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games:dungeon_delvers [2013/08/28 19:59] – Added hit for Gurney brentgames:dungeon_delvers [2025/08/13 13:47] (current) – Fix images, links, and sample play brent
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 ====== Dungeon Delvers ====== ====== Dungeon Delvers ======
-{{ http://brentnewhall.com/games/graphics/troll-clipart.jpg}} 
-//Dungeon Delvers// will be a one-page D&D variant. 
  
-It's just about that simple.+//"I'm impressed....an excellent game to run at a convention." -- [[http://www.tenkarstavern.com/2013/08/an-osr-styled-game-that-fits-on-single.html|Tenkar's Tavern]]//
  
-It has rules for attacks and saves, 4 classes, 3 races, spells, healing, conditions, and monsters. The system uses only a d6. There's even a rock-paper-scissors system for rolling a d6!+//Dungeon Delvers// is an **ultra-portable one-page D&D variant**.
  
-The basic system: roll 1d6 each for the 6 classic abilities. Attack rolls succeed on 5-6. Saves try to roll less than or equal to the relevant ability.+It packs a lot into one page: **rules for attacks and saves, 4 classes, 3 races, spells, healing, conditions, and monsters.** The system uses only a d6. There's even a rock-paper-scissors system for rolling a d6! 
 + 
 +[[http://rpg.drivethrustuff.com/product/118558/Dungeon-Delvers|Download now from DriveThruRPG]] and pay what you want 
 + 
 +[[http://rpg.drivethrustuff.com/product/118558/Dungeon-Delvers|{{http://www.drivethrustuff.com/images/banners/banner-dtrpg.jpg}}]] 
 + 
 +The game package includes: 
 + 
 +  * A two-page PDF containing the rules on one page, and an expanded spell list on the second page. The spell list includes spells for wizards and clerics levels 1 through 3 (that's a lot of play time). 
 +  * A one-page [[http://www.pocketmod.com|PocketMod]] PDF of the rules that can be printed and folded into a booklet that will fit in your pocket. 
 +  * An .azw3 file containing the rules and expanded spell list, for use on newer Kindles. 
 +  * A .mobi file containing the rules and expanded spell list, for use on older Kindles. 
 +  * An .epub file containing the rules and expanded spell list, for use on iPads and other eReaders. 
 + 
 +{{ http://brentnewhall.com/games/graphics/Dungeon_Delvers_cover.png?350}} 
 +===== System Overview ===== 
 +All rolls are 1d6. Roll 1d6 each for the 6 classic abilities. Attack rolls succeed on 5-6. All other rolls are //ability rolls//, which succeed if they roll less than or equal to the relevant ability. Ability rolls are used both as skill checks and as saves. 
 + 
 +Fighters deal extra hits per level, rogues get a bonus on ability rolls, wizards get one spell per level to use at-will, and clerics can cast any one spell of their choice once per day (more at higher levels).  
 + 
 +===== Adventures ===== 
 + 
 +Want more delving? Each of these adventures fit on a single printed page. 
 + 
 +  * **[[http://brentnewhall.com/games/downloads/DD1-Village%20of%20Troubles.pdf|Village of Troubles]]** by [[http://www.twwombat.com|T.W. Wombat]] deals with trouble in a logging village. Lots of ability rolls. 
 +  * **[[http://brentnewhall.com/games/downloads/DD2-Realm%20of%20the%20Rat%20King.pdf|Realm of the Rat King]]** by [[http://www.gameknightreviews.com|Brian Fitzpatrick]] deals with a plague of rats. Lots of combat! 
 + 
 +===== Demos ===== 
 + 
 +{{youtube>5V-OiL0YwWQ?large}} 
 + 
 +Also check out the [[http://thedragonfisters.blogspot.com/2014/02/bonus-episode-actual-play-poi-delvers.html|Dragon Fisters actual play]].
  
