Professional Documents
Culture Documents
Delve
Second Edition
Delve
Second Edition
4
5
Credits Artwork
Written & Concept Tugsbayer Jamts
Monochrome Monkey Dean Spencer Art
Design & Layout Eric Lofgren
FG Fantasy Publisher’s Choice Quality
Stock Art © Rick Hershey/
Published by Fat Goblin Games.
FeralGamersInc
Dave Allsop
Page Template Daniel Comerci –
Publisher’s Choice Quality Stock Art danielcomerci.com
© Rick Hershey/ Fat Goblin Games
Daniel Comerci – hounworks.
Dungeon Map it
B. Simon Smith 1manstudio.de 2.3
Matt Morrow
Other Maps Artwork © 2008 Jeff Freels,
Nikki Lasarde
Licensed copy of Inkarnate used with permission
Jacob E. Blackmon
JEShields
Claudio Casini
Shaman’s Stockart
Peter Temesi
Delve is copyright FeralGamersInc Ltd, all rights reserved 2018. FG Fantasy is a subsidary of FeralGamersInc.
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Important Note
Delve Second Edition presumes a number of things:
What this means is that if there is a rule that is missing or you don’t like, or you don’t think
works then its up to you to create, ignore, change or remove it. Also we give you total freedom
to create new content for the game, such as places, monsters, weapons, items etc, all we
ask is that you contact us and let us know before you do so we can send you an image, you
can slap on the content so people know we endorse it, if you don’t we will be upset and do
something like invoke copyright law etc.
So we hope you enjoy the game and let us know your thoughts on future products you would
like to see.
Thanks
FGFantasy
7
Contents
Shipwrecked 9
Quick Creator 12
Advanced Creator 13
Choosing a Class 26
Welcome to Cragbarren 55
Wreck Haven 60
City of Stench 85
The City 87
The Tunnels 88
Bestiary 93
8
9
Shipwrecked
You awaken on a beach; the smell of fish and salt fills your nostrils. Your
mouth is full of sand and every bone seems to ache. As you lift yourself up you
look around, where am I? You wonder. Looking back, you see the ocean and a
couple of miles off shore a thick wall of mist obscures the horizon.
The beach is covered in debris, wood, sail cloth, broken barrels and crates.
Amongst the detritus you can see others awakening and looking around. Well
at least your not alone. The land rises into a forest and in the distance drifting
into the sky is a trial of smoke. The forest looks dark and imposing and you
suddenly get a strange feeling, a moment of terror that makes your flesh
crawl. You reach down to your waist and discover your dagger still attached
to your belt, you pat it reassuringly.
As others stand and look around you notice that some have began to search
through the refuge, the last signs that at some point you were aboard a ship.
You decide to help, after all you are all stuck here together may as well work
together too.
So, as you are stuck here you may as well make the most of it and explore
the island, you never know you might find riches and a way off, but I doubt
it, most anyone finds is death.
10
You begin your search You will need to roll three times as you
search, and the result of each roll should be
Now you are stuck on a beach and have checked on the table below. What you get is
nothing except a dagger and your clothes. what you find.
Maybe search your pockets and see what
else you have. To search your pockets, roll Once you have searched your pockets you
a d100 dice. can add the items to your personal inventory
on the character sheet and then with the
Ok so this is where we learn stuff, I hope GM’s help decide what these items do, they
your ready for this. Delve uses dice mainly can be magical or have value both financially
2d10’s, A d10 is a 10-sided dice, these are or sentimentally. If they improve a skill, then
often rolled together with one of the dies it will be no more than 5% or if its magical
being the tens and the other the units, what it will have only 3 charges and be of a 1st to
this means is one of the dies goes from 0-9 2nd level spell.
and the other goes from 10 – 90, with a roll
of 00 meaning 100. So, a roll of 6 on the Once you have finished searching your
unit’s dice and a roll of 7 on the tens would pockets you notice some of the other
be a total of 76. survivors walking over towards you, they are
going to want to know who you are, what will
you tell them?
Each attribute has two boxes the first box is Vitality – A measure of health and
for the base attribute the second box is for resistance. Used to determine hit points
the attribute percentage. The average base and resistance to poison and disease.
Attribute is 10, you then can distribute 10
points amongst them with no Attribute Empathy – A measure of compassion and
starting higher than 15. Once you have charisma. The ability to charm others to
spent your points multiply them by 3 for relate to others that are feeling pain etc.
the percentage number.
Once this has been done you can then go to
So for example you increase your Dexterity either the quick creator or to the advanced
to 13 (10+3 points) and then multiply that creator.
number by 3, which is 3 x 13 = 39%.
12
Quick Creator
The Quick Creator is for those groups that like their games a bit more OSR, this creator
allows you to build classless characters very quickly.
Step 1: Race
The players can each choose a race from the
races available.
Step 2: Attributes
Each player rolls 3d6 for each of their 5
attributes. Once this is done they then
multiply that attribute by 5 to get a percentage
total between 15 and 90.
Step 4: Gear
The players still roll on the tables to
determine their starting gear like the
advanced characters.
Step 5: Look
The Player chooses how the character looks,
their personality, name, gender etc.
Advancement
For every 1000 experience points the
character goes up a level, upon reaching a
new level they roll another d8 for both hit
points and magic points, and can increase 2
attributes by 1, unless they are already at the
max of 18.
Advanced Creator
In the advanced creator all characters start D100 Race
with the same attributes and linked other
01 - 20 Elf
stats as the quick creator. What differs is the
use of skills and the ability to choose a class 21 - 35 Dwarf
and gain the benefits of that. 36 - 60 Halfling
61 - 70 Half Elf
There are a number of background and 71 - 80 Half Orc
appearance options along with unique traits
81 - 00 Human
and abilities. Also, the classes have more
choices available with the addition of sub
classes. Background Info
Abilities, Traits and Skills are described The characters information such as name,
later in the book and should be used to help age, gender etc are totally up to the player.
decide which of the abilities and traits the Appearence and beliefs can be decided or
player wants. rolled on the tables provided.
GMs can also get the players to roll for their Equipment
race rather than choose, this is an option
and not a rule and the GM should let players The Characters start with what is in their
know before enforcing this option. Each pockets and what they can manage to find
player would roll their dice and check the scattered on the beach. If what they find
table below. does not suit them then characters should be
allowed to swap items amongst the party if
they wish.
14
Elven Race
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The Elves are a mysterious and ancient race, Traits
their histories go back many thousands of
years, but they have no creation myth. Races The Player can choose one of the following.
tend to have an explanation of how they
came to be, be it created from the stone of Night Vision - The Elf can see clearly in
a mountain (Dwarf), formed from blood and moon lit darkness. No penalties for darkness.
clay by the three gods of the aether (Human),
or birthed by the mother of the hills (Halfling). Balance - The Elf has perfect balance. No
The Elves have nothing to indicate how and penalties for narrow ledges, unstable ground.
when their race appeared, and when asked,
just shrug and say they have always been. Animal Friend - Elves can calm and even
communicate on a basic level with animals.
Elves also have an affinity for magic, its almost The Elf can calm animals with a successful
like they can absorb magical energy and even Empathy roll and communicate on a critical.
on some level commune with it. Again, this
has added to their mystery and their power.
This connection to magic, their knowledge Appearance
of the past and their unique traits mean that
Elves have dominated a large portion of the The following table is optional.
world, this hasn’t always been a good thing
as the great war of 234 GP showed when the Scars and Deformities
continent of Dashak was covered in a vast
forest of stakes bearing the impaled bodies D100 Result
of the Humans that had resided there and 01 - 10 Scar over left eye
lead to the great purge which the era gained
its name. 11 - 20 Missing Fingers
21 - 30 Blind in one eye
Elves are often seen as haughty, adventurous, 31 - 40 Clipped Ears
jaded, cruel and pompous all of which are 41 - 50 Rope scar on neck
justified and are opinions of which does not 51 - 60 Branded
bother the average Elf who will treat you as
you treat them and see every day as a new 61 - 70 Hunched
adventure or a new burden. 71 - 80 Limp
81 - 90 Bad Smell
Attribute & other Stats 91 - 00 Skin Rash
Dexterity + 10%
Elves are generally fair skinned and average
around 5’ 10” (175cm) in height. They are
Hit Points = Vitality Base x 2
often slim of build and graceful.
Encumbrance = Endurance Base x 2
Race Enemy & Language
Magic Points = 8
Orcs and Goblins + 1D6 Damage.
Pace = 30ft
Languages - Common, Elvish
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Dwarven Race
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Dwarves are the second oldest race, records Traits
show that before humans and Halflings
appeared there were a number of wars The Player chooses one of the following.
between Dwarves and Elves. It is also shown
that at one time Dwarves lived mainly on the Stone Sense - Dwarves never get lost
surface. Dwarves from the record have always underground and gain a +10% when
been warlike, considered untrustworthy in searching for secret doors.
matters of business, and drunks.
Resistance - Dwarves have an increased
It is unknown when or why Dwarves decided Immunity and receive +10% when resisting
to move underground but one thing is certain Poison or Disease.
that they became shorter to cope with the
height restrictions of the caves and mines Intimidate - Dwarves learn to intimidate
and the lower level of oxygen available below from an early age. Humanoid monsters have
ground. Thousands of years of underground a 20% chance of being stunned one round
living have the made the Dwarves more when first encountering a Dwarf during
hardy, shorter, more resistant and strangely combat.
more untrusting of surface dwellers.
Halfling Race
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‘There is nothing as cunning or as devious as Traits
a Halfling’
This quote is from various scrolls and tomes The Player chooses one of the following.
on the races of the world, and they are right.
Halflings had for years been seen as small Dodge - The Halflings size gives them the
communities of happy and social people. advantage when dodging attacks, meaning
Brewing ale, having parties, occasionally they gain a +10% when dodging the attack of
going on adventures with Dwarves, but an enemy twice their size.
generally people that kept to themselves,
grew their crops and smoked pipes, but that Appraisel - The Halfling has a keen eye
is all just a façade. when it comes to valuables. They get a +10%
Learning roll when attempting to learn the
Halflings are thieves, and not only thieves value of something.
but also assassins, spies and murderers. If
you are ever pick pocketed by an urchin in a Alchemy - The Halfling has a knack with
city. 9 out of 10 times that urchin is a Halfling poisons. They gain a +10 Learning when
masquerading as a child. An assassination concocting a poison.
where no evidence was left, and the only
witness was a pipe smoking Halfling turnip
grower, who saw a tall man human or elf Appearance
disappear out the roof, yeah, turnip grower
my arse. This is not to say halflings can’t be The following table is optional.
trusted, once they get to like you and you
give them enough things to do to keep them D100 Result
occupied, they will never turn on you but if 01 - 10 Squint
you ever betray one or piss one off, beware,
11 - 20 Missing Teeth
they may be small, but they are stabby.
