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Dungeon Delve Monthly #1.01 $7.99
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Dungeon Delve Monthly #1.01
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Dungeon Delve Monthly #1.01
Publisher: Dungeon Masters Guild
by Justin H. [Verified Purchaser]
Date Added: 03/28/2020 13:02:44

What a great collection of adventures, at a fantastic price point. You will get hours of fun out of the Dungeon Delve Monthly products. Keep up the great work guys.



Rating:
[5 of 5 Stars!]
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Dungeon Delve Monthly #1.01
Publisher: Dungeon Masters Guild
by Curse o. S. [Verified Purchaser]
Date Added: 01/23/2020 21:12:07

Dungeon Delve Monthly – January 2020 from Trevor Armstrong (@TheGrimPress)

“Releasing during the 1st week of each month, Dungeon Delve Monthly features up and coming DMs Guild authors writing alongside famous content creators! Five fully illustrated adventures every month, ready to be dropped into a long running campaign or run as a one-shot.”

Meet the January 2020 Authors: Chris Hopper (@chrishopper2): Tanager’s Trade Arthur Rouise: Mazzoth the Forgotten Jeffrey Fischer: Temple of the Khamsin Theodore Story: The Necromancer’s Sanctuary Jimmy Meritt (@Jimmymeritt): Madness in the Multi-Verse!!!

In the spirit of full disclosure I was provided a review copy of this supplement for a full and honest review.

PRODUCER’S NOTE

“The Grim Press is proud to be leading the Dungeon Delve Monthly series; each issue containing five short adventures and released on the 1st of every month. Bringing together new and experienced authors alike to contribute their stories, Dungeon Delve Monthly gives Dungeon Masters easy to run adventures with little preparation. Each adventure contains beautifully detailed player and DM maps, as well as art drawn by the extremely talented Bob Greyvenstein!”

Whilst very different in content and subject matter, the adventures in Dungeon Delve Monthly follow a unified format. I shall be going into great detail showing the layout and adventure structure of the first adventure, and giving an overview and review of the following adventures.

Tanager’s Trade By Chris Hopper

Preamble

“Tanager’s Trade is a short adventure for four to six characters of 2nd level, in which they enter a village caught between light and dark fey and must work together to protect the village from the dangers of both courts.”

Background

Goldthwaite village has a Fey problem. A Satyr moved in, blessing their crops, but I’d now partying too hard. Before Adventurers get word, some Quicklings came to cause chaos. This quiet village is now beset by revelling and wanton destruction.

Adventure Hook

Goldswaite could be somewhere to rest and explore, or rumours of the Fey-touched village could reach the party.

The Village of Goldthwaite

The village and setting are given a wonderful introduction that paints the scene vividly, capturing the magic that will become apparent.

Not only is this a fun fey foray, but a working village ready to drop in to your game.

Asking Around

A table of information the party may glean from the villagers provides a range that can fit any of the hooks and the way the DM and players approach the bizarre goings on.

The Bakers Table

The inn and tavern serves suspiciously sumptuous food somewhat at odds with the reserved owner.

The Old Homestead

An abandoned home that a clutch of Quicklings have taken up residence in on a mission to make mischief for the Winter Court. How the Quicklings defend their home and/or deal with the party are dependent on the time of day and make up of the party, which are lovely touches. The party can find clues about the previous owner’s by investigating.

The village also has a shrine to a non-specific harvest deity and an injured Displacer Beast skulking around that hunts at night, in keeping with the mysterious bounty and fey shenanigans, and adding an element of danger and combat necessary to keep the less Mystery-minded players on board.

The Windmill

The supernaturally pleasant warmth masks the desperation and exhaustion of the miller and the depressive revelry of their Satyr guest. A deal struck over the greatest sourdough has...soured, leaving all parties in an inescapable rut.

The quality of the writing and various elements truly come together to make Goldthwaite feel alive, and the rumours, information and checks provided in the text allow the DM to share that life with the players.

Running The Adventure

Great looking labelled DMs maps of the windmill and grain solo are provided with player maps for all the adventures provided in a separate zip. There’s something truly striking about the rustic fidelity of Mason’s cartography.

Adventure Layout

The details of the windmill and silo are laid out in dungeon format with descriptions of the areas, NPCs and other elements for both day and night.

The crux of the matter is dealing with the Satyr, whether by slaying them, the Satyr knowing very well how to use their environment and villagers to their advantage, or by convincing them to leave by discovering the elusive Fey Crossing and showing them the way.

