Dungeon Delve

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Dungeon​ ​Delve

WHAT​ ​IS​ ​DUNGEON​ ​DELVE?

This Fate Accelerated hack zooms out a bit of the usual dungeon crawl. Instead of having each
player incarnate the role of a single character in a party of adventurers, each manage a whole
party with its come and goes (which means a lot more gruesome maimings than peaceful
retirements​ ​in​ ​the​ ​harsh​ ​world​ ​of​ ​dungeon​ ​exploration).

This can be played either solo or with two or more players. In the last case, one of the player has
the​ ​spotlight​ ​and​ ​plays​ ​the​ ​adventure​ ​while​ ​the​ ​other​ ​players​ ​are​ ​all​ ​considered​ ​GMs.

The game usually starts with bringing (or drawing) a regional map. Bring out your old dusty hex
based adventure maps of the old or take your newest fancy colored one. Heck, you could just draw
a​ ​crude​ ​sketch​ ​on​ ​a​ ​napkin​ ​for​ ​all​ ​I​ ​know!

In all cases, make sure the map presents enough adventuring opportunities. Damp caves, dark
woods, ancient tombs... you know the drill. It should also have at the minimum one central hub that
would work as the parties’ base of operations. There, they will be able to plan their next delve, hire
new​ ​adventurers,​ ​sell​ ​their​ ​loot​ ​and​ ​buy​ ​new​ ​gear.

PARTY​ ​CREATION

Instead​ ​of​ ​creating​ ​a​ ​character,​ ​you’ll​ ​be​ ​making​ ​a​ ​party​ ​sheet​ ​(using​ ​the​ ​Fate​ ​Fractals).

Name​ ​&​ ​Description

Find a fancy name for your company and a nice logo or banner that represents it. It’s not an
Aspect, but it should iconically represents what that group is all about. “The Lion’s Pride” with its
golden crowned lion on a red linen banner is more likely to be a gathering of knights and other
do-gooders than a group of rascals. Then again, you can play with the irony and have your group
of​ ​coward​ ​mage​ ​apprentices​ ​called​ ​“The​ ​Fearsome​ ​Titans”​ ​just​ ​for​ ​the​ ​laugh.
Remember that even if the whole group is wiped out by a mischievous trap, the name will endure,
new​ ​people​ ​will​ ​join-in​ ​and​ ​adventuring​ ​will​ ​continue​ ​under​ ​the​ ​same​ ​banner​ ​(if​ ​it’s​ ​what​ ​you​ ​want).
Aspects

Your High Concept should be about what brings all these heroes (or would-be heroes anyway)
together. Obviously, all adventurers want fame, glory and shiny loot but ​Knowledge is power drives
this group of soon-to-be mages to venture in abandoned towers and it’s ​For the dignity of the
helpless​ ​that​ ​makes​ ​possible​ ​a​ ​gathering​ ​of​ ​such​ ​a​ ​motley​ ​crew​ ​(no,​ ​not​ ​the​ ​music​ ​band!).

Trouble could be a shameful secret that the group shares ​We work for the Vampire Lord
Draekenov​, or a very bad habit like ​We left you behind, no hard feelings right? Maybe the group
wiped a succession of failures ​When you fall off the horse… it hurts​, or some kind of weakness ​We
don’t​ ​really​ ​get​ ​along​.

Just pick a third aspect that will represent a unique particularity of that group. Try to pick something
that tells a cool story about that group. Something like ​Hired by the King​, ​Mentored by the Hero of
the Nation​, ​Never do the same mistake twice or ​War veterans. It can also represent a specific
adventurer​ ​of​ ​your​ ​group,​ ​for​ ​example​ ​Caelim,​ ​Wood​ ​elf​ ​scout​.

Leave the other two aspects empty and fill them as stuff come up in-game. Immortalize memorable
moments by making them aspects: ​Dragon slayers or ​No fear of the Undead makes for good
aspects.

