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 of iconic monsters for the heroes to battle. Dungeon Masters can run these delves as one-shot adventures or weave them into their campaign.
David Noonan is an Australian artist known for his distinctive collage-based practice that merges found imagery with screen-printing, painting, and textile work to explore themes of performance, ritual, and the theatrical. Born in Ballarat, Victoria in 1969, Noonan studied fine art at Ballarat University College and later earned his MFA from the Victorian College of the Arts in Melbourne. He relocated to London, where he currently lives and works. Noonan's work has been widely exhibited internationally, with solo shows at leading institutions including the Tate Modern in London, Palais de Tokyo in Paris, Chisenhale Gallery, and the Contemporary Art Museum in St. Louis. His haunting, monochromatic pieces often draw from archival sources such as stage productions, avant-garde film, and folk traditions, lending his art an enigmatic and timeless quality. In 2020, he was featured in the Adelaide Biennial of Australian Art, and his exhibition Stagecraft at the Art Gallery of Ballarat reflected his long-standing interest in performance and transformation. His work is held in major public and private collections, including the Museum of Modern Art in New York, the Tate, the Guggenheim, the National Gallery of Australia, and the Whitney Museum of American Art.
I didn't mean to buy this, but the nice guy at Borders went to so much trouble to find it that I didn't have the heart to flip through it and hand it back. Anyway, it is pretty much as advertised: 30 short scenarios of three encounters apiece, one per level, suitable for one-shots or practicing GMing or some sort of strange competitive gaming that apparently does well at cons.
It is interesting to see what sort of terrain and traps and stuff the designers think is reasonable. As one might expect from 4e, realism is mostly tossed aside in favor of making set-piece battles. Rooms don't fit together in anything like what they're allegedly part of, there are always long corridors or heavy doors or uncaring masterminds so that the villains of one encounter never get reinforcements from another, etc. Lots of the encounters center around a villain doing some ritual that must be disrupted. Most of the encounters have traps, strange random magical effects, or both. There's generally a lot of open space to maneuver, with only a few walls or patches of difficult terrain.
Perhaps applying these principles to encounters I design will improve them, or perhaps it will make me fling my tentacles up in despair and switch to Fantasy Hero.