Pathfinder Campaign Setting: Dungeons of Golarion (PFRPG)

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Pathfinder Campaign Setting: Dungeons of Golarion (PFRPG)
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No older RPG tradition exists than the vast, danger-filled dungeon. Multilevel mazes of trap-filled crypts, monster-haunted caverns, and wealth-laden vaults have lured countless would-be heroes to their dooms, yet paradoxically, the greater the dungeon and the deadlier its secrets, the greater the pull seems to be for the adventurer.

Dungeons of Golarion looks at six different locations spread throughout the Inner Sea region of the Pathfinder campaign setting. A level-by-level breakdown of each megadungeon summarizes the dangers and rewards awaiting discovery. Each dungeon entry is accompanied by stats for unique monsters, sample traps themed for each site, and details on some of the more unusual and interesting treasures awaiting discovery within. Maps providing the layout of sample dungeon levels and cutaway views of entire megadungeon complexes round out this invaluable resource for any Game Master seeking to return to the roots of the game.

    This 64-page book contains details on the following megadungeons:
  • Candlestone Caverns: An extensive cavern network in rural Andoran that connects to the deadly Darklands below
  • Gallowspire: One of the deadliest dungeons in the world—the prison of the lich known as the Whispering Tyrant
  • Hollow Mountain: The mysterious mountain stronghold of ancient Thassilon’s Runelord of Wrath
  • Pyramid of Kamaria: The deadly tomb of one of Osirion’s most notorious and feared pharaohs
  • Red Redoubt of Karamoss: A unique siege castle filled with weird technological marvels from the savage land of Numeria
  • Zolurket Mines: Abandoned by the dwarves who created it, this mine now serves as the lair of a sinister undead horde

Dungeons of Golarion is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

by Jason Bulmahn, Matthew Goodall, Brandon Hodge, Anthony Pryor, and Mike Shel

ISBN-13: 978-1-60125-304-0

Note: This product is part of the Pathfinder Lost Omens Subscription.

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GM Food

5/5

Dungeons of Golarion provides the most important thing a GM needs to create a campaign. Inspiration. While each and every one of these dungeons is filled with Golarion flavor and lore they remain modular enough to place anywhere.

The Red Redoubt of Karamoss will be taking a starring role in my Kingmaker Campaign. The Candlestone Caverns are an excellent resource for kicking off an early home-brew campaign effort.

Well written, with excellent art and super useful maps. Dungeons of Golarion is easily my favorite soft-cover in the Pathfinder Campaign setting line. Every page gets the GM gears turning as the writers evoke exciting adventure locations without spelling out how to build them.

This here is the blueprint, from which you can craft an entire campaign or just a night's adventure.

Grab Dungeons of Golarion - You'll quickly realise it's the most useful book in your collection when you want a quick shot of inspiration.


A Must Have Product for all Homebrew GMs and Campaigns

5/5

Dungeons of Golarion is a rare product in the Campaign/Chronicles setting sourcebook line, in that it truly has something for every GM.

The book presents six encounter locations featuring dungeons, each with a sample map, an overall suggested larger layout for the dungeon complex, a detailed history of the site, and discussion of thematic monsters and encounters. The large overview maps of the "mega-dungeon" allow you as the GM to fill in those details by adding/plugging in your own dungeons/maps of your own design (or from another adventure product). The result is a hybrid of official and custom material -- all while keeping the adventure site on theme and in accordance with the overall "official layout" of the overall larger dungeon layout.

While the locations can be adapted for any homebrew campaign, the locations presented within Dungeons of Golarion will also be of use to those running many of Paizo's APs due to their locations and themes. Not to be left out, those who have home brewed campaigns featuring the City of Absalom (which lies at the hub of Pathfinder Society play), there is a dungeon locale near the Great City as well.

The product tries to walk a thin line between providing official material and inspiration for dungeons within Golarion, complete with maps and suggested layouts, while at the same time providing adventure hooks and oodles of elbow room for homebrew GMs to add adventures of their own choosing, unfettered by the design constraints of others.

For the most part, Dungeons of Golarion succeeds in achieving that goal and executes on the product theme almost flawlessly.

If you run a homebrew Pathfinder campaign, I urge you to run (not walk) -- but RUN -- to your local FLGS and purchase Dungeons of Golarion. Outside of the hardcovers published by Paizo and Golarion, this is the best soft cover non-AP product that Paizo has yet produced for Pathfinder GMs. I expect to see this product nominated for an Ennie in 2012.

Verdict: Pathfinder GMs should buy this 64 page book without hesitation, confident that at some point (or indeed, many points) in the future that the book will provide their campaigns with a box of variable size into which the GM may pour their own sand and just PLAY. The result is the best GM focussed, non-AP product that Paizo has yet released. You want this book - go buy it.