 ===== Play Sample ===== ===== Play Sample =====
  
-<html> +**GM:** Okay, let's get started. Go ahead and roll your abilities, but don't tell them to me yet. Just tell me your character's name, how many hits you take, and anything special about your class. 
-<p><span style="color:blue;font-weight:bold">Peter:</span> OK, I'm playing Paul the fighter. He takes 4 hits and deals 1 hit per attack.</p>+ 
 +**Peter:** Okay, I'm playing Paul the fighter. He takes 4 hits and deals 1 hit per attack. 
 + 
 +**Gretchen:** I'm playing Gurney the rogue. He takes 3 hits, and subtracts 1 from his ability rolls. 
 + 
 +**Jim:** And I'm playing Jessica the wizard. She takes 2 hits, and she's memorized the <em>fire bolt</emspell. 
 + 
 +**GM:** Great! You were all on a merchant vessel that was hit in a bad storm. You were swept into a bay and foundered near a small lumber village. The village elder, Zana, welcomed you all to spend the night in a storehouse. In the middle of the night, you're awakened by a cry of alarm. Lizardlings! 
 + 
 +**Gretchen:** What are those? 
 + 
 +**GM:** Imagine velociraptors that can throw spears. 
 + 
 +**Peter:** Hoo boy. I jump up and run outside. 
 + 
 +**GM:** It's pandemonium. People are running everywhere, screaming. There's a low fire on the east side of the village. On its far side, just outside of the woods to the east of the village, a couple of lizardlings are lashing out with crude spears at a knot of villagers who are desperately trying to defend themselves with hatchets and staffs. If you all want to use the zone rules, then that area is a combat zone. 
 + 
 +**Jim:** I follow Paul out of the storehouse. 
 + 
 +**Gretchen:** Me, too, but I try to stay out of sight. 
 + 
 +**GM:** Okay, Gretchen, make an ability roll using your dexterity. That's a d6 roll, trying to roll equal to or less than your dexterity score. And since you're a rogue, lower whatever you roll by 1. 
 + 
 +**Gretchen:** Okay. I have a dexterity of 5, so that shouldn't be a problem. And I roll...a 4, so 1 minus that makes it a 3. 
 + 
 +**GM:** Good, you stay out of sight. 
 + 
 +**Gretchen:** I'm sneaking around the campfire to flank the lizardlings. 
 + 
 +**GM:** Great! How about the rest of you? 
 + 
 +**Peter:** I draw my sword and run at the lizardlings. 
 + 
 +**Jim:** I want to stay back and see if I can figure out the lizardlings' tactics. 
 + 
 +**GM:** Okay, while Peter charges towards the fight and Gurney sneaks around the campfire, Jim I want you to make an intelligence roll. Again, that's d6, and you want to get no more than your intelligence. Which is...? 
 + 
 +**Jim:** My intelligence is 4, so that's not so bad. I roll a 2! Whew. 
 + 
 +**GM:** Good. You see one beefier lizardling in the back, gesturing with a fine hatchet. He's ordering around three lizardlings in front of him; they're using crude spears. In fact, by rolling that well, you also notice movement in the woods: two more lizardlings with simple bows. They're in another zone. 
 + 
 +**Jim:** I call out to Paul: "There are two in the woods! And watch out for the leader; he's a big one!" 
 + 
 +**GM:** Okay, Paul should be arriving at the zone next since Gurney's still sneaking. Who is Paul attacking? 
 + 
 +**Peter:** Hmmm. I hear Jessica's warning, right? 
 + 
 +**GM:** Definitely. The first three lizardlings are in front of you, with their leader behind them, and the archers are even further away. 
 + 
 +**Peter:** Okay, I'll slash at the nearest lizardling, then. 
 + 
 +**GM:** Okay, make an attack roll. That's 1d6, trying to roll 5 or 6. Do you want to use the zone rules? 
 + 
 +**Peter:** Sure. 
 + 
 +**GM:** In that case, you get "advantage," because you're using your sword on an enemy in the same zone. So you need to roll 4, 5, or 6.
  
-<p><span style="color:green;font-weight:bold">Gretchen:</span> I'm playing Gurney the rogueHe takes 3 hits, and subtracts 1 from his ability rolls.</p>+**Peter:** And...I roll a 5. Sweet!
  
-<p><span style="color:red;font-weight:bold">Jim:</span> And I'm playing Jessica the wizardShe takes hitsand she's memorized the <em>fire bolt</em> spell.</p>+**GM:** You swing and cut right through him! He goes down with just that one hit. His companion tries a desperate counter-attack...and rolls a 2, so he misses. The other lizardlings are still tied up with the villagers, so they're not going to attack. Gretchen, you've been patientWhat do you want to do?
  
-<p><span style="font-weight:bold">GM:</span> Great! You were all on a merchant vessel that was hit in a bad storm. You were swept into a bay and foundered near a small lumber village. The village elderZanawelcomed you all to spend the night in a storehouse. In the middle of the night, you're awakened by a cry of alarmLizardlings!</p>+**Gretchen:** I hear Jessica's warningtooso I want to jump out of the darkness and attack the leader.
  
-<p><span style="color:blue;font-weight:bold">Peter:</span> I jump up and run outside.</p>+**GM:** Cool! He's guarding himself from the village, but he's not expecting a side attack. That means you get advantage, so you hit if you roll 4, 5, or 6Make an attack roll!
  
