Longtime
players of Dungeons and Dragons will probably recognize the name
Dungeoneer’s Survival Guide.
This book was published back in the mid-80’s for the first edition
Advanced Dungeons and Dragons game. It’s a fondly remembered
rulebook, but oddly enough, one of the few first edition rulebooks I
never owned (the only other being the Wilderness Survival Guide). For
whatever reason, I simply wasn’t interested in the book at the time
it came out, even though I was certainly more interested in
dungeon-delving adventures then than I am now. It was the first book
to introduce proficiencies (i.e. skills) into the game, something
that later made me heavily regret not getting the book. The latest
book in the Pathfinder Player Companion
series, the Dungeoneer’s Handbook
is clearly named to evoke memories of that earlier book. Of course,
it is still its own book and provides options for Pathfinder players
to create characters geared towards exploring the dungeons of
Golarion.
This
is definitely a “crunch” heavy book. It contains a lot of new
mechanical options for characters with only a smattering of fluff
details throughout. There are quite a few new feats (considerably
more than have been in most recent Player Companion
books), new archetypes, spells, equipment, and magic items. Notably
absent are roles (suggested ways of building particular kinds of
characters that first appeared in Varisia, Birthplace of Legends),
which were also not included in Animal Archive. I’m not sure
if this is because roles have proven unpopular or if there simply
haven’t been any appropriate roles for the last two books. Whatever
the case, even though I feel they are a good and useful addition for
beginning players new to Golarion (albeit not very useful for
experienced players), I haven’t missed them in these last two
books. Indeed, I didn’t even notice their absence in Animal
Archive at first. The lack of
roles in these books has certainly made
room for a lot of
other things. And just like Animal Archive,
the Dungeoneer’s Handbook
is packed with useful things.
The
book opens with an overview of dungeons—basically what exactly
qualifies as a dungeon, as the game’s use of the term doesn’t
always coincide exactly with common usage (an entirely above-ground
tower can qualify as a dungeon, for example). This opening section
also breaks the term up into different types of dungeons, from
fortress dungeons to natural dungeons to ruins, plus a few more
unusual kinds, including living dungeons and magical dungeons. There
is also a brief description of “megadungeons”, dungeons of
immense size consisting of hundreds and hundreds of chambers.
Megadungeons have been a somewhat common thing in the game over the
years and are very popular with some players, so naturally, Golarion
has a few to satiate the appetites of those hungry for them. This
section is one of the few in the book to contain no crunch and
focuses just on basic description. The only other fluff-only section
is the later section on “Famous Dungeons of Golarion”, which
provides single-paragraph descriptions of some of the most notable
dungeons in the Inner Sea region (despite “of Golarion” in the
title, none of the dungeons here are from areas of the world other
than the Inner Sea region). This section compliments a map found on
the inside front cover of the book. The map there shows the locations
of all the dungeons mentioned in this section, plus a few more.
Following
the overview of dungeons, the next section gives advice on how to
prepare for journeying into a dungeon, offering suggestions for
appropriate equipment to buy and questions to ask when researching
the dungeon. It also contains three new equipment kits—collections
of items that can be bought together. All of these kits are more
expensive than first-level characters will be able to afford, but
higher-level characters may find them useful. Of course, all the
items in each kit can also be bought individually. The kits do have
oddly specific prices, so I decided to compare the price of one kit
to the total price of the items bought individually. The breaker’s
kit (which include items helpful for breaking into things) has a
price of 353 gp. Its individual items add up to 1 sp less, so
characters aren’t actually getting any kind of a deal on this item.
I haven’t checked the other two kits as closely, but given their
prices of 121 gp for a diver’s kit and 263 gp for a trapper’s
kit, I suspect it’s the same situation with the other kit. This
would seem to defeat the purpose of buying these items as a kit
(where one would expect a bit of a discount); however, they do
provide players with a good idea of what kinds of items are useful
for these three kinds of tasks.
After
this, the book gets into some of the most interesting sections,
beginning with traps. There are three new feats for dealing with
traps. (As an aside, as with many Golarion books, the feats in this
book are spread throughout the book, appearing in the sections that
fit their individual themes. This is a tendency that sometimes
aggravates me. When you’re reading through a book in order, it
works extremely well, but when you need to go back later in search of
feat ideas for your character, it involves a lot of searching. For
some reason, this bothers me more with feats than it does with things
like traits and spells, which sometimes get the same treatment.
Luckily there is a rules index at the beginning of this book to help
you find all the feats, spells, etc. in the book.) Most notable of
these is Arcane Trap Suppressor, which allows spellcasters using
dispel magic to extend the length of time they can disable the
trap using the rules for temporarily disabling magic items. I suspect
there are a number of people out there who have never actually
considered using dispel magic in this way before. This section
also contains advice on when to search for traps, as well as
information on “traps that aren’t traps” (natural hazards such
as cave-ins and moulds, or certain monsters). Next up are sections on
monsters and treasure, each containing new feats and advice (about
things like bargaining with monsters or how to carry more treasure).