APPROACHES

To keep consistent with the old-school dungeon delve thing, approaches represent character
classes.​ ​They​ ​represent​ ​everything​ ​that​ ​you​ ​would​ ​expect​ ​out​ ​of​ ​a​ ​character​ ​of​ ​that​ ​class.
Here’s​ ​the​ ​six​ ​approaches:

● Bard​:​ ​Diplomatic​ ​deals,​ ​inspire​ ​the​ ​party,​ ​gather​ ​info,​ ​recall​ ​legends​ ​and​ ​myths.

● Cleric​:​ ​Heal​ ​wounds,​ ​turn​ ​undeads,​ ​call​ ​for​ ​divine​ ​blessings,​ ​religious​ ​knowledge.

● Fighter​:​ ​Fight​ ​(duh!),​ ​bash​ ​down​ ​doors,​ ​withstand​ ​physical​ ​pain,​ ​look​ ​badass.

● Rogue​:​ ​Be​ ​stealthy,​ ​disarm​ ​traps,​ ​unlock​ ​chests,​ ​do​ ​shady​ ​business,​ ​backstab.

● Scout​:​ ​Notice​ ​danger​ ​and​ ​details,​ ​build​ ​shelter,​ ​find​ ​food,​ ​shoot​ ​with​ ​bows.

● Wizard​:​ ​Win​ ​a​ ​riddle​ ​contest,​ ​read​ ​some​ ​mystical​ ​runes,​ ​cast​ ​flashy​ ​spells.

Your starting party is made out of wannabes. As so, your starting bonuses are quite low. You start
with only one approach at Fair (+2) and two at Average (+1). Fear not, it will grow. One of the main
reward​ ​of​ ​beating​ ​a​ ​dungeon​ ​is​ ​upgrading​ ​your​ ​approaches.
HOW​ ​DOES​ ​IT​ ​WORK​ ​EXACTLY?

Really, it plays a bit like a boardgame. Each player plays through a serie of phases that represent
a whole adventure. One of them acts as the adventuring party while the others are all considered
GMs. Once it’s done, you hand over the spotlight to the next player who do the same until you call
it​ ​a​ ​night.​ ​It’s​ ​that​ ​simple.​ ​Here’s​ ​the​ ​phases:

1. Muster​: On that phase, you assemble your party and recruit new adventurers. In game terms,
this is a minor milestone. Don’t shy away at the perspective of describing the figures that come to
offer their services. This is a great moment for adding flavorful narrative to the game. This phase
doesn’t​ ​count​ ​as​ ​a​ ​Refresh.​ ​The​ ​Refresh​ ​happens​ ​only​ ​at​ ​the​ ​very​ ​end​ ​of​ ​the​ ​session.

2. Gather Info​: This is the part where your group ask around town to get more info on the quest
they are about to set on. They buy drinks at the local tavern, search old tomes and otherwise try to
learn​ ​anything​ ​that​ ​could​ ​get​ ​them​ ​an​ ​edge.​ ​Here,​ ​your​ ​Bard​ ​approach​ ​will​ ​always​ ​be​ ​useful.

Each adventure has its own Lore approach that opposes your group’s attempt to find info. Really,
what you are doing is Create an advantage. This aspect will stick for the whole adventure. Other
approaches could be used depending on the type of adventure. In any case, you’ll need to
convince the other players on how one of your approaches can help find proper information.
Aspects are your best friend here. For example, if the adventure is set in an abandoned mine and
you have an aspect ​Exiled dwarven warrior​, you’ll probably be allowed to use your Fighter
approach.

3. Journey​: That’s where the adventure really begins. The party leaves the comfort of the inn to
travel the wilds until they reach the dungeon’s destination. Basically, the adventure “attacks” you
and​ ​you’ll​ ​need​ ​to​ ​pit​ ​your​ ​Scout​ ​approach​ ​as​ ​a​ ​defense​ ​against​ ​the​ ​adventure’s​ ​Wilderness.

