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2d Delves

The document outlines the rules and mechanics for 'Delves: Solo & Co-Op Fantasy Skirmish Adventures', a tabletop game designed for solo or cooperative play. It includes character creation, actions, combat, and campaign advancement, utilizing a 2D6 system for gameplay. Players can build their characters from various heritages and classes, engaging in skirmishes on customizable maps with a focus on storytelling and adventure.

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Clarck Nova
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0% found this document useful (0 votes)
1K views134 pages

2d Delves

The document outlines the rules and mechanics for 'Delves: Solo & Co-Op Fantasy Skirmish Adventures', a tabletop game designed for solo or cooperative play. It includes character creation, actions, combat, and campaign advancement, utilizing a 2D6 system for gameplay. Players can build their characters from various heritages and classes, engaging in skirmishes on customizable maps with a focus on storytelling and adventure.

Uploaded by

Clarck Nova
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 134

SOLO AND CO-OP

FANTASY SKIRMISH ADVENTURES


SOLO AND CO-OP
FANTASY SKIRMISH ADVENTURES

Writing
Scott R. Pyle

Layout and Design


Todd S. Tuttle

Cover
Carrie Posing

Interior Art
Jan Annarella, William Henry Caddell, Joe Dragovich, Sky Hernstrom,
Tom Scioli, Chelsea van Tol, Rich Yanizeski

Hex Map
Gavin Dea

Playtesting and Advice


Jan Annarella, Chris Caron, Sky Hernstrom, Rick Hull, Michael Katzenberger,
Shawn Medero, Robert McCabe, Kurt Mericli, Bart S. Miller, Chris Pearse,
Emma Pyle, Adam Stoeckle, Stuart Surgent, Todd S. Tuttle, Jeff Yandora

Four-Color Studios, April 2024

All material © Scott R. Pyle and Four-Color Studios


Contact us at four-colorstudios.com

1
Contents
Chapter 1: Introduction & Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Chapter 2: Characters & Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Chapter 3: Actions & Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

Chapter 4: Campaigns & Advancement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

Chapter 5: Creatures & Foes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94

Appendix: Quick Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118

Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120

Afterword. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132

2
1: Introduction & Basics
2D Delves: Solo & Co-Op Fantasy CHARACTERS
Skirmish Adventures offers players VS. MODELS?
a fun and immersive set of rules
We use the terms “character,”
for playing classic dungeon-style
“model,” and “figure”
games on their tabletops. Using
interchangeably in these rules.
the game’s intuitive and fast 2D6
We often refer to the player
mechanics, players will guide their
characters (the protagonists) as
characters through grim worlds of
PC (singular) or PCs (plural). The
dangerous adventure. Delves’ tables
figures opposing the PCs are
and procedures help to take the
often referred to as “AI models,”
place of a traditional game master
“creatures,” “foes,” or “enemies”.
and allow a player or players to tell
tabletop stories on their time.
MORE ON DICE
WHAT YOU Delves uses two six-sided dice
NEED TO PLAY (D6s) for combat and task
resolution. When you attempt a task
Players need a thematic group of
in the game, you roll 2D6 and add
28mm or 15mm figures or counters,
the value of each die together for a
a handful of six sided dice, tokens
rolled result between 2 to 12. There
or chits numbered 1–20, a tape
are certain times when you will roll
measure or ruler marked in inches,
more than 2D6, and we cover those
a deck of standard playing cards
later in this section.
(optional), and a suitable play
surface or map on which to fight
their battles. We designed Delves
CRITICAL SUCCESS
games to be taut skirmishes meant Whenever you roll double 6s for
to be fought at close quarters. a character, we call it a critical
Popular board, mat, and map success, or just “critical.” This
dimensions like 24" x 24", 30" x 22", usually increases any base effect
and 24" x 30" will all work well for associated with the dice roll.
your games. See Chapter 3 for more on this.

3
FUMBLES 3D6 and drop the lowest dice (also
ignoring fumbles on double 1s).
Rolling double 1s can result in a
A check with a Boon resulting in
fumble. Rolling a fumble on certain
a 2, 4, and 5 would equal a 9.
task checks produces specific
negative outcomes. See Chapters 2
Banes are the opposite. If you suffer
and 3 for more on this.
a Bane on a check, you roll 3D6 and
drop the highest dice (also ignoring
HEROIC MODE criticals on double 6s). A check
If you would rather your characters with a Bane resulting in a 3, 5,
not have the chance to fumble in key and 6 would equal an 8.
moments, you can play in Heroic
Mode. In this mode of play, double If a Boon and a Bane apply to the
1s are never treated as a fumble, but same dice roll, they cancel each
rather simply an automatic failure. other out--roll 2D6 as normal.

BOONS AND BANES If multiple Boons or Banes apply to


Certain abilities and situations the same check, roll the extra dice
grant an extra chance at success — and take the two highest (for Boons),
a Boon. In these cases you will roll or two lowest (for Banes).

4
DICE MODIFIERS If the roll matches or exceeds the
difficulty, the character succeeds.
Any number of positive or
We refer to the difference between
negative dice factors might
a successful roll and the difficulty
add to a rolled result.
of the task as the Result. A result
of zero (i.e., meeting the difficulty
Example: Abby rolls a result of 8 on
exactly) equals a very near
a melee strike, and also enjoys a +1
success, while results of one or
from a stat bonus, and a further +1
more indicate increasing levels of
from an ally, making her total result
accomplishment. It is also possible
10 (8 + 1 + 1).
to generate negative results when
you fail a check. For example, if you
ROLLING VS. TARGET generate a total of 7 on a 10+ check,
NUMBERS (TN) that’s three negative results.
The core of Delves’ player-facing
mechanic involves rolling 2D6 (plus EXTENDED CHECKS
modifiers) and trying to match or
Sometimes you will want to set up
beat a set Target Number (TN).
a situation where a character or
Whether facing some inert obstacle
characters have to accomplish a
or the attack of a rampaging troll, you
complex task. In the rules, we call
will always roll for your characters,
while the game itself will present
you with the TNs to roll against.
Throughout the rules we will present.
TNs using the following method: 6+,
8+, 10+, etc. Typical TNs include:

• Easy = 5+
• Routine = 6+
• Moderate = 7+
• Challenging = 8+
• Hard = 9+
• Very Hard = 10+
• Extreme = 11+
• Nigh Impossible = 12+

5
this an extended check. In these FLIPPING
checks, a character must collect a
Certain abilities or special
set number of results based on the
circumstances might allow you
complexity of the task:
to flip your results on a D66 check.
For example, a 16 could become
• Low = 6 results
a 61, or a 46 could become a 64.
• Medium = 12 results If you happen to roll doubles, you
• High = 18+ results can instead add 1 to either the
tens die or the units die.

Set the TN between 6+ to 10+ based


on the gravity of the situation. The
AI MODELS
higher the stakes, the higher the TN! In a solo game, we will sometimes
refer to the models who will oppose
D66 CHECKS you as artificial intelligence, or AI
models. We will present rules for
The campaign tables in Chapter 4
handling their actions in Chapter 3.
will require you to make a number of
D66 checks. In these instances, it’s
best to employ two different colored
or sized D6s. Designate one as the
“tens” die, and designate the other as
the “units” die. As the name implies,
this will allow you to generate a range
of results between 11 and 66.

Example: Emma is starting her


campaign and designates a green
D6 as her tens die and a red D6
as her units die. She rolls them
together and gets a 4 on the
green tens die, and a 6 on the
red units die. Her total on the
D66 check is 46.

6
OPPOSED CHECKS
In opposed checks, you will
generate a 2D6 total (also
adding any bonuses) for both
participants. The successful
participant uses their results to
help determine
the outcome. Ties go to the
defending participant.

MEASURING
You will measure all game
distances in inches using tape
measure to track the movement
and position of all the models
on the tabletop. When a
character moves, measure
from the front of the edge
of the character's base.

We wrote this game with


28mm figures in mind, but
if you’re using 15mm figures,
simply halve all movement
rates and ranges.

That covers the basics!


Now move to Chapter 2, where
you will learn how to build
characters for the game.

7
2: Characters & Magic
As a skirmish game, characters sit at As we discussed in Chapter 1, stats
the heart of Delves. You will build your add their bonus to the result of an
party by making characters using the applicable dice check. Your stats
rules presented in this chapter can increase over the course of a
campaign, but individual stats max
Characters all possess the following out at +4.
basic stats:
NON-BONUS STATS
Strength (STR): Used to attack a
We use three other “stats” for
foe in melee combat and perform
characters that don’t act as
feats of physical might.
bonuses to dice rolls:

Dexterity (DEX): This is the ability


Health: Measures a character’s
to defend against melee and ranged
damage capacity. When they
attacks and perform feats of agility.
reach zero Health they are
out of action (OOA).
Constitution (CON): This measures
your overall hardiness and
Move: Measures how far a
resistance to injury and death.
character can move in inches.
Most models have a 6" Move value.
Intelligence (INT): This measures
your erudition and raw intelligence,
Fate: A spendable game resource
and might also govern your affinity
characters can use to increase their
for certain magics.
movement or chance of success.

Perception (PER): This measures


You can track your characters
your alertness and acuity and governs
using a roster sheet we include in
your accuracy with ranged weapons.
the back of this book. You can also
use that as a template to fashion
Charisma (CHA): This measures
a sheet of your own devising.
your likability and will, and might also
govern your affinity for certain magics.

8
Every player character starts with Dwarf
the following profile and resources:
Short, stout, and
rugged people
Starting Profile with a penchant
STR+0 | DEX+0 | CON+0 | for hard work.
INT+0 | PER+0 | CHA+0 Bonus: Grudge or Healthy

Personalize: Distribute 3 Stat points* Elf


Willowy, Fae-
Health: 10 + CON | Move: 6" |
touched people
Trait Picks: 1**
with long lives and
magical natures.
Fate Points: 1
Bonus: Pathfinder or Savant

** Assign
 no more than +1 to
Halfling
any one stat.
Short, dextrous, and
** Y
 ou can gain an extra trait fun-loving people
selection by reducing one with a strong-willed
of your +0 stats to -1. You can love of life.
do this up to two times at Bonus: Contacts or Lucky
character creation.
Human
Adaptable, resilient,
HERITAGE and numerous
people capable
You will need to select your
of great and
character’s Heritage. This
terrible deeds.
represents their cultural and
Bonus: Lucky or Versatile
physiological development as one
of the sentient peoples of your
fantasy world. We list four Heritages
CHARACTER
for you to choose from, but it’s easy CLASS LISTINGS
to create more by simply looking Once you know your character’s
at what we’ve already done here Heritage, it is time to select their
and converting your own ideas Class. Delves defines a character’s
to this format. purpose in the game with the Class

9
trait. Delves offers four classes, Priest
and a well-rounded adventuring band
You’re a magic-user
will contain at least one of each Class.
who draws their
power from the gods,
When you select a Class for a
or from nature itself.
character, be sure to add the
Some higher power inspires you.
starting stat bonus listed for that
Stat Bonus: +1 to CHA, STR, or INT
Class into your profile.
Free Trait: Spellcaster

Expert
CHARACTER TIERS
You’re a AND ADVANCEMENT
professional
Tiers are a rough measure of
of some kind. You might be
character and creature power.
an explorer, researcher, thief,
Characters begin each campaign
or something else.
at Tier 1. This places them a cut
Stat Bonus: +1 to DEX, PER, or INT
above your average townsperson
Free Trait: Finesse Fighter
or soldier (Tier “0” characters).
or Professional
They’re the capable and survivable
protagonists of your own tabletop
Fighter
fantasy adventure stories, but
You’re a they’re not superheroes.
mercenary,
soldier, or Tiers become important when
warrior of some kind. (roughly) trying to balance your
Stat Bonus: +1 to STR, DEX, or CON PCs against game opposition,
Free Trait: Deadeye Shot i.e., creatures, foes, and monsters.
or Mighty Attack As they adventure and battle, they
earn advances, and slowly increase
Mage their Tiers. We cover this process
You’re a magic- in detail in Chapter 4.
user who draws
their power from Building Your Party
the Essence, a magical, mystical It’s up to you to decide how large
force that infuses all things. you want your starting party of
Stat Bonus: +1 to INT, DEX, or CHA adventurers to be. We recommend
Free Trait: Spellcaster four characters to start with,

10
including one of each of the four Acrobat
classes. That will give your party the
You treat vertical surfaces like
classic dungeon crawling feel from
normal ground, and you never count
the halcyon days of fantasy RPGs.
as being knocked down. You also
gain +1 to your DEX stat on: jump
If you want to run five or six models,
checks, checks to avoid falling and
extra Fighters are never a bad idea,
falling damage, and checks to avoid
and a highly focused Expert will
the effects of dangerous terrain.
come in handy as well.

If you’re playing a campaign,


bear in mind that larger parties
will require more resources to
keep supplied. Lean and mean
might be the way to go!

Advanced Adventurers
Once you have a handle on Backstabber
the basic systems, you can begin
Once per turn, you can use a free
a campaign with more advanced
action to make a DEX vs. PER check
PCs. Just start them with a number
against a foe you outnumber in
of extra rolls on the Advancement
melee. If your check succeeds, gain
table. See Chapter 4 for more
+1 on your next attack against them.
on PC advancement.

Critical: Gain +2 on your next attack


TRAIT LIST instead of +1.
We list a selection of traits here
for you to use when building and Bard
advancing your characters. If rolling Your spirited performance inspires
a Critical (double 6s) generates a your party. Use a special action
special effect, we note it after the to make an 8+ CHA check. On a
main text. success, assign your results as +1
attack or defense bonuses to your
nearby (6") allies’ next checks. So
a successful check with 2 results
would give you two +1 bonuses to

11
hand out to nearby allies. A single So three foes against you would
character may receive up to two get a +1 instead of a +2 to their
+1 bonuses in this manner. attack totals.

If you find a major magic item and Command


one of your PCs has this trait, you Once per game
may exchange your roll on that table and prior to starting
for a Magical Musical Instrument. initiative, make a
This grants +1 to CHA for any 7+ CHA check. On a
Bard-related checks. success, draw two
chits for a friendly
Beast character and
You are an animal or creature of assign them the
some kind. Set your INT to -1. Add better one. Place the other one back
+1 to your PER. You may not use in the draw bag.
weapons, items, or gear, but you
gain one extra trait for free. This Critical: You may use this trait
trait is mainly for Companions again this game.
(listed later in this section).
Companion
Brute You start each
You have great strength. You suffer game with a
no movement penalties for wearing companion.
armor (but heavy shields still slow This could be
your movement), and you gain +1 to a henchman,
STR checks when smashing through hireling, lesser
doors, lifting heavy objects, or beast, automaton, or other follower
breaking out of grapples. of some kind. Use the following
profile to build your companion:
Critical: If you break a grapple
against a foe of your size or less, STR+0 | DEX+0 | CON+0 | INT+0 |
that foe is knocked down. PER+0 | CHA+0
Health: 5 | Move: 6"| Extra Traits: 1
Combat Master Personalize: Add +1 to 2 stats
Reduce the gang-up bonus of any Gear: 1 Light weapon and 1 piece
foes in melee against you by one. of non-combat gear.

12
Treat your companion as a normal Deadeye Shot
member of your party, but they do
This ability marks deadly accuracy
not gain advances or participate
with ranged weapons. If you
in pre-battle activities. If they
don’t move, characters targeted
should perish during the Post-Battle
by you don’t benefit from cover.
sequence, replace them with
Additionally, if you don’t move
a suitable successor.
before firing into a melee, you can
ignore the random target rules,
Contacts targeting just the model you wish.
You have many contacts from
various circles of society that grant Critical: You can fire again. The
you a number of benefits on a second shot may go against the
successful 8+ CHA check: same target or a different one.
Limit one extra shot per turn.
• Gain a Boon on any non-combat
AI model interaction rolls (see Defender
the end of Chapter 3 for more).
Once per round, you can redirect a
• You can flip the result on a foe’s melee or ranged attack on an
single Pre-Battle table roll. ally within 3" of you to yourself. You
• Adjust any roll on the Encounter cannot combine the effects of this
Balance table up by 1. This trait with the Counterattack trait.
allows for an extra ally.
Critical: You can use this ability
again this round.
Counterattack
If a foe misses you with a melee Drive Back
strike and you rolled at least one
You can launch ferocious assaults
6 on your defense check, your
that can drive a foe back! If you
successful defense becomes an
choose it, any successful melee
attack! Treat your defense total
attack roll drives your target back
as the attack total in this case,
2" on an 8+ STR check. You may
so a defense of 11 vs. an attack
choose to follow or not. Driving
of 9 would become an attack
a foe out of a combat where you
scoring 2 results. Be sure to
outnumber them triggers free
add the damage bonus from
attacks from your allies as if the
your melee weapon.
target had left willingly. Unless your

13
attack is magical in nature, you creature who acts as your familiar.
cannot drive back foes larger Use an appropriate model or token
than Ogre-sized. for this familiar. Once per game,
you can use a free action to extend
Critical: Move the successfully the range of a spell by 6" or gain
targeted foe back 2" AND knock a Boon on a spellcasting check.
them down. Anytime you take damage, roll 1D6,
on a 6+, your familiar takes all of the
Druid damage, but is removed from play.
You have an affinity for the Your familiar always returns for the
natural world. You have the beginning of the next battle.
following abilities:
Fetch
• You can use your CHA to defend You’re revealed
against attacks from any foe to be a
with the Beast ability. doppelganger
• You can make an 8+ DEX from the Fae
check to move normally realms! This
through any non-aquatic, revelation
difficult wilderness terrain. unlocks both
hidden power and new limitations.
• Any allied Beast companion in
Roll 1D6 before each battle, and on
melee with you gains an extra
a result of 4+, your Fae nature takes
+1 to its gang-up bonus.
hold for that battle. Anytime you're
dealt an odd initiative chit, you gain
Extra Attack a Boon on your next 2D6 check for
You can spend a Fate point to that round. Anytime you're dealt
get an extra attack on your turn. an even initiative chit, you suffer
This can be against the same foe a Bane on your next 2D6 check
or a different legal target. This for that round.
can be a second melee, ranged,
or spell attack. Finesse Fighter
You utilize a fighting style based
Familiar more on agility and grace than
You must be a Mage to take this power. You may make melee
trait. You possess a small beast or attacks with light weapons and
natural attacks using your DEX stat
14
instead of your STR stat. You also Select your spell from ANY of the
don’t suffer a movement penalty for spells listed later in this section.
wearing light armor, but you cannot You cast this spell at +1 to its base
wear heavy armor or use shields. TN, using either INT or CHA. Mages
and Priests may not take this trait.
Grudge
Your people hold bitter grudges Lucky
against many enemies. Before each Whenever you
battle select the highest Tier foe you spend a Fate point,
face and make an 8+ CHA check. roll 1D6. On a 5+,
On a success you gain a Boon on you get your Fate
your first attack and defense checks point back.
of the battle against that foe.
Mighty Attack
Critical: Gain a second attack Boon You can deliver melee or ranged
against your foe. attacks with tremendous force
and accuracy. Choose one of the
Hard to Kill following when you select this trait:
When you lose your last Health
point, make a 9+ CON check. If • +1 damage on melee attacks,
you fail, you’re OOA as normal. increases to +2 at Tier 3
On a success, you remain in the • +1 damage on ranged attacks,
game but any further damage increases to +2 at Tier 3
automatically takes you OOA. You
may also alter the units die of any
Critical: Your foe is knocked down.
Post-Battle survival check by 1.
For example, a 14 could become a
Moving Shot
15, or a 35 could become a 36.
Make a 6+ DEX check after
Healthy charging. On a success, you can
make a ranged attack. Your target
Add +4 to your Health total.
gains +1 to avoid your attack.

Hedge Wizard
Critical: Move an additional 2" after
You've picked up just enough your shot.
knowledge to cast a single spell.

15
Natural Attack Once per battle, you can gain a
Boon using this stat. Decide if you
You are a deadly unarmed
will use this bonus before rolling
combatant in melee. This could
any dice. You can also trade this
come from martial training or
bonus to gain an extra special
natural gifts or adaptations. You
action during a turn.
always count as being armed, and
your natural strikes do +1 damage.
Savant
Critical: If your strike total You possess vast knowledge from
exceeds your target's CON TN a long life or dogged research. This
by 3+ results, they lose their grants you the following benefits:
next combat/special action.
• Make an 8+ INT check prior to
Pathfinder any Advance roll. On a success
you may adjust your 2D6 roll
You move well, even over broken
up or down by 1.
ground. Add +1" to your base Move
value. With the exceptions of deep • You gain +1 to any INT
water and vertical surfaces, ignore checks made on non-combat
the effects of difficult terrain on NPC interactions.
your Move value.
Scout
Professional
You’re a stealthy scout, at home in
You practice a wilderness and urban environments.
profession; examples At the beginning of every game,
include chirurgeon, make an 8+ DEX or PER check. On
historian, hunter, a success you may make one free
investigator, navigator, move prior to the initiative phase
philosopher, soldier, on round 1.
thief, tracker, etc.
Select one of your Critical: One extra character may
stats to go with move up to 3" in your direction.
your profession.
Scrounger
Once per pre-battle sequence, you
You’re excellent at finding and
can gain a Boon using this stat.
securing valuable items. Anytime
you come across a treasure, you

16
can grab it with a free action Slayer
instead of a special action.
If your melee attack reduces a foe
Assuming you finish the battle in
to zero Health, make an 8+ STR
possession of the item, you can
check. On a success you can make
also make an 8+ PER check, and
another attack vs. a foe within your
on a success, you earn +1 extra
melee range. Limit one extra
QP for securing the item.
attack per round.

You can also make an 8+ check


Spellcaster
once per pre-battle. If successful,
you can flip a result on a Hunt For Only Priests and Mages may take
Resources D66 table. this trait. Priests cast spells using
their CHA stat, and Mages cast
Shield Bash spells using their INT stat. Any
casting roll referenced in the spell
You can use a heavy shield
descriptions is made using the
offensively. Use your combat
appropriate stat.
action to make a STR check. On
a success with 2+ results you deal
Mages begin play with three spells,
no damage to your foe, but instead
and Priests begin play with two spells.
knock them down. Unless your
shield is magical, you cannot knock
Mages cannot wear armor or use
down foes larger than an Ogre.
a shield, but Priests can do both.

Critical: Your foe also takes


Select your starting spells from the
2 unsavable damage.
list following this section.

Skirmisher Versatile
When in melee combat, you
You can adjust any roll on the
can use a free action to make
advance table up or down by 1.
an 8+ DEX check to leave that
combat without suffering any
Warcaster
free attacks. You may only
attempt this check once per turn. Unlike most casters, you can cast
spells while in melee combat.
Critical: You gain +2" of Additionally, you gain +1 to cast
extra movement. one damaging spell of your choice.
This is your signature spell.

17
MAGIC AND SPELLS Gathering Power
Mages and Priests with the Certain spells will allow casters to
Spellcaster trait wield arcane increase their potential effects with
powers either from the Essence, or a commensurate difficulty increase
from some higher power. In either in their casting check number.
case, magical power brings both We call that gathering power.
great rewards and, potentially, great
costs. Some of the spells listed in When you choose to gather
this section offer extra effects if the power, you increase the difficulty
caster rolls a critical on their check. of your spell by 1 and increase the
This is the good side of magic. effect by some set amount
dictated by the spell.
Magical power is not unlimited. So
long as they continue to succeed Sacrificing Vitality
on their check, a spellcaster may Before casting any spell a Caster
cast a particular spell an unlimited can decide to pour some of their
number of times during a game with own life essence into it to increase
no inherent risk to themselves or their chance of succeeding. They
their allies. Once they fail a casting do this by sacrificing their own
check, they can still attempt to cast Health before rolling any dice.
the spell, but its TN increases by Every 2 Health sacrificed grants a
+1 with each failure. +1 to the casting check. Like normal
damage, Health lost in this manner
If the caster rolls double 1s on such returns before the next battle.
a check, they incur a backlash.
Roll 1D6 on the following Magical Spell List
Backlash Table to see what
The list of spells that follows cannot
happens! A caster may spend a Fate
begin to cover all of the thousands
point to avoid rolling on this table.
of cool spells written for fantasy
RPGs and skirmish games. We
They can still cast other spells
encourage you and your game
in their repertoire normally, but
group to adapt spells from other
those spells are also subject to
games into Delves using the spells
this rule of failure.
listed here as your models.