I do enjoy an adventure that lays out all the working parts and leaves the players to decide how things will go down. Will they befriend the Displacer Beast or Quicklings and gain the respect on the Winter/ Unseelie Court. Will they kill the Satyr or help them find their way home? How much collateral damage will there be and will they be welcome after the adventure concludes, rewarding with a very handy broach?

Statblocks for all the creatures and NPCs, unique or otherwise can be found in the appendix.

This is a really interesting adventure, as we get the contrast of fey fun and human suffering, but also that the revelry on their own aren’t enough for the Satyr.

I have been thoroughly impressed and keeping my eye on Hopper since their epic Mapvember team up with Mr Valor (@mrvalorisalive), which saw them release an adventure and map everyday throughout November!

Mazzoth, the Forgotten by Arthur Rouiser

“an adventure for four to six characters of 3rd level”

CW: Body Horror

“The Temple of the Pristine Fountain has been defiled. Salazar, the leader of the monks, fell under the spell of a demon, Mazzoth, the Forgotten.” The former Monks are working profane rituals and sacrifices to open a portal to the Abyss. A dark pall hangs over the usually serene Yellow Fields, especially with the dead and missing town guards.

This is where the party come in. A young man needs help to find his brother who visited the temple, insisting on coming along as a Sidekick for the adventure.

Mason’s great map depicts a large temple spread across two cliffs connected by a bridge that spans the gap and river below.

This grand defiled temple dungeon is filled with demons and demagogues with ample healing for those who can find it. Everything culminates in an epic confrontation with the corrupted Monk leader and the eponymous Demon described in agonisingly exquisite detail, “Mazzoth is a horrendous, depraved, hideous atrocity. The fat demon has attached to its own self the bodies and limbs of the villagers. Mismatched arms, feet, and fingers branch out of its body. It is a repulsive sight.”

The grim detail truly gives this Demon an Abyssal feeling worthy of one of their status, elevating them from a grimy, horrible lesser Demon to something nightmarish and terrifying. The grisly accoutrements speak of the lives taken and souls absorbed, which are reflected in a brutal and aesthetically aberrant ability. What’s not to love about mouths appearing all over a body that wail a paralysis song?

Vanquishing the Demon and its cursed disciples grants insight into the fall of the monastery through the leader’s diary showing their regret and corruption, as well as a chance for the area to heal and start to move past this awfulness, though not without significant loss. I’m a sucker for the classic downfall diary!

This is a great clearing house dungeon with enough story and character to make it notable.

Temple of the Khamsin by Jeffrey Fischer

“an adventure for four to six characters of 6th level”

CW: Graphic Description of a Corpse Exploding

A deserted temple, once the centre of governance for disparate nomadic clans of the desert, has been taken over by renegade clan, though something far more sinister lurks within.

The adventure begins with the party most likely taken in by a ruse from the renegade clan, one of their number posing as the sole survivor of what appears to be a gnoll attack. This eventually leads to the entrance of the temple and the adventure proper.

Another great map from Mason depicts the chambers and antechambers of the temple.

The history of the temple is told through the murals on its walls, the bodies on its floors and the survivors, if any. The ideas around the dangers of opening sealed tombs, the spirits tied to them and cursed items are executed well with some wonders and wickedness among the treasures. I particularly like the exploding Necrotic Crystals that appear as emeralds.

The adventure culminates with a battle against a mummy of ancient royalty, ending an interesting dungeon delve. Unfortunately, I feel that some of the overarching story will not necessarily be conveyed adequately to the players and the adventure seemingly comes to an abrupt end, as written. I feel a spirit’s appearance and thanks or an illusory depiction on the murals could tell more of the events that lead to the undead infestation, and give a more satisfying ending. This would elevate this from good to great, but it’s still a fun ancient Egyptian flavoured adventure nonetheless.

The Necromancer’s Sanctuary by Theodore Story

“an adventure for four to six characters of 9th level”

A Necromancer “looking for solitude” has made their home on an island a ways away from the mainland. Unfortunately, their exploits have caused an insidious fog to creep out engulfing boats and their crew, salty dogs can be heard lamenting. They will get the party to the island if they deal with the issue and let them know the fate of their comrades.

A random encounter table is provided for populating certain areas of the island.

Helpful suggestions in the body of the text such as giving the players some time to come up with a plan when they Hear voices in the distance.