4. Delve​: This is the bulk of the adventure. Your party explores the dungeon, fight monsters, face
deadly traps and devious puzzles. It’s a Contest against The Dungeon and your party. Any Contest
rules applies, it’s just done with a bigger scope. You’ll find a list of sample dungeon stats at the end
of​ ​this​ ​document​ ​but​ ​you​ ​are​ ​more​ ​than​ ​encourage​ ​to​ ​make​ ​up​ ​your​ ​own​ ​ones.

If The Dungeon gets taken out or concedes (that’s when the Goblin King feels it will be better to
flee​ ​and​ ​fight​ ​another​ ​day),​ ​the​ ​party​ ​can​ ​proceed​ ​to​ ​phase​ ​5.​ ​Feast.

Otherwise, if the party decide this is too much for them or if they face a dreaded TPK, skip phase
5. All the loot that your party found were only just enough to buy back spent usables (potions,
rations,​ ​torches,​ ​etc).

5. Feast​: If your party beat the dungeon and its master, they come back to town with their hands
full of loot and most certainly cheering citizens. Your party throws out a big feast and rejoice in
success.​ ​Take​ ​a​ ​significant​ ​milestone​ ​to​ ​represent​ ​the​ ​cool​ ​loot,​ ​level​ ​ups,​ ​resting​ ​time​ ​and​ ​such.
For​ ​each​ ​difficulty​ ​level​ ​higher​ ​than​ ​the​ ​party,​ ​you​ ​also​ ​gain​ ​an​ ​extra​ ​Fate​ ​Point.
THE​ ​DUNGEON

Here’s a template for The Dungeon sheet. This sheet should be viewable by all players at all times.
It’s​ ​not​ ​a​ ​secret​ ​or​ ​anything,​ ​so​ ​the​ ​adventurers​ ​player​ ​can​ ​use​ ​this​ ​information​ ​to​ ​plan​ ​his​ ​moves.

The​ ​Dungeon​ ​(Difficulty)

Aspects:​​ ​Trouble,​ ​Other​ ​Aspect​ ​1,​ ​Other​ ​Aspect​ ​2


Zones:​ ​Zone​ ​1​ ​(Traps),​ ​Zone​ ​2​ ​(Monsters),​ ​Zone​ ​3​ ​(Puzzles)
Approaches:​​ ​Lore,​ ​Wilderness,​ ​Traps,​ ​Monsters,​ ​Puzzles,​ ​Boss
Stress:​ ​1​ ​|​ ​2​ ​|​ ​3
Consequences:​​ ​ ​Mild(2):​ ​___________​ ​ ​Moderate(4):​ ​___________​ ​ ​Severe(6):
___________

Aspects:
The actual name of the dungeon acts has its High Concept. So it represents the general layout and
environment of the dungeon. Is it a ​Deep cave​, a ​Rat infested cellar​, or an ​Ancient Crypt​? You can
set the difficulty of the delve which represent the best approach a party should have to venture
there.​ ​Write​ ​it​ ​down​ ​in​ ​brackets​ ​after​ ​the​ ​dungeon’s​ ​name.

The Trouble aspect is some kind of flaw of the place or its inhabitants. It could be ​Kobolds are
cowards​,​ ​Glowing​ ​mushroom​ ​show​ ​the​ ​way​ ​or​ ​Helpful​ ​spirits​.

The other two aspects is any cool quirk or denizens you can think of like ​Magical shadows​, ​Lava
pits,​ ​Dragon​ ​God​ ​Cultists​ ​or​ ​Orcs​ ​of​ ​the​ ​Blooded​ ​Horn​ ​Clan​.

Zones:
Find a cool names for each zone. They represent some section of the dungeon like ​The Great
Mirror Hall​, ​The Hidden Tavern or ​The Thousand Statues​. Link each zone with one of the
approaches: Traps, Monsters and Puzzles. The first time the party enters the dungeon, the GMs
choose which zone the group starts in. The party needs to inflict a consequence on The Dungeon
to treat that section as overcome. This also means that The Dungeon cannot use the linked
approach anymore. When that happens, the player that incarnates the adventurers chooses the
next​ ​zone​ ​to​ ​explore.