18
MAGICAL BACKLASH TABLE
D6 Result
1 Explosive failure! Power radiates out from the Caster in all
directions (12" radius). Every model touched by the effect must
make a 9+ CON check. Any negative results count as unsavable
damage. Remove the caster and resolve their fate on the Post-Battle
injury table, but treat any 5s and 6s rolled on the tens die as 4s.
2 Severe backlash. Caster loses the ability to cast the spell for the
next battle as well and suffers 1D6 unsavable damage.
3 Serious backlash. Caster suffers 1D6+1 unsavable damage and
a really bad headache: -1 INT for the remainder of the battle.
4 Troubling miscast. Caster suffers 1 damage and -1 INT for the
remainder of the game.
5 Mild miscast. Caster chooses: suffer 1 damage or -1 INT for the
remainder of the game.
6 Could have been worse! Caster loses either their Move or
Special/Combat action next turn.

Any spell noted with an (M) after Arcane Armor (M)


its title is a Mage spell. Unless
Range: Self | Action: Special | 6+
you are a Mage, you cast these
spells with a Bane.
You protect yourself with an
aura of magical energy. Treat
Any spell noted with a (P) after
as Light Armor: -1 damage.
its title is a Priest spell. Unless
This effect cannot be combined
you are a Priest, you cast these
with normal worn armor.
spells with a Bane.

Critical: Treat as Heavy Armor:


Any Spell noted with a (U) is
-2 damage.
universal and may be selected
and cast without penalty by
Arcane Blast (M)
all spellcasters.
Range: 24" | Action: Combat | 8+
LoS refers to Line of Sight,
a requirement for some Requires LoS. On a successful
offensive spells. check your target suffers 4
unsavable damage. Prior to your
19
check, you can declare that you may attempt to cast it one time
will gather power. before making a D66 check. On a
success, you can flip the result.
Gather Power: +2 damage
Critical: +2 unsavable damage Critical: Gain +1 QP.

Augment (P) Change Fate (U)


Range: 6" | Action: Special | 7+ Range: 24" | Action: Special | 8+

Enhance a nearby ally. On a On a success, swap initiative


success, choose one of the numbers between any two models
following for your target: +1 STR, of your choice within 24" of you.
+1 DEX, or +1" Move. This lasts You can make this swap this round
until the end of the battle, or until or use it on a subsequent round.
you use a free action to remove it.
A character may only benefit from Critical: Swap initiative numbers
one enhancement at a time. between two additional characters.

Gather Power: +1 extra to stat Charm (M)


Critical: Your target gains both Range: 6" | Action: Combat | CHA TN
a +1 to a stat and +1" Move.
Requires LoS. If you succeed and
Bless (P) score 2+ results, you take control of
Range: 6" | Action: Special | 8+ your target on their next activation.
They count, move, and act as if they
A nearby ally gains a Boon on their are your ally for their turn, then your
next attack or defense check. control of them ends. This spell
will not work on foes 2+ Tiers
Critical: A second ally within range beyond your own Tier.
also gains a Boon.
Curse (P)
Cantrips (U) Range: 12" | Action: Combat | CHA TN
Range: Self | Action: Special | 7+
Curse a nearby enemy. If your check
This represents minor utility magic. succeeds, that enemy suffers -2 on
During each pre-battle phase, you their next attack or defense action.

20
Critical: Increase the Curse effect Critical: Your doorway remains
to -3. on a 3+ instead of a 4+.

Daylight (P) Enchant (M)


Range: 12" | Action: Special | 9+ Range: 3" | Action:
Special | 7+
You must spend 1 Fate before
attempting to cast this spell. If A nearby ally’s
successful, you turn a full darkness weapon now
condition within a 12" radius of counts as
you into a full light condition. This magical and can
lasts a number of rounds equal affect foes who
to your results. are immune to
normal weapons, as well as not
Dispel (U) breaking on fumbles. Lasts until
Range: 6" | Action: Special | 7+ the end of the battle.

You remove an ongoing, Critical: The weapon also grants


non-permanent magical effect +1 to attack checks.
(like blindness, charm, or
confusion) from yourself or Fireball (M)
an ally within your range. Range: 12" | Action: Combat | DEX TN

Doorway (M) Requires LoS. Select a target


Range: 6" | Action: Special | 7+ and make a single attack roll at
+1 damage. That target and any
You create a humanoid-sized models (friend or foe) within a 3"
doorway in an otherwise impassable radius of them must make defense
gate, wall, or obstacle. The maximum checks against your attack roll.
thickness of the object you place a You are immune to the effects
doorway in equals your results. At of your own fireballs.
the start of each of your turns after
casting this spell, roll 1D6. On a 4+ Critical: Increase the radius to 6".
you may choose to maintain the door
or dismiss it. You can always choose
to dismiss it with a free action.

21
Heal (P) Illusions (M)
Range: 6" | Action: Special | 6+ Range: 12" | Action: Combat | PER TN

You can try to heal a nearby model. Requires LoS. You can create
Use a special action to make a phantasmal shapes and images
check. On a success, your target that seem real and target a single
regains lost Health equal to 1 + foe. If your check meets or exceeds
any results you score. Instead the target’s PER, they cannot
of restoring lost Health, you can penetrate your illusions. Use your
remove a character’s immobilized, results to determine their behavior:
poison, or stun condition.
• 0–1: Distracted. They cannot
Gather Power: +4 extra Health healed. Move next turn.
Critical: Restore 2 extra Health points. • 2–3: Attack the illusions!
They lose their next turn.
Hex (M)
• 4+: Charge and attack their
Range: 12" | Action: Combat | * nearest ally.*

Select a target and one of their


* If no ally is within charge range,
stats. That is your TN. If you exceed
default to the lower result.
their stat by 2+ results, you reduce it
by -1. A target may only suffer from
Invisibility (M)
one Hex at a time, and a Hex lasts
until you decide to Hex someone Range: 3" | Action: Special | 8+
else or you are taken OOA.
You or an ally become invisible. See
Critical: Reduce the stat by -2. the rules for Invisibility in Chapter
3 for more on this condition. At the
Hold Foe (P) start of each turn after casting this
spell, roll 1D6. On a 1–3, the spell
Range: 6" | Action: Combat | CHA TN
ends, but on a 4+ you may choose
to maintain or dismiss it.
You must spend 1 Fate before
attempting to cast this spell. If
successful, the targeted enemy
counts as Immobilized until the
beginning of their next turn.

22
Light (U) remove it. A character may
only benefit from one protection
Range: 3" | Action:
spell at a time.
Special | 6+

Gather Power: +1 extra target.


Use a special
Critical: Your target rolls 2D6
action and select yourself or an ally.
and takes the higher result.
A weapon or item you or they carry
counts as if it is a torch (6" radius).
Ray of Cold (U)
Critical: Spell has 12" radius Range: 12" | Action: Combat | 6+

Magical Bolt (M) Requires LoS. A ray of freezing


magical energy lances into your foe
Range: 24" | Action: Combat | 7+
and does 1 unsavable damage.

Requires LoS. On a successful


Critical: +1 unsavable damage.
check, your target suffers
2 unsavable damage. This does
not count as a ranged attack.
Rebuke Undead (P)
Range: 6" | Action: Combat | CHA TN
Gather Power: +1 damage.
Critical: +2 unsavable damage. You can attempt to force any
creature with the Undead trait to
Protection (P) Rout. Compare your check result
to any Undead within 6" of you. Any
Range: 6" | Action: Special | 8+
undead whose CHA you match or
exceed count as Routed until the
Protect yourself or an ally. On a
end of their next turn. See Chapter
success, you or your target receive
3 for more on the effects of the
protection versus a specific source
Rout condition.
of unsavable damage you designate
prior to casting the spell. Each
Critical: Any Undead you score
time the target of this spell would
4+ results on (5+ for Nemesis
suffer damage from the designated
undead) when you make your
source, they roll 1D6 and deduct the
check are destroyed if you choose
result from any damage received.
to also spend 1 Fate point after
This lasts until the end of the battle
your dice roll.
or until you use a free action to

23
Stun (M) always land on your feet after
falling. Anytime you move within
Range: 12" | Action: Combat | CHA TN
6" of an objective marker, you can
use a special action to make a
On a success, your target loses
6+ check. On a success, you take
either their next move or combat/
control of that objective without
special action (your choice).
having to move into contact with it.

Critical: Your target loses both


their next move and combat/
Transpose (M)
special actions. Range: 24" | Action: Special | 8+

Summon Creature (U) Swap the positions of two friendly


characters of your choice. This
Range: 6" | Action: Special | 8+
power can remove a character
from a melee, but does not incur a
You summon a friendly creature
free attack when doing so. You can
to aid you and your allies. On a
include yourself in this swap.
successful casting check, compare
your results vs. the following chart:
Critical: Swap the positions of two
additional characters.
• 0–2: Tier 1
• 3–4: Tier 2 Wall (M)
• 5+: Tier 3 Range: 12" | Action: Combat | 8+

Place this creature within 6" of Create a 3" long x 3" high x 1" thick
you. You control them. Assign the wall that you can place within 12"
creature an initiative chit starting of you. Whether made of earth, ice,
with the next round of action. plants, or pure magical force, the
Limit one creature per game. effect is the same. Your wall blocks
line of sight and creates a barrier.
Telekinesis (M)
Range: 6" | Action: Free/Special | 6+ It can be climbed or attacked
(Health 10), and anytime it is
You and a single ally within 6" of attacked, you must roll your casting
you (choose which one each time) stat as the defense check. It must
suffer no damage from falls and be reduced to zero Health to remove
it from play, or you can remove it by
24
spending a special action (no check Requires LoS. A magical web
needed) to banish it. centered on a single target (Ogre-
sized or smaller) entangles it and
Critical: Increase your wall’s Health every other model within 3" of it.
to 15. They cannot move or fight unless
they break out. See Chapter 3 for
Web (M) more on entanglement.
Range: 12" | Action: Combat |
DEX/STR TN

25
WEAPONS AND GEAR Expert Special Items
Characters can carry only a finite 1 Medium Melee Weapon
amount of stuff. Every character 2 Light Melee Weapons
has a number of Gear Slots equal Light Armor
to 10 + their STR + CON stats. Professional Tools
A character can carry up to two
points over their allowed total, but Fighter Special Items
they will then be encumbered. See 1 Heavy Melee Weapon OR
Encumbrance in Chapter 3 for more 1 Medium Melee Weapon + Shield
details on hauling gear and the 2 Light Melee Weapons
effects of being overburdened. 1 Heavy OR Medium Ranged Weapon
Quiver of Arrows/Bolts
Every character begins the Heavy Armor OR Light Armor
campaign with a basic adventurer’s
kit and a number of special items Mage Special Items
based on their class.
1 Light Melee Weapon
Book or Scrolls
Basic Adventurer Kit
Spell Components
2 Torches
Rations Priest Special Items
Rope and Grapnel
1 Medium Melee Weapon
1 Light Melee Weapon
Heavy Armor OR Light Armor
Light Shield (optional)
Holy Symbol
Healer’s Pouch

Assume every character has a


satchel, backpack, belt pouches, or
other means to carry their various
pieces of gear. Feel free to drop or
swap out pieces of gear or specific
weapons for desired replacements,
but be aware of each character’s
carrying capacity.

26
WEAPONS • Medium weapons take up
2 gear slots.
Delves divides melee and missile
weapons into three categories: • Heavy weapons require two
Light, Medium, and Heavy. The hands to use and thus the
following list includes many of the wielder cannot also carry
most common types, and you can a shield. They also take up
use them as templates to add new 3 gear slots.
weapons of your own into the game. • Reach. Weapons with reach
extend a model’s Zone of
Melee Weapons Control to 2", allowing a model
Light: +1 damage to attack in melee at greater
Dagger (Thrown 6") range than base contact.
Staff • Knockdown. On a critical hit,
Whip (Reach 2", Knockdown) any human sized or smaller
target is knocked down.
Medium: +2 damage
Broadsword
Hand Axe (Thrown 6")
Missile Weapons
Spear (Reach, Thrown 12")
Light: +1 damage | Range: 6"
Heavy: +3 damage Bolas (Knockdown)
Bastard Sword Dagger
Battleaxe Hand Crossbow
Halberd (Reach 2")
Medium: +2 damage | Range: 12"
Melee Weapon Notes Javelin
Short Bow
• Thrown. Certain Light and Spear
Medium melee weapons can also
be thrown as missile weapons. Heavy: +3 damage | Range: 24"
Once a weapon is thrown it is Crossbow
gone for the game, but is assumed Elf Bow
to be recovered after the battle Longbow

• Light weapons like daggers


come in braces of three and
take up 1 gear slot.

27
Missile Weapon Notes Heavy Armor: -2 damage | -2" Move |
2 Gear slots
• Light missile and melee
weapons come in braces of Heavy Shield*: -1 damage |
three and take up 1 gear slot. -1" Move | 2 Gear slots
• In the hands of a non-Elf, Elf
Bows count as Short Bows. Light Shield: +1 DEX vs. physical
attacks | 1 Gear slot
• Heavy missile weapons take up
2 gear slots. Elf bows carried by
*A
 heavy shield’s move penalty
Elves take up only 1 gear slot.
combines with other armor.
• Any bow requires a quiver of
arrows or bolts, and this takes
up an additional gear slot.
• On a critical hit with bolas, any Other Gear
human sized or smaller target Your other gear can sometimes
is knocked down. be just as important as weapons
and armor. Gear slot costs are
noted in parentheses.
Armor
Books/Scrolls (1)
Characters
This might be a spell book
may select and
containing the current repertoire
wear one type
of the caster’s magical might, or a
of armor based
holy tome laying out the catechism
on their starting
of the caster's faith. Either way, if
gear package.
they become separated from these
Armor reduces
for some reason, increase the TN
the damage a character takes
of any spell casting check by +1.
from any successful hits from
STR- or DEX-based attacks. If you
Healer’s Pouch (1)
roll double 1s on a DEX check,
Once per game, use a special
reduce your armor’s protection
action to make a 7+ INT check
by 1 for the rest of the game.
for you or another character in
base contact. On a success
Light Armor: -1 damage | -1" Move |
regain or restore 2 lost Health,
1 Gear slot
or remove a poison condition.

28
Professional Tools (1) Torches (1)
Lockpicks, scribe’s quills, or a Light is not promised in the
chirurgeon’s instruments. These darksome realms of fantasy
tools grant you +1 to your chosen adventure. In Delves, no characters
stat check for relevant tasks. can see in the dark. It takes a
move or special action to light a
Rations (1) torch, and it illuminates an area
Your party can’t live on hope and out to a 6" radius from the holder.
greed alone — they need to eat! This includes two torches and the
Before you start an adventure, all of components to light them. For
your characters must have rations. more on torches and darkness,
If they do not, they could suffer see Guard the Light in Chapter 3.
privation during the campaign turn.
This represents enough rations to
see a character through campaign
turn. See Chapter 4 for more on this. Treasure
Some of the adventures and
Rope and Grapnel (2) scenarios you will play might
Make a 6+ DEX check to ignore any feature treasure tokens. Here are
falling damage and land on your some simple rules for character
feet when you fall from any height. interactions with such objectives:
Certain scenarios might also require
you to set your rope and grapnel to • If you’re in base contact
gain access to a specific area of the with a token, you can grab
battle map. Takes up 2 gear slots. it with a special action.
• Unless otherwise noted,
Spell Components (1)
treasure takes up 1 gear slot.
A bit of bat wing. A piece of a
lizard’s tail. One dragon scale. • Larger treasures will cost
A holy symbol of your god. You 2 or more gear slots.
decide what’s in your caster’s Spell • If you’re taken out of action,
Component pouch, but no matter you drop the item where you
the contents, they need them to last stood.
cast their spells. Increase the TN
of any spell casting check by +1
should a caster become separated
from their spell components.

29
MAGIC ITEMS 2 lost Health. Once used, this item
is gone.
Your characters cannot begin a
campaign with these items, but they
Golden Charm (1)
might find them on their adventures!
Once per game gain a Boon on any
Whenever a magic item’s nature is
defense check.
not indicated, randomly select an
item from this list. Gear slot costs
Protection
are listed in parentheses.
Charm (1)
Once per
RANDOM MAGIC ITEMS
game, reduce the
D6 Result
damage you suffer
1 Minor Item
from a CHA or INT-
2 Potion based attack or spell by -2.
3 Spell Scroll
4 Magic Armor Scrying Glass (1)
5 Magic Weapon This item gives you a better chance
6 Major Item at spotting hidden or invisible
models and objectives, or other
items. Give up your move action
MINOR MAGIC ITEMS
to gain +1 to your PER checks.
D6 Result
1 Elven Cloak
Trouble Doll (1)
2 Fae Bread These dolls were crafted by a
3 Golden Charm forgotten society to absorb their
4 Protection Charm pain and suffering. Anyone carrying
5 Scrying Glass one ignores the first point of stat
6 Trouble Doll loss they would suffer from an
attack or condition. The doll then
immolates and disappears.
Elven Cloak (1)
If you have cover from a ranged
Potions (1)
attacker, you gain an extra +1 on
any DEX check when defending. Potions are expendable, one-use
items. It takes only a free action
Fae Bread (1) to quaff a potion. If you discover
Once per game, use a special action a potion in a treasure cache, roll
to consume this item and regain 1D6 to determine its nature:

30
• 1: Speed. +1" Move Priest Spells
• 2: Might. +1 STR • 1: Augment
• 3: Agility. +1 DEX • 2: Bless
• 4: Iron. +1 CON • 3: Curse
• 5: Will. +1 CHA • 4: Daylight
• 6: Insight. +1 INT • 5: Heal
• 6: Rebuke Undead
Effects last for 1D6 rounds.
Magic Armor
If you secure magic armor in a
Spell Scroll (1)
treasure cache, randomly decide
Randomly choose a spell. This its nature and characteristics
scroll lets the magic user cast that using the following 1D6 tables.
spell as if they rolled a 10. Using a
scroll in battle requires the caster’s • 1–2: Light Armor
full turn, i.e., no movement. Once a
• 3–4: Heavy Armor
scroll has been used, it is gone from
the caster’s possession. Roll 1D6. • 5: Light Shield
• 6: Heavy Shield
Roll 1D6:
1–3: Mage Spell
Magic Light Armor
4–6: Priest Spell
(-2 damage, 0 Gear slots)

Mage Spells
Magic Heavy Armor
• 1: Arcane Armor (-3 damage, -1" Move, 1 Gear slot)
• 2: Doorway
Magic Heavy Shield*
• 3: Enchant
(-1 damage, 1 Gear slot)
• 4: Fireball
• 5: Magical Bolt Magic Light Shield
• 6: Wall (+1 DEX vs. physical attacks)

*A
 heavy shield’s move penalty
combines with other armor.

31
All magic armor provides one other Weapon Type:
benefit. Roll 1D6 again: 1–3: Melee
4–6: Ranged
• 1: Aquatic. +1 to
Swimming checks Weapon Weight:
• 2: Glowing. Free action 1–2: Light
to activate, counts as 3–4: Medium
torch for 1 round 5–6: Heavy

• 3: Protecting. Grants (-1)


All magic weapons do +1 extra
worth of magical protection
damage for their type and weight,
to one ally within 3"
cost 1 less gear slot*, and have one
• 4: Mirrored. +1 vs. other random effect. Roll 1D6 again:
Petrification effects
• 5: Healing. Once per game • 1: Slaying. +2 extra damage
restore 1D6 Health to you or vs. (select type, i.e., Devils,
an ally within 6" Elementals, Dragons,
Outsiders, etc.)
• 6: Invulnerable. Works against
unsavable damage • 2: Intelligent. Grants +1 INT
to wielder
• 3: Singing. Grants +1 CHA
Magic Weapon to wielder

All magic • 4: Rifting. Once per game, use


weapons are your move action to change
inherently positions with one other model
deadlier and • 5: Healing. Once per game,
allow you to restore 1D6 Health to you or
score a critical an ally within 6"
on a roll of 11 or
• 6: Protecting. Grants +1 DEX
12. If you secure a magic weapon in
to wielder
a treasure cache, randomly decide
its nature and characteristics using *M
 agic light weapons effectively
the following 1D6 tables. cost no gear slots.

32
Circlet of Wisdom (0)
MAJOR MAGIC ITEMS
Gain +1 INT while wearing
D6 Result
this item.
1 Belt of Strength
2 Boots of Speed
Diadem of Majesty (0)
3 Circlet of Wisdom Gain +1 CHA while wearing
4 Diadem of Majesty this item.
5 Lucky Dragon's Tooth
6 Ring of Protection Lucky Dragon’s Tooth (0)
Once per battle gain a free Boon
Belt of Strength (0) on any check.
Gain +1 STR while
wearing this item. Ring of Protection (0)
Acts as Light Armor (-1), but stacks
Boots of Speed (0) with normal armor, and works vs.
Gain +1" Move while unsavable damage.
wearing these boots.

Character • Spells (if they have the


Creation Summary Spellcaster trait). See pg. 17.

Your finished character should Here is an example of


have the following: a starting Mage:

• A Class (granting +1 to a stat Haldane (Elf Mage)


and 1 trait). See pg. 10. Tier 1 | Health 10 | Move: 6”

• A Heritage (granting 1 trait).


STR+0 | DEX+1 | CON+0 |
See pg. 9.
INT+2 | PER+1 | CHA+0
• +1 to three stats of your
choice. See pg. 9. Traits: Savant, Spellcaster,
• Health of 10 + CON. See pg. 8. Warcaster
• Move of 6". See pg. 8. Staff +0 (+1 damage)
Spells: Arcane Armor, Arcane
• 1 Fate. See pg. 9.
Blast (+1), Enchant
• 1 free trait pick. See pgs. 11–17. Gear: Staff, dagger, 2 torches,
• Starting gear. See pgs. 26–27. scrolls, rations

33
3: Actions & Combat
Here we cover the ins and outs of Rounds and Turns
action in the game.
A Round consists of a number
of Turns equal to the number of
THE COMBAT ROUND models involved in the battle. Each
The combat round structure helps model gets a Turn to activate.
to organize the action.

34
PHASE 1: INITIATIVE If a new or unexpected model
enters the game, add another chit in
Every combat round begins with
the numbered order. If a game with
the Initiative phase. Before the
nine models gets a new participant,
first round of any game, count
add a chit labeled number 10.
up the number of models due
to participate in the battle. You
Held Turns
will need a corresponding set of
numbered tokens or chits. So if A PC can hold their turn if it seems
your game has nine models, you more advantageous to take it later
will have nine chits marked 1 to 9. in the round. When the moment
seems right, they can declare
Place these chits in a bag, cup, they're taking their held turn ahead
or box that you can draw from. of the next model in line to go, but
When initiative begins each round, they must make an 8+ PER check to
select a model from your side and time it properly. If they pass, they go
randomly draw a chit for it. Place ahead of the next model in line as
the chit next to the model on the planned. If they fail, they go directly
board. Then do the same for one after the next model in line. Only
of the opposing models. Continue one PC per round may hold their
assigning chits back and forth until turn. If a PC doesn’t use their
every model has a numbered held turn, it is lost.
chit beside it.
Example: Sky's four adventurers
Models activate in numbered order, (Falgrim, Haldane, Jodri, and
starting from 1 and moving through Annoka) are battling a Dragon!
to the last numbered chit. As a So far, no one is in melee with the
model activates and completes its beast, but all models are within
actions, remove its chit and place charging range. Sky draws initiative
it back in the draw bag. Each round chits for all five models, and things
you will repeat this process. shake out as follows:

If a model goes out of action, • Jodri 1


remove the highest numbered • Annoka 2
chit from the bag.
• Dragon 3
• Falgrim 4
• Haldane 5

35
Sky decides he would rather Move Actions
Jodri go after Annoka, as Jodri
Every model gets a Move Action
possesses the Backstabber ability
during its turn. Most character
and Sky needs another model to
models normally move 6", but
be in melee contact for it to work.
traits and gear can affect this total.
Jodri holds his action, then Anoka
Creature models possess varying
goes on chit 2 and completes her
rates of movement.
turn. Now it would normally be the
Dragon's turn, but Sky rolls his 8+
A model may split this movement
PER check for Jodri and succeeds!
up over the course of its turn,
He will now get to go before
interspersing this movement with
the Dragon.
the performance of other actions,
including combat.
Optional Rule —
Group Activation Example: Jodri (Move of 6")
If your group is facing a number of activates and moves 3" to attack
models with identical profiles, you a foe at range. He expends his
can decide to assign them a single combat action. He then uses the
chit for initiative. When their number remaining 3" of his movement,
comes up, simply activate and seeking cover behind a nearby wall.
complete the actions of each model
in turn until they have all activated. Encumbrance
This works great for Tier 1 foes Characters whose total carried
that come in groups of two or gear exceeds their gear allowance
more (like Giant Rats). are overburdened. They suffer a
Bane on all attack, defense, and
PHASE 2: ACTIONS spellcasting checks, and cannot
During this phase, every character charge. A character can always use
gets a turn based on their initiative a free action to drop an item to shed
chit. During their turn, a model gets weight or to make room for another.
a move action and either a Special
or Combat action. They also get Measuring and Base Contact
up to three Free actions. Measure all movement in inches.
If you’re using 10mm or 15mm
miniatures, you can halve any listed
ranges or movement rates. Measure
movement from the edge of the

36
model's base to the edge of an Models may move through friendly
opposing model's base (in the case models and ignore their ZoCs, but
of measuring distances for melee models must end their movement
and ranged combat). in an area large enough to
accommodate their base size without
Base Contact occurs when one sitting atop another model’s base.
model's base touches another
model's base. This is normally Pre-Measuring
the only way enemy models You may pre-measure distances
may fight in melee. at any time.

