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Gear for DangerousDelves

Inventing Your Own Gear

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...

Light - the Torch

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.

ItemCostNotes
Torch (1 Slot)1 GoldCan 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

Armour and Shields

ItemCostNotes
Light Shield (1 Slot)1 GoldCan 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 GoldCan 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 GoldCan protect against Combat Fatigue in Melee or Ranged Challenges
Does NOT require a hand
Heavy Armour (3 Slots)3 GoldCan 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 GoldGain 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 GoldGain 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

Weapons

ItemCostNotes
Sword (2 Slots)2 GoldCan be used to add a dice for Melee Challenges.
Requires a hand
Axe (2 Slots)3 GoldCan 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 GoldCan be used to add TWO dice for Melee Challenges
Requires TWO hands
Greataxe (3 Slots)6 GoldCan 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 GoldCan 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 GoldAdds 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 GoldDoes 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 GoldThe 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.

Real-life bows clearly use two hands but in terms of game mechanics, they only require ONE HAND and you can assume you hold a torch or a holy symbol etc. with the same hand that is holding the bow steady. You cannot use a Shield while using a Bow

Miscellaneous Gear

ItemCostNotes
Rope (1 Slot)1 GoldCan be used to add a dice for Mobility Challenges (if it makes Narrative Sense)
Requires a hand
Good Boots (1 Slot)2 GoldCan be used to add a dice for Mobility Challenges (if it makes Narrative Sense)
Does NOT require a hand
Lockpicks (1 Slot)1 GoldCan be used to add a dice for Mobility Challenges (if it makes Narrative Sense)
Requires a hand
Construction Tool (1 Slot)1 GoldCan 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 GoldCan be used to add a dice for Knowledge Challenges (if it makes Narrative Sense)
Requires a hand
Fancy Cloak (1 Slot)3 GoldCan be used to add a dice for a Social Challenge (if it makes Narrative Sense)
Does NOT require a hand
Incense (1 Slot)2 GoldCan be used against some Demons
Does NOT require a hand
Rations (1 Slot)1 GoldWill be needed by each Hero and each Hireling during Delves when "a long time passes"
Material (1 Slot)1 GoldCan be used by an Alchemist Hireling to repair a damaged Gear Slot or create a Torch or a Club

Please remember you can invent your own items - see the guidelines above for cost and effect.

Magical Gear

ItemCostNotes
Amulet of Protection (1 Slot)3 GoldCan be used against some Demons and Liches
Does NOT require a hand
Holy Symbol (1 Slot)3 GoldCan 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 GoldCan be EXPENDED against Undead and Demons to add a dice in Melee or Ranged Challenges
Requires a hand
Circlet of Knowledge (1 Slot)2 GoldCan be used to add a dice in Knowledge Challenges
Does NOT require a hand
Cloak of Mobility (1 Slot)2 GoldCan 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 GoldCan be used to add a dice in Ranged Challenges
Does NOT require a hand
Wand of Magic Ranged (1 Slot)1 GoldCan be used to add a dice in Ranged Challenges (where Magic Ranged is being added)
Requires a hand
Potion of Antivenom (1 Slot)3 GoldStops on-going Poison Damage. Can be taken anytime.
Potion of Healing (1 Slot)4 GoldRestores 1 Combat Fatigue. Must be taken before drawing a Card or before tackling an Optional Challenge.
Potion of Spell Energy (1 Slot)5 GoldRestores 1 Magical Fatigue. Must be taken before drawing a Card or before tackling an Optional Challenge.
Potion of Spirit (1 Slot)6 GoldRestores 1 Spiritual Fatigue. Must be taken before drawing a Card or before tackling an Optional Challenge.
Potion of Perfection (No Slots)10 GoldRestores 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)

Please remember you can invent your own items - see the guidelines above for cost and effect.

Hirelings Town Features

DangerousDelves by Mick Hand is licensed under CC BY-SA 4.0