Approaches:
All dungeons have the same set of approaches. The exact bonus depends on the highest bonus of
the​ ​adventuring​ ​party.​ ​Bonuses​ ​follows​ ​this​ ​pattern:

● Boss​ ​approach​ ​=​ ​Party’s​ ​highest​ ​approach+2 ● Party’s​ ​highest​ ​approach-1


● Party’s​ ​highest​ ​approach+1 ● Party’s​ ​highest​ ​approach-2

● Party’s​ ​highest​ ​approach ● Party’s​ ​highest​ ​approach-3

Consequences​ ​inflicted​ ​to​ ​the​ ​party:


When The Dungeon inflicts a consequence to the party, it represents the death or otherwise
severe maiming of one of the party member. What it means is it makes the GM players able to
compel you or use that free invocation when trying to accomplish a task done by that party
member. For example, if you get imposed a ​Petrified Cleric consequence and then try to face
undeads, you could be compelled that the party is unable to defeat those undeads and needs to
backtrack to the upper floor or lock themselves in a room with seemingly no other issues. Damn
their​ ​luck!

A​ ​mild​ ​consequence​ ​means​ ​it’s​ ​one​ ​of​ ​the​ ​weakest​ ​party​ ​member​ ​that​ ​gets​ ​squished.
Moderate​ ​consequence​ ​is​ ​one​ ​of​ ​the​ ​middle​ ​ground​ ​character​ ​of​ ​your​ ​group.
Severe​ ​consequence,​ ​here​ ​goes​ ​bye-bye​ ​your​ ​main​ ​guy,​ ​the​ ​group​ ​leader,​ ​that​ ​high​ ​level​ ​dude!

Consequences​ ​inflicted​ ​to​ ​The​ ​Dungeon:


Likely, when the party inflicts consequences to The Dungeon, it represents them overcoming some
part of the challenges. In fact, the consequences are linked to the zones. It means that each time
the party inflicts a consequence, it removes one of the zone and its related approach. From now
on, The Dungeon is unable to use that approach anymore. The party don’t get the normal free
invocation​ ​though.

Once all three consequences has been filled up, the dungeon gain access to a new approach:
Boss. This approach, which have a much higher bonus, is the last stand. Fortunately, you can use
any of your approaches to fight it. At this point, The Dungeon probably only have one or two stress
boxes​ ​left.​ ​As​ ​soon​ ​as​ ​it’s​ ​taken​ ​out,​ ​the​ ​boss​ ​is​ ​defeated​ ​and​ ​so​ ​is​ ​The​ ​Dungeon.

Stress:
The whole adventure is considered a single scene. As such, you don’t recover any stress during
the delve. You recover all stress at the end of the adventure. You also recover all consequences.
It’s a bit of a stretch with the basic rules, but it would be too penalising to keep those
consequences around (since you lose the use of an Approach). Those characters are still
considered out of commission though and you’ll have to describe who are the replacements on the
Muster phase of the next delve… unless you really really hold into one of them, which you can
bring​ ​back…​ ​I​ ​guess.

Fate​ ​points:
The Dungeon always start with only 1 Fate Point. It’s not a lot but the GM players could still use
compels to gain new FPs. Also, since parties will usually delve into more than one dungeon per
session,​ ​they​ ​will​ ​run​ ​out​ ​of​ ​FP​ ​at​ ​some​ ​point​ ​and​ ​will​ ​need​ ​to​ ​rely​ ​a​ ​lot​ ​more​ ​on​ ​compels.