-<p><span style="font-weight:bold">GM:</span> OK, you see people running everywhere. There's a low fire near the center of the village. On its far side, just outside of the woods to the east of the villagers, a couple of lizardlings are lashing out with crude spears at knot of villagers.</p>+**Gretchen:** And I roll 4!
  
-<p><span style="color:red;font-weight:bold">Jim:</span> I follow.</p>+**GM:** Good thing you had that advantage! He takes 1 hit, but that won't take him down. Your sword connects with the leader, who snarls and turns at you. His well-worn hatchet gleams in the moonlight as he slices it at you...but he rolls a 1!.
  
-<p><span style="color:green;font-weight:bold">Gretchen:</span> Me, too, but I try to stay out of sight.</p>+**Gretchen:** Phew.
  
-<p><span style="font-weight:bold">GM:</span> OK, Gretchen, make an ability roll using your dexterity. That's a d6 rolltrying to roll equal to or less than your dexterity score.</p>+**GM:** Meanwhileremember those archers? They see Gurney attacking their leader and let their arrows fly at him.
  
-<p><span style="color:green;font-weight:bold">Gretchen:</span> OK. I have a dexterity of 5, so that shouldn't be a problem. And I roll...a 4!</p>+**Gretchen:** Uh-oh.
  
-<p><span style="font-weight:bold">GM:</span> Goodyou stay out of sight.</p>+**GM:** One archer rolls 3 and misses, but the other rolls a 6. SoGurney takes an arrow to the arm.
  
-<p><span style="color:green;font-weight:bold">Gretchen:</span> I'm sneaking around the campfire to flank the lizardlings.</p>+**Gretchen:** That's okay; I can still take 3 more hits before I go down.
  
-<p><span style="font-weight:bold">GM:</span> Great! How about the rest of you?</p>+**Jim:** My turn again?
  
-<p><span style="color:blue;font-weight:bold">Peter:</span> I draw my sword and run at the lizardlings.</p>+**GM:** Sure!
  
-<p><span style="color:red;font-weight:bold">Jim:</span> I want to stay back and see if I can figure out the lizardlings' tactics.</p>+**Jim:** I want to cast my <em>fire bolt</emat the archers.
  
-<p><span style="font-weight:bold">GM:</span> OK, while Peter charges towards the fight, Jim I want you to make an intelligence roll. Again, that's d6, and you want to go no more than your intelligence. Which is...?</p>+**GM:** Great! Make an attack roll.
  
-<p><span style="color:red;font-weight:bold">Jim:</span> A 4, so that's not so bad. roll a 2! Whew.</p>+**Jim:** Do get advantage for attacking at range from zones away?
  
-<p><span style="font-weight:bold">GM:</span> GoodYou see one beefier lizardling in the backgesturing with a fine hatchetHe's ordering around three lizardlings in front of him; they're using crude spears. In fact, by rolling that well, you also notice in the woods two more lizardlings with simple bows.</p>+**GM:** That only applies to weapons, not spells, I'm afraidAnd the archers can see you allso no advantage thereYou'll hit on a 5 or 6.
  
-<p><span style="color:red;font-weight:bold">Jim:</span> call out to Paul: "There are two in the woods! Watch out for the leader!"</p>+**Jim:** And roll a 6! A bolt of fire leaps out from my fingers and streaks into the woods. It explodes on one of the lizardlings!
  
-<p><span style="font-weight:bold">GM:</span> OKPaul should be arriving next since Gurney's sneakingWho is Paul attacking?</p>+**GM:** And it squeals and collapses to the ground! Mind youyou now have a pile of flaming lizardling among a bunch of trees.
  
-<p><span style="color:blue;font-weight:bold">Peter:</span> HmmmI hear Jessica's warning, right?</p>+**Jim:** ...Uh-oh.
  
-<p><span style="font-weight:bold">GM:</span> Definitely. The first three lizardlings are in front of you, with leader behind them, and the archers are even further away.</p>+===== Sample Characters =====
  
-<p><span style="color:blue;font-weight:bold">Peter:</span> Okay, I'll slash at the nearest lizardling, then.</p>+==== Halfling Wizard ====
  
-<p><span style="font-weight:bold">GM:</span> OK, make an attack roll. That's 1d6, trying to roll 5 or 6.</p>+Str2\\ 
 +Dex: 3\\ 
 +Wis: 3\\ 
 +Con: 3\\ 
 +Int: 6\\ 
 +Cha: 4+1 = 5\\ 
 +Hits: 2\\ 
 +Level: 1
  
-<p><span style="color:blue;font-weight:bold">Peter:</span> And...I roll a 5. Sweet!</p>+Spells: 
 +Fire bolt
  
