I have Dungeon Delve

If I recall, some of the higher delves use multiple map sections from different sources, but I'd consider that more for efforts of variety and less for some underhanded sort of buy all the maps we released. As it is, they give you a miniature pic of what the maps look like, so you could transpose them to larger paper or make your own modeled off them (which I've been doing).

I picked my copy up at NY Comicon, where they were selling Dungeon Delve in their mini store. I've had it for awhile and didn't realize it was delayed, so allow me to throw my two cents.

I gave a decent read of everything and, because my players are Level 3, decided to run through the 4 series (Gnolls). We've managed 4-1 and 4-2 thus far in my game, and I must say I am very happy. The 4 series also has a new trap I don't think has been published previously.

There are some new monsters and a chart somewhere else in the book that lists them all and their page numbers. Layout is clean and convenient. The fluff is minimal, relegated to the openings of the delves, but I love that, cause it gives just enough to tie into a world or game, but not enough to consider it wasted space. I mean I bought this product for quick encounters and it doesn't disappoint.

Is it as necessary as Draconomicon or Open Grave? Nah. But do I reccomand it? Definitely. If you want quick encounters, ideas on how to build better encounters (which is learned more from example, since there's no actual sections dedicated to the method), and some new monsters (and I think traps and hazards), buy this book. Besides, with the ease of 4e reskinning and retooling, you have much more than 90 encounters.
 

log in or register to remove this ad

A hard question perhaps, but I will ask:

How do the encounters and mini dungeons compare to say chunks of the H-adventures. In terms of general fun & goodness.

Some of the delves are positively lethal (but a well-run n+3 after an n+0 and n+1 encounter should be lethal). Most have either some interesting terrain or trap, so that combat do not get too static. There are a few (less than 5 out of 90) where I said to myself: This won't work without some changes - mostly in relation to the area's size.

This is of course based on a quick read-through, and not an in-depth analysis. YMMV.

As I say in my review (see link if you are not familiar), it's a good book that most DM's should at least consider. Great utility in it. I would probably have rated it higher, but I am one of those DM's that prefer making my own encounters, except if I stumble over something truly awesome.

When that is said, I am glad they switched the way Hydra works to mirror what I did for my RHoD conversion (grow two new heads each time it loses HP equal to a surge). Should prove much more fun, compared to the snooze they are if run as in the MM.
 

Anyhow, I have a question, if you would be so kind as to take a look for me:

How many of the delves use multiples sets of tiles, either different sets or multiples of the same set?

Thank you!

Delve 16+17+24 uses two set of tiles from Halls of the Giant Kings
Delve 19 uses two sets of Dire Tombs
Delve 21+23+27 uses two sets of Fane of the Forgotten Gods
Delve 26 uses two sets from Caves of Carnage
Delve 30 uses two sets from Caves of Carnage and 1 set from Halls of the Giant Kings

Cheers
 

Most have either some interesting terrain or trap, so that combat do not get too static.
That's cool. Any that have rather radical and/or very dynamic terrain/environments?

Are all the interesting terrains/traps in the monster's favor, or can PCs exploit them too?
 

That's cool. Any that have rather radical and/or very dynamic terrain/environments?

Are all the interesting terrains/traps in the monster's favor, or can PCs exploit them too?

I edited an earlier post, but thought I would add it here. There are in fact three items: Bloody Maul of Kord, Earthshaker staff and Longsword of Summer (they are right after each other more or less, so I must have spaced out when I read those three delves)

Anyway, there is some terrain that is both rather radical and dynamic. One example is the Spectral Sinkholes, where you get sucked in, lose a surge and becomes weakened, but when you exit, can choose to exit in a lot of different places afterwards. Nasty, but you might be able to turn it into something good... maybe ;)

After looking through the book again, I will say that some of the obstacles/hazards look interesting, and there is also some cool skill challenges, some of which run during combat.
 

Anyway, there is some terrain that is both rather radical and dynamic. One example is the Spectral Sinkholes, where you get sucked in, lose a surge and becomes weakened, but when you exit, can choose to exit in a lot of different places afterwards. Nasty, but you might be able to turn it into something good... maybe ;)
Do you have to roll something to escape, or is it more 'fall in, stuff sucks, on your next turn you can pop out'?

It reminds me of
the water pipe trap in Pyramid of Shadows. I liked that thing. I used it to escape melee.
 

After looking through the book again, I will say that some of the obstacles/hazards look interesting, and there is also some cool skill challenges, some of which run during combat.

I didnt know the book featured skill challenges. Are they part of the 90 encounters total or in addition?

Are there many non-combat obstacles included in the delves, as in traps, riddles, skill checks and most importantly skill challenges?
 




Remove ads

Top