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:

  1. Spend 1 torch (1e) to enter room
  2. Roll 3d6 for room contents (see above)
  3. Resolve all results
  4. Optional: Spend 1 food (1e) to short rest
  5. Decide to explore((Threat+max cleared)% chance to increase Threat) or Delve (auto Threat up)
  6. 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)