Facing
A Note On Basing
Assume a model can see 360
You can base models degrees around itself, so facing
anyway you like — Delves is a is not an issue.
miniature-agnostic game. Use
whatever figures you want from Difficult Ground
your collection, and don’t worry Designate difficult ground before
about how they’re based. The each battle. This could include
effects of different base sizes areas like muddy fields, dense
even out over the course of jungle, deep water, etc. Models
game play, so don’t sweat it! moving through difficult areas
halve whatever portion of their
movement that occurs in them.
Zone of Control
Models cannot move through the Other Types of Movement
space occupied by enemy models. Characters have several other types
Every model in the game has a 1" of movement available to them.
area all around it we refer to as its These count toward the character’s
zone of control (ZoC). If a model total move allowance for their turn.
moves within an enemy model’s
ZoC, all movement stops and the Climbing
two models enter into combat. Treat buildings and walls outfitted
Place them in base contact. with stairs and ladders normally for
purposes of calculating distance
moved. Treat a surface without
stairs or ladders as difficult ground.

37
Flying adjacent squares or hexes count
Models that can fly ignore enemy as being within melee range.
model zones of control and treat
vertical terrain as normal ground. Free Actions
They must end their move in a Free actions require little time
space large enough to fit their base. to complete and usually involve
PER checks or activating a trait.
Jumping A model may perform up to
A model that wishes to jump a three free actions per turn.
chasm or vault an obstacle makes
a 5+ DEX roll. A model can jump Drop Item
2" horizontally and 1" vertically Dropping an item is a free action.
for every 2 results rolled.
Hiding
If they fail a check to jump If a character ends their move
a chasm, they fall. See Falling in cover, they can use a special
under Environmental Hazards action to hide. If an enemy tries
later in this section. to spot them through the cover,
they gain +1 to their DEX to avoid
Swimming detection. If the enemy can draw an
Deep water counts as difficult unobstructed line of sight to them,
ground. This requires no roll as they’re spotted automatically.
we assume all models can swim.
Traversing watery terrain with PER Checks
dangerously swift currents does Most PER stat checks are free
require an 8+ STR check. See later in actions. A PER check most often
this chapter for rules on drowning. occurs when a model is trying to
spot a hidden or out of sight model
Grids, Hexes, Maps, (PER vs. DEX), or a hidden objective.
Theater of the Mind
Players can use two-dimensional grid Quaff a Potion
or hex maps, or even hand-drawn Drinking a potion costs a free action.
maps instead of three-dimensional
terrain. Simply treat each grid square
or hex as equal to 1". Don’t worry
about counting extra distance for
diagonal movement. Characters in

38
Special Actions
Invisibility
These are actions that cover a wide
All powers and spells that array of options on the tabletop.
grant Invisibility will refer back
to here. A model cannot attack Opening/Forcing Doors
an invisible foe unless they Models may use a special action to
can detect them with a PER attempt to force open a locked or
vs. DEX check. stuck door. Forcing a door requires
a STR roll vs. the door's TN. Scoring
Invisible PC models gain 3+ results shatters the door.
a Boon against opposing
models on attack, defense, A normal wooden door might have
and hiding checks. 6+, while a reinforced door might
have 9+ (reinforced with iron) to
If an invisible model makes 12+ (a stone door).
an attack or casts a spell, its
invisibility effect ends after its A model may also open a locked
action is completed. door by making an INT check.
Roll 2D6 to randomly determine
PCs attacking, defending the lock’s TN:
against, or detecting Invisible
AI models suffer a Bane. • 2: 12+
• 3: 11+
Any attack, ability, or spell
that does not require line • 4: 10+
of sight ignores the effects • 5–6: 9+
of invisibility.
• 7–9: 8+

Mark invisible models with • 10–11: 7+


an appropriate counter to • 12: 6+
avoid confusion.

39
Darkness Enter the Guard the Light
mechanics! Whenever a PC or
In Delves, your adventurers will
ally rolls double 1s or double 2s
often plunge into dark dungeons,
on a 2D6 check, roll 1D6. On a 4+,
night-haunted forests, or grimy
they maintain their light. On a 1–3,
sewers. None of these places are
their light goes out! This includes
very well lit! As your characters are
any magical light from items
not darkness adapted beings, they
or the Light spell.
will require torches, lanterns, or
magical light to guide their way.
In full darkness, moving at normal
speeds can be dangerous.
Unless otherwise noted in
Any character affected by full
Chapter 5 (Bestiary), treat all
darkness can safely move 2" per
creatures as darkness adapted.
turn. If a character tries to move
They suffer no penalties
farther than this, they must make
in darkness.
an 8+ DEX check (with a Bane).
If they succeed, they move as
Maneuvering and fighting in
normal. On a failure, they suffer
darkness greatly reduces your
any negative results as unsavable
characters’ overall effectiveness.
damage and finish their turn
knocked down. If they had not
When operating in full darkness,
yet used their action for the
PCs suffer from a Bane on all
turn, they lose it.
their actions! Thus it becomes
critical to maintain torches or
Let There Be (Slightly More) Light!
magical lights while operating
If you find the lights going off
in complete darkness.
too often in your games, try this
kinder version of Guard the Light:
Only check when someone
rolls double 1s.

40
Use Item/Pick-up Object Minotaur
Some situations may call for the
Marauding, massive horned beast
use/activation of a particular item,
who charges headlong into foes
which could involve a specific
with crushing fury.
stat check. Picking up and using
an item can often be done with a
• Tier 3
single special action. This includes
lighting or re-lighting a torch. • Base TN: 7+
• STR 8+, CON 8+, INT 6+
Use Trait • Health: 15 | Move: 6" |
Certain traits require the use of Attacks: 2 x Massive Weapon
a special action. We explain the (+4 damage)
specifics of how these abilities work
• Gear: Light Armor (-1),
in Chapter 2. The most common
Massive weapon
traits that require special actions
are spellcasting checks. • Role: Fighter
• Powerful Charge. +1 damage
COMBAT on successful charge attack.
Delves primarily features two
types of combat: melee and ranged.
A model may expend its Combat The above TNs work for contested
action to do one of the two, actions like melee or ranged attacks
but not both. and spot checks.

Resolving Contests vs. AI Models Example: A Minotaur (STR 8+)


When your characters go against attacks Ralf in melee. Ralf defends
AI Models, you will employ a static using his DEX vs. 8+.
target number (TN) to gauge their
level of resistance. Choosing Targets
An unengaged model may target
AI characters don’t use normal stat any model it can see with a ranged
bonuses like player characters do. attack, and a model engaged in
Instead, they possess stats rated melee may target any legal foe it
in set TNs based on their entry in can reach with a melee attack.
Chapter 5. Here’s an example:

41
Melee Combat the TN of the defending creature,
they have hit, and their results equal
Melee combat requires combatants
the base damage done by their
to be in base contact. A model
attack. They also add in the damage
who wants to make a melee attack
bonus of any weapon or natural
moves within their target’s 1" zone
attack they possess, but subtract
of control — that brings them into
any damage protection from armor
base contact. They then use their
or special abilities their target has.
Combat action to attack.

If the attacking PC fails to meet or


Damage and Health Loss
beat the defender’s TN, they suffer
When we refer to taking damage,
no harm from the attack.
it means the target of the attack
suffers Health loss.
Example: One of Sky’s characters,
Ingrid Ironhand (STR +2, Longsword
In melee combat, an attacking PC
+2) attacks a Goblin (DEX 8+). He
rolls 2D6 + STR (plus any situational
rolls 2D6 and gets a 4 and 5 (total
modifiers) vs. the target's DEX TN
of 9) for Ingrid. Sky adds Ingrid’s
(plus any situational modifiers). If
9 to her +2 STR and gets a final
the attacking PC equals or beats

42
total of 11. This exceeds the Stat Damage
Goblin’s 8+ defense by 3! Adding Some creature abilities cause
in Ingrid’s +2 Longsword makes for stat damage or stat loss. If any
5 total damage, taking the Goblin of a character’s stats drop below
(5 Health) to zero, and knocking -3 during a game, remove that
them out of action. character from play and roll for them
on the Post-Battle survival table.
In melee combat, a defending
PC rolls 2D6 + DEX (plus any If the character survives, lost stat
situational modifiers) vs. the points from these sorts of attacks
attacking creature’s STR TN (plus fully return after the post-battle phase.
any situational modifiers). If the Stat point loss as a result of injuries
defending PC fails their check, sustained by rolling on the D66 Post-
they lose the exchange and suffer Battle survival table is permanent.
damage equal to their negative See Chapter 4 for more on this.
results, plus whatever the creature’s
attacking damage bonus was, but Weapon Fumbles
minus any armor they’re wearing. If you’re not playing in Heroic Mode
(see Chapter 1), a PC who rolls double
If the defending PC’a defense total 1s on their attack could fumble! Roll
meets or exceeds their attacker’s 1D6 to determine what happens:
TN, they evade the attack and
suffer no damage. • 1: Your weapon shatters
or breaks!
Example: Ingrid (DEX +1, Armor -1) • 2: Drop your weapon right
suffers an attack from a Minotaur next to you.
(STR 8+). Ingrid rolls a 3 on her
• 3: U
 nsteady grip; suffer
defense dice and adds her +1 DEX
a Bane on next attack.
for a final total of only 4. She’s hit
with 4 negative results! Adding in • 4+: Just a miss!
the Minotaur’s +4 damage massive No further effect.
weapon, she would suffer 8 damage,
but remembers to subtract 1 for her It takes a special action to pick up
armor. She is still left hurting with a dropped weapon. If your weapon
7 lost Health from the savage attack! is magical, add +1 to this check.

43
Reach grants a +3 (the maximum bonus).
Attacks with reach Models with a numerical advantage
extend base contact in melee may leave that melee
for the character by a without suffering a free attack.
set number of inches
based on the stated Example: Ingrid defends against
value. Reach changes three Goblin Warriors (STR 7+). She
the model’s ZoC from would make her defense checks
the base of 1" to a value against each of them vs. a 9+.
equal to its Reach range.

Unarmed Combatants
Unarmed models fight at
a disadvantage. If unarmed
characters do not possess a trait
that says otherwise, they suffer
a Bane to STR and DEX rolls
against armed foes in melee,
and do -1 damage if they hit.

Breaking from Melee


Models moving out of a melee
are subject to free attacks from
their opponents. This attack is still
opposed. All melee opponents get
a free attack. If the model breaking
from combat suffers Health loss,
it can still get away as long as it Aid in Melee
does not lose its last Health point. If a friendly model moves in to help
a comrade stuck in a gang-up, it
Gang-Ups In Melee engages one of the enemy models in
Gang-ups in melee grant a bonus to a separate melee. Keeping them in
a model’s attack total based on its base contact, move the two models
numerical advantage. A 2-to-1 grants 1.5" away from the original melee.
a +1. A 3-to-1 grants a +2, and a 4-to-1

44
Common Conditions their immobilization. This requires
either a Move or special action.
Characters will encounter several
common conditions through the
Knocked Down
course of their adventures.
Knocked down models must
spend 2" of their move action
Entangled
to stand up. Models attacking a
Entangled models cannot move
knocked down model enjoy +1
or make attacks of any kind.
to melee attacks. Knocked down
Anyone attacking an entangled
models gain +1 to their DEX for
model gains +2 to their attack
defense against ranged attacks.
total. Unless otherwise noted,
characters must make an
Routed
appropriate stat check against the
A routed model must flee from its
specific TN of the effect to end
foes, using the most direct route
their entanglement. This requires
possible. PCs who rout must seek
either a move or special action.
cover out of sight from as many
enemies as possible. Routing
Immobilized
AI models will flee off of the
Immobilized models cannot move
table edge opposite the party’s
or make attacks of any kind.
deployment edge. Routing models
Anyone attacking an immobilized
don't make attacks, cast spells,
model automatically hits--treat
or use special abilities, and don't
the immobilized defender as
grant a gang-up bonus in melee.
if they had a defense result of
a 2. Unless otherwise noted,
Stunned
characters must make an
Stunned models lose their next
appropriate stat check against the
move or special/combat action.
specific TN of the effect to end

Grapple check similar to a standard attack.


Characters or creatures can In order to succeed, their PC target
attempt to grab and immobilize a must fail with at least 2 negative
foe instead of just attacking them. results levels.

A creature grabbing a PC forces A PC grabbing a creature rolls their


them to make a DEX vs. STR TN STR vs. the DEX TN of the creature
45
and must succeed by 2 or more
results. A PC cannot grapple a
creature significantly larger than
themself. Apply common sense
in these situations.

Grappled foes count as


immobilized. Grapplers cannot
move while grappling a foe unless
they are larger than their grappled
target. Escaping a grapple requires
a successful STR check. Attempting
to escape a grapple costs the
grappled model their combat
action. After grappling a foe, the
attacker can use their combat
action on subsequent rounds to
squeeze them for damage. Contest
this using STR vs. STR, and any
negative results for the loser
equal damage done.
foes you cannot see. Assuming you
have a torch or access to the Light
Ranged Combat spell, you have 6" worth of light at
Ranged combat occurs when a which to target foes.
model attacks another model from
a distance beyond base contact. Check your attack’s range, then
In order to make a ranged attack, measure the distance between the
a model must have either a trait that attacker and the defender. If the
specifies it works at a distance target is in range, continue with
(like a spell) or a ranged weapon the attack. Remember, you can
(like a longbow). always pre-measure ranges before
committing to an attack.
It also needs line of sight. Get
down to the model’s eye level and PC attackers roll 2D6 + their PER
make sure the attacking model can stat vs. their target’s DEX TN. Be
actually see their potential target. sure to add in any bonuses for
In full darkness, you cannot target traits, gear, or situational factors.

46
If the PC attacker’s total meets know who you've actually targeted,
or exceeds the defender’s TN, you are committed and must make
the shot hits. Figure damage just the attack check.
like in melee, covered in previous
sections. If the attacker’s total fails In the unfortunate case where you
to meet or exceed the defender’s accidentally target an allied PC or
TN, the attack misses. companion, make opposed checks
matching your PER vs. their DEX.
Just as with melee, reverse the
process when a creature attacks a Cover
PC with a ranged attack. Compare If any part of a model’s base is
the creature’s PER TN vs. the PC behind a piece of blocking terrain,
defender’s 2D6 + DEX check. it gets +1 to its defense vs. ranged
attacks. Enemy models can act as
Example: A Skeletal Archer (PER TN cover for other enemy models.
6+) targets Jodri (DEX +1). Jodri’s
player rolls 2D6, getting a 2 and a 3, Focused Fire
for a total of 5. Adding in Jodri’s DEX Multiple shots against the same
+1 stat makes the final total a 6 — target during a round enjoy an
Jodri dodges the Skeleton’s arrow! increased chance to hit with each
successive shot. The second shot
Ranged Attacks In Melee gains a +1, the third shot gains a +2,
You cannot use ranged attacks the fourth shot gains a +3, and so
in melee. on. Only ranged attacks that require
a DEX defense count for this bonus.
Spellcasting In Melee
Unless a Mage has a special trait Example: Ingrid defends against
that says otherwise, they cannot four Goblin Archers (PER 6+). Her
cast spells while in melee. first defense check would be vs. a
6+, her second would be vs. a 7+,
Shooting Into A Melee her third would be vs. an 8+, and
You can shoot into a melee, but her fourth would be vs. a 9+.
your shot may hit the wrong target.
Declare your shot into the melee, Variable TNs
then use a single dice to randomize In order to create some variability
the models in it, assigning each an when using set TNs, you can
equal chance to be hit. When you employ the following optional rules.

47
enjoys the difference between the
two as a bonus on the exchange.
The acting creature then makes
a 2D6 check.

Example: Sully of Ember charms


a Goblin (STR 7+) into fighting
for the party against that pesky
Minotaur (DEX 8+). The charmed
goblin will attack with 2D6 vs.
9+ for the Minotaur.

The Details Of Damage


Health loss results mainly from
These rules require a deck of battle and environmental factors.
52 standard playing cards.
Health never goes negative. Unless
• At the beginning of each round, a post-battle or other event dictates
draw a card from the deck. otherwise, lost Health returns
• If you draw a face card (King, between battles.
Queen, Jack), increase AI
model TNs for the round by +1. Criticals In Combat
A model’s TN can exceed 12. Rolling double 6s on an attack or
defense check counts as a critical.
• If you draw an Ace, 2, or 3,
reduce AI model TNs for
In these cases, critical attacks
the round by -1.
double their base damage. So a
• If you really want to ramp up medium melee weapon (+2 damage)
the danger, count the Red King would do +4 damage on a critical.
as +2 to all AI model TNs for
the round! If a PC rolls a critical on their
defense check, they may
TN vs. TN Resolution immediately break combat without
In those rare instances where two suffering any free attacks. Move
creatures battle against each other, them up to 3" clear of any foes
simply compare their relevant TNs. if this is possible.
The creature with the higher TN

48
Out of Action MANEUVERS
When a character loses their last
Charging
Health point they are taken out
You can charge someone who is
of action (OOA) and beyond any
at least 3" away from you. To do so,
help. Remove the model from the
combine your move and combat
board. If you’re playing a campaign,
actions and add +3" and +1 STR.
you will discover their fate during
You can also just charge to cover
the Post-Battle sequence of play
extra ground.
(detailed in Chapter 4).

Disarming
Unsavable Damage
You can disarm someone in melee
Some damage from creatures or
contact with you. Declare your disarm
magical weapons or attacks is
attempt and make an attack roll. If
unsavable. This means it bypasses
you score 2+ results, your target’s
any armor worn by the target.
weapon lands 3" away in a random
direction. Disarms do no damage.
Environmental and Other Hazards
You can also use this maneuver to
Characters also take damage from
knock a treasure or objective counter
environmental hazards like heat,
out of your target’s hands.
drowning, falling, and poisons. We’ve
listed sample TNs to hazards that
Fully Defend
characters roll their DEX or CON stat
You can go on full defense. To do
against. Here are some examples:
so, give up your combat/special
action and add +1 to any DEX or
• 7+: A mild poison (CON)
CON checks until your next turn.
• 8+: Flame from a torch (DEX)
• 9+: A fall 3 X the model’s Tripping
height (DEX) You can trip someone to knock
them down. To do so, you must
• 10+: Drowning (CON)
win a STR vs. DEX TN check by
• 11+: A fall 6 X the model’s 2+ results. Trips do no damage.
height (DEX) A tripped PC model within 1" of a
• 12+: Contact with molten building or other high ledge must
lava (CON) make an 8+ DEX check or fall. A
creature falls on a 1D6 roll of 5+.
Any negative results translate into You cannot trip a creature larger
unsavable damage. than Ogre-sized.

49
Fate Fly, You Fools!
PCs begin a campaign with 1 Fate If you decide a combat encounter
point. They will likely accrue more has gone totally wrong, you can
as they survive and advance in declare your remaining party
their adventuring careers. PC Fate members will attempt to flee at
refreshes (returns to its normal the start of the next round. If you
maximum) at the beginning of do so, they automatically drop any
each Campaign turn. objectives they are carrying. Also
make a 9+ CHA check for each
You can decide to spend a Fate model in your party. On a success
point to do one of the following they escape with all of their stuff. On
things during a game: a failure, they drop one random item.

• Gain +2" to your Move value Routed models automatically


• Gain a Boon on a dice check lose a random item when you
decide to pack it in.
• Cancel a Bane on a dice check
• Avoid a fumble or
spell failure backlash

Spending a Fate point takes no


time or action, and once you spend
a point it's gone for the game. You
can spend Fate to gain Boons on
pre-battle stat checks, but if you do,
that Fate will not be available to you
during the upcoming battle.

50
PLAYING SOLO/ always charge to either contact a foe
CO‑OP GAMES in melee or get closer to a distant
foe by covering extra ground. If they
While there are many things to
have no hope of reaching a foe in
consider when running Artificial
melee, they will use a ranged attack
Intelligence (AI) models, you will
if they have one.
quickly internalize these rules after
a few games and learn to make
Shooters
intuitive adjustments based on
A shooter should always seek cover
your model roles, the scenario,
when possible, but their primary
and the situation.
goal should be finding a line of sight
to enemy models and shooting
No set of rules can cover all things
them. This takes precedence over
a solo game might conjure, but if
everything else for them. Whenever
you apply these rules and a little
possible, Shooters will attempt to
common sense, you should be able
do Focused Fire, concentrating
to work through any issues. When
their shots on the same target.
in doubt, roll 1D6. On a 4+, rule in
your party’s favor.
Specialists
These characters will generally avoid
Solo/Co-op Games
melee if possible. For example, a
and the AI
Kobold Sorcerer will use their magic
This system uses an AI model’s Role
instead of weapons whenever possible.
to drive its actions. Use the following
They will usually only enter melee as
guidelines when determining what
a last resort, or if they can gang-up.
a game model does.

Nemeses
Champions
Akin to the
These characters blend aspects of
classic “boss"
other roles into their own. They often
monster from
act as leaders of a force of lesser
so many
creatures. They usually have one or
games, these
more dangerous attacks, and maybe
characters
a more specialized ability as well.
will often be
outnumbered.
Fighters
They will seek to eliminate the
They prefer melee combat to ranged
weakest link among their foes,
attacks whenever possible. They will
51
concentrating their attacks on the the spirit of the scenario and the
foe with the lowest Health until campaign you’re crafting.
they are taken out of action. They
will often have multiple attacks, In the specific case where an enemy
and when dealing with PC foes of model is not visible, move the AI
identical Health, direct one attack to model in a random direction, but
each PC available PC target. If they never having it leave the battlefield.
face a foe who presents a more
obvious danger to them, they will Attacking the Light
instead focus on that foe. When multiple darkness-adapted
foes are in melee with a PC or ally
General Rules holding a light source, the first
Unless a scenario specifies Fighter to act that round will always
otherwise, hostile AI characters attack their light. This counts as a
will follow the guidance outlined disarm attempt. On a success the
by their roles. lantern, torch, or light spell affected
item automatically goes out.
If the scenario features a primary
objective, this could alter a model’s The Rule of Equidistant Models
basic behavior. The scenario may If two (or more) enemy models are
direct all or certain AI models to equidistant from an AI model, the
move toward it or remain near to AI model will move toward and/or
it to either guard or secure it. attack the target with the lowest

If the model’s
normal role-
based AI
guidance
seems unclear,
no enemy
model is
visible, and
the scenario
lacks a primary
objective, apply
common sense
and follow

52
Health. If all targets have equal First, roll 1D6 to determine the
Health, decide randomly. character’s disposition toward you:

Creature Morale • 1–2: Hostile (9+)


Most of your foes, while monstrous, • 3–4: Neutral (8+)
are not mindless. When a battle
• 5–6: Friendly (7+)
starts to go against them, they
might cut and run. Anytime you
have taken at least 50% of your Next, roll 1D6 to determine
foes’ total Tiers out of action, you what stat to use when interacting
need to check their morale at the with them:
beginning of the next combat
round. Roll 1D6 for each remaining • 1–2: INT (Example: A historical
creature or foe. On a 4+, that debate with a rogue wizard)
creature Routs. • 3–4: CHA (Example:
Flattering a vain dragon)
If you’re battling a single large
• 5–6: PER (Example:
creature, make the check for them
Noticing muffin crumbs
when they have lost 50% or more
on a Hag’s robes)
of their Health.