21 - 30 Balding
Halflings grow to about 3 feet tall (90cms) 31 - 40 Overweight
they rarely reach 4 foot. They are tan or dark 41 - 50 Scar
skinned from being outside a lot and sport 51 - 60 Limp
a variety of hairstyles. Strangely Halfling
61 - 70 Skin Rash
cannot grow beards or body hair except on
their heads or feet. Many have claimed that 71 - 80 Bad Smell
halflings can trace their roots back to Goblins, 81 - 90 Branded
but this has never been proven. 91 - 00 Manacle scars
Magic Points = 4
Pace = 20ft
20
Human Race
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The youngest of all the races the humans Traits
have placed their mark on the world through
conquest and trade. Building vast cities of The Player chooses one of the following.
wealth and grandeur. Often this progress
has been upon the backs of others, through Bargain - Humans love to barter for a good
the destruction of older cultures and against deal and whenever they buy something they
terrible odds. But humans are tenacious and always get a good price. This reduces the cost
will turn a blind eye to the suffering and of things by 10%
death of others, even their own kind just to
line the pockets of the few. This attitude and Conduit - Humans can use magic but some
drive have led the older races to distrust, are born to it and seem to be a conduit for the
hate, respect, fear and avoid humans over power. This increases the Magic Points from
the centuries. a Learning x 2 to a Learning x 3.
Human culture is diverse, more diverse than Brute - Humans will push themselves and
any other, with a multitude of beliefs and are very competitive and many have gone
laws that can change from one village to the beyond the realms of physical strength. This
next, many races find human society hard adds a + 3 to the Endurance Base up to a max
to keep up with. But their diversity doesn’t of 18.
end with their beliefs, but is seen in their
physical makeup. Humans range from as
short as a Halfling to as tall as an Orc, shades Appearance
of skin from nearly black to pale white and
hair from black to red to yellow. curly, kinky The following table is optional
and straight.
D100 Result
Humans are capable of terrible violence and 01 - 10 Thin
immense beauty, destruction followed by
11 - 20 Bad Eyesight
construction. There disrespect of nature has
caused issues with the Elves in the past and it 21 - 30 Limp
has created a distrust amongst the two races, 31 - 40 Missing Fingers
the Dwarves respect the Humans business 41 - 50 Balding
practices and love of stone. Halflings have 51 - 60 Scars
prospered under Humans, with their rate of
61 - 70 Branded
assassinations tripling each year.
71 - 80 Albino
81 - 90 Short
Attributes & other Stats
91 - 00 Overweight
Vitality +10%
Race Enemy & Language
Hit Points = Vitality Base x 2
Human can choose any 1 race as their Race
Encumbrance = Endurance Base x 2 Enemy and will receive +1D6 damage when
facing them.
Magic Points = 6
Language - Common
Pace = 30ft
26
Choosing a Class
The characters class is their profession, what During the course of their adventures
they have chosen to identify as. It is good characters could witness or be shown skills
to have a mix of classes within a party to and if they like they can add these to their
have access to a decent spread of skills and character sheet as known, to do this the
abilities. There are no restrictions with any player must roll under the skills Attribute
race able to play as any class, even though base on a d100.
some races may seem more attuned to a
particular class, the classes are built so this Rogash the Warrior notices Tarik the Thief
will not cause penalties or restrictions. pick a lock, the player states that they would
like to add Thievery to their character
There are 3 main classes in Delve and each of sheet as known. Rogash’s Dexterity is 15 so
these have two subclasses. Each class has a the player must roll under 15 in order for
set of 3 unique skills and a choice of a unique Rogash to add Thievery to their list of skills
ability. The player can then choose 3 extra as known.
skills from another class and they receive 2
general skills. Giving each character class 8 Once a skill is added as known it can be
skills. increased via levelling up. Untrained skills
cannot be levelled up until marked as known
Levelling Up
Skill Descriptions
Each class also levels up differently offering
bonuses and skill increases as they move Each Skill has a linked Attribute percentage
from 1st to 10th level. Levelling up involves which is the base chance to succeed in the
acquiring the amount of Experience points skill. They will also either have a Class name
needed to do so, which is marked on the or the be marked General.
Levelling table.
Acrobatics - Thief (Dexterity)
Skills The ability to tumble, roll, and flip to avoid
damage.
As stated earlier each class has three unique
skills. There are also 7 general skills that can Ambush - Scout (Learning)
be chosen. Skills start as untrained unless The ability to spot or find good locations for
they are part of the characters class or have an ambush.
been chosen during character creation. Each
skill has 5 ranks, your characters class skills Arcane - Mage (Learning)
and chosen skills start at rank 3 (Trained). Understanding magical formulaes and
The ranks give a bonus as shown below. language. Also includes Alchemy.
Magic Users
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The Mage Special Abilities
Dedicating a lifetime to the pursuit of the Each Mage receives one of the following
magical arts in order to acquire power and three abilities at 1st level
the secrets of the arcane are the Mages main
interests. Create Scroll
The mage can transfer one spell that they
The mage can weave spells out of thin air, know to a scroll for instant use per session.
can build power from mundane items and
call upon esoteric powers to aid them when Detect Magic
needed. Mages are often called sorcerers, The Mage can sense that magic has been used
Wizards or Necromancers, but whatever title or that magic is nearby once per session.
they recognise the result is the same, mastery
of the supernatural and control of nature. Tricks
The Mage can perform card tricks by using
Arcane + 20%.
Starting Skills
The Mage receives the following skills at Other Bonuses
trained.
The Mage receives the following bonuses.
Arcane, Casting and Meditation.
+1D10 Magic Points (MP)
Any 2 General Skills.
+1D6 Hit Points (HP)
They also receive any 3 Skills either general
or class based at Known.
Levelling Up
Spells per Lvl
Level XP HP MP 1 2 3 4 5 Benefits
1 0 0 0 1
2 200 +3 2 +1d10 on 2 Attributes
3 400 +2 2 1 Two skill rank increases
4 600 +3 2 2 +1d10 on 2 Attributes
5 800 +2 3 2 1 Choose a new Ability
6 1600 +3 3 2 2 Two skill rank increases
7 3200 +2 3 3 2 1 +1d10 on 2 Attributes
8 6400 +2 4 3 2 2 Two skill rank increases
9 12000 +1 4 3 3 2 1 +1d10 on 2 Attributes
10 15000 +2 4 4 3 2 2 Choose a new Ability
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31
Special Abilities
The Witch
Each Witch receives one of the following
Unlike Mages the Witch has a much more three abilities at 1st level.
varied collection of skills and abilities. The
Witch is not as Magic orientated as the Mage Divination
and will often specialise in potions and Once per session the Witch can ask the GM a
poisons. question regarding what is in the future. The
GM must answer.
Witches can be seen differently from the Mage
within society, seen as evil or less powerful Eagle-Vision
many are viewed as the mad old woman, or The Witch can on a successful Empathy roll
the strange hermit. They spend a lot of time see through the eyes of a nearby eagle, to see
gathering herbs and fungi for their brews. the way ahead.
But a Witch should never be underestimated
and can play an important role in any party. Poison Resistance
The Witch has spent a lot of time around
Starting Skills poisons and venomous creatures they
receive a +20% to resist poison.
The Witch receives the following skills at
trained; Other Bonuses
Brew, Casting and Herbology. The Witch receives the following bonuses.
They also receive any 3 skills either general +1d6 Hit Points (HP)
or class skills at Known.
Levelling Up
Spells per Lvl
Level XP HP MP 1 2 3 4 5 Benefits
1 0 0 0 1
2 200 +2 1 +1d10 on 2 Attributes
3 400 +3 2 1 Two skill rank increases
4 600 +2 2 1 +1d10 on 2 Attributes
5 800 +3 3 2 Choose a new Ability
6 1600 +2 3 2 1 Two skill rank increases
7 3200 +3 3 3 2 +1d10 on 2 Attributes
8 6400 +2 4 3 2 1 Two skill rank increases
9 12000 +2 4 3 3 1 +1d10 on 2 Attributes
10 15000 +1 4 4 3 2 1 Choose a new Ability
32
Rogues
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The Thief Special Abilities
The scoundral, the burglar, the criminal, the Each Thief receives one of the following three
mugger. As a thief you commit crimes and go abilities at 1st level.
against the law, the only law you recognise is
the law of ‘all property is theft’. Deceive
The thief has an uncanny knack for lying, and
You may be wanted in various towns and gains a +10% to Empathy when attempting
cities for your crimes but on the island you to Deceive someone.
are a nobody, which actually opens up a lot of
opportunities. Telling your new friends that Shadow Cloak
you are a thief may not be wise but thieves The thief can once per session manipulate
are resourceful, maybe you are a Bard, or a shadow so that they becomes darker around
scout. Whatever you decide having the party them. This increases the Stealth by +10%
distrust you could create problems. and gives a -10% penalty to those searching.
Spider Climb
Starting Skills The Thief can climb like a spider and has no
use for climbing gear, but gains the bonus as
The Thief receives the following skills at
if they were using it.
trained;
They also receive any 3 skills either general +1d4 Magic Points (MP)
or class skills at Known.
+1d8 Hit Points (HP)
Levelling Up
Level XP HP MP Benefits
1 0 0 0
2 200 +1 +1d10 on 2 Attributes
3 400 +3 Two skill rank increase
4 600 +1 +1d10 on 2 Attributes
5 800 +3 Choose a new Ability
6 1600 +1 Two skill rank increases
7 3200 +3 +1d10 on 2 Attributes
8 6400 +1 Two skill rank increase
9 12000 +2 +1d10 on 2 Attributes
10 15000 0 Choose a new Ability
34
35
The Scout Special Abilities
Your days growing up in the wilderness has Each Scout receives one of the following
taught you how to track and survive amongst three abilities at 1st level.
nature, what plants are good to eat and which
are not are skills that many would pay for, Heightened Senses
and they have. You have led hunters to their You have uncanny senses that are more
prey and armies through enemy controlled attuned than the average. This gives a +10%
areas. You are a master of your craft. when using Awareness to spot ambushes.
Levelling Up
Level XP HP MP Benefits
1 0 0 0
2 200 +1 +1d10 on 2 Attributes
3 400 +3 Two skill rank increases
4 600 +1 +1d10 on 2 Attributes
5 800 +3 Choose a new Ability
6 1600 +1 Two skill rank increases
7 3200 +3 +1d10 on 2 Attributes
8 6400 +1 Two skill rank increases
9 12000 +2 +1d10 on 2 Attributes
10 15000 0 Choose a new Ability
36
Warriors
37
The Fighter Special Abilities
You have trained in the martial abilities, Each Fighter receives one of the following
read the books by famous warriors of old three abilities at 1st level.
and heard the tales of heroes, and now it’s
time for you to make your mark. Dirty Fighter
You can use dirty tactics to stun or blind an
Being stuck on a lost island in the middle enemy, this acts as an extra action during
of nowhere of course may limit your heroic combat.
options, but you have a weapon and a party
of lost souls to protect, what more do you Dual Wield
need. You can use a weapon in each hand without
taking any penalties.
Starting Skills Sunder
On a critical roll you can choose to destroy
The Fighter receives the following skills at
the enemies armour or shield rather than do
trained;
extra damage.
