks? Both my DoG and CC#5 keep tossing me back to the cover page when I click on a chapter bookmark. Might be my Adobe being cranky.
We did have an issue with the bookmarks of our latest subscription PDFs - if you download the latest version, they should be corrected. Sorry about that!

Chris Lambertz |

Auxmaulous wrote:Nice Easter Egg in RRoK
** spoiler omitted **
** spoiler omitted **
Anyone else having an issue with the bookmarks? Both my DoG and CC#5 keep tossing me back to the cover page when I click on a chapter bookmark. Might be my Adobe being cranky.
This was an issue we came upon last week. If you redownload the file, you'll find that the bookmarks have been corrected. :)

Quandary |

That cover image alone makes me want to pick up a copy of this next time I stop by the FLGS...
Is it accurate to say that the dungeons here are merely locations, without much plot structure to how they would be encountered, beyond a bit of backstory for more important residents? (which would help tying into a plot, but not suffice as such itself)

Liz Courts Contributor |

That cover image alone makes me want to pick up a copy of this next time I stop by the FLGS...
Is it accurate to say that the dungeons here are merely locations, without much plot structure to how they would be encountered, beyond a bit of backstory for more important residents? (which would help tying into a plot, but not suffice as such itself)
The dungeons are locations, but they have sections covering history, description of the overall dungeon and by-level breakdown, denizens, traps, treasures and rewards, and adventure hooks. There is enough plot for a GM to use without being straightjacketed by it. :)

Brandon Hodge Contributor |

Does any one else think Undeath Ward is to powerful? (pg 63)
I'd be interested in hearing your breakdown on why you think so.
Undeath ward is basically the re-skinned 4th-level spell repel vermin, only affecting a different creature type and dealing a single d6 more damage for those crossing the barrier. And it is a full level-or-two higher, depending on whether you are an arcane or divine caster. What's more, repulsion is a similar 6th-level spell, but affects any creature type, but doesn't last quite as long.
So, ultimately, I'm not sure where the "too powerful" part comes in. The duration is short enough for those hungry undead hordes to wait it out if they have to. The damage is minimal for the undead who do get through considering the CR you'll be facing by the time your character can cast this spell, and it can't be used offensively. All that, combined with the level precedents set by other spells of a similar nature (predominantly repel vermin, on which it is based), make it seem pretty sure-fire, if you ask me. Of course, I would say that!

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Also, it's perhaps worth comparing undeath ward to the 6th level spell antilife shell, which is kind of a "reverse" undeath ward in that it blocks out living foes, not undead ones. But not as effectively, since an undead creature can decide to try to pass through the ward. Both of these spells are only usable defensively, in any event—forcing them against a warded target ends the spell.
I think it's spot on, level-wise.

Naz |

Also, it's perhaps worth comparing undeath ward to the 6th level spell antilife shell, which is kind of a "reverse" undeath ward in that it blocks out living foes, not undead ones. But not as effectively, since an undead creature can decide to try to pass through the ward. Both of these spells are only usable defensively, in any event—forcing them against a warded target ends the spell.
I think it's spot on, level-wise.
How would you interpret "Defensively" for Undeath Ward and similarly functioning spells? In other words, can a player cast Undeath Ward to shield out undead, then proceed to use magic missile, bow, etc to safely attack the undead that have no ranged attacks and aren't able to pass the barrier. It would seem if that is allowed, a player could position the undeath ward (10' emenation from caster) to block the entrance/exit to a room containing undead and then proceed to have their way with the undead that lacked any sort of ranged/spell attack. Given a caster would be 9th level or higher to cast Undeath Ward, that would allow 90+ rounds to slowly kill any undead trapped in such matter. Positioning the barrier to block an entrance/exit is not forcing the barrier upon undead, which would warrant the spell to end.
Or does defensive use of the spell prevent the caster or those shielded from making any attack (ranged, melee or spell) against those creatures that are prevented from entering the shielded area.
Thanks

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I'd be quite happy with PCs using a 5th or 6th level spell to buy some time and attack some undead. If nothing else hears or sees them in that time - good job!
An antilife shell does the same thing to your PCs when cast by a nasty undead cleric... except it lasts min. 110 minutes - more than 1000 rounds.

