Dungeon Delve is a book containing a series of mini-adventures publiched by Wizards of the Coast, [Collapse] Dungeons & Dragons 4th edition products edit . I’m part of a small group of players running a rotating DM dungeon delve style game. Each player takes a turn at running a short adventure and the rest create. Dungeon Delve: A 4th Edition D&D Supplement (D&D Adventure) book download David Noonan and Bill Slavicsek Download Dungeon Delve: A 4th Edition.

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If you are a seller for this product, would you like to suggest updates through seller support? Dozens of dungeons ready to play without preparation Dungeon Delve TM is designed for groups looking for an exciting night of monster-slaying without the prep time. It contains dozens of self-contained easy-to-run mini-dungeons, or “delves,” each one crafted for a few hours of game-play.

The book includes delves for 1st- to 30th-level characters, and features dozens dunheon iconic monsters dujgeon the heroes to battle. Dungeon Masters can run these delves as one-shot adventures or weave them into their campaign.

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Dungeon Master’s Guide 2: Roleplaying Game Core Rules, 4th Edition. Secrets of the Undead: Customers who viewed this item also viewed. The Book of Vile Darkness: Wizards of the Coast; 4 edition Duneon 3, Language: I’d like to read this book on Kindle Don’t have a Kindle? Share your thoughts with other customers. Write a customer review. Read reviews that mention dungeon delve dungeon tiles hack and slash great resource best books book is great encounters campaign adventure players encounter monsters adventures level delves dungeons maps ideas monster running.

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Dungeon Delve: A 4th Edition D&D Supplement (D&D Adventure) – Mon premier blog

Please try again later. I wanted a fast game, playable with fewer players in a shorter amount of time that focused on the most refined aspect of 4e, the combat system. This book turns those fun fast battles into a product and it does so very well. Let me start by stating what this product is not. In Dungeon Delve, there are few skill challenges and few stories outside of the seed to get the party into a battle.

If you’re expecting a book full of full-length adventures, this isn’t the place to look. Each of the scenarios in Dungeon Delve takes up six pages, with three encounter areas, a story seed, some expansion opportunities, and flavor text. There’s one delve for each level in the game, with encounters ranging from Kobolds to a red dragon and a pair of balors. This is the first product I’ve seen from Wizards that directly uses the tiles as part of the adventure and it’s about damn time.


It’s bothered me for years that the maps in the adventures published by Wizards of the Coast never fit their own dungeon tiles and often don’t fit the minis they use. The tile problem is fixed in Dungeon Delve but the miniature problem still exists. In other delves, the encounter uses multiple rare minis in a single battle. In future products like this, I would hope that Wizards keeps their own miniature line in consideration along with the rarity of the mini. No encounter should require more than one rare miniature.

So where exactly does the Dungeon Delve fit into your game? One way is to pull out a delve when your regular group goes off the beaten path. Perhaps they find an old abandoned wizard tower when they’re exploring the big swamp. Perhaps you just want to step away from your massive campaign for a quick romp through a cursed sewer.

Like the encounters found in Draconomicon and Open Grave, these quick three-room dungeons can fit into a regular campaign pretty easily. Another way to use it is for one-shot adventures.

With the Character Builder now online, its easy to whip up five quick pre-gen PCs and let your party try out some new classes. Maybe some of your old buddies are in town and want to roll some 20s without worrying about an entire adventure. Does your group want to try out those cool new Diva Avengers some night? Whip them up and run them through a delve! A third way is to play the Delve a bit more competitively.

The DM isn’t your enemy, but he or she isn’t your friend either. Because the Delve is really a set of thirty mini-adventures, it lends itself very well to a PDF version.

This way one can print out the six pages one needs rather than lugging the whole book around. Still, the quality of the print makes it hard to pass up the book itself. For this reason, I’d very much like to see Delves as a standard for Dungeon magazine online. I’m not very likely to break up my campaign to play a full Dungeon-published adventure, but for a quick three-encounter delve?

I’d download it and play it in a second. Dungeon Delve fits a particular niche in Wizards Dungeons and Dragons 4e lineup. It isn’t an adventure and it isn’t a sourcebook. It is a toolbox of encounters designed to help dungeon masters quickly throw three rooms full of baddies at your friendly neighborhood players. For the amount of content you get, Dungeon Delve is worth every penny. Final words An excellent deep tool box of encounters and scenarios to fit into many places into your game.

I wasn’t a huge fan of 4E but I really love the Dungeon Delve book. I’m running my players through a unique campaign but between a full-time job and university classes, the Dungeon Delve helps to supply my own storyline with fun and detailed battles without a whole lot of preparation.


The Dungeon Delve includes several unique monsters and its encounters use a variety of terrain and trap elements as well – in fact, the encounters are so detailed that my players can’t tell the difference between these “boxed” encounters and my own.

The Dungeon Delves offer some background information on each set of three encounters there’s a set of three encounters for each levelmaking it easy to expand upon the storyline yourself. There is no loot given in the book which I quite enjoy – I can scale the monsters myself by involving loot and rituals.

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If you know your group, it’s ddelve easy to scale the encounters for their own power levels, d&c the Dungeon Delve does a pretty good job of keeping things challenging. I usually add a creature or two because I have six players, though.

All in all, it’s an excellent value and a very interesting book. The best 4th Edition book I’ve encountered dungeeon far, in fact. Yes, the book includes recommendations for certain miniatures and dungeon tiles. I consider these a recommendation and not a requirement – I don’t use them.

I will describe my monsters for my players but we use generic markers for bad guys until they’re fighting an important storyline-wise creature. Additionally, I draw my own maps. So the recommendations for miniatures and dungeon tiles didn’t fit into my review at all – except for the fact that the maps they gives are GREAT and are usually to the monsters’ advantage, which is nice.

This is a surprisingly good book that offers simple “dungeon delve” adventures for your gaming group or personal storywriting. That being said, I by no d&c intend to plagiarize this work. You’ll like this book primarily if you are short on time and need a “dungeon delve” type adventure for your gaming group. There is enough detail about facing monsters and traps, but enough “open space” to fit it into your own world-setting. See all 35 reviews.

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