Dodge, Repair and Tactics
Other Bonuses
plus any 2 General skills
The Fighter receives the following bonuses.
They also receive any 3 skills either general
or class skills at Known. +1d4 Magic Points (MP)
Levelling Up
Level XP HP MP Benefits
1 0 0 0
2 200 +1 +1d10 on 2 Attributes
3 400 +4 Two skill rank increases
4 600 +1 +1d10 on 2 Attributes
5 800 +4 Choose a new Ability
6 1600 +1 Two skill rank increases
7 3200 +4 +1d10 on 2 Attributes
8 6400 +1 Two skill rank increases
9 12000 +3 +1d10 on 2 Attributes
10 15000 0 Choose a new Ability
38
39
The Hunter Special Abilities
You have hunted man and beast, both for Each Hunter receives one of the following
money and sport. Across deserts, through three abilities at 1st level.
forests or over mountains you have tracked
your prey. Nothing is to big, no where to Mark Prey
remote. When you mark your prey you become
focused on them giving you a +10% when
The island is just another challenge, for tracking, spotting or attacking them.
a hunter there is always opportunity or
something that needs hunting. Retrieve Arrows
Arrows you have fired can be retrieved, they
never break.
Starting Skills
Treasure Seeker
The Hunter receives the following skills at
When looting bodies or animals you always
trained;
find more treasure or double the amount of
components on a successful Forage roll.
Forage, Survival and Tracking
Levelling Up
Level XP HP MP Benefits
1 0 0 0
2 200 +1 +1d10 on 2 Attributes
3 400 +4 Two skill rank increases
4 600 +1 +1d10 on 2 Attributes
5 800 +4 Choose a new Ability
6 1600 +1 Two skill rank increases
7 3200 +4 +1d10 on 2 Attributes
8 6400 +1 Two skill rank increase
9 12000 +3 +1d10 on 2 Attributes
10 15000 0 Choose a new Ability
40
You search the Beach Once you are satisfied there is nothing left
to find, you hear a shout from the others and
The other survivors have a motley collection you turn to see one of them waving at you,
of weapons and armour and you realise that they must have found a way off the beach.
if you intend to go forward and discover You make your way towards them and they
where you are, you should probably find indicate a cave, as you scan the cliffs you
something to protect yourself. You tell the notice a number of caves hidden amongst the
others that you will search the beach for a crags and stone, any one of them could lead
weapon and they decide to try and find a way to higher ground.
off the beach.
The group makes a decision and decide
You begin your search amongst the debris they will try out the bigger of the caves and
and broken cargo that has washed up. Roll a together you make your way towards them.
d100 3 times and consult the table below,
Players are allowed to exchange what they
find with other party members.
A candle uses a d6 for its usage dice the same Ian: Rogash - Dwarf Fighter
as a torch but unlike a torch a candle will go Sarah: Scarlet - Elf Hunter
out if dropped and can be extinguished by a Phil: Tarik - Halfling Thief
light breeze. They also let out a lot of smoke Niki: Flame - Human Mage
and will drip wax (which could leave a trail
easy to follow). A candle will illuminate a 2ft We will follow their journey as we go through
area around it with bright light and 4ft with the rules and how to play the game.
faint light.
The Way ahead
Torch
The traditional way of traversing the darkness With the beach behind you and the ominous
and explore dank tombs and dangerous sound of drums ahead you each squeeze
dungeons is with a torch. These are often through the opening into the tunnels beyond.
sturdy pieces of wood around 2ft long with Your collection of torches, candles and
an oil-soaked cloth wrapped around one end, lanterns lighting the way. One of the party
which is ignited. suggests that they draw a map, just in case
you all get lost and as they found paper and
A torch uses a d6 usage dice but unlike a some chalk they begin to do so.
candle will not go out if dropped and is
designed to be carried, also a torch can be
Cartography
used as a weapon. A torch will illuminate a
Anyone is able to draw a simple map and
4ft area around it and cast faint light up to
use it to retrace their steps, but to create a
6ft.
map that others can use and benefit from,
that will show elevation, secrets and threats
Lantern will involve the Cartography skill. Using the
If you can afford it and would like the luxury Cartography skill makes the map valuable to
of directing or dimming your light than the others and gives a bonus of +10% when using
way to go is a lantern. The drawback to a it to navigate the cave system it represents.
lantern is the fact they need oil but carrying
a jug of oil is often easier than a bundle of
candles or Torches, plus you can throw a Moving On
lantern and the chances are it will ignite
what it hits. As your party moves forward you come to
a point in the path where the tunnels split
A lantern uses a d10 as its usage dice, with one going left the other right, one of the
meaning that on average a lantern will last party suggests they look for any indication of
longer. A lantern can also be dropped without tracks to help decide which way to go.
going out, be attached to a belt or the end of
a pole and also can be directed. A lantern will
44
GM: Ok so roll your Learning, do you have When offering a helping hand the player
Tracking as a skill. must declare it and how. The GM then awards
Scarlet: Yes, I’m a Hunter so I have tracking a +10% to the Delver being helped.
at Trained, which is +10%, which makes my
tracking 55% More than one Delver can offer to help and
Sarah rolls the dice and gets a 32, success. this will give a further +10% bonus.
GM: Ok you do find tracks going right which
is towards the drumming, the tracks are Rogash: I’m not sure I can make it, it’s very
multiple, and you cannot make out what high.
made them. GM: Is anyone gonna help you Rogash?
Scarlet: Ok so we have tracks heading right, Scarlet: I will let Rogash step into my hands
what does everyone want to do? and I will lift him up.
Tarik: I will reach down and drag him up
The party decides to follow the tracks as that once he is high enough.
may lead out, but they all agree to move more GM: Awesome team work, ok Rogash you
cautiously. have a +20 to climb the wall.
Ian checks his Dexterity of 30 he has the
Athletics skill at known which is a +5 but he
The First Obstacle does have a +20 so altogether he has 50%
Rogash: I rolled a 12.
As you move slowly up the tunnel you come
GM: You see Rogash clamber over the lip of
to a dead end, or what appears to be a dead
the ledge.
end at first. The end is actually a ledge and
the path continues on as long as you can
climb the wall to reach it. The party considers Gear
Gear can also help with obstacles by offering
whether to go back or continue forward.
unique modifiers to the skills. For example,
Rogash could have done well with a climbing
GM: so climb the wall or turn back?
Tarik: I have athletics so I’m gonna try and kit as that would of added a +10% modifier
climb up the wall, I also have the Spider to his skill.
Climb Talent.
Each of the party members manage to reach
GM: Great well Dexterity + Skill + Spider
the top of the ledge and discover the path
Climb give it a go.
Phil adds his Dex of 40 to his skill of 10 and continues onward through the tunnels.
then adds a further 10 from his Spider Climb
talent. Hunger
Tarik: I rolled 56 and scramble up the wall.
GM: Great, you can see the path stretching As you travel further you begin to get hungry.
out in front of you and the rest of the party No one had the means to catch a fish, but
below. Tarik did find some rations when searching
the beach. Up ahead is a small cave so Rogash
Helping Hand suggests they stop and eat. Scarlet offers to
Delvers can offer a helping hand to other go and forage, which will not be easy in a
Delvers as long as they are at least trained in cave on an island which has some unique
the skill they are helping with. plants and fungi.
45
Forage GM: You can all hear the sound of something
When in forests or caves, desert or mountains breathing
the Delver can attempt to find food and water, Scarlet: Can I try Awareness?
this will often take the form of roots and GM: Yes, in fact you can all try.
berries, streams and springs. Inside caves The party rolls with Niki rolling the highest.
this might be fungi and mosses. Foraging is Flame: What do I discover?
not just about finding food but also about GM: The sound seems to be coming from a
knowing the difference between edible and large mound that fills one side of the cave,
poisonous, tainted and fresh. all around the cave you can see the bones of
small creatures that look like Goblins.
Scarlet: I’m going to attempt to find some Flame: I think we should sneak past, not sure
water and food in the cave and nearby what that thing is but it eats meat.
tunnels. Rogash: Agreed.
GM: Ok so as this is an unknown land with Tarik: Is there a way out of the cave?
a lot of new flora you will be at -10 to find GM: yes, opposite where you are you see
anything. another tunnel disappearing into the
Scarlets Learning is 36 and she has Forage at darkness, and to the right of that you see a
trained, but the -10 cancels out the skill and pile of stuff.
means she needs to roll below 36 to succeed. Tarik: Like treasure stuff?
Scarlet: I rolled 72 which is a fail. GM: Could be.
GM: You find nothing, and Tarik’s rations are
going to be spread thin. Tarik decides to sneak over to the pile of
possible treasure and have a look whilst
Effects of Hunger the rest of the party attempt to sneak to the
Delvers must eat and drink at least once per other tunnel.
day or start to suffer. After a day of not eating
the attribute percentages of the Delver begin Sneaking
to go down by 5% per day, until they eat and In order to move quietly past something the
which point they return to normal. Delver must roll under their Dex+Stealth
skill. If the something they are sneaking past
happens to be awake, such as a guard then
A Monster the Delver has a penalty to their sneak equal
to the highest Awareness skill amongst those
The party eats what little rations Tarik has
being avoided.
and then decides to move on, if they can avoid
sleeping in the caves that would be a good
Tarik: I am going to sneak over to the loot.
thing. They had entered the caves during
GM: Ok roll sneak, the monster is asleep,
what they felt was morning and have not
or appears to be so its Awareness does not
been traveling long so they still have enough
effect you.
time to find their way out before getting to
Tarik: Ok
tired.
Phil rolls his dice and tries to get equal to or
below Tariks Sneak of 50%.
As they move around the corner of the tunnel
Tarik: I roll a 51 Phil grimaces
they enter into another cave, but as they
GM: ok close enough, the monster stirs but
approach they can hear something.
does not wake up, but you are feeling a bit
tense which is gonna give you a penalty of
-10 next turn.
46
Modifiers and Penalties Opposed Rolls
An opposed roll involves both parties rolling
The GM can apply circumstantial modifiers their relevant skills and the lowest winning.
and penalties to the Delvers actions, these In the case of a tie, then the player always
often are linked to the difficulty of the task or wins.
because of outside forces, such as darkness,
weather or even stress. Back to Surprise
So, when you wish to surprise a group of
The GM must justify the modifier to the player orcs or bandits or whatever the party must
so they can understand why its happening. all roll stealth, if someone fails their stealth
Players will quickly stop enjoying the game if then the GM rolls awareness for the targets
they keep receiving penalties for no reason. to see if they notice, if they don’t the surprise
continues.
Below is a table of Modifiers that a GM can
use. The test begins with taking the lowest stealth
rolled and the target rolling awareness under
Effect Modifier that number, if they succeed the surprise
fails.
Game difficulty
Hard -10 GM: Everyone roll Stealth
Very Hard -20 Scarlet: I rolled 26,
Near Impossible -30 Tarik: I rolled 40
Environmental Rogash: I rolled an 18
Flame: I rolled 43
Darkness -10
GM: Ok you all succeeded and the lowest roll
Ice -20 was Rogash with an 18.