Certain creature types are immune Use your results as a guide to your
to morale checks, and they don’t success in these interactions:
have to make them.
• 0–1: Moderate (+1 bonus)
Non-Combat AI Interactions • 2–3: Excellent (+2 bonus)
Not every situation calls for combat
• 4+: Spectacular (+3 bonus)
with a creature or NPC character.
Some creatures possess incredible
intellects, and there are times Apply any bonuses you earn as
where conversation, interpersonal one-time bonuses to stat checks in
interaction, and negotiation are a specific situation or roll that you
called for. In these instances, if a work out ahead of time. For example,
particular scenario does not dictate if you’re trying to learn about a
a specific stat check, randomly daemon’s weaknesses from an old
determine how this plays out hermit, you could apply your earned
with a few 1D6 rolls. bonuses to attacks your characters
make against the daemon.
53
4: Campaigns & Advancement
When you build your adventuring QUEST POINT
party and start playing games REWARDS AND PACING
of Delves, your models will
Decide before your first campaign
slowly develop into fully fledged
round how long you want your
characters complete with goals,
campaign to go. You can do this by
problems, triumphs, and tragedies.
setting a specific story goal, i.e.,
You can use the rules in this chapter
restoring the lost monarch to their
to craft adventures and encounters
throne. You can then arrange a
of your own devising, or you can
series of turns, played one after
adapt adventures from the scores
the other to determine how this
of existing products in the dungeon
quest turns out.
fantasy genre.

You will also use a game currency


Delves offers procedural setting
called Quest Points (QP) to
and adventure creation. Just follow
measure your party’s progress in
the steps set out in the following
their campaign. Quest Points are an
sections and you will be able to
abstract measure encompassing
set up a great encounter with
accomplishment, resources,
little time and effort.
reputation, and wealth.

THE CAMPAIGN TURN


You begin every new campaign with
A campaign comprises a collection 4 QP in your party’s Treasury.
of linked games that tell a story
with your characters and models QP Awards
sitting at the center of the narrative. Here is the breakdown of common
A campaign consists of a number QP awards:
turns, and during each turn you will
follow a sequence of events that • Playing a battle: 1 QP
will add to the narrative and throw
• Winning a battle: 1 QP
unexpected twists and turns in
your party’s path. • At least one of your characters
taken out, but survived: 1 QP

54
• Loot/Treasure/Objective SPENDING QP FROM
Tokens: 1 QP per token* YOUR TREASURY
• New Bitter Enemy or Your Treasury QP represent your
Respected Rival: 1 QP ready reserve of influence and wealth.
*T
 his can vary based on the You can use it to maintain your
scenario you played. supplies, bring in back up adventurers
when a PC goes down, pay the cost
Legendary vs. Treasury QP to replace a dead or retired PC, or
Whenever you earn QP after a acquire/replace equipment. You can
battle or from the results of a D66 also spend QP to buy Fate points,
check, decide whether to place and satisfy conditions on Pre- and
some or all of them in either your Post-Battle tables. See the Basics
Legendary or Treasury QP pools. later in this section.
Any QP you place in your Legendary
pool counts toward your campaign Legendary Quest Point Goals
goal. Think of them as the collective Set your game’s Legendary Quest
achievements, exploits, and Point (LQP) goal based on the length
reputation your party has built over of the campaign you want to play:
time, but they can also represent
stable assets like a manor house. • Short: 10 LQP (8–10 games)
• Medium: 20 LQP (11–20 games)
Once you place QP in this pool,
• Long: 40+ LQP (21+ games)
you cannot normally take it back
out unless your need is dire. If
you ever fall to zero or less QP
in your treasury (see later in this
section), you can take QP from your
Legendary pool, but at a rate of
2 for 1. For example, if you needed
to take 2 QP from your Legendary
pool, it would actually cost you 4 QP
to do so. This represents your party
backsliding in some way, tarnishing
their legend a bit for a short term
gain, or selling off that seaside villa.

55
QUEST GENERATOR flourish, you can roll on the random
quest generator that follows.
You can play through the campaign
rounds just as we describe in the
Simply roll 1D6 to select your row,
following sections of this chapter
then roll 1D6 three times, moving
without any need for a specific
across the row and generating a
story or theme. We designed the
cool, mysterious, and hopefully
tables to provide you with story
inspiring quest theme.
hooks to grab onto and make your
own. However, if you want to start
Roll 1D6 for your row:
things off with a bit of thematic

1–2 = ROW A | 3–4 = ROW B | 5–6 = ROW C


Quest Row A
1: Discover the 1: god-touched 1: blue sapphire
2: Find the 2: totemic 2: key-masters.
3: Explore the 3: unknowable 3: valley of the four winds.
4: Uncover the 4: long forgotten 4: riddle of red steel.
5: Reveal the 5: best left hidden 5: dark secrets of Bastion.
6: Inspect the 6: heretofore closed 6: doorways to the Dust City.

Quest Row B
1: Battle for the 1: lost souls 1: of Hanuman's elder army.
2: Seek out the 2: wan messengers 2: of She Who Waits.
3: Hunt for the 3: blasting white horn 3: of the Ivory Goddess.
4: Stand for the 4: ghostly children 4: of Other Vale.
5: Put to rest the 5: Joyous Chorus 5: of the Undying Ones.
6: Heal the 6: Wandering Avatar 6: of the forgotten pantheon.

Quest Row C
1: Reconnect the 1: lost paths to 1: the Astral Vale.
2: Cross the 2: burning bridge to 2: the Gold King’s Funeral Barge.
3: Recover the 3: broken maps to 3: the Green Devil’s armory.
4: Unleash the 4: forgotten power of 4: the Elves’ greatest folly.
5: Unlock the 5: awful secret of 5: the Lich’s dark heart.
6: Learn the 6: true name of 6: Orb’s eldest dragon.

56
You can also easily cross dice of travel, resource generation, and
rolls between multiple rows. This non-combat interactions for each
will create hundreds of potential member of your party, team, or crew.
combinations for quest themes!
The Journey Table
Example: Sky rolls 1D6 for his row At the beginning of each campaign
and gets a 3 — Row B. He then rolls turn, decide if you want your band to
1D6 three times and moves across travel. The nature of this travel will
the row. He gets a 2, 5, and 3 in vary based on your party’s current
succession. His quest is “Seek out the location and the means available
Joyous Chorus of the Ivory Goddess.” to them. You get to decide that.
It might be a sea voyage, airship
Example: Stuart decides to roll a ride, camel-back caravan, or
quest by crossing over multiple a hard trudge on foot.
rows. He rolls a 2 for Row A, column
1 (Discover the), a 4 for Row B, If you decide to try to journey this
column 2 (ghostly children), and a round, select or randomly generate
1 for Row C, column 3 (the Astral one of your band’s characters
Vale). With just the addition of one as your navigator. Have your
word, Stuart gets “Discover the designated navigator make a 7+ INT
ghostly children [of] the Astral Vale.” or PER check. Failure means you
cannot get things together to make
Campaign Turn Steps the trip this campaign turn.
The campaign turn breaks down
into three steps: If you succeed, roll on the Journey
Table in the following section, and
• STEP 1: Pre-Battle tailor the results to your campaign’s
• STEP 2: Battle particular setting.
• STEP 3: Post-Battle
Hex Maps
You can use a hex map, a staple
We outline the details of each step
of old-school gaming for decades,
in the following sections.
to better guide and visualize your
party's travels. Simply pick a
STEP 1: PRE-BATTLE starting hex for your campaign on
This phase of the campaign turn Turn 1, and whenever you decide to
involves a potential combination journey, start from there. Success

57
make a 9+ PER check. On a failure,
someone in your band might be
badly injured. Randomly select a
model from your band. They must
immediately make a roll on the
Post-Battle injury table. Treat any
1s rolled on the tens die as 2s for
purposes of determining the
nature of the injury.

12: Mishap. Your ship or


conveyance suffers a serious
mishap. Choose a model to make
an 8+ PER check. On a failure,
someone in your band might
be harmed. Randomly select a
means you can travel 1 + results
model from your band. They must
in total hexes in any direction you
immediately make a roll on the
wish. If you desire, feel free to
Post-Battle injury table. Treat any
extend your travels to completely
1s and 2s rolled on the tens die
new lands (and maps)!
as 3s for purposes of determining
the nature of the injury.
Leaving Your Foes Behind
No matter the results of your
13: Lost. You become lost along the
journey, if you choose to make the
way. Select a PC to make a 9+ INT
trip you have a chance to lose one
check. If they succeed, you get back
or more of your Bitter Enemies
on track. If they fail, subtract 1 QP
(see Post-Battle for more on this).
from your treasury.
Roll 1D6 for each Bitter Enemy you
have, on a result of 1–2, they follow
14: Altercation. Two members of
you to your new locale! On a 3+,
your band come to blows during
you lose them — scratch them
the long journey. Select them at
off of your list!
random, then make opposed STR
checks for them, but don’t factor in
D66 Result
any gear or trait bonuses. The loser
11: Disaster! Your ship or
suffers a minor injury and cannot
conveyance encounters some
charge during the next battle they
nasty accident. Choose a model to
58
participate in. If either character 22: Pursued. A foe you battled
rolls double 1s or double 2s on during a previous campaign turn
their STR check, they bear a lasting tracks you down along your journey.
grudge toward their opponent. Add a single randomly chosen Bitter
Enemy model from a previous battle
15: Weird Fruit. While stopping to the forces you face in your next
to rest, your party encounters battle. If this is your first campaign
wondrous fruits. Unfortunately, turn or you have no Bitter Enemies
some of them were tainted. Select yet, randomly select an appropriate
a random party member to make creature or foe instead.
an 8+ Con check. On a failure,
they suffer any negative results 23: Dark Omens. While traveling,
as damage before the start of your path is dogged by murders of
the coming battle. crows. Their spiraling flights form
a disturbing symbol in the sky.
16: Bizarre Encounter. Something Randomly select a character to
weird happens on the trip! Select a make an 8+ CHA check. On a failure,
random member of your band and they suffer a Bane on their first stat
have them make an 8+ CHA check. check of the coming battle.
On a success, they glean some
insight from the strange experience 24: Sad Meeting. You encounter
and earn 1 QP. On a failure, they refugees fleeing some terrible
suffer a breakdown and cost your conflict. They need your help, and
band 1 QP. If your band currently you can choose to give it to them in
has no QP, deduct 1 from its the form of 1 QP. Randomly choose
next QP reward. a PC to make an 8+ CHA check,
or a 6+ check if you donated a
21: Dulled Blades. The long journey QP to the unfortunate travelers.
causes a member of your band to On a success, earn 2 QP back.
possibly lose their edge. Select On a failure, this PC suffers a
a random model to make an 8+ Bane on their next PER check.
CON check. On a failure they suffer
a Bane on their first attack AND 25: Carnival of Mad Delights. Along
defense checks of the next battle the way you meet a traveling Carnival
in which they participate. of macabre performers. They take a
shine to one of your party’s Mages
or Experts — choose which one at

59
random. That individual can either must make an 8+ CHA check. On
miss the coming battle and travel a success, they gain +1 QP, but on
with the Carnival (earning 1 QP) a failure, they lose 1 QP, or if they
or reject them. If the latter choice have no QP, deduct 1 from their
is made, add the Carnival to your next QP reward.
party’s list of Bitter Enemies. If you
roll this result with them already 31: Lost. Select a model to make
as Bitter Enemies, choose a PC to an 8+ PER check. On a failure, your
make an 8+ CON check. On a failure, band gets lost and loses 1 QP. On
they suffer the negative results as a success, you make your arrival
damage going into the next battle. deadline and your band gains 1 QP.

26: Déjà Vu. Randomly choose 32: Breakdown. Your conveyance


a member of your band. They breaks down. Choose a party
experience intense feelings of déjà member to aid in fixing it by making
vu during the journey. Working an 8+ CON check. Success grants
through these feelings successfully them a +1 on a pre-battle stat
can be beneficial, but failing to check. Failure means they begin
do so can be overwhelming. They the next battle at -1 Health.

33: The Stars Are Wrong. In plotting


their course, a random PC notices
something awry with the firmament.
This potentially shakes their belief
in reality and their sanity. They must
make an 8+ CHA check or suffer
-1 CHA for the next battle.

34: Travel Sickness. Someone


gets sick along the way! Randomly
choose a model to make an 8+
CON check. On a success, they get
over it quickly, but on a failure, they
show up late to the next battle.
They deploy on round 2 instead of
round 1 like the rest of the band.

60
35: The Gray Pilgrim. You meet 43: The One True Way. You pick
a strange old man who appears up excellent insights on the terrain
to be more than what he seems. around your coming battle. Select
Choose a PC to match wits with a party member to make a 7+ PER
him. If they make an 8+ INT check, check. On a success, you can flip the
he gives them a mysterious key. results on the Weird Events table.
This key takes up no gear slots, and
automatically opens the next locked 44: You’re My Only Hope. A mission
door your party encounters. specific message reaches your
band on their journey. You can reroll
36: Skirmish. Your band wanders your result on the Motivation battle
into a battle between two other table. If you get the Rescue result
forces. Randomly choose a model and succeed in the battle, your
to make an 8+ STR or DEX check. band earns +2 QP.
On a failure, randomly select a piece
of gear from this model or another 45: Gleaning. Spotting edible flora
model if this character has none. on your journey can add to your
That piece of gear is damaged and party’s reserves. Select a party
cannot be used in the next battle. member to make a 7+ PER or INT
On a success, this character check. On a success, gain +1 QP.
gains +1 QP.
46: Destination Destiny. Choose a
41: Gaming. Over the course of random character from your band.
your journey, your crew does a lot On a successful 8+ CHA check, they
of gaming. Select two random gain +1 Fate for the next battle only.
members to make 7+ CHA checks.
If they both succeed, your band 51: Pre-planning. The journey
gains +1 QP. gives your band time for some
pre-planning. Choose a character
42: Chance Meeting. A random to make a 7+ INT roll. On a success,
meeting with a fellow traveler you gain a +1 on the Encounter
results in some good information Balance table.
for your band. If you choose, adjust
any one D6 result on the Battle 52: The Peaceful Cottage. Your party
tables in the following sections stops at a hamlet redolent with the
up or down by one result. scents of baked goods. Select a party
member to make a 7+ CHA check.

61
On a success, every party member
gains one serving of Fae Bread.

53: Early Arrival. Your crew makes


good time! Pick two random models
to get a free move before round
1 of the upcoming battle.

54: Rested and Ready. One of your


injured band members heals faster
than expected. Choose a random
injured model and reduce their 62: Trailblazers. Choose a member
number of campaign turns out of of your band to make a 6+ PER
action by 1. If no one is injured, you check. On a success, gain +1 QP.
instead gain two servings of Fae
Bread for use in a future battle. 63: Hope in Ruins. Your journey
takes you through the ruins of a past
55: Fair Weather. The fair weather dynasty. Choose a random PC. If
makes for easy travel and lighter they make it through the next battle
spirits. Select your party member without going OOA, they earn +1 QP.
with the lowest CHA (randomize any
ties). On a 6+ CHA check, they gain 64: Rest Stop Rumble. Choose a
+1 Fate for the next battle only. member of your band to make a
6+ STR check. On a success,
56: Destination Destiny II. Choose they gain +1 QP.
two random characters from
your band. On successful 6+ CHA 65: Unexpected Ally. Gain a free
checks, they gain +1 Fate for the hireling for your next battle. Build
next battle only. them using the Companion trait
from Chapter 2.
61: Gaming II. Over the course
of your journey, your crew does a 66: Unexpected Allies. Gain 2 free
lot of gaming. Select two random hirelings for your next battle. Build
members to make 6+ CHA checks. them using the Companion trait
If at least one of them succeeds, from Chapter 2.
your band gains +1 QP.

62
Pre-Battle Activities Table PRIVATION TABLE
Each member of your party can take D6 Result
part in some pre-battle activity. 1 Malnourished. Two random
characters start the battle
The Basics at -1D6 Health.
You must pay a QP upkeep cost 2 Poorly Rested. Choose one
at the beginning of each new random PC. Each initiative,
campaign turn to cover the basics: select them first, draw two
obtain new rations, torches, chits, and assign them the
supplies, weapon maintenance, higher one.
etc. This cost is 1 QP per PC in
3 Poor Upkeep. Weapons
your party, plus 1 QP per three
break on a fumble result
companions, hirelings,
of 1–2*.
or henchmen.
4 Poor Training. Choose
one random PC. They
You do not have to pay this cost on
suffer a Bane on their
the first turn of a new campaign.
first attack, defense, or
spellcasting check of
You must also pay to replace any
the upcoming battle.
non-magical items lost or destroyed
5 Lights Out. Poor torches
during the last battle or Post-Battle
and flint, -1 to Guard the
sequence. Just 1 QP will cover any
Light rolls.
number of conventional items or
6 Make Do With Less.
weapons. At this point, you can also
Your party squeaks by
spend QP to acquire single use Fate
with no ill effects.
points for individual characters.
One Fate point costs 2 QP, and
once it’s spent, it’s gone. * While magical weapons can’t
break, they will become “upset”
If you can’t pay your QP upkeep, if not properly cared for. Roll 1D6
your party suffers from privation for each magic item in your party
during the rest of the campaign before each battle. On a 1–2, that
turn. Roll 1D6 on the Privation magic item acts as a normal item
Table to see the result: for the battle. It is still unbreakable,
but otherwise conveys none of its
other benefits or powers.

63
Trading D66 Result
In addition to hunting for resources
11: Robbed! You’re robbed! Choose
and looking for magical lore
either PER or STR and make a 9+
(see following sections), each of
check. On a success, deduct just
your characters can trade three
one QP from your band’s total. On
conventional items or weapons for
a failure, deduct 2 QP and have the
1 QP. They can also trade one magic
character roll on the Post-Battle
item for 2 QP, or one cursed magic
injury table. Treat any 1s, 2s, 5s,
item for 1 QP. You can use these QP
and 6s on the tens die as 3s.
to make up for an upkeep shortfall
and avoid privation.
12: Swindled. Someone attempts
to cheat you out of some resources.
Resources and Research
Make a 9+ INT check. On a success,
In between adventures and battles,
you avoid the scam. On a failure,
your PCs will return to civilization
deduct 2 QP. If you can’t pay,
and pursue various interests.
instead lose a random item.
Assign each of your PCs to roll on
one of the two following tables.
13: Cursed Weapon. You acquire
Their outcomes could result in new
a random magic weapon, but it
adventure leads, extra QP, or deeper
carries a curse! Anytime your attack
magical knowledge. Many of these
dice total while wielding the weapon
activities come with some risk,
is odd, you suffer 1 damage from it.
but that’s part of the fun!

14: Cursed Item. You acquire


If you are risk averse, you can have
a random cursed major magic
some or all of your PCs instead roll
item. Anytime anyone in the party
1D6. On a 5+ you earn +1 QP.
fumbles on any check, the bearer
of this item suffers 2 damage.
HUNT FOR RESOURCES
Your characters bargain, 15: Bad Bread? You purchase two
scavenge, trade for, or otherwise servings of juiced-up Fae Bread
acquire supplies, a bit of news, from a short, questionable fellow
or an adventure lead. Or they get in a green suit and buckled top hat.
into some new trouble, suffer When the bread is eaten, roll 1D6. On
some misfortune, or encounter a 4+, it’s fine, healing 2 lost Health.
some mysterious event. On 1–3, it instead does 1 damage
The dice will decide! to the consuming character.

64
16: No Luck. You find no items 23: The Gray Pilgrim. You meet a
or info, but at least you don’t lose strange old man who appears to
anything or suffer any injuries. be more than what he seems. He
challenges you to match wits with
21: Rumors. Some rumors may be him. If you make a 9+ INT check,
true, but how to sort out which ones? he gives you a map that aids you
Make an 8+ CHA check. On a success, on your next Journey check. On a
gain 1 QP. On a failure, lose 1 QP. success, you can flip the results
on the Journey table. On a failure,
he steals one year from you.
Permanently lose 1 Health.

24: Fae Touched. You meet a party


of Fae travelers who ask you to
journey into the Fae realms with
them. If you accept, they reveal your
true nature to you! You immediately
gain the Fetch trait (see Chapter
22: Bitter Enemies Appear. Some 2). If you refuse, they trick you into
of your bitter enemies show up and drinking a Faerie draught; make
attack! Set up a battle on a 12" x 12" an 8+ CON check or start the
board or map. Randomly select next battle at -2 Health.
another party member or hireling to
help you. The two of you must face If the same PC rolls this result
1D6 Tiers of Bitter Enemies. Fight multiple times, they meet a different
at least 3 rounds of combat before party of Fae who rewards them with
deciding to flee or stick it out. Roll +1 QP if they make an 8+ CHA check.
on the Post-Battle survival table
as normal if you’re taken out. 25: Rusty Junk? You find what you
think is rusty junk. Make a 9+ PER
If you have no Bitter Enemies, you check. On a success, you find a
instead make a 9+ DEX check to minor magic item hidden among
escape unknown pursuers. If you the dross. On a failure, you throw
fail, you hurt yourself trying to get it away and get nothing.
away and start the next battle
down a number of Health points 26: Better Than Nothing. You
equal to your negative results. find a damaged item equal to one

65
selection from the Gear section of supplies before they rocket in price.
Chapter 2. Make a 9+ INT or DEX On a success, add 1 QP to your
check to repair it. If you succeed, treasury. On a failure, deduct
you can give it to any model in 1 QP from your treasury.
your band. If you fail, it’s junk.
35: Moon Calendar. You acquire
31: Town Crier. More than a mere a rare Moon Calendar. Subtract
rumor, you learn some bit of news 1 QP and gain +1 on your next
that might help your band. Make an check to determine a scenario’s
8+ CHA check, and on a success, lightning conditions.
gain +1 QP for your band.
36: Gambling Again. There’s
32: Veterans’ Fund. A beggar nothing like a bit of degenerate
claiming to be a veteran of the last gambling to really feel alive. Make
war asks for help. Make an 8+ CHA an 8+ PER check. On a success,
check. On a success, you discern win 2 QP; on a failure, lose 3 QP. If
his story is true and gain 1 QP. your band does not have 3 QP in its
On a failure, you run afoul of current cache, the character is dealt
another con. Lose 1 QP. with harshly. Roll on the Post-Battle
injury table for them. Treat any 1s,
33: Sad Menagerie. You come upon 2s, 5s, and 6s on the tens die as 3s.
a sad menagerie of mistreated
beasts. You can ignore their plight or 41: Old Friend/Old Flame. An old
attempt to free them. If you ignore acquaintance (or perhaps more
them, you gain nothing. If you try to than that) shows up in an unlikely
free them, make an 8+ STR check. spot. Make a 7+ CHA check or miss
On a success, you free them and the next battle as the two of you
gain a Beast Companion for the next reminisce about the old days. If you
battle only. On a failure, you take succeed with 3+ results, they join in
your negative results in damage, the next battle! Build them using
starting the next battle injured. the Companion rules, but give
them +1 extra trait.
34: Whispers in the Market. The
Merchants Guild members whisper 42: Recruited. Recruiters from
of a coming trade war. Make an the local kingdom’s military
8+ INT check to correctly time the establishment recruit you for
markets and purchase the right service. If you turn them down,

66
they get a good look at you and 46: Nice Find. You find an item
record your name. If you roll this equal to one selection from the
result again for the same PC, they Gear or Weapons section of
are press-ganged into serving and Chapter 2.
miss the next battle. If you accept,
you gain +1 QP but arrive late to 51: Fresh Provisions. You track
the next battle, showing up at down fresh provisions for your
the beginning of round 3. band. As a result, one of your
injured band members heals faster
43: The Last Unicorn? You meet a than expected. Choose an injured
rundown, talking horse who claims model and reduce their number of
to be the mythical Last Unicorn. She campaign turns out of action by 1.
begs you to free her from captivity. If none of your models are currently
If you agree, make a 7+ DEX check. injured, gain +1 QP.
On a success, you free her and
she transforms before your eyes. 52: Procession. You come across
Gain +1 Fate for you or another a funerary procession for some
PC in your party for the next battle recently dead fighter. Is the
only. If you fail, you’re arrested for deceased someone you knew,
attempted horse thievery. or perhaps a foe from your last
Pay 1 QP for your bail. battle? You get a chance to speak
to one of the processioners. Play
44: Singing Lessons. After out this interaction using the NPC
having one too many ales, you’re interaction rules presented
conned into taking some singing at the end of Chapter 3.
lessons. Subtract 1 QP. If you ever
acquire a magic weapon with the 53: Friendly Druid. You meet a
Singing quality, you harmonize friendly Druid. Make a 7+ CHA
with it beautifully and it does check. On a success, you gain a
+1 extra damage. free Move at the beginning of your
next battle fought in a wilderness
45: Quality Components. You or natural environment.
acquire some high quality spell
components for your party’s 54: Training Schools. You connect
spellcasters. Each of them enjoys with an academy or school. You
a Boon on one of their casting may adjust your next advancement
checks in the next battle. roll up or down by +/-2.

