So lately I've been doing a bit of DYI D&D of my own, and last night a review copy of The Dungeon Dozen showed up. Where do I begin with a mammoth two hundred and twenty-five page monster of a book containing every possible random dungeon and adventure design table you as a dungeon master will need.I'm late to the party of for the Dungeon Dozen by Jason Sholtis and reading through this book fills me with dungeon master angst. Its that good of a tool kit filled with wall to wall weirdness. This is the type of book that sort of forms the corner stone of the OSR. This book clocks in at two hundred and twenty five pages of sheer OSR lunacy. The book is part tool box, part random generator, and wall to wall creative generator that covers every possible mental exercise that a DM could possibly think of. Seriously this book is that well done.
The pdf is book marked and massive in its way dealing in table after table of random adventure generation. Taken on the whole and this book can be used to construct adventure encounter one shots and fully thought out adventures for a whole twenty years campaign.
There are tables literally on every page and there is art to go with each and everyone of those tables; art by Chris Brandt, John Larrey, Stefan Poag, and Jason Sholtis himself. The whole book is like some vomitous mess of awesomeness but there's rhyme and reason for the material; used carefully and this is a massive adventure construction set of epic proportions. But its awesomeness is also its downfall, its hard to tell where one bit of awesomeness begins and another epic element crops up.
After a nerve wracking night of research and ruin through the Dungeon Dozen, I suspect that the book is simply the author's sheer insanity and creative output with his blog's output. The sheer amount of detail and tables is truly overwhelming and well worth the price of admission. The spirit of the book is definitely old school and there is so much of it that it's awesome in its own way but let's say thank God for an index for this pdf. Had I this book when I was younger the players would have been paste in three rolls or less or mutated, or turned into any number of weird or strange results. Do I think that The Dungeon Dozen is worth your time and your efforts to purchase? In a word yes,there isn't a better resource for building your worlds, settings, adventures, adventure encounters treasures, underworld encounter, over arching mythology for a campaign full on hand tossing a roll of dice and getting on with your OSR campaigns.
Basically the Dungeon Dozen seems like a crazy, over the top OSR resource but it actually isn't. With a bit of restraint on the dungeon master's part this book makes an excellent system agnostic resource. A perfect blend of old school random chart excellence and adventure design madness. Grab this book and get going on a most excellent evening of design fun.
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[5 of 5 Stars!]