Sloped -10 The GM rolls for the Orc with the highest
Narrow -10 Awareness skills and gets 27, which is not
Situational lower than 18.
GM: The orcs do not hear you, and you get a
Very Easy +20
surprise, each of you has a free attack.
Easy +10
Tense -10
Scary -20
The Loot Pile
Terrifying -30 As Tarik investigates the loot pile the rest of
the party creeps past the sleeping monster
Surprise and waits for Tarik to follow. Tarik searches
Surprising someone allows you to gain the loot pile and finds an ornate dagger and
the advantage in combat situations, this a pouch of gold coins. Pocketing these he
advantage is basically a free attack. Getting leaves the cave and joins up with the rest of
the opportunity to surprise someone involves the party.
an opposed roll.
More winding tunnels ahead and the sound
of the drums get louder, ahead Scarlet, who
is leading the way spots a light, it seems that
a cave ahead has either a natural chimney
47
48
letting light in or has been lit in some way. coming from the 1-5 range the number is the
Scarlet rolls for Awareness. 95-100 range, so if the Delvers dice result is
95 – 100 then it is a fumble.
Scarlet: I rolled a 4, that’s a critical right?
GM: That is a critical, well done. This will show that as a Delver gets better at
Scarlet: So, what does that mean? their skills the critical chance goes up and
the fumble chance goes down.
Critical’s and Fumbles
Fumble Result
On some rolls the Delvers may manage to The result of a fumble is chosen by the GM
get a critical or a fumble, these indicate an and they can choose from the following list.
amazing success (critical) or a terrible failure The chosen result should reflect the situation
(Fumble). in which the fumble was achieved.
• Drop Weapon.
Critical’s
A critical is achieved by rolling 10% of your • -20 on next roll.
total percentage chance for that skill, so for • False information.
example, your Awareness is Learning 35% • A spectacular fail that leaves you stunned
and Skill 10% creating a total of 45%, ten for 1 round.
percent of that would be a 4, so if you rolled • Miss a turn.
less than or equal to 4 then that would be a • Half the loot, or fool’s gold.
critical. If your Sneak is 80% then you would
critical on a roll of 8 or less and so on. More Decisions
Critical Result Scarlet chooses more Information for her
A result of the critical can be chosen by the critical and the GM states that the light is
player as they are the ones that rolled it, and Torch light as it seems to flicker, Scarlet can
they can choose from the following list. The also hear what sounds like water.
chosen result should reflect the situation in
which the critical was achieved. The party moves forward cautiously until
they come to a large open cave, running
• Double Damage. down the middle of the cave is a fast-flowing
• +20 on your next roll. river, the river is around 15ft wide and looks
• More information – You can ask the GM a deep in places. Opposite the river the tunnel
question. continues and either side of the tunnel
• A spectacular move which leaves all entrance is a lit flickering torch. A successful
witnessing it stunned for 1 round. awareness check shows strange markings
• Free Attack. carved into the stone around the entrance.
• Double the loot.
At some point in the past a bridge had
Fumbles spanned the river, but this now lies on the
A fumble happens when the player rolls equal bank. The end closest to the party is still
to or less than 10% of the difference between attached to the posts as it looks like whoever
the skill and 100%. So, for example, the lives on the other side of the river cut it
characters Awareness is 45% the difference their side, probably to keep something from
between 45% and 100% is 55% meaning crossing, Rogash guesses it was the monster
that the fumble range is 5, but instead of aasleep in the cave.
49
The party needs to decide whether to swim Delvers can also increase their chance of
across or repair the bridge. To swim across success by spending more magic points then
would involve a successful Athletics roll at needed. For every extra 1 MP you add to the
-10 because the GM states it will be hard. To spell your chance to successfully cast goes up
repair the bridge, and would involve at least by 5%, so for example, Flames Levitate spell
one of the party traversing the river. costs 3MP to cast but she adds a further 3MP
to get a 15% boost to her Casting skill.
Rogash: I would go across but the river looks
to deep.
Tarik: I’m the same, I could drown,
The Bridge Problem
Scarlet: I will go across.
Flame reaches the other side of the river and
Flame: I have a levitate spell I can use, that
gathers up the loose ends of the rope bridge
would be much easier, and I won’t get wet.
and begins tying them to the pole. The GM
GM: Ok Flame roll your Casting.
asks for a Repair roll or a Dexterity -10 roll
Flames cast skill is altogether 42%, the spell
to do this as the rope is frayed, wet and old.
uses up 3 Magic Points which she deducts
from her total. Niki rolls the dice and gets a
Eventually the rope bridge is fixed and the
65, which is a fail.
party continues their journey. They pass the
GM: The spell fizzles and dies, you lose the
torches and the strange carvings and enter
MP, do you want to try again?
into the tunnel. Scarlet rolls for Tracking and
Flame: Yes, can I use double the MP to get a
succeeds, with the GM describing that she
+15%?
finds numerous tracks leading deeper into
GM: Of course.
the tunnels.
Flame removes 6 MP from her total and her
new Cast skill chance is now 57% thanks to
the extra 15%. Niki rolls the dice and gets 55. The Goblin Camp
Flame: Good thing I put extra effort into it.
GM: Flame rises into the air and starts to As the party follow the tracks the drums get
slowly float across the river. louder, and the smell of cooking, a rancid,
sweet, burning smell begins to fill the air. The
party begins to hear shouting and talking in
Magic a strange garbled language. The tunnel ends
at a ledge. Tarik decides to edge closer and
When a character wishes to use magic, they
take a look.
must declare so and say what spell they wish
to use and its effect. The player than removes
GM: Roll Stealth Tarik
the spells magic point cost off the Delvers
Tarik rolls the dice and gets a 43, a success
magic point total. Once this is done they
GM: you edge slowly forward, staying to
use the Cast skill to cast the spell. If they fail
the shadows and peer down over the ledge.
the spell does not take affect and the magic
Below in a large lower cave you see a gang of
points are lost, otherwise the spell happens
Goblins sitting around a campfire, a couple
as it should. You can both critical and fumble
are banging drums out of rhythm and a few
with spells and we go into more detail in the
others seem to be singing along.
Magic Guild section of the book
Tarik: Can I try Awareness to spot anything
strange or important.
GM: Yes, roll away
Tarik rolls the dice and gets a 08, not quite a
critical.
50
GM: Ok good roll, you notice a few things, the Combat
first thing you notice is that there appears to
be 8 goblins, there is another tunnel leading
Eventually even the best Delvers end up in a
out of the cave, the Goblins appear armed combat situation. Each delver gets 3 actions
and it seems they are also cannibals as the per round, and a round lasts for as long as
thing roasting on the fire looks small enough
there are characters and monsters to act.
to be a goblins leg. So, if you have 4 delvers and 8 goblins then
Tarik: Gross, what vile creatures. I will report
the round is 12 turns long, if you had for
back to the group. example 4 delvers and 5 goblins it would
only be 9 turns long. Sometimes a delver or a
Tarik goes back and tells the group what monster cannot act in which case their turn
he saw and that the way out appears on is considered done and the spotlight moves
the other side of the camp. Rogash thinks 8 to the next participant in Initiative order.
goblins is not too many and the group could
easily take them. No one in the party has a Initiative
ranged weapon, but Flame has a bolt spell Before anything happens, everyone rolls for
which she can cast. It is agreed they will Initiative, the players roll for their delvers
attack the goblin camp. and the GM rolls for the monsters. Initiative
is equal to the first number of the characters
Dexterity percentage, so if the percentage is
34 their Initiative is 3. A roll of 1d10 is then
added.
Actions
Everyone gets 3 actions per turn, a movement
action which allows them to move up to 30ft.
a combat action which allows them to attack
and a react action which allows them to
parry or dodge.
Ranged
The delver can use a ranged weapon. This
is similar to melee where the player rolls
equal to or under the characters Ranged
skill, Critical’s and fumbles follow the rules
outlined on page 48.
51
Called Shots Parry and Dodge
Delvers can make a called shot, this is aimed Every character involved in combat gets a
at a certain location or item rather than a react action, allowing them to either parry
general target. To make a called shot costs a or dodge a successful attack. Characters can
-20 penalty to the Ranged skill but does max parry melee, unarmed or thrown attacks
damage. this is done by the player rolling under their
delvers Fight skill, if the delver has a shield
Mounted Combat they gain a +10 to parry. To dodge a melee,
If the delver is on a horse or above the target unarmed or thrown attack they must roll
they gain a +10 bonus to their attack and under their Dodge skill. Delvers can also
parry, if they are below a mounted opponent attempt to parry (if they have a shield)
they are at -10 to attack and parry. Mounted or dodge a Ranged attack. They must be
characters cannot dodge. aware of the attack and then roll under the
appropriate skill.
Firing into Melee
Characters can fire into melee but a miss Stealth Attacks
on their target is a hit on the nearest other A Delver can attempt to creep up on a target
character engaged in the melee. and deliver a stealth attack. What this means
is that the target is unaware of the attack and
Grapple will not be able to defend. To successfully
A grapple can be attempted, and the target pull off a stealth attack the Delver must roll
can attempt to dodge. If they fail to dodge, a Stealth vs the targets Awareness, if they are
then they are considered grappled and must successful they hit and do double damage.
make an Endurance opposed test against There is no need to roll to hit
their attacker to break free.
52
GM: The Goblins have not spotted you and Scarlet rolls an 18 and Rogash a 27 both
you have the higher ground, unfortunately successes.
none of you have ranged weapons so what GM: you land amongst the Goblins, who are
do you want to do. completely shocked, and you can strike, don’t
Scarlet: We have surprise right? forget the +10
GM: You will have a free action of surprise, Rogash swings his sword and gets a 46 which
depending what you want to do. is a hit. The sword does 2d6+1 damage and
Tarik: I will sneak into the camp and attempt will cause bleeding if the damage is over half
to backstab the leader. its max. Rogash rolls damage and gets 10.
GM: Ok, the goblins are making quite a racket GM: The Goblin is wearing rags and bits
so have a +10 your stealth. of leather and has an Armour of 1, which
Tarik: Cool. reduces your damage to 9, this is over half
Rogash: I’m gonna jump down with a kind of the max and will cause bleeding.
attack from above. Scarlet: I rolled a 52 which is just barely a
GM: That will be a Athletics check but if you hit.
succeed you get a +10 to your attack roll. Scarlet rolls her spears damage of 2d6. and
Flame: I have a bolt spell I can fire from here, gets a 5.
Question if I hit the open fire can I hope to Scarlet: Oh only a 5!
get some of the goblins ignited by the flying GM: with the goblins armour of 1 that is
flames as the fire explodes? reduced to 4, you poke him and he stumbles
GM: If you get a critical then yes. back.
Flame: Ok I may just aim at the biggest goblin GM: On the new round and before anything,
I can see. Tarik roll your damage as you strike the boss.