This is an island filled with undead, with potential for a lot of rolling random encounters, to explore and fight swathes of various dead and reanimated minions. The Necromancer turns out to be a CR11 Archmage Necromancer with a very cool Shadow Bat companion.

The links to story are there with potential for roleplaying before and after, as well as possibly with the Necromancer, but this is an unashamed necrotic meat grinder. A gauntlet combat-focused players and groups will lap up, and a quick and easy adventure to prep and run.

The reward is a very helpful pair of earring walkie-talkies.

Madness in the Multiverse!!!! By Jimmy Meritt

“Madness in the Multiverse!!! Is an adventure for 10th level characters, in which they pilot an interdimensional vessel through the barrier realm of the multiverse. In the first adventure, characters test pilot their ship, and then may answer a distress signal to explore the wreckage and discover the fate of another ship lost within the barrier realm.”

Great advice is given regarding preceding adventures, which could be in search of necessary esoteric minerals and components, as well as naturally establishing the concept of planes within the game. This is particularly important due to the “gonzo” and positively science fiction flavour to this traditionally fantasy game. I enjoy that whether the science holds water is up to the DM and thus, where the craft eventually can manage to travel to. It’s bold and different, and I am here for it!

Upon taking the mission the players will have to choose who of the party will fill the necessary roles on the ship, which most folx will be aware from shows like Star Trek. The party also have the honour of naming the ship, which could be a lot of fun...or take up half the session in debate. Planar McPlaneface?

Three of Mason’s most different and intriguing maps are included, showing the design of the party’s ship, another they encounter and finally, the ship of the pirates they must face in the end. There’s something classic, yet refreshing about these maps with their flowing, rounded layouts and symbolic elements. The different vibrant colours of each craft and the circuit board motifs are a wonderful touch.

The full statblocks for the party’s and the pirate’s vessels are included in the body of the text. The group vehicle checks are laid out clearly with specific checks for each station and an impressively simple and elegant system of a success at one station granting advantage to the next crew member “signifying the ship and crew working together well.”

A derelict ship contains a murder mystery, undead and an isolated cloud of a mist that may be familiar to some players and/ or characters. If successful in defeating the enemies, upgrades and a survivor can be obtained.

Eventually the party will come across a vessel captained by a mean Pirate Aberration native to the barrier realm and their diverse crew. Driven by visions of exploration and plunder, it’s unlikely contact with the Pirates will end peacefully. There is a significant amount of booty in gold and some new and very cool magic items, including a symbiote that “burrows into your head and attaches to your skull”, enabling limited spellcasting.

The adventure concludes with fantastic ideas for further shenanigans in the barrier realm, escalating to planar travel ideas as the party levels up, all the way up to multiverse travel, both within the official D&D universes and beyond!

It is not often that I am truly shocked and surprised by elements of adventures these days, but the revelation and possible inferences from a few of the aspects of the adventure really sucker punched me in the very best of ways. I was left open mouthed and grinning! Merritt is certainly bold and willing to put things out there, with the emphasis on the bordering nature of barrier realm. Some may find the assertions heretical, but I absolutely loved them!

The amusing and helpful writing style of Merritt is compelling and their tendency to offer suggestions and multiple ways things could play out is awesome, leaving room for more variety and improvised and/ or optimised moments. This is a relatively simple exploration mission, but the concepts and elements are so different and spectacular to make this a truly special and memorable adventure. The ideas for before and after the adventure are great, and the content and quality of the writing throughout is riveting. In an anthology full of great work they truly saved the best for last!

The appendix contains all statblocks for all creatures mentioned in the adventures in alphabetical order, including many quality original unique creatures and NPCs.

This inaugural issue of Dungeon Delve Monthly is an incredible collection of dungeons and adventures spanning a great range of content, concepts, settings and approaches. There’s something for everyone here, but I definitely found a lot to enjoy in each. The layout and approach of each adventure make them easy to work into your own games and be able to run them with little preparation.

The quality with which the whole the anthology is put together, with spectacular Greyvenstein art throughout, Mason’s awesome maps, and the great and varied writing of the authors, come together to create something awesome. I’m truly impressed and can’t wait for February’s issue!

CREDITS

Publisher: DMs Guild Project Oversight: Trevor Armstrong (Grim Press) Monthly Authors: Arthur Rouise, Chris Hopper, Jeffrey Fischer, Jimmy Meritt, Theodore Story Editors: Theodore Story, Trevor Armstrong Product Artist: Bob Greyvenstein Cartography: Justin Andrew Mason



Rating:
[5 of 5 Stars!]
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