JoeGKushner
Adventurer
Gamers love maps. Some companies like SkeletonKey Games and Dark Furies catalog is filled with map based products. Others like Green Ronin, Kenzer & Company and even Wizards of the Coast have tried to fill that love, but often come up short. Well Green Ronin is at it again but this time, they’ve taken SkeletonKey Games main man Ed Bourelle and brought him into the fray.
Dungeons of Doom runs $19.95 for 80 black and white pages. After a half-page introduction and credits, and a full-page table of contents, the maps start. The maps are broken up into different regions with close up maps providing the details. We have Dungeon Kingdom, The Great Cave Lake, Fire Top Peak, Crypts & Tombs, Labyrinths, and a whole section of Player Handouts.
For example, in the Great Cave Lake, we have the overview of the lake map, dire eel tunnel map,fungus jungle map, and one of my favorite, ghoul king’s guard post, hanging from a giant stalagmite with another great map of a column of stone acting as the tower of the ghoul king with up close maps following of the segments of the ghoul king’s tower.
On one hand, this means that you’ll have to look over every section as something you might not think belongs to a region is actually there. For instance, fire top peak contains not only dwarven ruins, and mines, but also fire giant locations line a furnace and a mine.
My personal favorite is Crypts & Tombs as this section consist of different areas perfect for shorter dungeon crawls. We have things like the royal tomb and the mage’s tomb. Many of these have hidden rooms and other notes on them.
The player handouts are rough versions of the interior maps and cover several specific regions with none of the details. Perfect for handouts.
One problem is that unlike the Dark Furies books, there are no map symbols. You can pretty much figure out what everything is, but map symbols do help in that regard. The second problem is that the maps are not perforated. This means if you want to make copies, you’ve got to use a razor or destroy the spine some how. Hopefully Green Ronin will come out with a PDF version of this book so that the GM can just have a map of what he wants at the table instead of the whole book.
I personally found this to be one of the best map books of it’s kind. Unlike the SkeletonKey Games maps which are designed for actual game play use where you arrange the dungeons to your preference, these maps are larger scale and preassembled. Unlike previous attempts by other publishers, these maps are useable because most of them are on a grid and are on an appropriate scale which lets your actually use them instead of admit the artistic ability that went into making them. Not to say that these maps fall short in skill as Ed is one of my favorite cartographers and I find his work easy to look at and understand.
If you’re a GM like me who often does his work off the cuff (lazy), these maps are life savers in that they provide you with excellent maps and ideas to determining where everything goes and save a lot of time while doing it.
Dungeons of Doom runs $19.95 for 80 black and white pages. After a half-page introduction and credits, and a full-page table of contents, the maps start. The maps are broken up into different regions with close up maps providing the details. We have Dungeon Kingdom, The Great Cave Lake, Fire Top Peak, Crypts & Tombs, Labyrinths, and a whole section of Player Handouts.
For example, in the Great Cave Lake, we have the overview of the lake map, dire eel tunnel map,fungus jungle map, and one of my favorite, ghoul king’s guard post, hanging from a giant stalagmite with another great map of a column of stone acting as the tower of the ghoul king with up close maps following of the segments of the ghoul king’s tower.
On one hand, this means that you’ll have to look over every section as something you might not think belongs to a region is actually there. For instance, fire top peak contains not only dwarven ruins, and mines, but also fire giant locations line a furnace and a mine.
My personal favorite is Crypts & Tombs as this section consist of different areas perfect for shorter dungeon crawls. We have things like the royal tomb and the mage’s tomb. Many of these have hidden rooms and other notes on them.
The player handouts are rough versions of the interior maps and cover several specific regions with none of the details. Perfect for handouts.
One problem is that unlike the Dark Furies books, there are no map symbols. You can pretty much figure out what everything is, but map symbols do help in that regard. The second problem is that the maps are not perforated. This means if you want to make copies, you’ve got to use a razor or destroy the spine some how. Hopefully Green Ronin will come out with a PDF version of this book so that the GM can just have a map of what he wants at the table instead of the whole book.
I personally found this to be one of the best map books of it’s kind. Unlike the SkeletonKey Games maps which are designed for actual game play use where you arrange the dungeons to your preference, these maps are larger scale and preassembled. Unlike previous attempts by other publishers, these maps are useable because most of them are on a grid and are on an appropriate scale which lets your actually use them instead of admit the artistic ability that went into making them. Not to say that these maps fall short in skill as Ed is one of my favorite cartographers and I find his work easy to look at and understand.
If you’re a GM like me who often does his work off the cuff (lazy), these maps are life savers in that they provide you with excellent maps and ideas to determining where everything goes and save a lot of time while doing it.