Initiative:
Since the whole adventure is considered a single scene, turn order goes back and forth between
player and GM. The first turn is always the player’s in phase 2 - Gather Info. Then The Dungeon
attacks​ ​on​ ​phase​ ​3​ ​meaning​ ​that​ ​on​ ​phase​ ​4,​ ​the​ ​player​ ​starts​ ​with​ ​his​ ​actions.​ ​And​ ​so​ ​forth.
SAMPLE​ ​DUNGEONS

Cave​ ​of​ ​Endless​ ​Echoes​ ​(Fair)

Aspects:​​ ​Evident​ ​layout,​ ​Territorial​ ​beasts,​ ​Well​ ​hidden​ ​entrance


Zones:​ ​Sleeping​ ​bat​ ​swarms​ ​(Traps),​ ​Alcove​ ​dens​ ​(Monsters),​ ​The​ ​Impassable​ ​Rift​ ​(Puzzles)
Approaches:​​ ​Mediocre​ ​Lore​ ​(0),​ ​Poor​ ​Wilderness​ ​(-1),​ ​Fair​ ​Traps​ ​(+2),​ ​Good​ ​Monsters​ ​(+3),
Average​ ​Puzzles​ ​(+1),​ ​Great​ ​Boss​ ​(+4)
Stress:​ ​1​ ​|​ ​2​ ​|​ ​3
Consequences:​​ ​ ​Mild(2):​ ​___________​ ​ ​Moderate(4):​ ​___________​ ​ ​Severe(6):
___________

The​ ​Traitor​ ​Prince’s​ ​Keep​​ ​(Good)

Aspects:​​ ​Well​ ​known,​ ​Vengeful​ ​Spirits,​ ​Rusty​ ​weapons​ ​everywhere


Zones:​ ​The​ ​Portcullis​ ​(Traps),​ ​The​ ​Torture​ ​Room​ ​(Monsters),​ ​The​ ​Laboratory​ ​(Puzzles)
Approaches:​​ ​Mediocre​ ​Lore​ ​(0),​ ​Fair​ ​Wilderness​ ​(+2),​ ​Average​ ​Traps​ ​(+1),​ ​Great​ ​Monsters
(+4),​ ​Good​ ​Puzzles​ ​(+3),​ ​Superb​ ​Boss​ ​(+5)
Stress:​ ​1​ ​|​ ​2​ ​|​ ​3
Consequences:​​ ​ ​Mild(2):​ ​___________​ ​ ​Moderate(4):​ ​___________​ ​ ​Severe(6):
___________

Ruins​ ​of​ ​the​ ​Snake​ ​God​ ​(Great)

Aspects:​​ ​Suicidal​ ​cultists​ ​of​ ​the​ ​Snake​ ​God,​ ​Hidden​ ​Secrets,​ ​The​ ​Basilisk
Zones:​ ​The​ ​Black​ ​Well​ ​(Traps),​ ​The​ ​Plaza​ ​(Monsters),​ ​The​ ​Temple​ ​(Puzzles)
Approaches:​​ ​Great​ ​Lore​ ​(+4),​ ​Good​ ​Wilderness​ ​(+3),​ ​Superb​ ​Traps​ ​(+5),​ ​Average​ ​Monsters
(+1),​ ​Fair​ ​Puzzles​ ​(+2),​ ​Fantastic​ ​Boss​ ​(+6)
Stress:​ ​1​ ​|​ ​2​ ​|​ ​3
Consequences:​​ ​ ​Mild(2):​ ​___________​ ​ ​Moderate(4):​ ​___________​ ​ ​Severe(6):
___________
PLAY​ ​EXAMPLE

Jay​:​ ​Alright,​ ​I’ll​ ​be​ ​first​ ​if​ ​you​ ​don’t​ ​mind!​ ​My​ ​party’s​ ​name​ ​is​ ​The​ ​Friendly​ ​Foes!​ ​It’s​ ​a​ ​bunch​ ​of
castoff​ ​monsters​ ​that​ ​tries​ ​to​ ​up​ ​their​ ​social​ ​standing​ ​by​ ​adventuring​ ​success.​ ​Their​ ​banner​ ​is​ ​a
grinning​ ​goblin​ ​with​ ​a​ ​red​ ​bandana.

