You can invent any piece of magical (or mundane) gear that supports a single Ability. Typical items of Gear support a single Ability and cost 1 Gold. If you use the rules for DEEPER DELVES, they may contain SPECIAL ITEMS that can support TWO Abilities
If an item supports the use of the SOCIAL Ability, it costs 1 Gold extra.
There are some other properties that can affect an item's cost...
The Torch is a special item that is cheap despite having some additional uses.
If your party has run out of Torches remove 2 dice from the pool. When the number of dice reaches zero, you roll 2 dice and take the LOWEST. When the number of dice reaches BELOW zero, add an extra dice for each minus number and take the LOWEST.
You also cannot Leave the Delve until you face at least one Challenge in an Encounter on a Diamond card and succeed at it. If there are no Diamonds left in the deck, your Hero(es) may never return to the surface!
If you are using the option to include Stairs Up, and you are not at the top level of a Delve, you MAY get lucky and encounter a Way back to the Surface (or up to a higher, less dangerous, level).
You MAY get lucky and wander into an Encounter where there is a Torch as part of the Loot.
You usually get a way out (or up) if you manage to COMPLETE THE DELVE by overcoming the final BOSS.
Item | Cost | Notes |
---|---|---|
Torch (1 Slot) | 1 Gold | Can also be used for Melee and Ranged Challenges, but is Expended, in addition to any other Cost, if used to add a bonus dice and there is any Cost. Requires a hand |
Item | Cost | Notes |
---|---|---|
Light Shield (1 Slot) | 1 Gold | Can be used to add a dice for Melee Challenges if you have a weapon in the other hand. Can protect against Combat Fatigue in Melee and Ranged Challenges. Cannot be used with a Bow Requires a hand |
Heavy Shield (2 Slots) | 3 Gold | Can be used to add a dice for Melee Challenges if you have a weapon in the other hand. Can protect against Combat Fatigue in Melee and Ranged Challenges. Cannot be used with a Bow Mobility Penalty (-1 dice for Mobility Challenges if the narrative requires movement such as climbing, swimming, jumping, running or dodging) Requires a hand | Light Armour (2 Slots) | 3 Gold | Can protect against Combat Fatigue in Melee or Ranged Challenges Does NOT require a hand |
Heavy Armour (3 Slots) | 3 Gold | Can protect against Combat Fatigue in Melee or Ranged Challenges Mobility Penalty (-1 dice for Mobility Challenges if the narrative requires movement such as climbing, swimming, jumping, running or dodging) Does NOT require a hand |
Light Mage Armour (2 Slots) | 3 Gold | Gain 1 Magical Fatigue that cannot be healed while this Armour exists Mage Armour is not bypassed by monster abilities Can protect against Combat Fatigue in Melee or Ranged Challenges Does NOT require a hand |
Heavy Mage Armour (3 Slots) | 5 Gold | Gain 1 Magical Fatigue that cannot be healed while this Armour exists Mage Armour is not bypassed by monster abilities Can protect against Combat Fatigue in Melee or Ranged Challenges Mage Armour does not give a Mobility Penalty Does NOT require a hand |
Item | Cost | Notes |
---|---|---|
Sword (2 Slots) | 2 Gold | Can be used to add a dice for Melee Challenges. Requires a hand |
Axe (2 Slots) | 3 Gold | Can be used to add a dice for Melee Challenges Challenges and possibly in some other challenges such as Mobility if you were chopping down a locked door or a tree to cross a chasm Requires a hand |
Greatsword (3 Slots) | 5 Gold | Can be used to add TWO dice for Melee Challenges Requires TWO hands |
Greataxe (3 Slots) | 6 Gold | Can be used to add TWO dice for Melee Challenges Challenges and possibly 1 dice in some other challenges such as Mobility if you were chopping down a locked door or a tree to cross a chasm Requires TWO hands |
Bow (1 Slot) | 1 Gold | Can be used to add a dice for Ranged Challenges Requires ARROWS Requires only 1 hand but cannot be used with a Shield |