Scarlet: I’m gonna follow Rogash down. Tarik: My dagger does 1d6+1, I roll a 5 which
GM: Ok so Tarik roll your stealth as you head is doubled to a 10.
down to the camp, hugging the shadows. GM: The strike is made at an unarmoured
Tarik rolls and gets a 57, this would of been location, and you feel your blade dig deep.
a fail but the +10 given by the GM makes it a The goblin yelps in pain and anger and drops
success. at your feet.
GM: Ok next round you will be behind the I need Initiative rolls from everyone.
one you think is the boss.
Scarlet, Rogash and Flame decide to coordinate
their attacks for maximum impact.
Armour and Shields
GM: Flame roll first for the bolt spell and lets
Wearing armour reduces the incoming
see how that works.
damage from a successful hit by its value,
Flames spell cost 2MP but she adds a further 2
so, if the damage from that spiked club is 7
to give her a +10%.
and you are wearing armour with a value of
Flame: I got 36 which is a hit.
3 then the damage is reduced to 4 (7-3=4).
GM: Great roll damage, its a spell so it ignores
Armour can also affect certain skills like
armour.
stealth and athletics due to its weight and
Flame rolls 3d6 for damage and gets 12.
bulk. This will often be a penalty of -10%. See
GM: The goblin is blasted backwards and
the Blacksmith in the town of Wreck Haven
lays in a heap of smoke. Rogash, Scarlet make
for more info.
your rolls.
53
Using First Aid to heal a wound involves
succeeding in the use of the skill, once this has
happened all damage effects are cancelled,
and the injured character receives d6 hit
points back. A critical result with First Aid
will double the amount of hit points returned
whereas a fumble will cause d6 damage to
the patient.
GM: You feel a slight breeze coming from up The party follows the tunnel around until
ahead. finally they are standing inside a large cave,
Rogash: This might be the way out? beyond is a dirt road heading off into the
Scarlet: I might move ahead using stealth to distance, either side dead trees and brown
go check. grass and weeds frame the road. Just outside
GM: You can do that. the cave entrance is a wooden booth, it seems
Scarlet rolls her stealth and succeeds and to have been knocked together using parts of
moves quietly up the tunnel, as she gets wreckage and driftwood.
further in Scarlet begins to hear sounds, waves
crashing, the wind in the trees and snoring. Slumped over the booth is what appears to
She peers around a bend in the tunnel and be a man who is apparently asleep due to the
discovers a cave entrance, outside she can see loud snores coming from him. The party step
the sky and the tops of trees. It is the way out. forward and out of the cave as they do the
Scarlet hurries back to the party. man awakens with a snort and looks up at
the party with a wide grin.
Welcome to
Cragbarren
‘Well, well and here I was expecting to have a “So, everyone here is a castaway” Asks
quiet day’. The man grins again and looks the Scarlet.
party up and down. ‘I see you survived them
damn goblins, unless of course there were “No, there are people who were born here,
more of you and they didn’t make it’? villagers further out and even a city or two,
but this area is made up of castaways, not
Rogash steps forward ‘I’m sorry, but where many travel much further then Wreck Haven,
are we and who are you?’ not anymore.”
The man wipes down his shirt and tidies his “Wreck Haven?”
hair. “I’m Cedric and I’m the Guide. My job is
to wait here for any castaways to emerge out “Yes, Wreck Haven a village of castaways, it
of that cave”. He clears his throat. “Welcome was built a long time ago by survivors who
to Cragbarren, your new home from home. found the secret route to the beach...”
Many of us arrived here much like yourselves,
washed up on that damn beach and doing “There is a secret Route?” Tarik asks.
our best to survive that cave.”
56
57
“err yes” replies the guide “Yes, Wreck Haven verge of a storm, and the seems to crackle as
was built and since then it has got bigger if charged casuing erveryone to feel on edge..
as more castaways arrive, its more a town
then a village now I guess, we have a tavern, The one thing everyone notices is the lack of
a Blacksmith, a Trader and even a Mages insect or bird noises; no birds can be seen
Guild” He smiles obviously proud of how the flying above and thinking back there were no
place had grown. gulls or seabirds seen on the beach. It seems
that it’s not only ships that have a hard time
Flame steps forward, a puzzled look on her approaching the island.
face. “This may be a stupid question but why
doesn’t anyone build a boat and leave?” The party continues up the path until
eventually in the distance they can see the
The Guide shakes his head. “Many have tried, village, though calling it a village does not
trust me, but its that damn fog, you see. As do it justice, it is much larger and more like a
soon as you’re in it, you get turned around small town. The party can see people moving
and your back on the beach, also they say around the town and hear the hum of voices
monsters live in the waters, so…” as they near. It is obvious as they get closer
that many of the buildings were built from
“So, we are stuck here!?” Exclaims Flame. the driftwood and debris from the beach,
and they see that there are also buildings of
The guide nods. “Afraid so. But there’s stone, but these look much older.
plenty to see and do, and we have perfected
the making of ale you’ll be glad to hear.” He The centre of the town has what appears to
winks at Rogash. “Anyway, you should make be the Tavern, a large stone building with a
your way to Wreck Haven and meet your sign ‘The Castaways Rest’ hanging above the
new neighbours, they will be able to set you door. The party enters Wreck Haven.
up with some wood etc, so you can build
yourself somewhere nice.” He grabs a bundle
of what look like booklets from the booth
and passes them out to each party member.
“Here’s your guide to the island it should tell
you everything you need to know and get
you started, plus there’s a handy map inside
as well.”
Rules Summary
Page 9 - Attributes: Depending upon whether you choose quick or advanced character
creation you will either roll 3d6 (quick) or spend points (advanced). For quick creation you
will multiply the dice result by 5. whereas with advanced you multiply the 3.
Page 11 - Race: Either choose a template from the quick creator, choose a race or roll on
the race table.
Page 24 - Class: Choose one of the classes offered and apply all the benefits to the character
sheet.
Page 38 - Search the Beach: Roll on the table for starting equipment. This can be swapped
within the party.
Page 39 - Lighting the Way: Rules for torches, candles and lanterns, how long they last
and rolling the usage dice.
Page 42 - The First Obstacle: The first roll of the dice to beat a challenge. This is often
accomplished by rolling under or equal to the skill on a d100.
Page 42 - Helping Hand: Characters can help each other in accomplishing a skill as long
as they are at least trained in the skill. Helping adds +10% to the skill chance.
Page 42 - Hunger: Characters can use the Forage skill to find food. But each day the
character goes without eating or drinking they lose 5% to all their attribute percentages
until they eat.
Page 43 - Sneaking: Sneak is affected by the awareness skill of anyone who the character
is trying to avoid. The penalty is equal to the skill rank, so if the Guard is Trained then the
penalty is -10, Expert -20 and Master -30.
Page 44 - Surprise: When the character gets surprise on a target they receive a free attack
before the Initiative round begins.
Page 44 - Opposed Rolls: When the character is opposing another character or NPC both
characters roll and the lowest roll wins. In the case of a tie the player character wins.
Page 46 - Criticals and Fumbles: A critical result is achieved by rolling 10% of your
total skill chance, so a skill of 50% the critical would be 5% or less. A Fumble is 10% of the
difference between the skill chance and 100, so if your skill is 50% then the difference is
50% so again 5%.
59
Page 48 - Initiative: The players and GM roll a d10 and add the first number of the
dexterity percentage, so if the dex percentage is 35 the number is 3.
Page 48 - Actions: Characters get 3 actions per round, one of these is a movement action,
which allows the character to move up to 30ft, the other is a react action, which allows the
character to dodge or parry and finally the last action is for attacking, casting magic or using
a skill.
Page 48 - Attacking and Parrying: Must roll under the Delvers Fight skill if using Melee
and under the Ranged skill if using a ranged weapon.
Page 49 - Called Shots: To make a called shot at a particular body part or a small item
has a penalty of -20% to the Ranged skill but if successful the damage dealt is the maximum.
Page 49 - Firing into Melee: Firing into Melee is risky and a miss of the target means a
hit to the nearest character or NPC.
Page 49 - Grapple: A target can avoid a grapple with a successful Dodge if they fail they
are considered grappled and must make an opposed Endurance test to break free.
Page 49 - Stealth Attacks: To stealth attack a target the Delver rolls Stealth Vs the targets
Awareness, if successful the attacker does double damage, there is no need to roll to hit.
Page 50 - Armour and Shields: The Protection value of the armour is deducted from the
damage done. Shields aid in blocking attacks.
Page 51 - Healing Wounds: Healing wounds can be done with First Aid and using healing
herbs. First Aid heals d6 Hit Points, whereas healing herbs will vary.
Page 52 - Death: When you hit 0 HP a Vitality check is made, each round that the character
receives no help another Vitality check is made with the Vitality being reduced by 10% each
round until healing is done or failure.
Wreck Haven
Wreck Haven was built almost a century ago infrequent and often involve goblin attacks
by one of the first people to be shipwrecked or undead, most of which can be repelled
on the island after the fall of the grand city with a little effort. The area around Wreck
(see the Castaways Guide to Cragbarren Haven is heavy with caves, dungeons, ruins
book). After finding their way through the and graveyards, so it’s surprising there are
caves that lead from the beach the survivor not more.
came across the ruins that are now called
Wreck Haven. Over the centuries as more andWreck Haven is a Hub, it is a starting location
more people were washed up on the beach for the characters and should suit all their
along with wood, treasures and supplies needs up to around 5th level. The town will
Wreck Haven has grown, with many homes provide basic weapons and armour, low
built along with a Tavern, Mages Guild, level spells and a variety of gear. We strongly
Blacksmiths and Traders. suggest that the characters utilise Wreck
Haven fully before adventuring to the more
Wreck Haven has a population of around 200 dangerous parts of the Island or attempt to
people, most of whom have never left the reach the city of Gnarling.
town since been washed up on the island.
Over the years the more adventurous types Cragbarren has no currency as no one mints
have ventured out but they mostly move on coins and this is most obvious in Wreck
to the city or are never heard of again. Haven, money like gold coins only have
value as a metal and most dealings are done
Wreck Haven does have issues with monsters through barter. Sometimes what may appear
but as its close to the beach these are valuable to a delver is worthless to a trader.
Blacksmith
Mages
Guild
Traders
Tavern
61
The Castaways Rest Group experience is earned by discovering
a new location, completing an adventure,
The tavern is owned by Happy Harod, a jovial meeting the objective or fulfilling optional
barrel of a man who was washed up on the side quests. This is a lump sum divided up
beach 20 years ago and inherited the Tavern amongst the party members.
from the previous owner. The tavern is a
part stone part driftwood building, with the Event XP
stone section being the remains of a century Discovery 50
old ruin. Over the years the tavern has been
Completion 100
furnished and now looks like many taverns
throughout the world, with a large seating Objective 75
area, a stage for performances and a good Side Quests 50
selection of tasteful decoration.