67
55: That Ranger Fellow. If you’re convince them to join you for the
forced to retreat during your next next battle? Make a 6+ CHA check.
battle, all the party’s models gain On a success, they join you for one
a Boon on the check to do so and battle. Randomly decide their class
may retain any objective markers and build them as a starting PC
and personal items. with two advances.

56: Cheap Help. You find a 62: Holy Places. The city you find
desperate Hireling willing to work for yourself in is rife with temples and
cheap. Gain a free Companion for places of worship. Whether you’re
your next battle. Build them using spiritual or not, you find some
the Companion rules from Chapter peace in their shadows. Gain +1 QP.
2. If you win the battle, select a
PC to make a 9+ CHA check. On a 63: Houses of Healing. You find
success, the Hireling becomes a a connection in your current city’s
permanent party member. House of Healing. Restore a lost
stat point on one character. If none
61: Old Companion. You come of your PCs are down a stat point,
across an old companion from you can save this result for a time
past adventuring days. Can you when one of them is.

68
64: Odd Jobs. You earn +1 QP D66 Result
helping out around town. On a
11: Explosive failure! Your magical
successful 8+ stat roll of your
researches or your attempts to
choice, you earn an extra +1 QP.
commune with a higher power fail
spectacularly! Make a 9+ CHA or
65: Nicer Find. You find a minor
INT check. On a failure, you suffer
magic item! See Chapter 2 to
the permanent loss of 1D6 Health,
determine its nature.
or if you choose, one random spell
which you can never learn again.
66: Relic Weapon. You find a
seemingly rusted or ruined old
12: Unwanted Attention. Your failed
weapon in a forgotten corner of
dabblings have attracted some very
an ancient armorer's shop, but
sinister attention. Roll 1D6 after you
something about it catches your
set up your next battle. On the result
eye. If you have it, spend 1 QP. You
of a 1, add a Lesser Devil from
buy the old weapon and it turns out
Chapter 5 to the enemies you will
to be magical! Randomly generate
face. This creature will attack you
its type and nature using the
exclusively unless attacked by
rules in Chapter 2.
one of your companions.

MAGICAL OR DIVINE 13: Bad Karma. The wise say you


INVESTIGATIONS make your own luck, and sometimes
Your magic-user explores the it’s bad. Make a 9+ CHA or INT
esoteric aspects of their environs. check. On a failure, you suffer a
Perhaps they seek some hidden Bane on your first spellcasting
insight into a long unsolved magical check of the next battle.
mystery, the key to unlocking a
new spell, or the means to aid an 14: Magical Mutation. Your
afflicted or deceased comrade. research reaches the dark corners
No matter what, these delvings of the magical world. You manifest
can lead them to greater power a weird mutation. Roll 1D6: 1: Tail,
and enlightenment, or down a road 2: Forked Tongue, 3: Brimstone
toward madness and damnation. Stench, 4: Red Eyes, 5: Third Eye,
6: Six Fingers. No matter the
mutation, you suffer a Bane on
any NPC non-combat interaction
checks not on this table.

69
15: Grimoire Dust. Make a 9+ CON If you have as yet have no Bitter
check. If you succeed, you gain a Enemies, you instead suffer the
Boon on your next casting check. Accused! result from #21.
If you fail, you suffer a permanent,
hacking cough that gives you a 23: Mirror Curse. Your study of
Bane anytime you try to hide. arcane mirrors bears bitter fruit.
Anytime you enter a non-natural
16: Flirting With Disaster. Your environment, roll 1D6. On a 3 or
misplaced actions nearly crossed less, a mirror rests in the middle of
the line, but you escaped with your a random wall. Anytime you pass
life (and soul) intact! Make a 9+ within 6" of it, you must make a
CHA or INT check. On a failure, 9+ CON check. On a success, you
your party loses 1 QP. gain +1 QP. On a failure, you’re
shunted 2D6" in a random direction
21: Accused! Your ill-conceived (ignore walls and other barriers)
activity leads to harsh accusations and knocked down.
from the local magical guild or
temple servants. This uproar will 24: Haunted. A nameless spirit
haunt you and those you associate haunts you until the end of the
with. Make a 9+ CHA or INT check. next battle, giving you a Bane on
On a failure, your party loses 1 QP. all checks that lasts the first two
rounds of that battle. If you choose
22: Bitter Enemies Appear. Some to confront them, use the NPC
of your Bitter Enemies appear from interaction rules from the end of
nowhere and attack! Set up a battle Chapter 3 to determine the nature
on an appropriate 12" x 12" board or of this meeting. If you succeed on
map. Select another party member your check, the Bane is removed
or hireling to come to your aid. The and the spirit grants you insight
two of you must face 1D6 + 1 Tiers into coming events. If you fail, the
of Bitter Enemies. You must fight haunting lasts an +1 extra round.
at least three rounds of combat
before deciding to flee. Roll on the 25: Lost Texts. While rifling
Post-Battle survival table as normal through the belongings of a recently
if you’re taken out. Gain +1 QP for deceased magical savant, you
fighting the battle, and another have a chance to discover hidden
+1 QP if you win! knowledge, or hidden danger.
Make a 9+ CHA or INT check.

70
On a success, gain a random spell hidden fastness. Finding this stone
scroll. On a failure, you start the edifice, you come across some
next battle with damage equal cryptic writings that may have been
to your negative results. hers. Make an 8+ INT check. On
a success, you gain the one-time
26: Puzzle. You stumble across a ability to remove a petrification
magical or ontological puzzle that condition from a character. You
has bedeviled philosophers for can use this immediately or save
generations. Make a 9+ CHA or it for a later use. If you fail, your
INT check. On a success, gain +1 sloppiness may attract the attention
Legendary QP. On a failure, deduct of the Odesoni herself or another of
1 Legendary QP. If your party has her Medusa minions. On your next
no current Legendary QP, deduct Wandering Monster check of a 1,
1 QP from any future earnings. a Medusa shows up!

33: The Gray Pilgrim. You meet a


strange old man who appears to
be more than what he seems. He
challenges you to match wits with
him. If you make a 9+ INT check, he
gives you a lodestone that aids you
on future Weird Event checks. On
a success, you can flip one future
result rolled on the Weird Events
table. On a failure, he steals one year
from you. Permanently lose 1 Health.
31: Raven’s Tidings. You overhear
a magical messenger squawking 34: The Bandersnatch Bindery.
some garbled news to a dozing This renowned chain of book
crone. Could this have import for makers has a sale! Make a 9+
your own party’s doings? Make an CHA or INT check. On a success,
8+ INT check, and on a success, you find a mislabeled tome with
gain +1 QP for your band. valuable knowledge. Gain +1 QP.

32: The Odesoni Knows. Odesoni, 35: Bane Lore. You learn an arcane
the stone mother of all Medusae, is secret to defeating a deadly and
said to have once dwelt in a nearby monstrous foe. Choose one

71
creature with the Nemesis role or 43: Secret Society. You are
a creature of Tier 8 or higher. In a anointed into a secret society or
future battle against that creature, sect. Make an 8+ CHA check after
you may use a special action to each battle and gain +1 QP.
invoke this secret and the power it
unlocks by making a 9+ INT check 44: Higher Mysteries. You discover
at that time. On a success, everyone meta-magical feats beyond those
in your party gains a Boon on their your old masters taught you. Can
next attack, defense, or spellcasting you master them? Make a 9+ CHA
checks against this creature. or INT check. On success, gain a
Boon on one of your spellcasting
36: Fool's Scroll? You find what you checks each battle.
think is a great deal on a magical
scroll. If you wish, pay 1 QP, then 45: Magical Renown. Your presence
make an 8+ CHA or INT roll. If and accomplishment grant those
you succeed, the scroll is indeed around you good fortune. On a
magical. Use the rules in Chapter 2 successful 8+ CHA or INT check,
to randomly determine its nature. gain +1 QP.
If you fail, its powerless, but at
least suitable for framing! 46: True Name. You gain a piece of
a powerful creature’s True Name.
41: A Scrap of Knowledge. You Even this is enough to aid you
gain a scrap of knowledge useful against them. The next time you
to your power progression. The next face a creature with the Nemesis
time you roll on the advancement role, you gain a Boon on your first
table, you can adjust the result attack, defense, and spellcasting
up or down by 1. checks you make against them.

42: Key Knowledge. You read 51: Vikra's Vaunted Vial. You root
multiple texts or speak to other around a little curio shop and find
practitioners and gain more insights a forgotten vial containing the tears
into your inner power. The next time of a long-dead goddess, Vikra the
you roll on your advancement table, Sky Matron. While only a single drop
you can adjust the result up or remains, it is nonetheless potent.
down by 1D6. This vial takes up one gear slot, and
you can use a free action to quaff
its contents or give them to an ally

72
within 2" of you. The magic restores cost. Each time you use it, you must
2D6 + 1 Health. One use only. permanently lose 1 Health. This
ability allows you to leave combat
You can only find this item once without suffering free attacks.
per campaign. If you roll this result
again, replace it with a 7+ CHA or INT Every time you roll this result after
check, and on a success gain +1 QP. the first time, you can choose to
take it again or not. If you take
52: Procession. You come across it again, you can use the ability
a funerary procession for some another time during the battle, but
recently dead spellcaster. Is the each use permanently drains 2
deceased a stranger to you, or Health, and so on with subsequent
perhaps a one-time rival from your selections of this ability.
apprenticeship? You get a chance to
speak to one of the processioners. 55: Elementalist. You gain a Boon
Play out this interaction using the on any attempts to use the Charm
NPC interaction rules presented spell against an Elemental foe.
at the end of Chapter 3. You also gain +1 on any defense
checks against Elemental foes. If
53: Tarnished Lamp. Rummaging you roll this outcome again, you
through some old junk, you find a instead gain a chance for a random
tarnished lamp. Roll 1D6. On a 6, a stat boost: Make an 8+ INT or CHA
Djinni dwells within. It is within their check. On a success, roll 1D6: 1–2:
power to do one of the following for +1 STR, 3–4: +1 DEX, 5–6: +1 CON.
you or an ally: remove a permanent
condition like petrification, raise 56: Touch of Power. While deep
the dead back to life, or grant in study, a chance meeting with a
you or an ally a permanent wandering madman bears some
Fate point or +5 Health. fruit. While others in your vicinity
treated him unkindly, you offered
54: Portals. Your study of Astral him refreshment and succor. In
Space results in the occasional thanks, he touches your staff or
ability to travel without moving. weapon and it briefly glows with
Once per battle, you can spend a mighty light. You gain 2 free
a Fate point to place yourself Boons on one check of your
anywhere on the battlefield. This choice during your next battle.
power does not come without great

73
You can only have this interaction of magical might. Make a 7+ CHA
once per campaign. If you roll or INT check. On a success, you
this result again, replace it with earn +1 QP.
a 7+ CHA or INT check, and
on a success gain +1 QP. 64: Visitation. A god, devil, force of
nature, or other powerful spirit visits
61: Death’s Secret. You gain you. Roll 1D6. On a 6+, you intrigue
the knowledge and implements them enough to grant you a slightly
necessary to attempt a one time longer life by mortal reckoning. You
ritual to bring a slain comrade gain 1D6 permanent Health.
back from the dead. Make a 9+
CHA or INT check. On a success, 65: Spell Lore. Whether through
a character who died during the extensive research or fervent prayer,
campaign is brought back from the you discover the insight needed to
dead! On a failure, this powerful and attempt to learn a new spell. Make a
risky magic costs you the permanent 7+ CHA or INT check. On a success,
loss of one point of CON. You do not select a new spell that you now
have to use this immediately; you know moving forward. If you score
may save it for just the right time. 5+ results on your check, you may
If you choose to save it, make a select and cast without penalty
note on your character sheet. a spell you would normally suffer
a Bane on casting.
62: Remove Curse. You gain
the knowledge and implements 66: Follower. No matter how you try
necessary to remove a cursed to dissuade them, a lesser member
condition like petrification. Make an of your order decides to follow you
8+ CHA or INT check. On a success, on your adventures. Build them
a character who has been petrified using the rules for Companions
or cursed in some other way can be in Chapter 2, including the Hedge
returned to normal. You do not have Wizard trait from that chapter. They
to use this immediately; you may now count as a party member. You
save it for just the right time. If you can only ever have one follower.
choose to save it, make a note
on your character sheet. If you roll this result again while
you still have a follower, replace it
63: The Contest. You are engaged with a 6+ CHA or INT check, and
by a rival in a non-lethal contest on a success gain +1 QP.

74
BATTLE SETUP Destruction
Your party must destroy a specific,
Each time you play a game, you will
centrally located building, statue, or
proceed through a series of steps
other valuable and powerful object.
to set up and play your battle. Each
It has 7+ resistance (8+ vs. ranged
step offers random options for
attacks), Heavy Armor (-2), and
you to roll, or if you have a specific
40 Health. Destroying this object
element in mind, select it.
earns your party +2 QP, and more
importantly removes any remaining
Step 1: Motivation
foes from play as they flee in
• 1: Chance Battle despair of its loss.
• 2: Destruction
Your foes defend the item with
• 3: Escape
great zeal. Deploy two Tiers worth
• 4: Excavation of enemy models within 6" of the
• 5: Raid objective, and deploy the rest
• 6: Rescue according to the normal rules
presented in Step 4.

Chance Battle
You can also use a special action
While hunting for lore or treasure,
to search the immediate area within
your party stumbles upon a group
3" of it for magical treasure. On a
of creatures or foes and violence
PER check of 9+, you find one!
ensues. Set up five distinctive
terrain pieces on the board, spacing
If you finish the game in possession
them far enough apart to cover
of any items your party gains +1
most of a roughly 2' x 2' area. Place
QP per item. Roll 1D6 for each
five treasure tokens, one in each
to determine if any of them are
structure or terrain piece.
magical. On a 5+, they are! Use the
rules presented in Chapter 2 to
Each treasure token you control at
determine an item’s magical nature.
the end of the battle is worth 1 QP.
Also make a 1D6 check for each
Escape
treasure token you control. On a
Your party has secured some treasure
roll of 6+, it’s also a magic item.
and now they must escape to safely
reap their rewards. Assign a treasure
token to three of your characters.

75
Each one costs 1 gear slot to carry, Your party must spirit the item off of
and each one is worth 1 QP. the opposite board edge to secure
victory. Doing so also gains them +1
You start on a random board QP. Randomly determine what type
edge and must exit off of the of magic item your treasure is using
opposite board edge. the rules presented in Chapter 2.

At the end of the scenario, roll 1D6 You can also task party members to
for each treasure token your group search each site for lesser treasures.
holds or successfully carries from They must use a special action and
the battlefield. On a 5+, a treasure make a 9+ PER check. On a success,
token is also a random magic they find 1 QP worth of booty
item. Use the rules in Chapter 2 costing 1 gear slot to carry. Once
to determine its nature. you discover a lesser treasure at a
site, it counts as being picked clean.
Excavation
You search for some lost magical Raid
treasure. Set up five distinctive Rumors and legends have placed
terrain pieces on the board, spacing your party on the trail of a valuable
them far enough apart to cover item located in a specific structure
most of a roughly 2' x 2' area. When in your immediate area. Place
one of your PCs enters one of the this structure in the center of your
five sites, they can use a special board or map. Your foes defend
action and roll 1D6. On a result of it. Place a single treasure token in
a 6+, they have found the item and the center of this structure. This is
also count as having secured it. the objective. Setup a number of
The item takes up one gear slot. other terrain features or structures
Once you search a site and fail, around it, spacing them far enough
mark that site off. If you get to the apart to cover most of a roughly
last unsearched site without having 2' x 2' area.
found the treasure, it rests within
this final location. One of your PCs The item is magically locked in
must still enter the site and use a place and requires an extended
special action to secure it. 7+ INT check (6 total results) to
unlock it so that it may be moved.

76
Your goal is to secure this item They are not fighters and possess
and spirit it off of your deployment no real weapons. Assume the
edge. If you manage this, your commoners have set up rough
party gains +1 QP, and roll 1D6 to barricades that have held until now.
determine the item’s nature: Unless they leave the structure, your
foes cannot contact or attack them
• 1–4: Rare Item (+1 extra QP) until the beginning of Round 2.
• 5–6: Magic Item
Depending on how many commoners
you roll, break them into two or three
If it is a magic item, roll its type using small groups and assign them one
the rules presented in Chapter 2. initiative chit per group. They cannot
move until Round 2. Once they see
Rescue that rescue is a possibility, their
Your group has been engaged to primary goal should be to run toward
patrol the hinterlands of some the safety of either of your party's
prosperous, but embattled, deployment edges.
community. Break your party into
two subgroups, then place each The primary goal of your foes will
one on a random table edge. A cry initially be to slay commoners. Once
goes up! A horn sounds! A nearby they see and contact your PCs, they
settlement, farmstead, outpost, or will shift their focus appropriately.
other inhabited structure is under
attack by raiders. Place this key You gain 1 QP for each commoner
location in the very center of you can escort off of one of your
your board or map. deployment edges. The battle ends
when the last commoner is either
Place 1D6+1 Commoner models rescued or slain.
within the structure, and array your
Step 2: Location
foes 6" around it. Here is the basic
and Darkness
profile for the Commoner models:
Once you roll or select your location,
Commoner you will need to place your terrain
STR+0 | DEX+0 | CON+0 | elements on your board. In addition
INT+0 | PER+0 | CHA+0 to any focal terrain pieces, also
Add +1 to one stat of your choice. consider placing additional bits of
Health: 5 | Move: 4" scatter terrain appropriate to the
setting you have rolled or selected.

77
If your collection is short on terrain, 5: Village. Roll 1d6:
don’t let this stop you! Simply 1–2: Farmstead
conscript household items like bowls, 3–4: Smithy
small card boxes, plastic plants, food 5–6: Town Square
containers, etc., to your cause. And
when you don’t have a ready terrain 6: Wilderness. Roll 1d6:
board or printed commercial game 1–2: Aquatic
mat, nothing works better than a 3–4: Forest/Jungle
black sheet or table cloth! 5–6: Mountain Foothills

City
Your terrain board should contain
at least five buildings with one large
one in the center. Include extra cover
in the form of carts, wagons, shop
stalls, low walls, statues, etc. If it
makes sense for the layout, include
at least one building, room, or
1: City. Roll 1D6: portcullis with a locked door or gate.
1–2: Marketplace
3–4: Sewers Desert
5–6: Tavern Your terrain board should contain
at least five large rocks or boulders
2: Desert. Roll 1D6: with one larger one in the center.
1–2: Caravanserai Include extra cover in the form
3–4: Dune Sea of palm trees, sand dunes, or
5–6: Oasis a caravanserai. If you’re lucky
enough to have museum models
3: Dungeon. Roll 1D6: of appropriately scaled dinosaur or
1–2: Natural Cavern animal skeletons, they also make
3–4: Tomb great cover for a desert scene.
5–6: Mushroom Forest
Dungeon
4: Ruins. Roll 1D6: Your terrain board should include
1–2: Fallen Castle at least five distinctive features.
3–4: Haunted Village This is the classic underground
5–6: Overgrown Temple cavern or chamber. If you have 3D

78
dungeon terrain, now is the time include at least one house or hovel
to use it! If not, many commercial with a locked door or gate.
maps (gridded or non-gridded) will
work for this as well. Combine this Wilderness
base with appropriate boulders, Your terrain board should contain
slime pits, stalagmites, and the at least five large stands of trees
occasional man made structure. or bushes. Include extra cover in
the form of rocks, foliage, small
If it makes sense for the layout, bodies of water, ruined temples,
include at least one passageway overgrown statues, etc. If you rolled
or room with a locked door. the Aquatic setting, do your best to
make half the board some kind of
water feature, and make the feature
dangerous in some way. See Hostile
Environments in the next section
for more ideas on this.

Hostile Environments
and Traps
You can designate certain
structures or terrain sites as hostile
Ruins environments or trapped in some
Your terrain board should include way. If you do, roll 1D6 for each
at least five ruined structures with piece to determine what sort of stat
one larger one in the center. Include test is needed to avoid its danger:
extra cover in the form of low walls,
overgrown rubble, trees and shrubs, • 1: STR
etc. Ruins can also contain areas
• 2: DEX
blocked by locked doors or a portcullis.
• 3: CON
Village • 4: INT
Your terrain board should contain
• 5: PER
at least five small dwellings with
one larger one in the center. Include • 6: CHA
extra cover in the form of stables,
a small copse of trees, or a water Anytime you enter or leave the terrain
well. If it makes sense for the layout, site or move within 2" of it, make an

79
nicely, as will most standard size
foldable flip mats.

If you’re using maps, simply select


a map that has the terrain features
and theme best suited to your
game. A number of companies
make lavishly illustrated RPG maps,
so you will find yourself spoiled by
your amazing number of options.

Darkness
Here’s where you determine
the darkness conditions for the
upcoming battle. Unless you create
8+ check to avoid the hazards. a specific circumstance where
On a failure, treat any negative lighting exists, always assume
results as unsavable damage. Caves, Deep Tunnels, and Tombs are
in full darkness. In the same way,
For watery sites require a Swimming always assume any Taverns or other
check, with any PC or ally wearing busy interior battle areas are well lit.
armor suffering a Bane on the check. For just about all other battle areas,
roll 1D6 on the following chart:
If traps are the source of the hostile
environment, a PC disarms it if their DARKNESS
check garners 3+ results. D6 Result
1–2 Night (Full Darkness)
Your foes will usually be immune to 3 Dusk* (Partial Light)
any hostile terrain. 4 Dawn** (Partial Darkness)
5+ Day (Full Light)
Table Sizes
As we discussed in Chapter 1, *R
 ounds 1–2: Full Light;
depending on your resources and Full Darkness thereafter
space, your boards should be
around 24" x 24". Commercially ** R
 ounds 1–2: Full Darkness;
available folding boards in the Full Light thereafter
30" x 22" size range will also work

80
Example: Stuart wants to determine The following tables provide
the darkness conditions for his encounters through PC Tier 5+, and
coming battle. He rolls a 4 on his assume a party of four adventurers,
1D6 check — the Dawn condition. but you can make adjustments
He will begin the battle in darkness based on your own party’s size and
and it will last two rounds. At composition. The multipliers listed
the beginning of round three, his in the entries indicate the total
adventurers will enjoy full light for number of models of that type.
the remainder of the battle.
If you don’t have all of the models
Ready For The Dark suggested in these tables, make
If your scenario begins in full substitutions, use proxies, or
darkness, you can designate which otherwise come up with figures
members of your party begin with that make the games your own.
lit torches. The Daylight or Light
spells still need to be cast during TIER 1
the course of normal play. D6 Foes
1 Thugrog's Band
Step 3: The Opposition (Goblin Shaman, Goblins x6)
If you haven’t devised a scenario 2 Firescale's Fiends
with a specific opposition in mind, (Kobold Sorcerer, Kobolds x6)
craft a group of foes roughly equal 3 Unliving Horde
to your band by making a 1D6 roll (Skeletons x4, Zombies x6)
on the table appropriate to your 4 Dungeon Vermin
party's power level. Consider the (Giant Centipedes x2, Giant
average Tier level of your party. For Rats x8, Giant Spiders x2)
example, if your party comprises
5 Bandit Raiding Party
four characters of Tiers 3, 2, 2,
(Human Bandits x8)
and 1, that’s an average of Tier 2.
6 Nature's Vengeance
Now multiply that average by the
(Wolves x4, Dire Wolf)
number of models in your party.
That equals the total number of
Tiers of foes you will face. In the
case of the example cited earlier, it
would be eight Tiers worth of foes.

