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Delve Generator
Region Generator
Hex Mapper
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DangerousDelves REGION GENERATOR (v 00.97)
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DangerousDelves REGION GENERATOR (v 00.97)
Wilderness
Region Generation
Region Name
:
Number of Heroes:
SAVE
RELOAD or LOAD ANOTHER GAME
Regional Monster
Click to add to the selection...
Ghoul
,
Spectre
,
Wight
,
Shadow
,
Vampire
,
Lich
,
Warrior
,
Priest
,
Wizard
,
Thief
,
Cultist
,
Alchemist
,
Basilisk
,
Minotaur
,
Golem
,
Medusa
,
Troll
,
Dragon
Name:
eg. Verminax the Green
Type:
eg. Dragon
Find Regional Monster:
Any King (Trivial)
King of Spades (Normal)
Any Black King (Easy)
All Four Kings (Hard)
GENERATE REGION
Single Hex
Ace
2
3
4
5
6
7
8
9
10
Jack
Queen
King
Diamonds
Clubs
Hearts
Spades
Red Joker
Black Joker
SHOW A HEX
SHOW TRAVEL RULES
FEATURE
HEX ENCOUNTER
HEX TREASURE
RANDOM ENCOUNTER
SHOW FULL DOCUMENT
SHOW/HIDE CARDS
SAVE
Travel Rules
You get to make 5 Actions per day.
Actions 4 and 5 are in the DARK
so you need a Torch or suffer the usual penalties. At the end of the 5th Action you must use a Ration for each Hero & Hireling or they suffer 1 Combat fatigue. Actions are one of the Checks below...
TRAVEL CHECK:
Optional Challenge: MOBILITY. (Costs are Gear or Combat Fatigue)
. You cannot
LEAVE
a Hex (other than the Town Hex) until a Hero has made a successful Travel Check.
FORAGING CHECK:
Decide if looking for Crude Rations or a Crude Torch or a Crude Club.
Optional Challenge: RANGED or KNOWLEDGE (Costs are ANY Fatigue)
. A
FREE SUCCESS
generates 2 Crude Rations while a Success with Cost generates 1 Crude Rations. If you were foraging for a Crude Torch or Crude Materials, only a
FREE SUCCESS
gains 1 of those. Nb. Crude items cannot be sold but otherwise have the same properties
EXPLORING CHECK:
(Searching for a Feature such as a Delve).
Optional Challenge:MOBILITY or KNOWLEDGE
(Costs are Used Gear or Spiritual or Magical Fatigue). Success lets you see if there is a Hex Feature in this Hex.
INFORMATION:
If you have Information about a specific Card Suit matching the Hex you are in or are moving in to, you can use it to give the usual bonus dice to a Check (Travel, Foraging or Exploration – or for Overcoming the Random Encounter). Alternatively, draw two cards and KEEP one (placing it face up under the top card, representing knowledge of what's just ahead. DISCARD the other.
ENCOUNTERS:
An Encounter occurs if a Travel Check, Foraging Check or Exploring Check results in more 1s than 6s. For the first Encounter, click HEX ENCOUNTER to get the one for the specific Hex. For subsequent Encounters in that Hex, click RANDOM ENCOUNTER and one will be generated on-the-fly dependent on the Terrain Type.
SETTLEMENTS:
Villages
only have a Market that can provide items worth 1 Gold (but here they must be bought for 2 Gold). They can provide only a Porter Hireling. A village witch can provide Oracle Services and Healing (-1 to the number of points rolled).
A Manor House
can provide items worth up to 2 Gold (but here they must be bought for 1 Gold more), but can provide Archers, Heralds, Porters, Priests and Warriors. Manor Houses can also provide Healing (-1 to the number of points rolled). Only a Town can provide the full list of goods and services and Hirelings.
History...
DangerousDelves
by
Mick Hand
is licensed under
CC BY-SA 4.0