Rating: ****1/2 stars

Reviewer: Steel_Wind Co-Host of Chronicles: Pathfinder Podcast on d20 Radio


Excellent campaign setting resource!

5/5

Dungeons of Golarion is a very effective guide to the megadungeons of legend that populate Golarion. From the Gallowspire itself to the crashed starship caverns of Numeria, this supplement basically gives the adventure hooks of six of Golarion's most infamous dungeons, supplemented by the occasional new monster, NPC villain statblock, and the new Robot subtype. This book doesn't contain an entire dungeon, although it does have a few level maps and encounters... but it does act as a tour guide for some of Golarion's darkest horrors, and it does that job well. It also lists something like 30 OTHER megadungeons not detailed here. My only regret is the absence of the Spire of Nex from the detailed descriptions, but that just means that this book's already ripe for a sequel... and full dungeon writeups for the ones we see here. Great job folks!


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Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Thanks, James!

This book is much more interesting that I originally thought it would be. Hats off to Paizo once more! :)

RPG Superstar 2011 Top 16

Zaister wrote:

Thanks, James!

This book is much more interesting that I originally thought it would be. Hats off to Paizo once more! :)

What's actually in it?

How does it compare to Lost Cities of Golarion?

Specifically, can you concentrate on Gallowspire? as that is of interest to the CC AP.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

How is the Numeria dungeon? Being a big fan of that area of the world, I hope it gets more people wanting to see more that country.

Contributor

Erik Freund wrote:

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! =-)

The Exchange

Whoa? This book as rules for robots and other technological wonders from Numeria? SOLD! Give me more!

RPG Superstar 2011 Top 16

Brandon Hodge wrote:
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. :-)

Dark Archive

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.

The Exchange

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... ;)

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


Pathfinder Adventure Path Subscriber

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.

Paizo Employee Chief Technical Officer

ProfPotts wrote:
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...

Dark Archive

Nice Easter Egg in RRoK

small nod to S3:
Bulette in stasis

Sovereign Court

Auxmaulous wrote:

Nice Easter Egg in RRoK

** spoiler omitted **

Easter Egg for?

Contributor

Todd Stewart wrote:

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.

The Exchange

Vic Wertz wrote:
The retail release date is July 13. I can't speak for any particular retailer...

Cheers! I'll give it a couple of weeks before really bugging the FLGS in that case! :)


Candlestone Caverns:

The Map gives a scale of 1 square=10 feet

Shome Mishtake Shurely?


Lord Gadigan wrote:

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?


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)

Silver Crusade

Pathfinder Adventure Path Subscriber

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!

Paizo Employee Creative Director

DM Wellard wrote:

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.

Paizo Employee Creative Director

Gorbacz wrote:
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.


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!


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
drkfathr1 wrote:

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


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??

Silver Crusade

Pathfinder Adventure Path Subscriber
Sedric the Hero wrote:
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??

Amazon is notoriously crap at delivering new RPG books on time.

Paizo Employee Customer Service & Community Manager

Sedric the Hero wrote:
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.


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).

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Auxmaulous wrote:

Nice Easter Egg in RRoK

** spoiler omitted **

Spoiler:
I got quite the B4 vibe from the societies trapped in the Pyramid as well.

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.

Contributor

Matthew Morris wrote:
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!

Web Product Manager

Matthew Morris wrote:
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. :)


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)

Contributor

Quandary wrote:

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. :)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Thank you Liz, Chris.


Woo! Come on payday!

Sovereign Court

1 person marked this as a favorite.

Does any one else think Undeath Ward is to powerful? (pg 63)

Contributor

Cylerist wrote:
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!

Paizo Employee Creative Director

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.


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

The Exchange RPG Superstar 2010 Top 32

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.

Liberty's Edge

1 person marked this as a favorite.

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.


I really,really wish I was not broke. This is pretty much the RPG product I currently want the most.

Paizo Employee Creative Director

Naz wrote:
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.


James Jacobs wrote:

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.

Silver Crusade

Pathfinder Adventure Path Subscriber

Reviewed.

Great job, best $11ish bucks I ever spent (Hooray for Pathfinder Advantage and Birthday Sale)

Paizo Employee Creative Director

C Jason W wrote:
James Jacobs wrote:

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.

The map on page 6 is indeed a side view.


Pathfinder Adventure Path Subscriber

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.

Paizo Employee Creative Director

Generic Villain wrote:
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.

Shadow Lodge

Generic Villain wrote:
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.

Dark Archive

I wonder how many others read that two-sentence blurb on Earthnavel (on page 2) and thought, 'SLEESTAK!'


Pathfinder Adventure Path Subscriber

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...

James Jacobs wrote:


It is indeed a mistake.

None of the cross sections are to scale.

D'oh, I missed that James already mentioned this earlier.

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