Here’s​ ​the​ ​party​ ​sheet:

The​ ​Friendly​ ​Foes

Aspects:​​ ​Monsters​ ​looking​ ​for​ ​fame,​ ​Social​ ​Stigma,​ ​Don’t​ ​mess​ ​with​ ​our​ ​sharp​ ​teeth!
Approaches:​​ ​Fair​ ​Fighter​ ​(+2),​ ​Average​ ​Rogue​ ​(+1),​ ​Average​ ​Scout​ ​(+1)

The​ ​group​ ​don’t​ ​have​ ​much​ ​money​ ​to​ ​spend​ ​on​ ​supplies​ ​so​ ​they’ll​ ​be​ ​exploring​ ​the​ ​nearest
dungeon​ ​:​ ​The​ ​Cave​ ​of​ ​Endless​ ​Echoes​ ​(hex​ ​2029).

Jenna​:​ ​Perfect!​ ​Can​ ​you​ ​talk​ ​a​ ​bit​ ​about​ ​your​ ​mustering​ ​phase​ ​so​ ​we​ ​can​ ​have​ ​a​ ​laugh?

Jay​:​ ​Sure!​ ​Well,​ ​Grimush,​ ​an​ ​orc​ ​barbarian,​ ​is​ ​the​ ​leader​ ​and​ ​founder​ ​of​ ​this​ ​weird​ ​crew.​ ​He​ ​first
nearly​ ​crushed​ ​the​ ​skull​ ​of​ ​a​ ​little​ ​goblin​ ​rascal​ ​that​ ​tried​ ​stealing​ ​his​ ​purse.​ ​After​ ​chasing​ ​him​ ​in
the​ ​streets​ ​for​ ​hours​ ​at​ ​night,​ ​which​ ​made​ ​the​ ​local​ ​militia​ ​quite​ ​angry​ ​at​ ​him,​ ​he​ ​was​ ​thrown​ ​out
in​ ​jail.​ ​It’s​ ​that​ ​same​ ​goblin​ ​that​ ​helped​ ​him​ ​break​ ​away.​ ​The​ ​last​ ​member​ ​is​ ​Brum,​ ​a​ ​brooding
half-elf​ ​that​ ​was​ ​rejected​ ​from​ ​every​ ​city​ ​he​ ​went​ ​because​ ​of​ ​a​ ​rumour​ ​that​ ​he​ ​is​ ​cursed.
So,​ ​without​ ​further​ ​ado,​ ​I’ll​ ​have​ ​Wisks,​ ​that’s​ ​the​ ​goblin​ ​rogue,​ ​try​ ​to​ ​eavesdrop​ ​other
adventurers​ ​to​ ​gain​ ​information​ ​about​ ​the​ ​dungeon.​ ​I​ ​rolled​ ​a​ ​+1,​ ​that’s​ ​a​ ​Fair​ ​(+2)​ ​result.

Jenna​:​ ​Well,​ ​there’s​ ​not​ ​much​ ​secrets​ ​about​ ​the​ ​place,​ ​it’s​ ​quite​ ​common​ ​knowledge​ ​since​ ​it’s
quite​ ​close​ ​the​ ​the​ ​town​ ​of​ ​Holmir.​ ​I​ ​still​ ​rolled​ ​a​ ​Good​ ​(+3)​ ​result​ ​on​ ​the​ ​dice!​ ​Sorry!​ ​I​ ​guess​ ​your
nosy​ ​pal​ ​got​ ​a​ ​false​ ​rumour​ ​that​ ​the​ ​place​ ​was​ ​recently​ ​Cleared​ ​of​ ​dangerous​ ​creatures​.​ ​I​ ​stick​ ​a
free​ ​invoke​ ​for​ ​the​ ​dungeon​ ​on​ ​it.