81
TIER 2 TIER 4
D6 Foes D6 Foes
1 Gobsmack’s Mob (Minotaur, 1 Against the Giants (Giants x3)
Orcs x2, Wolves x2) 2 The Grisly Lab (Golem x2,
2 Unholy Alliance Malefic Meringue x2, Astral
(Chaos Follower, Minor Hunter x2)
Devil, Beast Folk x6) 3 The Haunted Swamp
3 Nature's Wrath (Dire Wolf (Lizardfolk x6, Shambling
x2, Evil Adventurer [Mage], Heap x2)
Wolf x2) 4 Coming of the Goblin Kahn
4 Baba Yaga's Curse (Hag, (Hobgoblins x6, Troll)
Burrowing Hulk, Beast Folk x4) 5 Tremulous Planes
5 Marshland Marauders (Earth Elemental x2,
(Lizardfolk Conjuror, Lizardfolk Burrowing Hulk x2)
x4, Deep Dweller x2) 6 Curse of Manfred Manor
6 Watery Grave (Lesser Water (Ghost x3, Zombies x12)
Elemental, Deep Dwellers x2)
TIER 5+
D6 Foes
TIER 3 1 Firewing (Dragon, Chaos
D6 Foes Knight, Lizardfolk Conjuror,
1 Elemental Fury Lizardfolk x4)
(Greater Air Elemental x3) 2 Gobei Evil-Eye's Court
2 Evil Adventurers (Ovoid Eye-Beast, Troll x2,
(Expert, Fighter, Mage, Priest) Mantle Bat x8)
3 Mythical Monsters 3 Count Orlok's Castle (Vampire,
(Medusa, Minotaur, Ghost, Skeletons x12)
Beast Folk x10) 4 Otherworld War Party
4 Nature's Vengeance II (Ganglion Mind-Hunter,
(Dire Wolves x6) Golem x2, Minor Devil x2)
5 Doom of Old Town 5 Knights of Apocalypse
(Chaos Knight, Chaos (Chaos Lord, Chaos Knight
Follower, Evil Adventurers x2, Chaos Followers x4)
[Fighter, Mage]) 6 Lair of Dark Disciples
6 The Horde (Ogre x2, Goblin (Manticore, Oni Mage,
Shaman, Goblins x6) Human Bandits x3)

82
Once you’ve settled on your base Wandering Monsters
opposition, roll 1D6 and consult Starting after round three, roll 1D6 to
the following table to adjust their make a Wandering Monster check
power level. at the beginning of each new round
before determining initiative. Check
ENCOUNTER BALANCE TABLE
your result on the following table:
D6 Strength
1 +4 Tiers • 1: Tier +2 foe
2 +3 Tiers
• 2: Tier +1 foe
3 +2 Tiers
• 3: Tier +0 foe
4–5 Even strength battle
6 +1 Hireling Companion** • 4+: No new foe

*R
 oll 1D6; on a 1–2, the extra Tier refers to the average PC Tier.
foes are Bitter Enemies from a Any new foe or foes show up on
previous battle. If you have no a random board edge. Be sure to
Bitter Enemies yet, ignore this include a new initiative chit for
result and just add more levels them. Let your collection of foes
of the foes you already settled and creatures guide you in exactly
on for the encounter. what type of threat shows up.
It could be related to the party’s
** R
 oll 1D6; on a 6, your ally is not current enemies, or something
a simple hireling, but rather a completely different.
Tier 2 model from one of your
Respected Rivals. If you have Ramping Up The Danger
no Respected Rivals yet, ignore If you want to increase the danger
this result and add the hireling level of your games, here are two
as normal. dials you can manipulate to make
things harder on your PCs:

Through the first four PC Tiers, the • Increase the roll for no new
max Tier of any one foe should not foes from 4+ to 5+. Tier +0 foes
exceed the average Tier of the party, show up on a 3–4 result.
plus one. So in any encounter,
• Add +1 to any arriving
an average Tier 1 party should
monster’s Tier.
face at most a Tier 2 foe.

83
If a round begins where the PCs models together (i.e., three Kobolds),
control all of the objectives or have place them in a group.
accomplished their primary goal,
and there is no active foe in play, Use the details you have built from
the game ends, and you do not previous steps to help dictate any
make the Wandering Monster roll. special placements. For example,
if it’s a rescue or a raid, place at
Tamping Down The Danger least one or two models on guard
If you’re finding wandering monsters within 6" of the objective.
are showing up too often for your
taste, simply add +1 to all of your Step 5: Roll For
Wandering Monster checks. This Weird Events
means a really dangerous (Tier +2) This step adds unpredictable
foe will not show up, and it will be elements to your game. Roll D66
more likely that no extra foes arrive. to generate some weird ambiance,
effects, or chaotic conditions
Step 4: Model Placement for the coming battle.
Once all of the terrain is in place,
set up your adventuring band D66 Result
on a random board edge. If your 11: Rain of Blood. The blood of
particular adventure or scenario gods or daemons showers down
does not specify model placement, upon the battlefield. Each round at
roll 1D6 for the proximity of each of the beginning of their turn, every
your enemies’ starting placement: PC must make an 9+ CON check
or suffer 1 unsavable damage. A
MODEL PLACEMENT TABLE
spellcaster may use a special action
D6 Result
to make a 9+ CHA or INT check
1 6"
to end this condition.
2–3 12"
4+ Opposite board edge 12: Choking Mists. A foul fog
descends on the battlefield. Anytime
Add +1 to any proximity rolls for a PC or one of their allies charges,
Nemesis and Specialist models. they must make an 9+ CON check
or suffer any negative results as
Place foes in the most logical starting unsavable damage.
positions based on the terrain. If it
seems logical to keep a group of like

84
13: The Dead Keep It. The battlefield any negative results as unsavable
sits on an ancient burial ground. damage. The area remains unsafe
Deploy 3 Tiers worth of Skeletons to any PCs who enter it.
or Zombies along a board edge not
occupied by you or your primary 22: Earthquake. Seismic shifts
foes. They are hostile to you and rock the ground of the battlefield.
indifferent toward your enemies. Anytime one of your foes acts first
during the round, resolve a quake
14: Ball Lightning. Anytime one event. Before your foe takes the
of your foes acts first during the first activation of the round, each
round, resolve a ball lightning strike member of your party must make
against a random member of your an 8+ DEX check or be immediately
party. They must make a 9+ CON knocked down.
check or suffer their negative
results as unsavable damage. 23: Torrential Rains. The terrible
weather makes darkness even
15: Sinkhole. Choose a random deadlier. Make Guard the Light
PC. At the end of their first turn, Checks during Full Darkness
that character must make a 9+ conditions on double 1s, 2s, and
DEX check or suffer 1 damage 3s. Also, all ranged attacks are
and be knocked down. limited to 12" or less during
conditions of normal light.
16: Transposition. After determining
initiative on round 1, switch chits 24: Spectral Thief. Before initiative
between two random models. on round 1, an invisible thief tries to
pilfer a random weapon or magic
21: Traps! The terrain around you item from a random party member!
seems alive with hidden dangers! Have that PC make an 8+ PER
Each time a PC model enters a check. On a failure, they lose the
piece of terrain (building, copse of item for the battle. On a fumble,
trees, crater, etc.) for the first time, they lose it for good!
they must make a 9+ PER, DEX, or
CON check. Success means they 25: Tough Casting. Randomly select
neutralize the danger and are fine. one of your spellcaster characters.
Mark the area safe. No further That character’s spell components
rolls needed for it. Failure means may have been compromised prior
the area is trapped. They suffer to the battle. They must make an 8+

85
INT or CHA check. On a success, 34: Vile Disenchantment. Roll 1D6
their components are fine. On each round for any beneficial spells
failure, they must fight the cast on PCs or allies. On a 4+, those
battle without them. spells remain in effect, otherwise
their effects cease.
26: The Disks of Displacement.
After determining initial model 35: The Gray Pilgrim. Just before
placement for both sides of the the battle, you meet a strange old
battle, switch the positions of two man with a pair of ravens perched
random models, one from each side. on his shoulders. Randomly choose
a PC to match wills with him. If they
31: Sightless Curse. The Sightless make an 8+ CHA check, he shares
Ones are displeased. Choose a a grim augury with them. Should
random player character. They any attack take them OOA in the
must make an 8+ CON check or be battle, they can instead ignore the
Stricken Blind — they suffer a Bane blow and its effects. Keep track of
on all checks until they are dealt the number of times this occurs
an even initiative chit, at which during the battle. They still roll on
point their blindness fades. the Post-Battle table afterward, but
they must take -1 from the tens
32: Fae Curses. The battlefield die for each time they avoided
rests near the threshold between being taken OOA.
the mortal and Faerie realms. The
violence angers them. Choose a 36: Darkness Returns. If your
random PC. They must make an 8+ battle was supposed to take place
CHA check. Success grants them a in Full Light, it instead takes place
Boon on their next 2D6 check, and in Full Darkness. Otherwise ignore
failure curses them with a Bane on this event.
a random stat for the remainder of
the game. If the character is a Fetch, 41: Essence Flows. Magical energies
they gain a Boon on their check. roil about, possibly empowering a
random PC. Roll 1D6; on a 5+, a PC
33: Old Enmities. This battlefield gets +1 PER for the battle.
was once sacred to both Elves and
Dwarves. If you have both within 42: Magical Lightning. Can your
your party, they do not grant each Mage harness this power for the
a gang-up bonus in melee. good of the party? On their first turn

86
(only), they may use their combat 53: Magic Mushrooms. Along the
action to make an 8+ INT or CHA way to the battle, you encounter
check. On a success, a random magical mushrooms that could
enemy model suffers 1D6 damage. enhance your Spell Components.
Make an 8+ INT check to recognize
43: Essence Flows. Magical energies their value. On a success, gain a
roil about, possibly empowering Boon on your first two spellcasting
a random PC. Roll 1D6; on a 5+, checks of the battle.
a PC gets +1 STR for the battle.
54: Essence Flows. Magical energies
44: Blessings Before Battle. roil about, possibly empowering
Before round 1, randomly select a a random PC. Roll 1D6; on a 5+,
PC to make a 7+ CHA check. On a a PC gets +1 CHA for the battle.
success, they gain a Boon to their
first 2D6 check of the battle. 55: Finding the Way. Before the
battle begins but after all models
45: Essence Flows. Magical energies are placed, randomly select one of
roil about, possibly empowering your models to move up to 2D6"
a random PC. Roll 1D6; on a 5+, in any direction you choose.
a PC gets +1 CON for the battle.
56: Essence Flows. Magical energies
46: Forward Scouts. Before the roil about, possibly empowering
battle begins, but after all models a random PC. Roll 1D6; on a 5+,
are placed, move two random a PC gets +1 INT for the battle.
enemy models 2D6" forward.
61: Wondrous Find. A random
51: Essence Flows. Magical energies member of your party finds
roil about, possibly empowering a scroll with the Enchant spell.
a random PC. Roll 1D6; on a 5+,
a PC gets +1 DEX for the battle. 62: Hidden Placements. Before the
battle begins but after all models
52: Time Flux. After initiative chits are placed, move up to two PCs of
have been placed but before q your choice 2D6" in any direction.
begins, swap the highest numbered
chit for the PCs with 63: Blessing of Sight. Choose
the lowest numbered chit for a random PC to make a 7+ INT
their enemies. check. If they succeed, multiversal

87
possibilities unfold to them. current foes, or they will defeat you
Anytime they receive an even (i.e., your party either fled or were all
initiative chit, they can swap it with taken OOA). Starting after round four,
another model’s even chit prior to if you begin a round where no active
the start of the combat round. foes are present on the battlefield
and you roll no new wandering
64: Hidden Treasure. After set monsters, the game ends.
up on round 1, select a random
character to make a 7+ PER check. Consider any objective or treasure
On a success, they notice a hidden tokens not held or controlled by
treasure located at the end of their an active character lost.
first move. It requires a special
action to retrieve and takes up THE POST-BATTLE
1 gear slot. If they finish the battle
When the fighting is over, you
with the item in their possession,
will need to sort out exactly what
they gain +2 QP.
happens to your adventuring party.
Did your fallen members survive?
65: Wondrous Find II. A random
Did your band advance its own story
member of your party finds a scroll
in your campaign? What’s next for
with the Arcane Blast spell. They
them? Read on and find out!
find it at the end of their first turn,
and must use a special action
Part 1: The Fate of
to secure it.
the Fallen
Any of your PCs, companions,
66: Lone Survivor. A survivor
or hirelings who were taken out
of a previous battle with your
of action during the most recent
current enemies joins you on the
battle must make a D66 roll on the
battlefield. Generate them using the
following table to determine their
Companion rules from Chapter 2.
ultimate fate in your campaign. Any
PC injuries sustained from rolling
Step 6: Fight!
on the table below are permanent
Play out a battle using the rules
unless otherwise noted. Stats
outlined in Chapter 3. Then come back
can go into the negatives
here for the Post-Battle segment.
from this process.

Most battles will reach a natural end


Optional Rule: Avoid Death
point. Either you will defeat all of your
If you want a less deadly game, you
88
can burn 2 Fate points to add +1 to 22–23: Lasting Injuries.
the tens die of a D66 check. These Permanently lose 3 Health.
Fate points can come from multiple Your Health cannot drop below
characters in your party, or just one. 1 from this result.
Once they’re burned, they’re gone
for the campaign. 24: Lasting Wounds. Permanently
lose 2 Health. Your Health cannot
D66: Result drop below 1 from this result.
11–13: Dead. This character becomes
one with the universe! Mourn them, 25: One less life. Survive unharmed,
then make a replacement. but permanently subtract one Fate
point from your total.
14–15: Near Death Experience.
This character is grievously injured 26: Bad Health. Permanently
and misses the next 2 battles. In lose 1 Health. You also lose
addition they subtract -1" from their one random item.
Move and lose two random items.
31: The tales of my death…
16: Left For Dead. You awaken Miss the next battle, but return
alive but alone, and stripped of unharmed after that. You also
all belongings — lose all of lose two random items.
your carried gear!
32–34: Nursing minor injuries.
21: Grievous Wound. Roll 1D6: Roll 1D6:

• 1: Missing Eye. -1 DEX. If you • 1–2: STR -1


roll this result twice for the • 3–4: DEX - 1
same character, that character • 5–6: CON -1.
is effectively blind.
• 2: Crushed Chest. -1 CON Diminished stat returns to normal
• 3: Head Injury. -1 INT after next battle.
• 4: Traumatic Flashbacks. -1 PER
35–36: Cheated Fate. Survive
• 5: Horrible Scars. -1 CHA
unharmed, but subtract one
• 6: Crushed Arm. -1 STR Fate point from your total for
the next battle.

89
41: Harrowing visions. Make an place out! Your party must attempt
8+ CHA check or suffer a Bane on to Journey at the beginning of the
one specific stat check (choose next campaign turn.
randomly) throughout your
next battle. 51: Healing, friend? You have a
chance to make friends with the
42: Hobbled. -2" Move for the next local healer. Make an 8+ CHA check
battle only. and gain a Healing Potion (Restore
1D6 + 1 lost Health).
43: Drunkard. Your experiences
drive you to drink in excess. Make 52: Valhalla is real. You survived! If
a 7+ CON check after every battle. you weren’t religious before, you are
If you fail, you cannot roll on any now. If you were a Priest, you’re now
Pre-Battle tables before the next ready to recommit with new zeal.
battle. Each time you roll this You permanently gain +1 Health,
result, increase your TN by +1. but you must “donate” 1 earned QP
from your next two battles to your
44: Squeamish. Your experience god or goddess.
has made you hesitant in battle. You
cannot use the Charge maneuver to 53–55: Just lucky, I guess. You
contact a foe in melee unless you survive unscathed and unharmed.
first make a 6+ CHA check. If you
ever score a critical on this check, 56: Visit with the Gods. Whether real
this condition goes away. or imagined, you briefly journeyed
to the Outer Realms and sought
45: Hardened loaner. You survive, counsel with the Gods. The insight
but your near miss temporarily puts this experience brings allows your
you on the outs with another party party to flip their next D66 check on
member. Randomly choose another the Weird Events table.
PC; you don’t grant them a gang-up
bonus in the next battle. 61–62: Inspiring story. Your
inspiring story of survival buoys
46: Far pavilions. While near your fellow party members. +1 QP.
death, you dreamed of a new place
with hidden treasures. Your ardor 63–65: Even luckier, I guess. You
in describing your experience survive unscathed and unharmed
convinces your party to seek this and earn +1 QP and gain +1 Health.

90
66: Grizzled veteran. Your near- They must be paid 1 QP after each
death experience hardens you. battle they take part in (and survive)
Gain +1 to a random stat. or they will leave your employ.

Disposition of the Dead New Arrival Power Level?


If you retreat from the battlefield or We offer three ways to bring a new
are all taken OOA, the body of any PC into your party:
PC or Companion who was taken
OOA and then died is lost along • Old School :Start them at
with all of their possessions. If you Tier 1 with no extra advances.
held the field, we assume you can • Middle Ground: Start them
get your fallen comrades back to with half the number of
civilization for a proper burial. This advances of your most
means their possessions may be experienced party member.
redistributed to anyone else in your
• Experienced: Start them
party, or given to newcomers.
with the same number of
advances as your most
Anything you don’t immediately
experienced party member.
use can be held in reserve
in a secure location.
Part 3: Bitter Enmity
Part 2: New Blood Now is the time to check if the battle
Replace any character killed during you just finished has earned your
the post-battle with a new character party a Bitter Enemy. Bitter Enemies
using the rules from Chapter 2. This will find a way to turn up again and
costs you 2 QP from your treasury. plague your group. Roll 1D6 on the
You can also choose to retire a table below to check this status:
character and make a new one
ENMITY ROLL
for the same cost.
D6 Result
If a character suffers an injury that 0–2 Bitter Enemy
would cause them to miss a battle 3–5 Just Another Foe
or battles, you can replace them for 6+ Respected Rival
that period with a hireling. Spend 1
QP (consider it a recruitment cost)
and use the Companion rules from
Chapter 2 to create this hireling.

91
The outcome of your battle can They will make a roll on the
affect this roll: Character Advancement Table
every time they earn an advance.
• -1 if your enemy’s
leader survived CHARACTER ADVANCEMENT

• +1 if you slew your enemy 2D6 Result


to the last model 2 +1 to any stat*
3 +1" Move**

Bitter enemies and respected 4–5 +4 Health


rivals can show up again during 6–7 New Trait or New Spell
the pre-battle phase, and if you 8–9 +1 Fate
gain an unexpected ally prior to the 10–11 Title (+1 QP per battle)***
main battle of a campaign round. 12+ Choose the result you wish
It’s also your campaign. You can
always impose game master fiat
* Stats max out at +4
and decide that a certain enemy
or faction would never become a
** A
 character’s Move value
respected rival or bitter enemy.
maxes out at 9"; treat extra
results as +2 Health.
Part 4: Experience
Is The Best Teacher
*** You can earn multiple titles
While your whole party earns QP for over the course of a campaign.
their collective exploits (see earlier
in this chapter), your individual
characters will earn advances for Random Title Lists
their personal trials and triumphs. As your PCs gain new titles, you
can generate them randomly using
PC Advancement the following tables. Simply select
Every two battles each PC survives the appropriate table and roll 1D6
earns them an advance. Four such for the new title name.
advancements equals a new Tier.
You can track your characters’
battles using the boxes on their
individual character sheet.

92
General Priest
1: Baron 1: Bishop
2: Duke 2: Cardinal
3: Earl 3: Cleric
4: Lord 4: Monk
5: Seneschal 5: Penitent
6: Warden 6: Petitioner

Expert Non-Random Advancement


1: Envoy If you prefer the idea of picking
2: Explorer your advances instead of rolling
3: Fixer them, feel free to do so. However,
4: Handler you should limit your stat increases
5: Procurer to every third advance.
6: Seeker

Fighter
1: Armsman
2: Champion
3: Lord Militant
4: Protector
5: Sergeant
6: Warlord

Mage
1: Arcanist
2: Conjurer
3: Magician
4: Warlock
5: Witch
6: Wizard

93
5: Creatures & Foes
Creatures and monstrous [Creature Name]
humanoids form the backbone of
Descriptive text.
any fantasy RPG rogues gallery.
Your adventuring party must risk
Tier X [rough gauge of threat level
danger and death at the hands of
from 1 (least) to 9+ (most)]
creatures and savage peoples from
Base TN: X
out of the mists of legend, lore,
Exceptional TNs
and beyond.

Health: XX | Move: X" | Attacks:


We designed Delves as a player-
Number of attacks, descriptor,
facing game — you will roll dice
and damage
for your adventuring characters
and their allies only. We built their
Gear: Any gear the creature carries
foes as a series of target numbers
(TNs) to make it easy for you to
Role: AI nature
quickly access what you need from
a creature’s stat block. In service to
[any Special Abilities*]
that goal, let’s examine the layout of
a creature stat block right now:

A creature’s base TN covers all of


its stats not otherwise noted on the
next line. For example, a creature
with a base 6+ and no exceptional
STR noted would attack a player
character in melee with its 6+.
If it had no exceptional TN listed
for DEX, it would defend with a 6+.

Certain special abilities will


be listed with a TN and the stat
needed to save against them.
Now let’s look at an actual entry BESTIARY
from the Bestiary:
The following pages list a host of
foes for your PCs to face during their
adventures. While this selection
Minotaur
is extensive, there are many more
Marauding, massive horned beast creatures you can create yourself
who charges headlong into foes by modifying these builds and
with crushing fury. converting them into new creatures.

Tier 3 Notes On Tiers


Base TN: 7+
We use Tiers as a rough reckoner
STR 8+, CON 8+, INT 6+
of creature power. Build your own
creatures and foes by following
Health: 15 | Move: 6" | Attacks:
these steps.
2 x Massive Weapon (+4 damage)

Step 1: The Basics


Gear: Light Armor (-1),
The following aspects help determine
Massive weapon
a creature’s base Tier assignment:

Role: Fighter
• Tier 1
Health 5–10, Max Stat = 7+,
Powerful Charge. +1 damage
Max of 1 or 2 special abilities
on successful charge attack.
• Tier 2
Health 10–15, Max Stat = 8+,
The Minotaur listed above Max of 2 or 3 special abilities
possesses better STR and CON • Tier 3
(8+ vs. its standard 7+) and poorer Health 15–20, Max Stat = 9+,
INT (6+ vs. 7+). It would attack in Max of 3 or 4 special abilities
melee with an 8+, while it would
• Tier 4
defend with its standard 7+.
Health 20–25, Max Stat = 10+,
Max of 4 or 5 special abilities
• Tier 5
Health 25–50, Max Stat = 11+,
no limit on special abilities
Step 2: Set Up the Profile • Depending upon a creature’s
Health, Immunity to morale might
• Assign the model’s main TN also prompt a +1 Tier increase.
at one below its max for its Tier. • If the creature is humanoid and it
• Assign up to two stats a TN makes sense, supply them with
at +1 higher than the main TN. suitable gear. Use your models
• Assign up to two stats a TN and common sense as your
at -1 to -2 lower than the main guide when outfitting these foes.
TN. For beasts or creatures of We should note that massive
limited intellect, feel free to humanoids like Ogres and
set INT values even lower. Minotaurs never suffer movement
penalties from wearing armor or
• Tier 1 creature profiles with
carrying a heavy shield.
fewer than 10 Health per
model should get two, three, • Add or subtract Health as you see
or even four models per Tier 1 fit. Adding 10+ Health to a creature
increment. For example, Giant should raise its Tier by +1.
Rats have 2 Health and count
as 4 models at Tier 1. We note Air Elemental,
this in their profile with a (x 4). Greater
Royal sylph of
Step 3: Add Extras the plane of Air.
Once you have your baseline creature
stats, you can tweak them as follows, Tier 4
noting any Tier increases as you go. Base TN: 8+
DEX 9+, PER 9+
• Creatures should have a default
of 1 attack per round. Assigning Health: 20 | Move: 12" | Attacks:
them more attacks should raise 2 x Shearing Winds (+3 damage), 24"
their Tier by +1 per extra attack.
• Creatures with save or die Role: Champion
powers like Petrification
should be +1 Tier. Flight. Ignore difficult terrain, enemy
zones of control, and falling damage.
• Immunity to normal weapons
should also raise a creature's
Swift. +6" Move
Tier by +1.
(already reflected in profile).