Harod brews his own ale and liquors at Personal experience is earned from critical
the back of the tavern, using plants and rolls and fumbles, killing monsters and good
vegetables found growing on the island and roleplaying.
his ales have become legendary. Occasionally
a barrel of something or a crate of wines will Event XP
get washed up and these are the Taverns Critical/Fumble 50
‘Special reserves’ for festivals or important
events. The tavern does a range of food Good Roleplay 100
mainly fish stews, but sometimes rabbit, Monsters Lvl
chicken and other animals that can be hunted Lvl 1 10
will crop up on the menu. Lvl 2 25
Lvl 3 50
Downtime
Delvers should use the Taverns of Cragbarren Lvl 4 75
as places to conduct their downtime. To heal Lvl 5 100
and collect their findings, to discover new Lvl 6 250
places, to explore and gather information. Lvl 7 500
There are always rumours being whispered
Lvl 8 750
in the taverns. The Tavern is also where the
Delvers will level up. Lvl 9 1,000
Lvl 10 1,250
Levelling Up
Delvers can only level up in a tavern, they
cannot level up whilst adventuring and I Adventures
recommend that GMs wait until they reach a The tavern is home to adventures, rumours,
tavern before handing out experience points. tales of dismay and wonder. Delvers should
have access to most of what goes on in the
Gaining Experience area via the tavern. The old man with the
Delvers gain two types of experience, group treasure map, the local whose child has gone
and personal. missing, the curious curse infecting the town
and so forth should all begin at the tavern.
62
The Blacksmith GM: You are at the Blacksmiths.
Rogash: I need a new sword.
Sixty years ago, Er-varin found himself GM: Er-varin has a longsword for sale with a
washed up on the beach of Cragbarren value of 8
along with 2 other survivors and his elven Rogash: I have this studded club, two daggers
crafting tools. As an elf blacksmith he would I got off the goblins, a gold goblet and 20 ft of
not normally share his skills with non-elves rope.
and for almost 10 years he did not. After GM: He will offer 1 for the club, 2 each for the
realising that like everyone else he was stuck daggers, 1 for the goblet and 4 for the rope.
on the island and that his skills would help Rogash: Ok I agree, and I will keep one of the
others thrive and survive he eventually built daggers.
himself a place to set up shop and began the GM: Deal.
demeaning task of making nails, fixing tools
and sharpening blades.
Bartering
There is no actual currency on Cragbarren
but that does not mean money does not
exist. Over the centuries chests of gold and
silver coins have washed up on the beach, the
ruins and crypts often hold caches of coins.
Coins are often melted down and used to fix
weapons or make tools and money is really
only worth its weight rather than whether
It’s made of gold or silver.
Tags
A weapon can have added, or come with, a Tag, what a Tag does is add an effect that increases
the weapons damage or weight etc. Tags can also be magical giving strange arcane effects
when a critical attack is made or a word is uttered. Below is a selection of Tags and their
effects.
Shields
Shields PT WGT Block Sale Trade CPT
Buckler 6 Light 5% 8 3 3
Round 9 Medium 10% 12 5 5
Kite 12 Heavy 15% 15 7 8
69
Ranged Ammo
Ammo Effect Sale (per 1) Trade (per 1) CPT
Arrows - 2 1 2
Arrows, Barbed +1 Damage 3 1 2
Bolt - 2 1 2
Bolt, AP* Ignores 5pts of Armour 4 2 2
Darts - 2 1 2
Stone - - - 1
AP = Armour Piercing
C=Common
UC=Uncommon
R=Rare
72
Carrying it all Book and Map List
Encumbrance is only used when carrying D10 Books
items, worn items such as clothes, armour
1 History of the Island
and weapons are not calculated as part of the
characters encumbrance limit. The general 2 The City of Stench, an overview
rule is that a character can wear one suit of 3 Ftgahn c’thaf yargat
armour, one small weapon, and two medium 4 Indoor Plumbing, Worth it?
or one large weapon. Beyond this everything 5 How to grow Mushrooms
else is extra.
6 Avoiding Danger, A guide.
Each item of gear has a number and this 7 Realms of the Gods
number is deducted from the characters 8 Fauna and Flora of Cragbarren
encumbrance limit, if the encumbrance 9 That be a Goblin!
limit is ever reached then any extra gear 10 Dragons and how to cook them.
is considered a burden and for every 2
points over the characters limit reduces the
D10 Maps
characters Endurance and Dexterity by 5%. 1 Map of a Crypt
2 Lost city of Fangholme
On the Gear Table the encumbrance listed 3 A map of local Barrows
is for a single item and for multiples that 4 Large dungeon map
number should be increased to reflect the
5 Treasure map of a forest
number carried. For items that carry fluids
the number is for a full container. 6 A picture of a cave entrance
7 Plans of a large Temple
8 Hand drawn map of small island
9 Old map of Stench
10 Map of a cave system
D10 Scrolls
1 A list of ingrediants
2 The Solution to a puzzle trap
3 A list of riddles
4 The alphabet of a strange
language
5 Faded Spell Scroll
6 Brief History of Elves
7 A Drawing of an ornate door
8 A collection of unknown symbols
9 A List of Elven Names
10 A letter to a King
City of Stench
Centuries ago the city of spires became ancient priests that created items of wonder
the city of stench, no one knows why this and magic and how these weapons and
happened or how but at some point, it all fell armour that can make mortals into gods
down. If you spoke to the oldest person on just lay scattered about just waiting for the
Cragbarren they would tell you that the city right party of adventurers to stumble upon
became corrupt, that the ground swallowed them, and these storytellers will fix you with
up the buildings and churches and then a rheumy eye and ask if you are that party,
spewed out death, that deep beneath the and you will wonder and ask yourselves the
island evil dwells and it manifested itself same question.
by rupturing and creating the rotten and
pungent orifice that now dominates the city, The Timeline
a running pustule of rot and evil. So many of you are wondering what came
first the fall of the city or the island becoming
There are tales of adventurers travelling hidden and the simple answer is no one
to the city and never returning, even tales really knows, though the fact they both exist,
of adventurers that did return and told of and both happened centuries ago could have
undead armies and demons, but the very a connection. The theory that the island sits
fact these adventurers returned makes their upon a demonic rupture that leads to the
stories somewhat less believable. deeper levels of hell would answer the why
for both events, so maybe the real question
The fact is that as you approach the city you should be how long! How long before the
will notice that it rises above the surrounding whole island becomes overrun by the undead
land as if it has been risen up by some great and demons?
hand, this makes the city impossible to enter
without climbing up to it, and it is a perilous Getting There
climb of jagged rocks and blood sucking Nothing is stopping any have-a-go hero from
roots. The only way to enter is to find the travelling to the city and climbing the cliffs
tunnels that formed after the city rose up, or travelling through the tunnels except a
but even these have become the homes to healthy sense of survival and working gag
monsters and other foul beasts. A dense fog reflex. There may be treasures awaiting
of evil hovers above the city and on certain beyond, and items of wonder, but there are
days will flow and wind its way through also hordes of undead and demons also
the abandoned streets and thoroughfares, wandering those city streets, so maybe make
winding its way into temples and homes, a sure you are ready before making any rash
fog that obscures the vision and corrupts all decisions.
it touches.
3
4
1
87
The City
There are 4 key locations in the city along with 3. Temple
a number of smaller locations, all locations
have the potential to hold adventure, A grand temple to a forgotten god, or a
mystery, treasure and danger. We encourage temple to demons that summoned its own
the GM to make the city your own by placing destruction? No one really knows who the
weird and wonderful locations and secrets Temple is dedicated to, but tales of great
within it. The tunnels can exit in any area the healing, the raising of the dead, miracles and
GM chooses and it does not need to be where glorious boons are told in inns and around
we suggest. The fog that covers the city rises camp fires across Cragbarren.
and lowers without any real rhyme or reason
and we suggest the GM rolls a d6 and on a 1-4
the fog is above the city and on a roll of 5-6 4. The Rupture
its lowered and now covers the city, lowering
visibility, spoiling food and water and making The rupture burst through the earth and
surprise attacks more likely. immediately began to corrupt the ground
around it, from its depths flew beasts,
spirits and a stench of rot. The shards of the
1. Tunnels rupture blackened and crystallised forming
a palace of decay. As time went on and the
These tunnels lead into the city and are the corruption spread, the palace grew and then
only route other than climbing the cliffs. eventually slowed and from its bowels a
The tunnels wind beneath the city and exit mighty steed was heard, time seemed to stop
somewhere within it, (the exit can be placed and the air was still and part of the palace
wherever the GM chooses). dissolved into the earth and from within the
Demon Gaggathron appeared, erupting like
2. Mages Guild a malevolent gush of vomit from a rotted
canker, it wasn’t very pleasant and many
A large crumbling building that still seems were horrified by what they saw, but not for
to emanate power. Its outer walls are carved long. Gaggathron rode his nightmare horse
with symbols and strange languages of through the streets corrupting all he saw and
ancient magic. The guilds doors have not turning the people of the city into his living
been opened for hundreds of years and many dead army.
say that it will only open to the one that it
awaits or has the key. What that means no The black crystal palace is not just the home
one really knows. to a demon but is also the gateway to hell and
whatever badness exists deep beneath the
This once great building was used as a island. So, probably best avoided or at the
meeting place, a holder of law and knowledge, very least admired from a distance.
training rooms for apprentice mages and a
place of commerce for the sale and trade of
magical items and equipment. The libraries
of Cragbarren have offered rewards for the
cities books and scrolls and many have gone
seeking items of tremendous power hidden
within the guild’s walls.
88
The Tunnels
Deep beneath the city are the tunnels and a get to roll 3 times on the treasure table.
route into the city above. The tunnels are not
a safe option, and many would prefer to risk E. Junk Pile
the climb than face whatever has taken up This cave is filled with years and years of
residence within those caves and chambers. discarded junk from the hundreds of victims
Where in the city the tunnels exit, is up to that the spider has caught and devoured.
the GM and this can be anywhere, but we do Everything from bones, clothes, old weapons
recommend not in the key locations (2,3 and and gear lie scattered about in mounds.
4). Searching here will take time and 5 rolls on
the treasure table.
A. Entrance
A dark cave with scattered debris of leaves, F. Cave Pool
branches and the odd animal bone. A Tracking Part of the cave is flooded and the floor of
or Learning check shows that something or the cave lowers to the north till the water
somethings have passed through the cave becomes pretty deep, deep enough to
recently. There are two exits from the cave. obscure a cave entrance that leads to H. To
the west is another cave G.
B. Side Cave
The cave shows signs of activity, this is mainly G. Old Smugglers cave
in writing on the cave walls in a strange This was once a store room for smugglers
language and the two empty cages that stand who would transport wares stolen from the
against the far wall. Searching the cages will city many centuries ago, it is now home to a
reveal animal droppings, small bones and d6 group of 5 sewer goblins. There is a 1 in 6
brass coins. chance that the goblins will not be here when
the party arrives (1 on a d6), if this is the
C. Large Cave case then the party will encounter them if
The cave is dark and damp, to the north can they travel to H and beyond. The cave is filled
be heard the sound of dripping water. To with old rotten crates, debris hoarded by the
the southwest is another tunnel which has goblins and other rubbish. On a -20% Search
been blocked by webs, which are the first success the party could find a Blessed, sharp
indication that a giant spider is resident Longsword.
here. The spider lives on the ceiling awaiting
anyone to pass underneath which is when it H. Submerged Cave
attacks and then carries its prey to D where The only way to reach this cave is to swim
it stores all its food. down from F and swim through the tunnel.