Jay​:​ ​I​ ​feel​ ​like​ ​this​ ​group​ ​won’t​ ​last​ ​very​ ​long,​ ​haha!​ ​Alright,​ ​after​ ​almost​ ​no​ ​prep​ ​at​ ​all​ ​and​ ​right
in​ ​the​ ​middle​ ​of​ ​the​ ​night,​ ​they​ ​decide​ ​to​ ​start​ ​that​ ​adventure.​ ​Tss,​ ​noobs…

Jenna​:​ ​Let​ ​me​ ​make​ ​a​ ​Wilderness​ ​attack.​ ​Meh,​ ​that’s​ ​a​ ​Mediocre​ ​(0).

Jay​:​ ​Well,​ ​Brum​ ​takes​ ​the​ ​lead​ ​as​ ​the​ ​group’s​ ​scout​ ​and…​ ​(rolls​ ​a​ ​total​ ​of​ ​+1).​ ​Well,​ ​the​ ​other
two​ ​manage​ ​to​ ​not​ ​get​ ​left​ ​behind​ ​since​ ​he​ ​doesn’t​ ​seem​ ​to​ ​care​ ​much​ ​waiting​ ​for​ ​them.

Jenna​:​ ​Except,​ ​the​ ​cave​ ​has​ ​a​ ​Well​ ​hidden​ ​entrance​,​ ​which​ ​raises​ ​the​ ​attack​ ​to​ ​+1​ ​(hand​ ​over​ ​a
Fate​ ​Point).

Jay​:​ ​Oopsie!​ ​Err,​ ​well,​ ​I​ ​guess​ ​then​ ​they​ ​turn​ ​in​ ​circles​ ​for​ ​quite​ ​a​ ​long​ ​time.​ ​They​ ​are​ ​just​ ​about
to​ ​abandon​ ​when​ ​Grimush,​ ​out​ ​of​ ​frustration,​ ​throws​ ​a​ ​big​ ​freaking​ ​log​ ​at​ ​Brum​ ​for​ ​his
incompetence​ ​which​ ​he​ ​blocks…​ ​with​ ​his​ ​head.​ ​At​ ​least​ ​when​ ​he​ ​gets​ ​thrown​ ​into​ ​the​ ​rock
surface​ ​from​ ​the​ ​shock,​ ​he​ ​falls​ ​through​ ​the​ ​thick​ ​ivy​ ​wall​ ​that​ ​was​ ​masking​ ​the​ ​cave​ ​entrance.
Here,​ ​let​ ​me​ ​check​ ​that​ ​1​ ​point​ ​stress​ ​box.

Jenna​:​ ​Haha!​ ​What​ ​a​ ​bunch​ ​of​ ​jerks!​ ​So,​ ​they​ ​start​ ​exploring​ ​the​ ​cave​ ​and​ ​after​ ​a​ ​short​ ​time
delving​ ​in​ ​the​ ​dark,​ ​they​ ​stumble​ ​upon​ ​an​ ​area​ ​where​ ​rests​ ​a​ ​multitude​ ​of​ ​Sleeping​ ​bat​ ​swarms​.
You​ ​need​ ​to​ ​be​ ​extra​ ​careful​ ​if​ ​you​ ​don’t​ ​want​ ​to​ ​wake​ ​them​ ​up!​ ​It’s​ ​now​ ​your​ ​turn​ ​to​ ​act,​ ​do​ ​you
want​ ​to​ ​“attack”​ ​the​ ​bats​ ​with​ ​your​ ​Rogue​ ​approach​ ​to​ ​sneak​ ​on​ ​them?

Jay​:​ ​Yeah!​ ​Wisks,​ ​time​ ​to​ ​show​ ​us​ ​your​ ​sneaking​ ​skills!​ ​I​ ​got​ ​an​ ​Average​ ​Rogue​ ​(+1)​ ​approach
score.​ ​That’s​ ​a​ ​total​ ​of​ ​+3!​ ​A​ ​4-shifts​ ​hit!​ ​At​ ​least​ ​there’s​ ​something​ ​he’s​ ​good​ ​at!