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Just a note that I posted my review on the product, which I believe is the best non-AP softcover for GM use that Paizo has yet released.
The product achieves almost exactly what it aimed for. There is all kinds of wonderfully awesome stuff in here. I will be greatly disappointed if this is not nominated for an Ennie in 2012.
It might not be perfection -- but perfection is an unreasonable standard to expect. (That said, it is always laudable to aim for.)
What Dungeons of Golarion is, however, amounts to being a six layered cake of excellence, drizzled with awesome sauce.
Well done. Take a bow.

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James Jacobs wrote:Also, it's perhaps worth comparing undeath ward to the 6th level spell antilife shell, which is kind of a "reverse" undeath ward in that it blocks out living foes, not undead ones. But not as effectively, since an undead creature can decide to try to pass through the ward. Both of these spells are only usable defensively, in any event—forcing them against a warded target ends the spell.
I think it's spot on, level-wise.
How would you interpret "Defensively" for Undeath Ward and similarly functioning spells? In other words, can a player cast Undeath Ward to shield out undead, then proceed to use magic missile, bow, etc to safely attack the undead that have no ranged attacks and aren't able to pass the barrier. It would seem if that is allowed, a player could position the undeath ward (10' emenation from caster) to block the entrance/exit to a room containing undead and then proceed to have their way with the undead that lacked any sort of ranged/spell attack. Given a caster would be 9th level or higher to cast Undeath Ward, that would allow 90+ rounds to slowly kill any undead trapped in such matter. Positioning the barrier to block an entrance/exit is not forcing the barrier upon undead, which would warrant the spell to end.
Or does defensive use of the spell prevent the caster or those shielded from making any attack (ranged, melee or spell) against those creatures that are prevented from entering the shielded area.
Thanks
Defensively means you're not pushing up against an undead and trying to force the ward or whatever to push it aside.
Hanging back and using ranged attacks is precisely what these spells are meant for.

GmJasonGURPS |

I assume you're talking about the map on page 6? In which case, yes, that's a mistake. In fact, we probably should have taken the grid off of that map completely, because it, as with ALL of the side view maps, is not to scale at all. It's merely to show the layout of the dungeon.
Regarding the map of Candlestone Caverns on p6, is that map a side view map also, like all of the other ones, or is it a top-down view. It's kinda hard to figure that one out.

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James Jacobs wrote:Regarding the map of Candlestone Caverns on p6, is that map a side view map also, like all of the other ones, or is it a top-down view. It's kinda hard to figure that one out.I assume you're talking about the map on page 6? In which case, yes, that's a mistake. In fact, we probably should have taken the grid off of that map completely, because it, as with ALL of the side view maps, is not to scale at all. It's merely to show the layout of the dungeon.
The map on page 6 is indeed a side view.

Generic Villain |
This just occured to me: Candlestone Caverns is the only mega-dungeon cross-section to have a scale listed. Thus, I'm guessing the "one square = 10 feet" part of Candlestone Caverns is a mistake - not because it's obviously wrong, but because it shouldn't be there at all. If I'm right, it was probably just missed during editing.

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This just occured to me: Candlestone Caverns is the only mega-dungeon cross-section to have a scale listed. Thus, I'm guessing the "one square = 10 feet" part of Candlestone Caverns is a mistake - not because it's obviously wrong, but because it shouldn't be there at all. If I'm right, it was probably just missed during editing.
It is indeed a mistake.
None of the cross sections are to scale.

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This just occured to me: Candlestone Caverns is the only mega-dungeon cross-section to have a scale listed. Thus, I'm guessing the "one square = 10 feet" part of Candlestone Caverns is a mistake - not because it's obviously wrong, but because it shouldn't be there at all. If I'm right, it was probably just missed during editing.
If one square - 10 feet was correct, then Candlestone Caverns wouldn't really qualify as a mega-dungeon, now would it? It'd be more along the lines of a mini-dungeon.

Generic Villain |
One thing about Paizo that I love - I often find myself pleasantly mistaken. When we learned of the six mega dungeons being covered, I was least excited about the Pyramid of Kamaria. Osirion has never done it for me (I'm not fond of Dynastic Egypt as a setting) and I think Rovagug is one of Golarion's least appealing deities. And yet, when the two are combined, the results are awesome. For whatever reason, I absolutely love the Pyramid of Kamaria. It is by far my favorite dungeon here (though Hollow Mountain gets honorable mentions).
Also...
It is indeed a mistake.None of the cross sections are to scale.
D'oh, I missed that James already mentioned this earlier.