Delve Reference
A light system for running a full combat focused rogue-like experience. Intended for full use and not for mixing into a campaign, but could be as desired.
Room Contents
Room Contents (Roll 3d6):
1: Combat →medium hard deadly
2: Hazard → Trap, +terrain, +ambush
3: Trap → Triggered danger(s)
4: Leads → 1, 2, 3 Clues
5: Loot → Rand(Food, light, gear)
6: Empty → (0, 1, 2) light extra
Clues: bank them within a Delve. On exit roll 1d20 if lower than clues gain artifact (random TL 6 item with rarity roll). Roll once per tier
Delve Loop
Delve Loop:
- Spend 1 torch (1e) to enter room
- Roll 3d6 for room contents (see above)
- Resolve all results
- Optional: Spend 1 food (1e) to short rest
- Decide to explore((Threat+max cleared)% chance to increase Threat) or Delve (auto Threat up)
- Exit or continue. Exit is available after tier rooms have been cleared.
Delve Setup
- 3 characters max
- No long rests in dungeon
- Torches = 1e/room | Food = 1e/short rest
- choose starting Threat, no more than 1 higher than highest Threat Combat cleared.
- gadget recharge rolled only during combat rounds (or once before attempted use for non combat gadgets)
Pixel Value:
- Food 150
- Light 50
Encumbrance Pressure:
- Light and food consume inventory space
- No long rests — pack light, loot wisely
Retreat:
- Escape to bank loot and XP (if earned)
- Death = lose gear not carried back by living. Unconscious weigh 6E (and own E)
End Game:
At Threat Tier 5 instead of exiting fight a deadly encounter. If victorious characters ascend, if they fail they are absorbed and die. Either way they are done with their adventuring career.
Recruit:
- Freely recruit any new Heroes with unlocked options.
- Characters start with as many light and food supplies as they can carry
- New recruit bonus are not retroactive
Crafting:
- You may only try a project once in-between Delves
- If you are going to discard base rarity items you just target a rarity (no luck spamming)