Arrows (1 Slot) | 1 Gold | Adds no dice, but is required in order to use a Bow We don't bnother counting ammunition but are out of ammo when this item of Gear is lost Does NOT require a hand |
Club (1 Slot) | 1 Gold | Does NOT add a dice for Melee Challenges but allows the Melee Ability to be used if you have no other Weapon and do not have any Magic Melee (which can summon a basic weapon) Requires a hand |
Wizard Staff (2 Slots) | 3 Gold | The Wizard Staff is a 2-slot item that can be used to gain 1 dice for MELEE Challenges (as long as your Magic Melee Ability isn't exhausted). You can imagine it as crackling with energy that adds to its damage. It can also be used in RANGED Challenges (as long as your Magic Ranged Ability isn't exhausted). You could imagine it as helping to focus a magical bolt. If a Wizard Staff is used without the use of Magic Melee, it is effectively just a club and allows the non-magical Melee skill to be used, but does not add a dice. |
Item | Cost | Notes |
---|---|---|
Rope (1 Slot) | 1 Gold | Can be used to add a dice for Mobility Challenges (if it makes Narrative Sense) Requires a hand |
Good Boots (1 Slot) | 2 Gold | Can be used to add a dice for Mobility Challenges (if it makes Narrative Sense) Does NOT require a hand |
Lockpicks (1 Slot) | 1 Gold | Can be used to add a dice for Mobility Challenges (if it makes Narrative Sense) Requires a hand |
Construction Tool (1 Slot) | 1 Gold | Can be used to add a dice for Mobility Challenges (if it makes Narrative Sense) A pick or a shovel Could be deliberately smashed to turn it into a Club Requires a hand |
Book of Lore (1 Slot) | 1 Gold | Can be used to add a dice for Knowledge Challenges (if it makes Narrative Sense) Requires a hand |
Fancy Cloak (1 Slot) | 3 Gold | Can be used to add a dice for a Social Challenge (if it makes Narrative Sense) Does NOT require a hand |
Incense (1 Slot) | 2 Gold | Can be used against some Demons Does NOT require a hand |
Rations (1 Slot) | 1 Gold | Will be needed by each Hero and each Hireling during Delves when "a long time passes" |
Material (1 Slot) | 1 Gold | Can be used by an Alchemist Hireling to repair a damaged Gear Slot or create a Torch or a Club |
Item | Cost | Notes |
---|---|---|
Amulet of Protection (1 Slot) | 3 Gold | Can be used against some Demons and Liches Does NOT require a hand |
Holy Symbol (1 Slot) | 3 Gold | Can be used against most Undead and Demons to add a dice in ANY Challenge Requires a hand for most uses but can prevent some penalties just by having one in your party's Gear. Highly Recommended! |
Holy Water (1 Slot) | 1 Gold | Can be EXPENDED against Undead and Demons to add a dice in Melee or Ranged Challenges Requires a hand |
Circlet of Knowledge (1 Slot) | 2 Gold | Can be used to add a dice in Knowledge Challenges Does NOT require a hand |
Cloak of Mobility (1 Slot) | 2 Gold | Can be used to add a dice in Mobility Challenges (if it makes Narrative Sense) Does NOT require a hand |
Ring of Ranged Accuracy(1 Slot) | 2 Gold | Can be used to add a dice in Ranged Challenges Does NOT require a hand |
Wand of Magic Ranged (1 Slot) | 1 Gold | Can be used to add a dice in Ranged Challenges (where Magic Ranged is being added) Requires a hand |
Potion of Antivenom (1 Slot) | 3 Gold | Stops on-going Poison Damage. Can be taken anytime. |
Potion of Healing (1 Slot) | 4 Gold | Restores 1 Combat Fatigue. Must be taken before drawing a Card or before tackling an Optional Challenge. |
Potion of Spell Energy (1 Slot) | 5 Gold | Restores 1 Magical Fatigue. Must be taken before drawing a Card or before tackling an Optional Challenge. |
Potion of Spirit (1 Slot) | 6 Gold | Restores 1 Spiritual Fatigue. Must be taken before drawing a Card or before tackling an Optional Challenge. |
Potion of Perfection (No Slots) | 10 Gold | Restores 3 of any type of Fatigue and takes no slots (write it in the Notes section instead of Gear and it cannot be lost as a cost as it doesn't count as Gear) |
DangerousDelves by Mick Hand is licensed under CC BY-SA 4.0