96
Immunity. Immune to damage Bandit, Human
from non-magical attacks.
Desperate criminals seeking plunder.

• Lesser Version: Tier 3, -1 from Tier 1 (x 2)


all TNs, -5 Health, -1 Shearing Base TN: 6+
Winds attack. STR: 7+, PER 7+

Health: 10 | Move: 5" | Attacks:


1 x Medium Weapon (+2 damage) or
Astral Hunter
1 x Short Bow 12" (+2 damage)
Unseen other-planar adversary.
Gear: Light Armor (-1), Short Sword,
Tier 2 Short Bow, Quiver
Base TN: 7+
INT 8+, PER 8+ Role: Fighter/Shooter

• Bandit Lord: Tier 2, +1 to all TNs,


Health: 15 | Move: 6" | Attacks:
+5 Health, Champion role.
1 x Chilling Grasp (+2 damage)
or 1 x Astral Blast (see below)

Role: Shooter
Beast Folk
Hulking, hirsute hybrids
Astral Blast. 8+, 12" vs. DEX, of man and beast.
2 unsavable damage.
Tier 1 (x 2)
Astral Sight. Ignore the effects Base TN: 6+
of Invisibility. STR: 7+, PER 7+

Health: 10 | Move: 5" | Attacks:


Flicker. Counts as Invisible until it
1 x Spear (+2 damage) or
attacks. Roll 1D6 after Astral Hunter
1 x Sling 12" (+1 damage)
attacks, and on a 5+, Astral Hunter
regains its Invisibility. Gear: Light Armor (-1), Spear,
Sling, Bag of Rocks

Role: Fighter/Shooter

Pathfinder. Ignore difficult ground


in wilderness.

97
Burrowing Hulk Role: Fighter

Ground-bursting, bug-like marauder


Armored Body. -1 damage
with a befuddling gaze.

Beast.
Tier 3
Base TN: 8+
Poison Bite. 6+ vs. CON.
STR: 9+, INT 6+
Save or target immobilized.

Health: 20 | Move: 6" |


Wall Crawler. Treat vertical terrain
Attacks: 2 x Claw (+3 damage)
as normal terrain.

Role: Fighter

Armored Carapace. -2 damage


Chaos Follower
Befuddle. 8+ vs. PER. Any target Foot-soldiers of disorder.
in melee must save or lose their
attack action. Tier 2
Base TN: 7+
Burrow. Ignore enemy zones STR 8+, INT 6+
of control and treat impassable,
non-aquatic wilderness terrain Health: 15 | Move: 5" | Attacks:
as open ground. 1 x Medium Blade (+2 damage) or
1 x Short Bow (+2 damage), 12"

Gear: Light Armor (-1)


Centipede (giant)
Role: Fighter/Shooter
Ravenous, man-sized creepy crawler.

Chaotic Charge. Charge move


Tier 1 (x 2)
is 1D6+1".
Base TN: 6+
DEX 7+, INT 4+

Health: 6 | Move: 5" | Attacks:


1 x Bite (+2 damage), Poison

98
Chaos Knight Chaos Lord
Dark champion against the Balance. Anointed commander of disorder.

Tier 4 Tier 7
Base TN: 8+ Base TN: 10+
CON 9+, CHA 9+ CON 11+, CHA 11+

Health: 20 | Move: 6" | Attacks: Health: 30 | Move: 6" | Attacks:


2 x Heavy Weapon (+3 damage) 3 x Heavy Weapon (+4 damage)

Gear: Heavy Armor (-2 damage), Gear: Heavy Armor (-2 damage),
Heavy Weapon Heavy Weapon

Role: Champion Role: Nemesis

Brute. As the PC trait. Brute. As the PC trait.

Chaotic Command. At the end of Chaotic Orders. At the end of the


the Chaos Knight’s turn, randomly Chaos Lord’s turn, randomly select
select one of their allies not already one of their allies in melee combat.
in melee combat. That model That model immediately gains a
immediately gains a free move free attack on its lowest
toward its nearest Health enemy.
enemy. Other Chaos
Knights are Chaotic Counterattack.
immune to If a melee attacker
this effect. misses the Lord, roll
1D6. On a result
Chaotic Counterattack. If of 1 - 4, treat the
a melee attacker misses the negative results
Knight, roll 1D6. On a result as a successful
of 1–3, treat the negative attack on them by
results as a successful the Lord, adding in
attack on them by the the +4 damage from
Knight, adding in the their melee weapon.
+3 damage from their
melee weapon.

99
Deep Dweller Flight. Ignore difficult terrain, enemy
zones of control, and falling damage.
Humanoid hybrids of men and fish.

Infernal Resistance. (Armor,


Tier 2
-2 damage)
Base TN: 6+
STR: 7+, PER 7+

Health: 15 | Move: 6" | Attacks:


2 x Claws (+2 damage)

Role: Fighter

Aquatic. Treat watery terrain as


normal ground. PCs and their allies
suffer a Bane on attack/defense
checks against Aquatic foes when
both are in watery terrain.

Devil, Major
Dark duke from the hellish realms. Devil, Minor
Evil servitor from the hellish realms.
Tier 4
Base TN: 9+
Tier 3
STR 10+, INT 10+
Base TN: 7+
STR 8+
Health: 20 | Move: 8" (F) | Attacks:
2 x Claw (+3 damage)
Health: 15 | Move: 6" | Attacks:
2 x Claw (+2 damage)
Role: Nemesis

Role: Fighter
Blackout. Free action, roll 1D6:
5+, all light sources within 12"
Infernal Resistance. (Armor, -
automatically go out.
1 damage)

100
Dragon, Adult • 1: Flame vs. DEX. +4 damage,
Unsavable
Massive, wrathful, and covetous wyrm.
• 2: Poison vs. CON. +3 damage,
Tier 9 Unsavable, Ongoing (recheck
Base TN: 10+ each turn)
CON, STR: 11+ • 3: Cold vs. STR. +4 damage,
Unsavable
Health: 40 | Move: 10" (F) |
• 4: Fear vs. CHA. Targets Rout,
Attacks: 2 x Claw (+4 damage),
Ongoing (recheck each turn)
1 x Bite (+4 damage), or Breath
Weapon (see below) • 5: Psychic vs. INT. +3 damage,
Unsavable
Role: Nemesis • 6: Flash vs. PER. Targets
blinded (suffer a Bane), Ongoing
Breath Weapon. 10+, all models (recheck each turn)
within 12". Limited. (Must roll 1D6
each turn after first use. Only usable
Flight. Flight. Ignore difficult
again on a result of 5+). Roll or
terrain, enemy zones of control,
choose which type:
and falling damage.

Reach. All melee attacks


have 3" reach.

Scales. As Heavy
Armor (-2).

101
Earth Elemental, Gear: Light Armor (-1), Blade,
Greater Short Bow, Quiver, torches

Craggy captain of
Role: Fighter/Shooter
the plane of Earth.

Finesse Fighter. As PC trait.


Tier 5
Base TN: 8+
Flank Attacker. +4 damage when
STR 9+, CON 9+,
target outnumbered in melee.
PER 6+

Needs Light. Not darkness adapted.


Health: 20 | Move: 6" | Attacks:
2 x Stone Hands (+3 damage) or
1 x Quake (see below)

Role: Champion
Evil Adventurer (Fighter)
Tier 3
Quake. 8+, 12", Up to two targets Base TN: 8+
(within 3" of each other) who fail STR 9+, CON 9+, INT 7+
their DEX check are knocked down.
Health: 15 | Move: 6" | Attacks:
Immunity. Immune to damage 2 x Heavy Melee Weapon
from non-magical attacks. (+3 damage)

• Lesser Version: Tier 4, Gear: Heavy Armor (-2),


-1 from all TNs, -5 Health, Heavy Blade, Quiver, torches
-1 Stone Hands attack.
Role: Fighter

Brute. As PC trait.
Evil adventurer (expert)
Tier 3 Multi-Attack. One extra attack per
Base TN: 8+ turn (already factored in profile).
DEX 9+, PER 9+, CON 7+
Needs Light. Not darkness adapted.
Health: 15 | Move: 6" | Attacks:
1 x Light Blade (+1 damage) or
1 x Short Bow (+2 damage), 12"

102
Evil Adventurer (Mage) Gear: Heavy Armor (-2), torches

Tier 3
Role: Specialist
Base TN: 8+
INT 9+, PER 9+, STR 7+
Needs Light. Not darkness adapted.

Health: 15 | Move: 6" | Attacks:


Spells:
1 x Staff +1 (+1 damage) or
1 Spell (see below)
• Augment. Roll 1D6, on a 3+ an
ally within 3" gains 1 of following:
Gear: Staff, torches
+1 STR, +1 DEX, +1" Move.

Role: Specialist • Heal. Roll 1D6, on a 3+ an ally


within 3" regains 1D6 lost Health.
Needs Light. Not darkness adapted.

Spells: Fire Elemental,


Greater
• Arcane Armor. Turn 1:
Royal denizen
Roll 1D6, 4+ (Armor -1 for
of the plane
the rest of the battle).
of Fire.
• Charm. CHA vs. 9+. Save or
target under Mage’s control Tier 5
during its next turn. Base TN: 8+
• Magical Bolt. 9+ vs. CHA, 24". PER 9+, INT 6+
Save or 2 unsavable damage
Health: 20 | Move: 6" | Attacks:
2 x Burning Hands (+3 damage) or
1 x Fire Bolt (see below)
Evil Adventurer (Priest)
Tier 3 Role: Champion
Base TN: 8+
CHA 9+ Body of Flame. Anyone attacking
in melee must make a 9+ DEX
Health: 15 | Move: 4" | Attacks: check or suffer negative results
1 x Mace (+2 damage) or as unsavable damage.
1 Spell (see below)

103
Fire Bolt. 9+ vs. DEX, 24", +3 damage Ghost
Vengeful spirit of a
Immunity. Immune to damage
long-dead adventurer.
from non-magical attacks.

Tier 4
• Lesser Version: Tier 4,
Base TN: 8+
-1 from all TNs, -5 Health,
-1 Burning Hands attack.
Health: 12 | Move: 6" | Attacks:
1 x Chilling Touch (+2 damage)
+ Spirit Drain
Ganglion Mind-Hunter
Tentacle-faced, shambling hunters Role: Fighter
from beyond the veil of worlds.
Ethereal. Ignore all terrain and
Tier 6 falling damage.
Base TN: 9+
DEX 10+, INT 10+, STR 8+ Immunity. Immune to damage
from non-magical attacks.
Health: 25 | Move: 7" | Attacks:
1 x Medium Blade (+2 damage) AND Spirit Drain. 8+ vs. CHA. On a
1 x Brain Suck or Mind Blast successful melee attack, target
(see below) must save or reduce CHA by -1.

Gear: Light Armor (-1), Medium Blade Undead. Immune


to morale.
Role: Nemesis

Brain Suck. 9+ vs. DEX, If this attack


hits with 5+ results, target OOA and
counts as rolling an 11 on the Post-
Battle survival table. Otherwise, the
attack does its results in damage.

Mind Blast. 10+ vs. CHA, 8",


select a target. That target and
any allies within a 3" radius must
save or be immobilized.
104
Giant Goblin Shaman
Rapacious, towering Wiry and wily practitioner
humanoid marauder. of green-skin hedge magic.

Tier 5 Tier 2
Base TN: 8+ Base TN: 7+
STR 9+, DEX 7+, INT 6+ CHA 8+, DEX 8+, PER: 6+

Health: 30 | Move: 10" | Attacks: Health: 10 | Move: 6" | Attacks:


2 x Massive Club (+5 damage) or 1 x Bone Staff (+1 damage) or
Hurled Object (+3 damage), 12" Spells (see below)

Gear: Massive Club Gear: Bone staff, spell components

Role: Fighter Role: Specialist

Long Arms. Reach 3". Dazzle. 8+ vs. PER, 12".


Target Stunned.
Long Stride. +4" Move
(already in profile). Mana Dart. 8+ vs. CHA, 24".
2 unsavable damage.
Thick Hide. As
Light Armor (-1). Night Fighter. +1 STR/+1 PER
during Full Darkness conditions.

105
Goblin Warrior Golem, Stone
Wiry, smallish humanoids with a Sinister animated statue.
greenish hue and bad attitudes.
Tier 4
Tier 1 ( x 3) Base TN: 7+
Base TN: 6+ STR 8+, CON 8+, PER 6+
STR 7+, DEX 7+
Health: 15 | Move: 6" | Attacks:
Health: 5 | Move: 5" | Attacks: 2 x Stone Hands (+3 damage)
1 x Short Sword (+2 damage) or
1 x Short Bow (+2 damage), 12" Role: Fighter

Gear: Light Armor (-1), Construct. Immune to morale.


Short Sword, Short Bow, Quiver
Immunity. Immune to damage
Role: Fighter/Shooter from non-magical attacks.

Night Fighters. +1 STR/+1 PER Plodding. Cannot charge.


during Full Darkness conditions.

Grizzly Bear
Massive ursine predator.

Tier 4
Base TN: 8+
STR 9+, PER 9+, INT 5+

Health: 20 | Move: 8" | Attacks:


1 x Claw (+2 damage),
1 x Bite (+3 damage)

Role: Fighter

Beast.

106
Hag Role: Fighter/Shooter

Vengeful crone
Brute. As the PC trait.
possessing
hideous
Night Fighter. +1 STR/+1 PER
strength and
during Full Darkness conditions.
dark magic.

Tier 3
Base TN: 8+
STR 9+, CHA 9+
Kobold Sorcerer
Diminutive, red-skinned
Health: 20 | Move: 6" | Attacks: spellcasters with lizard-like
1 x Hag’s Claw (+2 damage) or tails and dog-like snouts.
Hag’s Curse (see below)
Tier 2
Role: Specialist Base TN: 7+
INT 8+, PER 8+
Hag’s Curse. 9+ vs. CHA, 12".
Target must make a CHA check Health: 10 | Move: 6" | Attacks:
or suffer a Bane on any activities 1 x dagger (+1 damage) or Spells
related to their highest stat
(randomize between tied stats). Gear: Dagger, Spell Components

Role: Specialist

Hobgoblin Arrow Bane. Self. Roll 1D6:


On a 3+, Bane on ranged attacks
Elite goblinoid fighter.
vs. Kobold Sorcerer. Spells lasts
until ranged attack hits.
Tier 2
Base TN: 7+
Eldritch Blast. 8+ vs. INT, 24".
STR 8+, CON 8+
2 unsavable damage.

Health: 15 | Move: 6" | Attacks:


Pack Fighter. Attacks do
1 x Heavy Blade (+3 damage) or
+1 damage when the target
1 x Heavy Bow (+3 damage), 24"
is outnumbered in melee.

Gear: Heavy Armor (-2)


107
Kobold Warrior Cold Blooded. Only fail morale on a 5+.

Small, red-skinned humanoids


Spells:
with lizard-like tails, dog-like
snouts, and a tribal bent.
• Augment. Roll 1D6: 4+, 1 ally
within 6" gains +1 to STR TN.
Tier 1 (x 3)
Base TN: 6+ • Mana Blast. 8+ vs. DEX, 18",
DEX 7+, PER 7+ +2 damage.

Health: 5 | Move: 6" | Attacks:


1 x Javelins (+1 damage), 12" Lizardfolk Warrior
Scaled marauders of the underdeeps.
Gear: Light Armor (-1), Javelins (3)

Tier 1
Role: Fighter/Shooter
Base TN: 6+
STR: 7+, CON 7+
Pack Fighters. Attacks do
+1 damage when the target
Health: 10 | Move: 5" | Attacks:
is outnumbered in melee.
1 x Medium Weapon (+2 damage)
or Spear (+2 damage), 12"

Gear: Light Armor (-1),


Lizardfolk Conjuror
Spear, Hand Axe
Scaled maker of magical ways.
Role: Fighter
Tier 2
Base TN: 7+ Cold Blooded. Only fail morale on a 5+.
CON 8+, CHA 8+

Health: 10 | Move: 5" | Attacks:


1 x Light Weapon (+1 damage)
or Spells

Gear: Light Armor (-1), Blade

Role: Fighter

108
Malefic Meringue Manticore
These sinister protoplasmic blobs Legendary
possess just enough rudimentary amalgam
intelligence to know hate. of man, lion,
dragon, and
Tier 4 scorpion.
Base TN: 8+
DEX 9+, CHA 5+, INT 5+ Tier 6
Base TN: 9+
Health: 20 | Move: 4" | Attacks: INT 7+
2 x Pseudopod (+2 damage)
Health: 25 | Move: 6" (F) |
Role: Fighter Attacks: 2 x Claw (+3 damage),
1 x Tail sting (+3 damage) + Poison
Acid Splash. When suffering
a physical attack that results in Role: Fighter
2+ damage, any models within
2" or less of Meringue suffer Flight. Ignore difficult terrain, enemy
1 unsavable damage. zones of control, and falling damage.

Amorphous. Shapeless body can Poison. If sting damages foe,


move through the spaces occupied make 8+ CON check or suffer
by all other models and ignore any +1 damage per round.
enemy’s zone of control. Must end
its move in a space large enough
to accommodate its base.
Mantle Bat
Corrosive. Attackers’ non-magical Light consuming, winged
melee weapons automatically dungeon marauder.
destroyed on attack checks rolling
double 1s and double 2s. Tier 1 (x 2)
Base TN: 6+
DEX 7+, INT 5+

Health: 5 | Move: 6" (F) | Attacks:


1 x Bite (+1 damage)

109
Role: Fighter Petrifying Gaze. 9+ vs. CON, 6".
Save or OOA. Permanent.
Flight. Ignore difficult terrain and
falling damage. Serpent Tresses. 8+. If a foe
successfully attacks Medusa
Light Eater. 6". If the Mantle Bat in melee, they must make a CON
ends its turn in range of any model check or suffer negative results
holding a light source (mundane or as unsavable damage.
magical), make a Guard the Light
check as if they had rolled double
1s or 2s. Only models within its
range are affected. Minotaur
Marauding,
massive horned
beast who charges
Medusa headlong into foes
Snake-tressed with crushing fury.
gorgon with a
deadly gaze. Tier 3
Base TN: 7+
Tier 4 STR 8+, CON 8+, INT 6+
Base TN: 8+
DEX 9+, CHA 9+ Health: 15 | Move: 6" | Attacks:
2 x Massive Weapon (+4 damage)
Health: 20 | Move: 6" | Attacks:
1 x Spear (+2 damage) Gear: Light Armor (-1),
or Petrifying Gaze Massive weapon

Gear: Spear Role: Fighter

Role: Specialist Powerful Charge. +2 damage on


successful charge attack.

110
Ogre Oni Mage
Massive, bad-tempered humanoids Spell-slinging
who usually work as shock-troops humanoid distantly
and bodyguards. related to the
Western Ogre.
Tier 4
Base TN: 8+ Tier 5
STR 9+, CON 9+, INT 6+ Base TN: 8+
INT 9+, PER 9+
Health: 20 | Move: 6" | Attacks:
2 x Massive Weapon (+4 damage) Health: 20 | Move: 8" (F) | Attacks:
1 x Spear (+3 damage, Reach 2")
Gear: Heavy Armor (-2), and 1 x Spell
Massive Weapon
Gear: Massive Club
Role: Fighter
Role: Champion

Good Kickin’. Characters rolling


Battle Caster. May use spells in melee.
double 1s or double 2s on DEX
checks against Ogre’s attacks
Flight. Ignore difficult terrain,
are automatically knocked down.
enemy ZoC, and falling damage.
Ogres do +1 damage on successful
attacks vs. knocked down foes. Cold Blast. 9+ vs. CON, 12",
Up to 2 targets within 3" of each
other suffer 4 unsavable damage.

Illusions. 9+ vs. INT, Roll 1D6


after Oni Mage misses in melee,
on a 4+ foes failing their PER check
suffer a Bane on their next attack
against Oni Mage.

Invisible. 9+ vs. PER, Roll 1D6


after Oni Mage hits in melee;
on a 4+ Oni Mage turns Invisible.

Tough. As Light Armor (-1 damage)

111
Orc Warrior
Martially minded
marauding humanoids.

Tier 2
Base TN: 7+
CON 8+

Health: 12 | Move: 6" | Attacks:


1 x Medium Blade (+2 damage) or
Short Bow (+2 damage), 12"
Floating. Ignore difficult terrain and
Gear: Light Armor (-1), Light Shield falling damage.

Role: Fighter/Shooter Tough Skin. -1 damage vs. attacks.

Brute. As PC trait. Eye Beams. Roll 1D6 twice


each round for which beams
the Ovoid Eye Beast uses:

Ovoid Eye-Beast • 1: Petrify. 9+ vs. CON.


Range 12". OOA. Permanent.
Floating, tentacle-eyed fleshy
orb of doom. • 2: Bolt. 10+ vs. DEX. Range 24".
2 unsavable damage.
Tier 8 • 3: Charm. 10+ vs. CHA.
Base TN: 10+ Range 6". Under control
DEX 9+, CHA 9+ for 1D6 rounds.
• 4: Confusion. 10+ vs. INT.
Health: 30 | Move: 6" (F) | Attacks:
Range 12". Move 1D6" in
1 x Sting (+2 damage),
random direction, no attack.
2 x Eye Beams* (see below)
• 5: Disenchant. 10+ vs. CHA.
Role: Nemesis Range 12". All spells affecting
target end.
Anti-Magic. Any foe within 12" • 6: Disintegrate. 10+ vs. DEX.
of the Ovoid Eye-Beast suffers Range 24". +4 damage.
a bane on spellcasting checks. -1 on survival checks.
112
Rat, Giant Entangle. 10+ vs. DEX. Damaged
targets must save or be entangled.
Dog-sized dungeon vermin.

Reach. Lashing vines have 3" reach.


Tier 1 (x 4)
Base TN: 6+
DEX 7+

Health: 2 | Move: 6" | Attacks:


Skeleton
1 x Bite (+1 damage) + Infection Animated bones of
long-dead warriors.
Role: Fighter
Tier 1 (x 3)
Beast. Base TN: 6+
STR 7+, INT 5+, CHA 5+
Infection. Any model taken OOA
by a Giant Rat’s attack rolls 2 unit Health: 5 | Move: 6" | Attacks:
dice on their D66 check and takes 1 x Medium Weapon (+2 damage) or
the lower result. 1 x Short Bow (+2 damage), 12"

Gear: Medium Weapon,


Short Bow, Shield +1
Shambling Heap
Role: Fighter/Shooter
Highly territorial plant elemental.

Undead. Immune to morale.


Tier 5
Base TN: 10+
STR 11+, INT 8+

Health: 35 | Move: 6" | Attacks:


1 x Lashing Vines (+3 damage)
+ Entangle

Role: Fighter

Plant. Immune to morale.

113
Spider, Giant Role: Fighter

Awful, eight-legged freak of nature.


