Dungeon Survival Guide
By John Grigsby, Staff Reviewer
Initiative Round
The Dungeon Survival Guide is a Dungeons & Dragons supplement from Wizards of the Coast. This is a 64-page full-color hardcover by Bill Slavicsek and Christopher Perkins. The Dungeon Survival Guide retails for $19.95.
Remember when you entered your first dungeon; the glory and wonder of it all? Remember when you didn’t know what an orc was or what it could do and dragons were terrifying creatures that you didn’t want to meet? Remember when you laughed at those funny little dice? It is to this person, the newcomer to the world of D&D, that the Dungeon Survival Guide is aimed.
That isn’t to say that veterans won’t enjoy it, or the memories it stirs, merely that this is a work aimed at the person who knows relatively little about D&D. There are no crunchy mechanics to be found here. Rather, this is another of the fluffy books that precedes the release of 4E (both in an effort to draw new blood into the hobby and to offer filler to fans while we wait for D&D-Day).
Instead, this book about 20 pages explaining what adventurers typically do. You’ll meet a few of the more common races and classes, as well as a seasoned party of adventurers (none other than the iconics of 3rd edition—Regdar, Lidda, Jozan,, Mialee and Tordek—along with guest appearances by other familiar faces). There are discussions on selecting the right gear, typical dungeon environments, common hazards, and the typical (or not-so-typical) rewards for a party’s efforts. There is nothing here that hasn’t already been stated in the Dungeon Master’s Guide, but here it is in the context of educational information, as opposed to mechanics.
The remainder of the book takes a look at some of the most memorable dungeons of all time (and a few not-so-famous ones). Each adventuring site is given a full two-page spread, with snippets of the original maps and artwork suited to the adventure in question. Every entry also has some memorable moments from the adventure, survival tips for those who may be considering undertaking the task, and advice from one of the iconic characters about their own experiences in the adventure. Every article also has a blurb describing the adventure including writer, date published, a brief (one-sentence) history, and the cover art.
The locations covered in this collection are Castle Greyhawk, Castle Ravenloft, the Caves of Chaos, the Demonweb Pits, the Dungeon of the Slave Lords, Firestorm Peak, the Forge of Fury, the Ghost Tower of Inverness, the Glacial Rift of the Frost Giant Jarl, the Hall of the Fire Giant King, the Hidden Shrine of Tomoachan, the Lost Caverns of Tsojcanth, the Pyramid of Amun-Re, Slaughterguarde, the Sunless Citadel, the Temple of Elemental Evil, the Tomb of Horrors, Undermountain, and White Plume Mountain.
Critical Hit
If you didn’t recognize any of the sites listed above, or if you recall them with fond memories, then you will find this book entertaining. For veterans, the last two-thirds of the book are like a stroll down memory lane. For newcomers, it offers a look at where we’ve been and the kinds of adventures to expect from a typical D&D campaign.
Critical Fumble
I don’t really have any negative feelings about the book. Taken as intended and in-context, it is an entertaining read. However, there are a few places where editing needs to be refined. Editors need to be aware that spell-checking software will detect obvious errors in spelling, but not necessarily in context.
Coup d’Grace
If you are a long-time veteran of D&D, or you’re looking to introduce someone to the game, then this book is a perfect way to do so; but you’d better buy two copies, as you’ll probably want one for yourself! If one person in a group purchases this book and each player takes turns reading about an adventure site aloud, it can provoke an entire evening of stories and memories (particularly if they have experienced these adventures themselves). Finally, it makes a great coffee-table book for guests, even if they have no idea what D&D is about (and you might even get some new players in the bargain).
Final Grade: A

This book just didn't click
This book just didn't click with me. It is obviously scaled towards beginning players with tons of fluff. The back third of the book is basically a trip down memory lane that highlights the good, bad and ugly about specific dungeons. For the experienced gamer, it is not an essential addition to the collection. Overall, I give it a grade of C.