The Saving Throw
Dungeon Delve 11.27.2009
Saving Throw's review of Dungeon Delve.

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Dungeon Delve
published by Wizards of the Coast reviewed by Martin Drury
192 pages, 2009, $29.95
Story 3
Enjoyability 5
Adaptability 4.5
Intelligibility 4
Review Scoring

   Dungeon Delve takes the idea of the delve format, commonly featured at conventions, and provides one for each of the thirty character levels in Dungeons & Dragons. The book can be used to introduce new players to Dungeons & Dragons gaming, as well as helping a new Dungeon Master learn the ropes of running adventures. Also included are over forty new monsters, most of them variants of existing ones and a couple pages with tips for Dungeon Masters on how to run and modify encounters.

Each of the individual delves provides a short backstory and adventure hook that Dungeon Masters can use to incorporate the delve into a larger adventure. Some of the delves can also be connected together via their adventure hooks. This might help new Dungeon Masters with constructing a larger adventure, except for the fact that the target levels for these delves are generally quite far apart.

Without a doubt, Dungeon Delve has three primary goals: Training for new Dungeon Masters, one-shot adventures when a Dungeon Master needs one on short notice, and being a teaching tool for showing new players the ropes with a short adventure. At these three tasks Dungeon Delve excels, providing all the tools needed for an enjoyable time delving deep (or not so deep) into the dungeon.

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