Disclaimer: I received a copy of this book in exchange for an honest and informative review.
At $19.99 for the pdf, this book may have a high asking price, but if you run games that venture into dungeons from time to time, it will be worth it. Just take a look at the product description, and see what you're getting here. Now consider this: every one of those headings, from doors to ceilings to trap doors to walls, has more information than you can shake a stick at. All the handy bits of information you may not be able to keep in your head (such as break DCs, hardness, and the DC of acrobatics checks to jump on an altar), two tables of dressing and features, and traps. Glorious, glorious traps!
Crushing ceiling trap? It's here. Illusory sarcophagus trap? Yep, that's here too. A portcullis with a banshee bound inside it? You better believe it's here!
Ever wanted to know what the goblin had in his pockets? Players asking what the ceiling looks like? Considering foreshadowing a trap or hazard with a doom panting? Looking for some prisoners to throw in, ready to be rescued? How about enough riddles to outwit a sphinx? Or some legends for the loose-lipped barkeep to tell, which may or may not be true? If you're feeling particularly creative, you may even find plot hooks - exactly why did the dungeon owner purchase this painting for over ten times its value?
All this glorious goodness is sandwiched between a chapter on dungeon design, and over two hundred treasure hoards of 1st to 20th level. These hoards are a real gem, too - full of quirky items, such as thousands of silver coins stored in woolen socks; an entire galley; a stool made of scrimshawed wyvern bones; even a gilded iron maiden - as well as enough jewellery and gems and coins to choke a dragon!
If you're a GM, pick this up. If you're a player, pick this up for your GM. It'll be well worth it!
[5 of 5 Stars!]