Anyone doing so needs to make an athletics
D. Food Storage check entering and exiting the tunnel and also
Hanging from the ceiling and lying around on swimming across to the tunnel to area I. For
the floor can be seen cocooned mounds, each every 30ft swam the character must succeed
one wrapped in web. This is the food storage an Endurance check or start to drown and
of the spider in C. Opening the cocoons lose 2 hp a round. There are air pockets in H
you will find a variety of Goblins and small that cancel out a need for the Endurance but
animals mostly with the odd wolf and orc. If replaces those with an Athletics.
the adventurers open up all the cocoons they
89
90
If the Sewer Goblins were not encountered M. Chain Cave
in G then they will be encountered here and The route to this cave can be filled with
will attack, sensing they have the advantage. undead, and the tunnel is pretty narrow
During combat characters must succeed an making the journey very treacherous. The
Endurance check each round with injuries main cave has a rusted chain hanging from
giving the checks a -10% penalty. a large hole in the roof, on the floor attached
to the chain is a large rusted bell which must
I. Goblin Hideout weigh almost half a ton, and presumably
This is where the Sewer Goblins live when broke through into the cave when the city
not in G or swimming in H. The tunnel fell. This is the only way up to the city.
leading to J is barricaded with a small hatch
allowing access to the larger cave. Any Sewer
Goblins confronted in H will retreat to here if
City Locations
they start losing the advantage and they will
Adventurers entering the city of stench will
attempt to destroy the barrier and arouse
need to know what they are searching for,
the monster in J. There are a few belongs
where they are going, if they are seeking a
scattered about the cave and a successful
particular object which is said to be hidden
search will result in one roll on the treasure
in a certain location that would need to be
table.
known as well. As time has gone by the city
has crumbled and decayed and any store
J. Monster Cave signs or street names have long since faded,
A Tentacled horror lives in this cave and feeds so we have included a random location table
of the evil energy emanating from below. so that GMs can roll to determine which
The horror was placed here by Gaggathron building the characters are currently in or
to guard the tunnels and make sure no one close to.
passes. The horror needs no food and will
exist forever just to fulfil its purpose. The
sewer goblins have been feeding off what the D100 Location
horrors kills by sneaking in and snatching 01 - 07 Alchemists
what they can. 08 - 13 Large House
14 - 17 Tavern
K. Trapped Cave 18 - 22 Blacksmith
This cave is half filled with water which
23 - 26 Jewellers
has been infected with a wasting disease,
touching the water with naked flesh starts 27 - 30 Small House
to decay whatever touched it. This causes 31 - 35 Tailor
whoever touched the water to lose d10 36 - 41 Armourers
dexterity. Another barricade blocks off L. 41 - 50 House
51 - 56 Trader
L. Barricaded Cave
This is a large barricaded cave filled with 57 - 61 Small Library
undead that have fallen from above into cave 62 - 71 Taxidermist
M. The undead walked from M to L because 72 - 80 Carpenter
of noises made by the Sewer Goblins. At any 81 - 87 Stone Mason
one time there are at least d20 undead in the
88 - 94 Tavern
cave.
95 - 00 City Jail
91
Bestiary
The island of Cragbarren is a dangerous Regeneration – Monster can regenerate
place, and towns and villages are few and limbs and heal wounds, must be destroyed
far between. Its many tombs and dungeons with fire.
are infested with all manner of monster and
beast, all happy to eat your face off if you Fire breathing – Monster can breathe fire
wander to close, or go where you are not and can create a cone of flame up to 6 ft in
wanted, such is the life of a shipwrecked length, doing 2d6 fire damage to anyone
delver. inside the cone.
Sometimes screaming and hiding from Acid blood – The monster has acid for blood,
shadows can be a good option but other each time a slashing attack succeeds there
times being able to understand and put a is a 20% chance acid will spray out hitting
name to the face buried ear deep in your the attacker, doing d8 damage to flesh and
eternal organs can be good to, and this is why armour.
the bestiary exists. This collection of horrors
has been compiled by the best researchers Invisible – The monster is invisible (yeah, I
and story tellers on Cragbarren from the know how’s that fair).
insane ramblings of madmen and the last
gasping breathes of hapless adventurers. As Fast – The monster is very fast, meaning
far as anyone is concerned this is a definitive melee attacks are at a -20% penalty to hit,
guide to surviving the island. and Ranged are at -30%.
Bad Breath – Monster stinks causing anyone Trans-Dimensional – The monster exists
getting within 3 ft to make a endurance check in various dimensions at the same time and
or spend a round retching. can move between them, this allows them to
disappear and then reappear somewhere
else.
94
Immune – The monster is immune to certain Special Ability & Feature
types of attacks. Each monster has a special ability and this
can be also rolled on a handy table.
Infravision – The monster can see heat.
D10 Ability Feature
Stupid – The monster is an idiot and
1 Breathes Fire Tribal
confusing, convincing, deceiving or
distracting them is all at +10%. 2 Acid Blood Solo
3 Infravision Pairs
Fearless – The monster has no fear and will 4 Fear Ambush
not runaway at the sight of your big sword, 5 Fearless Aggressive
even if they appear to be losing.
6 Poisoned Talkative
Fear – The monster induces fear, and 7 Diseased Magical
everyone needs to succeed at an Empathy 8 Annoying Grudge
test or run away. 9 Stupid Relentless
10 Invisible Cunning
Creating Monsters
Appearance
Not enough monsters in the bestiary? Then The monsters appearence will be the first
build some more, its pretty simple and only thing the adventurers will experience so
takes a few tables. here is a table for that,
Weapons
Claws - 2d6, Bleed
Bite - 2d8, Stun
Fire Breath - d6 per round
Magic
Can cast up to lvl 5 Mage Spells
102
Ettin
Ettins are closely related to ogres, and ogres them become depressed, which often leads
are dumb, but Ettins have two heads which to violence.
in theory would mean that Ettins are more
intelligent, but no, they are as dumb as a bag
of frogs. The real difference with an Ettin
Information
and an ogre is that an Ettin knows its dumb
Name: Ettin Level: 3
and also knows it has two heads which in
Special Abilities: Stupid
theory should mean twice the brains, this
knowledge has made the Ettin very upset
and very dangerous. Attributes
Dexterity 28%, Endurance 40%, Learning
Ettins are paranoid they think that everyone 12%, Vitality 42%, Empathy 10%
is laughing at them and hence are always
looking to pick a fight (some rumours claim HP: 40, MP: 0, PT: 5
that they have been known to pick a fight
with themselves, each head arguing with the Skills
other). This means that they are probably Awareness: 30%, Dodge: 40%, Fight: 55%
best avoided, which is often hard to do as
they tend to go looking for a scrap and often Weapons
this involves entering villages and towns Club - 2d6, Stun
smashing stuff until someone fights back. Stomp - 1d8, Stun
Punch - d10 Stun
Ettins can reach up to 10ft in height and
are very strong, it’s not unusual to see one
brandishing a tree trunk as a weapon or
thrown rocks big enough to crush a small
dwelling. They can talk but will often reply
mostly with ‘shut up’, ‘fight me’ or ‘you
calling me stupid’.
Skills
Awareness: 40%, Dodge: 30%, Fight: 53%
Weapons
Suffocate - The fungus envelopes the
victim until they are dead.
104
Ghost
Many have died on the island over the Ghosts cannot die, they are already dead,
centuries and some have been a bit annoyed but they can be banished for a short time.
about it, those ones have returned as ghosts. The only real way to kill a ghost is to find the
The funny thing about ghosts is they do not original body and either bury it or burn it.
stray far from where they died so you tend Some ghosts are known by the islanders and
to get a lot around battlefields, cities and new arrivals may be told about the helpful
towns. Caves and crypts, old towers and lost ones so not to cause any misunderstandings,
places often have ghosts of passed delvers, but there are always plenty more to be found
evil wizards or innocent civilians murdered whose intentions are not so clear.
by evil wizards.
Skills
Awareness: 58%, Dodge: 65%, Fight: 55%
Weapons
Soul Slash - 1d10 - Ghosts hand passes
through target and slashes at soul.
105
Goblins
If there is one thing the island has in
abundance its goblins, they are everywhere
and, in all types, and sizes. If asked people
will say that the goblins have always been on
the island and judging by how well they have
adapted to the various environments, that is
probably true.
Skills
Awareness: 40%, Dodge: 58%, Fight: 40%,
Ranged: 48%
Weapons
Dagger - d6, Bleed.
Sling - 1d6, stun
Create-a-Goblin
GMs should feel free to create whatever type
of goblin you like using the Creating Monsters
rules on page 92.
106
Harpy
Apparently, according to local legend, a Information
ship carrying a quantity of Harpy eggs was
wrecked on the island. The eggs were found Name: Harpy Level: 5
by a local wizard as he strolled along the Special Abilities: Flight
beachfront, and he decided to try and hatch
them. This was over two hundred years Attributes
ago so no one really knows for sure if that’s Dexterity 56%, Endurance 48%, Learning
actually true. Either way Harpies now exist 40%, Vitality 55%, Empathy 30%
on the island.
HP: 45, MP: 0, PT: 4
Harpies are only found in the northern part
of the island where they can be seen hunting Skills
and breeding. They are aggressive and will Awareness: 50%, Dodge: 76%, Fight: 60%
attack anything or anyone they consider food
without a pause. They tend to live in broods Weapons
of up to 10 harpies and the average harpy Claws x 2 - d6 + 1, Bleed.
will grow to about 4ft with a 6 ft wingspan. Grab - Will attempt to grab and lift up and
Harpy eggs are prized by alchemists and then drop victim, dodge roll needed to avoid.
collecting them will gain the lucky survivor
a few rewards.