There
is an interesting section on “Dungeon Guides”, books (or other
written works)
that can provide PCs with information about a specific dungeon. Some
guides are more accurate than others, so the section contains a
system for determining whether or not a particular guide has
information on what the PCs want to know and, if it does, whether
that information is correct. This basically involves making a d20
roll modified by the guide’s accuracy score to beat a certain DC,
just like a skill check. Knowledge checks made by PCs can help adjust
this roll as well. I can certainly see how this system could prove
useful as it provides a way for GMs to rule on a book’s precise
contents without having to write out the entire book. Much like
Knowledge checks, it has the potential for some bizarre results at
times (situations where it is extremely detailed and knowledgeable
about one obscure thing, and then having no information or being
outright wrong about something much simpler and more common), but
overall, it’s a system I can see working well. Most important, it’s
not complicated and doesn’t require anyone to learn a whole new set
of rules.
Among
the numerous feats introduced in the Dungeoneer’s
Handbook,
perhaps the most noteworthy is the Torchbearer feat. This feat
appears in the section on hirelings, which also lists a few new types
of NPCs (such as a chronicler or fence) that PCs can hire services
from. The Torchbearer feat works very similarly to the Squire feat
from Knights of the
Inner Sea
in that it is a modified form of Leadership—available earlier than
Leadership, but having more restrictions as a result. As I said in my
review
of Knights
of the Inner Sea,
I’ve always had a love-hate relationship with Leadership.
Torchbearer provides you with a cohort who, quite literally, carries
your torch for you. Such cohorts always have Torch Handling (another
new feat introduced in this section), which gives them the ability to
treat torches as simple weapons and increases the light range of
torches. Upon reaching 8th level, the Torchbearer feat automatically
becomes Leadership. I’m not quite as on-the-fence about Torchbearer
as I was
about Squire.
Torchbearers just don’t have the same level of mythos surrounding
them that squires do. Stories of knights often mention their squires;
stories of spelunkers only occasionally mention their torchbearers.
As such, torchbearers don’t really have a needed place in the game
the way squires do (and yes, I am well aware of the “old-school”
D&D tradition of hirelings and a torchbearer sort of fits into
that; however, I feel my point still stands). Still, much like the
Squire feat, I feel the Torchbearer feat is about as good or bad as
Leadership is, and individual groups need to make that decision for
themselves. The hirelings section also provides three archetypes for
torchbearers.
The
Dungeoneer’s
Handbook
contains quite an extensive collection of new equipment, from mundane
dungeoneering gear to new alchemical items and new magic items. Some
of these are a little odd with limited practical application (such as
the key-wound rattler, essentially a wind-up clockwork rattlesnake),
but there are also many items that will prove useful on a much more
regular basis, such as thieves’ tools extenders (which allow the
use of Disable Device from a greater-than-normal distance) or the
toxin sponge
(a magic item that absorbs poisonous gases from the air). There is
also a selection of new spells, all supposedly from an in-game book
called Redwing’s
Dungeon Companion,
which provides a nice little hint of fluff to this otherwise
crunch-heavy section.
My
recent reviews
of Player
Companion
books have made a big deal about the centre two pages, which have
recently all been two-page spreads. I was very happy that Animal
Archive
reversed a slightly annoying trend of forcing these spreads even when
there was nothing particularly logical to fill them with. In the
Dungeoneer’s
Handbook,
the centre two pages contain fragments of maps for four dungeons. All
of these maps appear as they would in-game, complete with annotations
made by some former user. All four of these dungeons have appeared in
previous Pathfinder products and can work as player handouts for
adventures taking place in them. The maps here make for a great bit
of flavour, giving players a wonderful taste of what their characters
are seeing and making use of. On the other hand, I can see the
presence of these maps bothering some GMs who might want to use any
of these dungeons without providing handouts. Their presence here in
a player book gives players a free glimpse that some GMs might not
want to provide. Still, the maps aren’t one hundred percent
accurate, so while they reveal some things to players, they also give
some false information and players have no way of knowing what is
correct and what is not until they venture into the dungeons to find
out for themselves. Overall, I think this balances things out well;
however, GMs may want to be wary of these two pages.
Rounding
out the book, there are a few new archetypes, as well as a few traits
on the inside back cover. None of the archetypes really stand out to
me as either brilliant or terrible. They’re not ones I see myself
ever using, but I can see other people using them. In addition to the
new archetypes though, there is also a sidebar listing archetypes
from other sources that work particularly well for dungeon delvers.
This is a useful touch.
Overall,
the Dungeoneer’s
Handbook
is a useful resource for players with characters about to embark on a
little bit of dungeon exploration. It’s not the most exciting book
in the line, but it provides players (and gamemasters) with a lot of
important tools that will enhance gameplay and help keep their
characters alive.
Thanks for your review, Michael, which I stumbled upon after writing my own on my blog Delver's Diary (http://delversdiary.com). I enjoyed seeing someone else's detailed review - we differ on a few interesting points, but we did both seem to like the dungeon guides concept!
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