-<p><span style="font-weight:bold">GM:</span> You swing and cut right through him! He goes down with just that one hit. His companion tries a desperate counter-attack...and rolls a 2so he misses. The others are still tied up. Gretchenyou've been patient. What do you want to do?</p>+Items: 
 +Spell book, candle, candle lantern, quill, ink, parchment, scroll case, bed roll, frying pan (uses as club)flintwalking stick
  
-<p><span style="color:green;font-weight:bold">Gretchen:</span> I hear Jessica's warning, too, so I want to jump out of the darkness and attack the leader.</p>+==== Human Fighter ====
  
-<p><span style="font-weight:bold">GM:</span> Cool! He's guarding himself from the village, but he's not expecting a side attack. That means you get "advantage," so you hit if you roll 4, 5, or 6. Make an attack roll!</p>+Str6\\ 
 +Dex: 5\\ 
 +Wis: 3\\ 
 +Con: 2\\ 
 +Int: 3\\ 
 +Cha: 4\\ 
 +Hits: 4\\ 
 +Level: 1
  
-<p><span style="color:green;font-weight:bold">Gretchen:</span> And I roll a 4!</p>+Hits per attack1\\ 
 +ItemsSword, shield, bag, rope, torch, bed roll
  
-<p><span style="font-weight:bold">GM:</span> Good thing you had that advantage! He takes 1 hit, but that won't take him down. Your sword connects with the leader, who snarls and turns at you. His well-worn hatchet gleams in the moonlight. Meanwhile, remember those archers? Two arrows fly from the woods towards Gurney......one rolls 2, but the other rolls a 6. So, Gurney takes a hit.</p>+==== Elf Rogue ====
  
-<p><span style="color:green;font-weight:bold">Gretchen:</span> That's okay; I can still take more hits before I go down.</p>+Str: 4\\ 
 +Dex: 6+1=7\\ 
 +Wis3\\ 
 +Con4\\ 
 +Int: 5\\ 
 +Cha: 5\\ 
 +Hits: 3\\ 
 +Level: 1
  
-<p><span style="color:red;font-weight:bold">Jim:</span> My turn again?</p>+ItemsDagger, bow/arrows quiver, thieves tools, tinderbox & fire stuff, climbing gear, knapsack, gloves, bedroll
  
-<p><span style="font-weight:bold">GM:</span> Sure!</p>+==== Dwarf Cleric ====
  
-<p><span style="color:red;font-weight:bold">Jim:</span> I want to cast my <em>fire bolt</em> at the archers.</p>+Str: 5\\ 
 +Dex: 1\\ 
 +Wis: 6\\ 
 +Con: 3+1=4\\ 
 +Int: 3\\ 
 +Cha3\\ 
 +Hits3\\ 
 +Level1\\
  
-<p><span style="font-weight:bold">GM:</span> Great! Make an attack roll.</p>+Itemsholy symbol (stein), mace, helmet, bedroll, sack, wine skin, snacks, salt
  
-<p><span style="color:red;font-weight:bold">Jim:</span> Trying to roll 5 or 6 on attacks, right?</p>+===== Support =====
  
-<p><span style="font-weight:bold">GM:</span> Exactly.</p>+If you have questions about //Dungeon Delvers//, please post them to [[https://plus.google.com/communities/104787672504300358431|the Google+ Community]].
  
-<p><span style="color:red;font-weight:bold">Jim:</span> And I roll a 6! A bolt of fire leaps out from my fingers and streaks into the woods. It explodes on one of the lizardlings!</p>+===== Credits =====
  
-<p><span style="font-weight:bold">GM:</span> And it squeals and goes down! Now, mind you, you now have a pile of flaming lizardling laying among a bunch of trees.</p>+Thanks to T.W. Wombat and Brian Fitzpatrick for their design advice. Dungeon Delvers wouldn't be nearly as polished without them.
  
-<p><span style="color:red;font-weight:bold">Jim:</span> ...Uh-oh.</p> +Thanks to my Patreon patrons Jason Blalock, Joe England, Andrew Hauge, Ryven Cedrylle, and Seth Drebitko for their financial support of this product.
-</html>+
  
-<html> +//Dungeon Delvers// is released under a Creative Commons [[https://creativecommons.org/licenses/by-sa/3.0/|Attribution-ShareAlike license]] (CC BY-SA 3.0).
-<!-- TODO: +
-Sample Play Session +
-List of Patreon supporters +
-Link to the thing itself +
-Cool image +
---> +
-</html>+
games/dungeon_delvers.1377745149.txt.gz · Last modified: by brent