Mound Horrors smell bad and are followed HP: 45, MP: 0, PT: 6
by a miasma of stench wherever they go,
this smog can cause disorientation and can Skills
even choke and stun living beings. If that Awareness: 35%, Dodge: 45%, Fight: 65%
isn’t enough the mounds are also pretty
tough opponents, healing at a rapid rate and
Weapons
controlling the plant life nearby to attack and
Club - 2d6, Stun
hold victims. No one is sure how they gained
Talons - 1d8, Bleed
the ability to see, hear and even make sounds
Plant Life - Can control plant life to grab
but as a package it makes one terrifying
victim and hold them. Endurance test to
adversary.
escape
109
Night Wraith
The island is dangerous outside of the Information
cities and major towns, and it can be pretty
dangerous inside the cities and towns as Name: Night Wraith Level: 5
well, but its not more dangerous than it is at Special Abilities: Infravision
night, when the sun goes down and the moon
comes out the horrors seem to become more Attributes
prevalent. One of these horrors is the Night Dexterity 50%, Endurance 45%, Learning
Wraith. 38%, Vitality 42%, Empathy 10%
Night Wraiths are not wraiths, why they HP: 43, MP: 0, PT: 4
got called that is presumably because they
seem to glow at night and whoever penned Skills
the name thought they were wraiths, in fact Awareness: 48%, Dodge: 65%, Fight: 65%
Night Wraiths are demons or something
close to one. They are the minions that Weapons
torture the poor souls that find themselves Claw x 2 - d6+1 Bleed
in purgatory. When the rupture in the city of Bite - d6 Bleed
stench appeared and spewed out its contents Soul Suck - Will latch on and begin to
the Night Wraiths were one of the things suck, victim will lose 1 Attribute per rnd,
spewed forth. Endurance test to shake of a Night Wraith.
Night Wraiths can always be found in the City,
crouched like glowing gargoyles on the side
of the mage’s guild or the temples, waiting
for those foolish or brave enough to risk the
city’s terrors. They have also travelled across
the island adopting ruins and craggy cliffs as
their homes.
Information
Name: Orc Level: 2
Special Abilities: Tribal
Attributes
Dexterity 33%, Endurance 37%, Learning
30%, Vitality 35%, Empathy 28%
Skills
Awareness: 40%, Dodge: 43%, Fight: 57%,
Ranged: 43%
Orcs appeared on the island less than a
hundred years ago when an orc ship was Weapons
washed up on the beach. The story goes that Sword, Rusted - d8+2 Bleed
one of the patrols from Wreck Haven doing Light Crossbow - 1d8, Bleed
their daily beach check for survivors saw the
orc castaways, realising the danger they were
in they quickly removed all signage leading
to the town and placed tracks pointing in the
other direction, the ruse worked, and the
orcs travelled away from Wreck Haven to the
west of the island.
Skills
Awareness: 40%, Brew: 40%, Casting:
40% Dodge: 55%, Fight: 70%, Sneak: 50%
Weapons
Any weapon
Poisons Vary
Magic
Witch spells based on level
114
Shrieker
that is evident from the explosion of energy
that is released upon their death.
Information
Name: Shrieker Level: 4
Special Abilities: Fearless
Attributes
Dexterity 40%, Endurance 45%, Learning
36%, Vitality 42%, Empathy -
Skills
Awareness: 56%, Dodge: 50%, Fight: 65%
Weapons
Scythes - d8+1 Bleed
Energy Absorb - The Shrieker will attempt
to absorb the magical energy from its victim
at d4 per round. Victim can use an opposed
Endurance test to escape.
As you wander the island at night or lie Explosion - Upon death the Shrieker
wrapped up in your bed you will sometimes explodes sending out magical energy in a
hear the scream of something horrifying, a 10ft radius and doing 4d6 damage to anyone
penetrating shriek that pierces the night and within the area of effect.
fills you with dread, this is the sound of the
Shriekers as they hunt.
Weapons
Longsword - d8, Bleed
Medium Shield
116
Spider
If you think you can travel underground Information
without facing at least one giant spider
than you will be sorely disappointed, they Name: Spider Level: 4
are everywhere on the island and not just Special Abilities: Fast, Poisoned
underground. If its dark and perfect for
building a web in, then there will be a spider Attributes
or two present. Whether it’s a cave, forest, Dexterity 50%, Endurance 45%, Learning
old tower or abandoned mine. 32%, Vitality 48%, Empathy 10%
Giant spiders are exactly like their tiny more HP: 40, MP: 0, PT: 3
known kin except bigger, and when we say
bigger we mean a lot bigger. A spider can Skills
grow as large as a wagon or fill the grand hall Awareness: 52%, Dodge: 70%, Fight: 55%,
of a castle, its really all about the size of the Ranged: 60%
environment they find themselves, the more
space they have the bigger they grow. Weapons
Bite - d6 Bleed
It is relatively easy to spot if there is a spider Web - The Spider will shoot its web at the
about, it often begins with webs and then target, Dodge can avoid the web. If hit the
cocoons of past victims. If you see these than victim is considered trapped and will need to
you are close to or inside of a spider nest, succeed in an Endurance test -10% to break
your best next move is to back out slowly and free. If bitten whilst webbed the victim will
try not to touch anything. A spider seeks to become paralyzed in d4 rounds.
paralyze its prey so that it can wrap it up and
then feed off of it over time.
117
Tentacled Horror
Imagine if you will a mass of tentacles, like Information
a large knot, hovering 6ft off the ground and
you will have what is commonly called a Name: Tentacled Horror Level: 7
tentacled horror. Often found in mage towers Special Abilities: Poisoned
or under the city of stench these weird dangly
horrors are feared by human and monster Attributes
alike. Dexterity 55%, Endurance 60%, Learning
48%, Vitality 57%, Empathy -
Tentacled Horrors seem content to hang
around waiting for something to wander by HP: 60, MP: 0, PT: 6
which they can kill, this is done by waving
their tentacles around hypnotically until Skills
the victim is mesmerized and then slapping Awareness: 58%, Dodge: 65%, Fight: 70%
them to death. Once the prey has fallen they
inject a poison similar to a spider bite to turn Weapons
the prey’s innards to liquid and then slurp itTentacles x 4 - d8 Stun
out through their feed tentacle, it’s all pretty
Hypnotism - The tentacles wave around in a
gross. hypnotic way and anyone seeing this needs
to make a Learning Test or become stunned
Tentacled Horrors make good deterrents for d4 rounds.
against anyone stealing your stuff as long as
you have no intention on ever wanting your
stuff as Tentacled Horrors have no loyalty
and will feed off whoever.
118
Troll
Trolls look like giant goblins and there is Information
reason to believe that the two are distantly
related. Like goblins trolls are annoying and Name: Troll Level: 3
pretty ugly. Their skin is covered in tough Special Abilities: Stupid, Berserk
nodules of gristle which makes them look like
they have the pox, they have large pointed Attributes
ears and long hook noses. A troll can grow Dexterity 35%, Endurance 42%, Learning
as tall as 9ft and are sinewy with clawed feet 25%, Vitality 40%, Empathy 10%
and hands.
HP: 40, MP: 0, PT: 4
Trolls live in caves mostly and they
sometimes can be found as the leader of a Skills
group of goblins or at least the tough guy Awareness: 35%, Dodge: 45%, Fight: 62%
of the group. When enraged a troll will go
berserk attacking anything in its path, be it Weapons
friend or foe and will not stop until it is dead Weapon - Normal damage +2
or everyone else is. They will use weapons
and armour if provided for them but are
Berserker
quite happy using their claws.
The Troll will go berserk once its HP is
reduced by half. This berserk rage doubles
Trolls can communicate in a guttural goblin
the Trolls damage.
tongue and sometimes in common, but they
are not ones for negotiation and will often
get frustrated with any conversation that
gets complicated or confusing and just revert
to violence. Trolls tend to be solitary when it
comes to other Trolls and often you will only
ever see one, Trolls tend to fight for control
when they are together which is why goblins
seem to be a natural ally, they are always
weaker.
119
Zombie
If you get close enough to the city of stench a zombie the victim will sometimes become
you will notice two things, the first will be a zombie themselves, the only way to stop
the amazing stench the second will be the this is to remove the infected bite area. They
weird moaning emanating from behind its rarely carry weapons and if they do, they
walls. This moaning sound comes from the have no idea how to use them, armour is also
people of stench who are now all zombies. pointless as the only way to kill a zombie is
by destroying the brain.
Zombies are mindless brain eaters, they are
driven by a need to feed and that is really
it, they have no comprehension and are
Information
attracted by noise or sight, they have no
Name: Zombie Level: 1
sense of smell (which is probably a blessing)
Special Abilities: Stupid, Fearless, Diseased
and they really don’t do well with complex
things like opening doors or judging heights.
They tend to be slow and shuffling, with their
Attributes
Dexterity 30%, Endurance 35%, Learning
numbers and relentless, tireless pursuit
20%, Vitality 35%, Empathy -
being the one thing that actually benefits
them, as they will follow a potential meal for
HP: 25, MP: 0, PT: 3
as long as it takes.
Weapons
Claws - d6 Bleed
Bite - d6 Diseased
Diseased
If bitten by a zombie the victim may
themselves become a zombie. For each bite
the victim must make a Vitality Test, if they
Fail they will become a zombie after d6
rounds.
Profession: ________________________________________
Attributes
U K T E M
Dexterity __ / __ % ____%
Skill -20% +5% +10% +15% +20%
Endurance __ / __ % ____% Acrobatics (Dex) 0 0 0 0 0
Learning __ / __ % ____% Ambush (Lng) 0 0 0 0 0
Arcane (Lng) 0 0 0 0 0
Vitality __ / __ % ____%
Athletics (Dex) 0 0 0 0 0
Empathy __ / __ % ____% Awareness (Emp) 0 0 0 0 0
Brew (Lng) 0 0 0 0 0
Hit Points ____
Cartography (Lng) 0 0 0 0 0
Magic Points ____ Casting (Lng) 0 0 0 0 0
Disarm/Set Traps (Dex) 0 0 0 0 0
Encumbrance ____ Disguise (Lng) 0 0 0 0 0
Dodge (Dex) 0 0 0 0 0
Armour Fight (End) 0 0 0 0 0
First Aid (Lng) 0 0 0 0 0
Armour Type:
Forage (Lng) 0 0 0 0 0
Herbology (Lng) 0 0 0 0 0
Armour PTs _____ Meditation (Vit) 0 0 0 0 0
Ranged (Dex) 0 0 0 0 0
Shield: Repair (Dex) 0 0 0 0 0
Tactics (Lng) 0 0 0 0 0
Ammo
Thievery (Dex) 0 0 0 0 0
Tracking (Lng) 0 0 0 0 0
Search (End) 0 0 0 0 0
Stealth (Dex) 0 0 0 0 0
Survival (Lng) 0 0 0 0 0
Gear Appearance
Item Weight
Endurance __ / __ %
Learning __ / __ %
Vitality __ / __ %
Empathy __ / __ %
Hitpoints: ______
Delve
Attributes
Name _________________________________ Race _______________
Endurance __ / __ %
Learning __ / __ %
Vitality __ / __ %
Empathy __ / __ %
Hitpoints: ______
Welcome to Delve
You awaken on a beach surrounded by the debris from a wrecked ship, you are not alone
as others seem to be also awakening from their ordeal. You had no time to pack and all you
have is what is in your pockets or what you can find amongst the wreckage. This begins
your adventures on the island of Cragbarren.
Delve is a fantasy RPG of discovery and adventure, you are on a lost island with no way to
leave. The island is filled with dungeons, ruined cities, old caves, mad mages and monsters,
with a lot of opportunity for an awesome GM to create their own.
So grab a sword and some friends and go seek your fortune or just some adventure on the
island of Cragbarren.
FGFantasy