Regenerate. Regain 1D6 lost Health
per turn. If reduced to zero Health,
Tier 1 (x 2)
this ability shuts down.
Base TN: 6+
STR 7+, DEX 7+, INT 4+

Health: 6 | Move: 6" | Attacks:


1 x Bite (+2 damage) + Poison
Vampire
Long-dead warrior
Role: Fighter returned from
the grave to settle
Beast. accounts or serve
some evil power.
Poison Bite. 7+ vs. CON.
Target saves or suffers -1 STR. Tier 6
Base TN: 9+
Wall Crawler. Treat vertical terrain STR 10+, CHA 10+
as normal terrain.
Health: 25 | Move: 6" | Attacks:
1 x Bite (+1 damage) + Life Drain,
1 x Claw (+2 damage)
Troll
Role: Nemesis
Large, gangly
humanoid with
Curse. Bite victims dropped to
warty, greenish
-2 CON or lower are OOA. During
skin, amazing
the post-battle, they roll the D66
regenerative
twice and take the poorer of the
powers, and a taste
two results. If killed, they return
for human flesh.
as a Vampire spawn.

Tier 4
Life Drain. On a successful bite,
Base TN: 9+
Vampire regains lost Health equal
DEX 7+, INT 6+
to target’s negative results, and
target must make 10+ CON save
Health: 20 | Move: 6" | Attacks:
or reduce CON by -1. If CON drops
2 x Claw (+3 damage)
114
to -2 or lower, target is OOA and • Lesser Version: Tier 4,
possibly cursed. -1 from all TNs, -5 Health,
-1 Smashing Waves attack.
Tough. As Light Armor (-1 damage).

Undead. Immune to morale. Wolf


Tier 1 (x 2)
Base TN: 6+
STR 7+, INT 5+
Water
Elemental,
Health: 7 | Move: 8" | Attacks:
Greater
1 x Bite (+2 damage)
Deep commander
of the plane of Water. Role: Fighter

Tier 5 Beast.
Base TN: 8+
STR 9+ Bounding Charge. Charge range
is +4".
Health: 20 | Move: 6" | Attacks:
2 x Smashing Waves (+3 damage) Pack Fighters. Attacks do
or Drown +1 damage when the target is
outnumbered in melee.
Role: Champion

Aquatic. Treat watery terrain as


normal ground. PCs and their allies Wolf, Dire
suffer a Bane on attack/defense
Tier 2
checks against Aquatic foes when
Base TN: 7+
both are in watery terrain.
STR 8+, INT 5+

Drown. 8+ vs. CON, 6",


Health: 15 | Move: 8" | Attacks:
+3 unsavable damage up to two
1 x Bite (+3 damage)
targets (within 3" of each other).

Role: Fighter
Immunity. Immune to damage
from non-magical attacks.

115
Beast. CREATURES BY TIER
Tier 1
Bounding Charge. Charge range
is +4". • Bandit, Human (x 2)
• Beast Folk (x 2)
Pack Fighters. Attacks do
• Centipede, Giant (x 2)
+1 damage when the target is
outnumbered in melee. • Goblin Warrior (x 3)
• Kobold Warrior (x 3)
• Lizardfolk Warrior (x 2)
• Mantle Bat (x 2)
Zombie
• Rat, Giant (x 4)
Shambling undead corpses
seeking living flesh. • Skeleton (x 3)
• Spider, Giant (x 2)
Tier 1 (x 4)
• Wolf (x 2)
Base TN: 5+
STR 6+, CON 6+ • Zombie (x 4)

Health: 5 | Move: 2D6" | Attacks:


1 x Bite (+1 damage) Tier 2
• Astral Hunter
Role: Fighter
• Chaos Follower
Undead. Immune to morale. • Deep Dweller
• Goblin Shaman
Shambling. Move 2D6" and
• Hobgoblin
cannot charge.
• Kobold Sorcerer
• Lizardfolk Conjuror
• Orc Warrior
• Wolf, Dire

116
Tier 3 Tier 5
• Air Elemental, Lesser • Earth Elemental, Greater
• Burrowing Hulk • Fire Elemental, Greater
• Devil, Minor • Giant
• Earth Elemental, Lesser • Oni Mage
• Evil Adventurer (Expert) • Shambling Heap
• Evil Adventurer (Fighter) • Water Elemental, Greater
• Evil Adventurer (Mage)
• Evil Adventurer (Priest)
Tier 6
• Hag
• Ganglion Mind-Hunter
• Minotaur
• Manticore
• Vampire
Tier 4
• Air Elemental, Greater
Tier 7
• Chaos Knight
• Chaos Lord
• Devil, Major
• Earth Elemental, Lesser
• Fire Elemental, Lesser Tier 8
• Ghost • Ovoid Eye-Beast
• Golem, Stone
• Grizzly Bear
Tier 9
• Malefic Meringue
• Dragon, Adult
• Medusa
• Ogre
• Troll
• Water Elemental, Lesser

117
Appendix: Quick Rules Reference

BASICS WEAPONS
• Roll 2D6 and add the dice Basics of weapons and
together for a total of 2–12. damage ratings.
• Add bonuses from stats or
situational modifiers. Melee Weapons

• All rolls are vs. a target • Light: +1 damage, 1 slot


number (TN). (brace of 3)

• If you succeed on a check or • Medium: +2 damage, 2 slots


contest, we call the amount you • Heavy: +3 damage, 3 slots
succeed by your result.
• Rolling double 6s is a Critical. Missile Weapons
Some traits or situations grant • Light: +1 damage
you extra benefits for this. Range: 6", 1 slot
• If you have a Boon on a check, • Medium: +2 damage
you roll 3D6 and drop the lowest. Range: 12", 1 slot
• If you have a Bane on a check, • Heavy: +3 damage
you roll 3D6 and drop the highest. Range: 24", 2 slots
• Extra Boons or Banes require
extra dice; take the two best Armor
or two worst results.
• Light Armor: -1 damage,
-1" Move, 1 slot
SPEND 1 FATE TO: • Heavy Armor: -2 damage,
• Gain a Boon -2" Move, 2 slots

• Cancel a Bane • Shield*: +1 DEX vs. physical


attacks, -1" Move, 1 slot
• Gain +2" to Move
• Avoid a Backlash
*A
 shield’s move penalty
• Avoid a Fumble combines with other armor.

118
DARKNESS COMMON CONDITIONS
• Scenario generation procedure Immobilized
determines light/darkness • Cannot move or make attacks
status of any kind.
• Models affected by darkness • Attackers automatically hit —
suffer a Bane on all checks defender treated as if they had
• Guard the Light checks prompted a defense result of a 2.
by rolls of double 1s and 2s • Special action to make stat check
against TN of the effect to end it.
WEAPON FUMBLES
When a PC rolls double 1s on their Knocked Down
attack, they could fumble! Roll 1D6 • Must spend 2" of their
to determine what happens: move action to stand up.
• Attackers gain +1 to
• 1: Your weapon shatters
melee attacks.
or breaks!
• 2: Drop your weapon right
Stunned
next to you.
• Stunned models lose their next
• 3: Unsteady grip — Suffer
move or special/combat action.
a Bane on next attack.
• 4+: Just a miss!
No further effect.
ROLL 2D6 TO
It takes a special action to pick up RANDOMLY DETERMINE
a dropped weapon.
A LOCKED DOOR’S TN:
• 2: 12+
If your weapon is magical,
add +1 to this check. • 3: 11+
• 4: 10+
• 5–6: 9+
• 7–9: 8+
• 10–11: 7+
• 12: 6+

119
Index
Advancement Table. . . . . . . . . . . . . . . . 92 • Tripping . . . . . . . . . . . . . . . . . . . . . . . . . 49
Advanced Adventurers. . . . . . . . . . . . . 11 • Unarmed . . . . . . . . . . . . . . . . . . . . . . . 44
AI Rules . . . . . . . . . . . . . . . . . . . . . . 51–53 • vs. AI Models . . . . . . . . . . . . . . . . . . . . 41
• Attacking the Light. . . . . . . . . . . . . . . . 52 • Weapon Fumbles. . . . . . . . . . . . . . . . 43
• Equidistant Models . . . . . . . . . . . . . . . 52 Conditions. . . . . . . . . . . . . . . . . . . . . . . . 45
• Morale. . . . . . . . . . . . . . . . . . . . . . . . . . 53 Critical Success . . . . . . . . . . . . . . . . . . . . 3
• Non-Combat. . . . . . . . . . . . . . . . . . . . . 53 D66 Checks. . . . . . . . . . . . . . . . . . . . . . . . 6
• Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Darkness . . . . . . . . . . . . . . . . . . . . . 40, 80
Banes. . . . . . . . . . . . . . . . . . . 4, 19, 36, 40 Dice Modifiers. . . . . . . . . . . . . . . . . . . . . . 5
Battle Setup. . . . . . . . . . . . . . . . . . . 75–88 Difficult Ground . . . . . . . . . . . . . . . . . . . 37
• Darkness Table. . . . . . . . . . . . . . . . . . . 80 Doors . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
• Step 1: Motivation . . . . . . . . . . . . 75–77 Drinking a Potion . . . . . . . . . . . . . . . . . . 38
• Step 2: Location & Darkness. . . . 77–81 Encounter Balance. . . . . . . . . . . . . . . . . 83
• Step 3: Opposition. . . . . . . . . . . . 81–84 Encumbrance . . . . . . . . . . . . . . . . . . . . . 36
• Step 4: Model Placement . . . . . . . . . . 84 Environmental Hazards. . . . . . . . . . . . . 49
• Step 5: Weird Events . . . . . . . . . . . . . . 84 Entangled. . . . . . . . . . . . . . . . . . . . . . . . . 45
Bestiary . . . . . . . . . . . . . . . . . . . . . 96–116 Expert. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
• Building Creatures. . . . . . . . . . . . 95–96 Extended Checks. . . . . . . . . . . . . . . . . . . 6
• Creatures by Tier . . . . . . . . . . . 116–117 Fate. . . . . . . . . . . . . . . . . . . . . 8, 50, 63, 89
Boons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Climbing. . . . . . . . . . . . . . . . . . . . . . . . . . 37 Flipping D66 Checks . . . . . . . . . . . . . . . . 6
Combat . . . . . . . . . . . . . . . . . . . . . . 41–50 Flying . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
• Breaking From Melee. . . . . . . . . . . . . 44 Fumble. . . . . . . . . . . . . . . . . . . . . . . . 4, 43
• Charging . . . . . . . . . . . . . . . . . . . . . . . . 49 Health. . . . . . . . . . . . . . . . . . . . . . 8, 42, 48
• Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Held Turns. . . . . . . . . . . . . . . . . . . . . . . . 35
• Criticals. . . . . . . . . . . . . . . . . . . . . . . . . 48 Heritage. . . . . . . . . . . . . . . . . . . . . . . . . . . 9
• Damage & Health. . . . . . . . . . . . . 42, 48 Heroic Mode. . . . . . . . . . . . . . . . . . . . . . . 4
• Disarming . . . . . . . . . . . . . . . . . . . . . . . 49 Hiding. . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
• Focused Fire. . . . . . . . . . . . . . . . . . . . . 47 Immobilized. . . . . . . . . . . . . . . . . . . . . . . 45
• Fly You Fools. . . . . . . . . . . . . . . . . . . . . 50 Initiative. . . . . . . . . . . . . . . . . . . . . . . . . . 35
• Fully Defend . . . . . . . . . . . . . . . . . . . . . 49 Invisibility. . . . . . . . . . . . . . . . . . . . . . . . . 39
• Gang-ups in Melee. . . . . . . . . . . . . . . 44 Jumping. . . . . . . . . . . . . . . . . . . . . . . . . . 38
• Grapple . . . . . . . . . . . . . . . . . . . . . 45–46 Knocked Down . . . . . . . . . . . . . . . . . . . . 45
• Melee. . . . . . . . . . . . . . . . . . . . . . . 42–43 Mage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
• Out of Action. . . . . . . . . . . . . . . . . . . . . 49 Magic. . . . . . . . . . . . . . . . . . . . . . . . 18–25
• Ranged. . . . . . . . . . . . . . . . . . . . . . 46–47 • Backlash . . . . . . . . . . . . . . . . . . . . . . . . 18
• Reach. . . . . . . . . . . . . . . . . . . . . . . . . . 44 • Backlash Table. . . . . . . . . . . . . . . . . . . 19
• Shooting into a Melee. . . . . . . . . . . . . 47 • Casting Spells. . . . . . . . . . . . . . . . . . . . 18
• Stat Damage. . . . . . . . . . . . . . . . . . . . 43 • Gathering Power. . . . . . . . . . . . . . . . . . 18

120
• Sacrificing Vitality . . . . . . . . . . . . . . . . 18 • Defender . . . . . . . . . . . . . . . . . . . . . . . . 13
• Spell List . . . . . . . . . . . . . . . . . . . . 19–25 • Drive Back. . . . . . . . . . . . . . . . . . . 13–14
Measuring. . . . . . . . . . . . . . . . . . . . . . . . . 7 • Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Movement. . . . . . . . . . . . . . . . . . . . 36–37 • Extra Attack . . . . . . . . . . . . . . . . . . . . . 14
PER Checks. . . . . . . . . . . . . . . . . . . . . . . 38 • Familiar . . . . . . . . . . . . . . . . . . . . . . . . . 14
Post-Battle. . . . . . . . . . . . . . . . . . . . 88–93 • Fetch . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
• Enmity Roll . . . . . . . . . . . . . . . . . . . . . . 91 • Finesse Fighter. . . . . . . . . . . . . . . 14–15
• Experience. . . . . . . . . . . . . . . . . . . . . . . 92 • Grudge. . . . . . . . . . . . . . . . . . . . . . . . . . 15
• Non-Random Advancement. . . . . . . . 93 • Hard to Kill. . . . . . . . . . . . . . . . . . . . . . . 15
• Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 • Healthy. . . . . . . . . . . . . . . . . . . . . . . . . . 15
Pre-Battle. . . . . . . . . . . . . . . . . . . . . 57–74 • Hedge Wizard. . . . . . . . . . . . . . . . . . . . 15
• Hunt for Resources . . . . . . . . . . . . . . 64 • Lucky. . . . . . . . . . . . . . . . . . . . . . . . . . . 15
• Journey Table. . . . . . . . . . . . . . . . 57–62 • Mighty Attack. . . . . . . . . . . . . . . . . . . . 15
• Magical Investigations . . . . . . . . . . . . 69 • Moving Shot . . . . . . . . . . . . . . . . . . . . . 15
• Privation. . . . . . . . . . . . . . . . . . . . . . . . . 63 • Natural Attack. . . . . . . . . . . . . . . . . . . . 16
• Trading. . . . . . . . . . . . . . . . . . . . . . . . . 64 • Pathfinder. . . . . . . . . . . . . . . . . . . . . . . 16
• Upkeep. . . . . . . . . . . . . . . . . . . . . . . . . . 63 • Professional . . . . . . . . . . . . . . . . . . . . . 16
Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 • Savant . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Rounds & Turns. . . . . . . . . . . . . . . . . . . . 34 • Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Routed . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 • Scrounger . . . . . . . . . . . . . . . . . . . 16–17
Quest Generator. . . . . . . . . . . . . . . . . . . 56 • Shield Bash. . . . . . . . . . . . . . . . . . . . . . 17
Quest Points. . . . . . . . . . . . . . . . . . 54–55 • Skirmisher. . . . . . . . . . . . . . . . . . . . . . . 17
• Awards. . . . . . . . . . . . . . . . . . . . . . 54–55 • Slayer. . . . . . . . . . . . . . . . . . . . . . . . . . . 17
• Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 • Spellcaster . . . . . . . . . . . . . . . . . . . . . . 17
• Legendary. . . . . . . . . . . . . . . . . . . . . . . 55 • Versatile. . . . . . . . . . . . . . . . . . . . . . . . . 17
• Starting QP. . . . . . . . . . . . . . . . . . . . . 54 • Warcaster . . . . . . . . . . . . . . . . . . . . . . . 17
• Treasury. . . . . . . . . . . . . . . . . . . . . . . . . 55 Traps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Starting Profile. . . . . . . . . . . . . . . . . . . . . 9 Treasure. . . . . . . . . . . . . . . . . . . . . . 29–33
Stats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 • Magic Armor. . . . . . . . . . . . . . . . . 31–32
Stunned. . . . . . . . . . . . . . . . . . . . . . . . . . 45 • Magic Weapons . . . . . . . . . . . . . . . . . . 32
Swimming. . . . . . . . . . . . . . . . . . . . . . . . 38 • Major Magic Items. . . . . . . . . . . . . . . . 33
Target Numbers . . . . . . . . . . . . . . . . . . . . 5 • Minor Magic Items. . . . . . . . . . . . . . . . 30
Tier Levels (Enemies). . . . . . . . . . . . . . . 81 • Picking Up. . . . . . . . . . . . . . . . . . . . . . . 29
Traits. . . . . . . . . . . . . . . . . . . . . . . . . . 11–17 • Potions. . . . . . . . . . . . . . . . . . . . . . 30–31
• Acrobat . . . . . . . . . . . . . . . . . . . . . . . . . 11 • Spell Scrolls . . . . . . . . . . . . . . . . . . . . . 31
• Backstabber . . . . . . . . . . . . . . . . . . . . . 11 • Random Magic Items. . . . . . . . . . . . . . 30
• Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Variable TNs . . . . . . . . . . . . . . . . . . 47–48
• Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Wandering Monsters. . . . . . . . . . . . . . . 83
• Brute. . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Weapons & Gear. . . . . . . . . . . . . . . 26–29
• Command. . . . . . . . . . . . . . . . . . . . . . . 12 • Armor. . . . . . . . . . . . . . . . . . . . . . . . . . . 28
• Companion. . . . . . . . . . . . . . . . . . 12–13 • Other Gear. . . . . . . . . . . . . . . . . . . 28–29
• Contacts . . . . . . . . . . . . . . . . . . . . . . . . 13 • Slots. . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
• Counterattack. . . . . . . . . . . . . . . . . . . . 13 • Weapons. . . . . . . . . . . . . . . . . . . . 26–27
• Deadeye Shot . . . . . . . . . . . . . . . . . . . . 13 Zone of Control. . . . . . . . . . . . . . . . . . . . 37

121
122
2D DELVES CHARACTER SHEET

BATTLES
Name Heritage
Class Move
Fate 1 2 3 4 5 6 7 8 9 10 Gear Slots

HEALTH
STR 11 12 13 14 15 16 17 18 19 20
DEX 21 22 23 24 25 26 27 28 29 30
CON Traits
INT
PER
CHA

2D DELVES CHARACTER SHEET

BATTLES
Name Heritage
Class Move
Fate 1 2 3 4 5 6 7 8 9 10 Gear Slots
HEALTH

STR 11 12 13 14 15 16 17 18 19 20
DEX 21 22 23 24 25 26 27 28 29 30
CON Traits
INT
PER
CHA

2D DELVES CHARACTER SHEET


BATTLES

Name Heritage

Class Move
Fate 1 2 3 4 5 6 7 8 9 10 Gear Slots
HEALTH

STR 11 12 13 14 15 16 17 18 19 20
DEX 21 22 23 24 25 26 27 28 29 30
CON Traits
INT
PER
CHA

123
2D DELVES CAMPAIGN SHEET
Campaign Name Treasury Quest Points
Campaign Length Legendary Quest Points
Party Members Notes

Bitter Respected
Enemies Rivals

124
CREATURE/FOE SHEET
Name Tier
Primary TN Move Role
Exceptional TNs
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
HEALTH

19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
37 38 39 40 41 42 42 44 45 46 47 48 49 50 51 52 53 54
Attacks

Special
Abilities

CREATURE/FOE SHEET
Name Tier
Primary TN Move Role
Exceptional TNs
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
HEALTH

19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
37 38 39 40 41 42 42 44 45 46 47 48 49 50 51 52 53 54
Attacks

Special
Abilities

CREATURE/FOE SHEET
Name Tier
Primary TN Move Role
Exceptional TNs
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
HEALTH

19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
37 38 39 40 41 42 42 44 45 46 47 48 49 50 51 52 53 54
Attacks

Special
Abilities

125
2

8
4
4

6
BANDIT BANDIT SKELETON SKELETON SKELETON SKELETON
1

7
3
1

5
BANDIT BANDIT SKELETON SKELETON SKELETON SKELETON
2

2
2

2
PRIEST FIGHTER FIGHTER EXPERT MAGE VAMPIRE
1

1
1

1
PRIEST FIGHTER FIGHTER EXPERT MAGE GHOST

126
127
4

8
8

4
KOBOLD KOBOLD GOBLIN GOBLIN ZOMBIE ZOMBIE

7
3

7
7

3
KOBOLD KOBOLD GOBLIN GOBLIN ZOMBIE ZOMBIE

6
2

6
6

2
2
KOBOLD KOBOLD GOBLIN GOBLIN ZOMBIE ZOMBIE

5
1

5
5

1
1
KOBOLD KOBOLD GOBLIN GOBLIN ZOMBIE ZOMBIE
4
4

ORC CHAOS KNIGHT OBJECTIVE


TROLL EYE BEAST
3
3

ORC 3
CHAOS KNIGHT OBJECTIVE

2
2

2
OGRE
ORC CHAOS KNIGHT OBJECTIVE

1
1

1
ORC CHAOS KNIGHT OBJECTIVE
DRAGON MINOTAUR

128
129
4
FIRE ELEMENTAL MINOR DEVIL GIANT RAT
3 AIR ELEMENTAL FIRE ELEMENTAL
EARTH ELEMENTAL MALEFIC MERINGUE GIANT RAT

2
EARTH ELEMNETAL
WATER ELEMENTAL GOBLIN SHAMAN GIANT RAT

1
AIR ELEMENTAL KOBOLD SORCERER GIANT RAT
MANTICORE WATER ELEMENTAL
INVISIBILITY INVISIBILITY

+1 +1
+1
+1 +1
OBJECTIVE OBJECTIVE OBJECTIVE

OBJECTIVE OBJECTIVE OBJECTIVE

OON OON OON OON OON OON


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OON OON OON OON OON OON

BANE BANE BANE BANE BANE BANE


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ANE

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ANE • ANE • ANE • ANE • ANE • ANE •

Shamrock courtesy of Brian Goff at vecteezy.com


Skull courtesy of Tuye Project at vecteezy.com

130
1
6 2

1
D6
5 3

2
4

3
4

4
5

1 2 3 4 5
6

6 7 8 9 10
11 12 13 14 15
16 17 18 19 20
131
Afterword
I have played a lot of D&D-like RPGs
over the last year and half. Most
often it has been the brilliant Kelsey
Dionne’s Shadowdark RPG. Running
this amazing fantasy game inspired
me to revisit my own work. Twelve
years ago, I published Goalsystem
Delves, a game with the subtitle
“Dungeon Skirmish Role-Play."
I felt like it was time to return to
this particular corner of our hobby
and try again. This time I also took
inspiration from another amazing
game I have played a lot over the
last year or so, Five Parsecs From Home. Five Parsecs, and its fantasy
counterpart, Five Leagues From the Borderland, are procedural skirmish
games meant for solo and cooperative play. I fell in love with solo and
co-op gaming during the pandemic, and so I wanted to build on what I had
already done in Techno-Fantasy Adventure and Super Skirmish Gaming.
I combined my current inspiration with a new 2D6 engine and new
player-facing mechanics. That got me to 2D Delves, and I hope you
enjoy it as much as I have! Roll high!

Scott R. Pyle
May 2024

132
2D Delves gives you the tools
to build a party of fantasy
heroes and guide them through
amazing adventures! This solo/
co-op procedural fantasy system
allows you to tell incredible
tabletop stories with ANY
models in your collection as
the stars. Along with those
models you will need: a
handful of six sided dice,
chits numbered 1 to 20,
a tape measure marked
in inches, a map or small
collection of terrain, and
paper and pencil to track
the action. Our intuitive AI
rules assign your enemy
models simple roles that
govern their reactions to your
heroes’ actions. Play out story-
driven skirmishes right from
this book, or adapt your favorite
dungeon fantasy adventures.
Explore the depths of your
imagination with 2D Delves!

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