Jenna​:​ ​Ouch!​ ​I​ ​guess​ ​I’ll​ ​take​ ​a​ ​mild​ ​consequence​ ​and​ ​check​ ​the​ ​2-pts​ ​stress​ ​box.​ ​Alright,​ ​the
party,​ ​lead​ ​by​ ​the​ ​rogue,​ ​sneak​ ​past​ ​the​ ​sleeping​ ​bats​ ​without​ ​problem.​ ​Here,​ ​I’ll​ ​write​ ​down
under​ ​the​ ​mild​ ​consequence:​ ​Bats​ ​(Traps).​ ​I’ll​ ​also​ ​scratch​ ​the​ ​zone​ ​and​ ​the​ ​approach​ ​on​ ​the
sheet​ ​so​ ​we​ ​don’t​ ​use​ ​them​ ​by​ ​mistake.

Jay​:​ ​Alright,​ ​I​ ​can​ ​choose​ ​ ​where​ ​I​ ​go​ ​next,​ ​right?​ ​(Looks​ ​at​ ​the​ ​dungeon​ ​sheet).​ ​Let’s​ ​see​ ​what
this​ ​orc​ ​is​ ​made​ ​of.​ ​The​ ​party​ ​arrives​ ​in​ ​the​ ​Alcove​ ​den​.​ ​That’s​ ​when​ ​they​ ​notice​ ​their
informations​ ​were​ ​false!​ ​They​ ​get​ ​surrounded​ ​by​ ​drooling​ ​weird​ ​subterranean​ ​versions​ ​of​ ​wolfs!
Your​ ​turn.

Jenna​:​ ​Alright,​ ​well​ ​they​ ​rush​ ​the​ ​intruders​ ​head​ ​front!​ ​(She​ ​rolls​ ​her​ ​attack​ ​and​ ​obtains​ ​+3​ ​on
her​ ​dice)​ ​The​ ​party​ ​slays​ ​a​ ​ ​few​ ​of​ ​them​ ​but​ ​just​ ​as​ ​they​ ​thought​ ​they​ ​were​ ​victorious,​ ​a​ ​whole
lot​ ​come​ ​swarming​ ​down​ ​from​ ​all​ ​sides!​ ​Since​ ​the​ ​group​ ​is​ ​totally​ ​taken​ ​by​ ​surprise​ ​by​ ​a
supposedly​ ​Cleared​ ​of​ ​dangerous​ ​creatures​ ​(she​ ​checks​ ​the​ ​free​ ​invoke),​ ​that​ ​makes​ ​for​ ​a
Legendary​ ​(+8)​ ​on​ ​this​ ​Good​ ​Monsters​ ​(+3)​ ​check.​ ​Take​ ​that!
Jay​:​ ​Holy​ ​cow!​ ​I’ll​ ​defend​ ​with​ ​Fighter.​ ​Dammit,​ ​where’s​ ​my​ ​luck?​ ​That’s​ ​a​ ​mediocre​ ​(0).​ ​That’s
a​ ​6-shifts​ ​hit!​ ​Well,​ ​since​ ​Grimush’s​ ​axe​ ​is​ ​not​ ​enough​ ​to​ ​kill​ ​all​ ​those​ ​things,​ ​I​ ​invoke​​ ​Don’t​ ​mess
with​ ​our​ ​sharp​ ​teeth​ ​(hand​ ​over​ ​a​ ​Fate​ ​Point)​ ​and​ ​have​ ​the​ ​goblin​ ​bites​ ​one​ ​of​ ​them.​ ​It​ ​raises​ ​it
at​ ​+2,​ ​which​ ​is​ ​still​ ​a​ ​4-shifts​ ​hit.​ ​I​ ​guess​ ​biting​ ​wasn’t​ ​a​ ​so​ ​great​ ​idea​ ​since​ ​it​ ​made​ ​Wisks​ ​an
easy​ ​target,​ ​hunched​ ​up​ ​like​ ​this.​ ​I​ ​take​ ​a​ ​mild​ ​consequence​ ​and​ ​check​ ​that​ ​2-pt​ ​stress​ ​box.​ ​The
goblin’s​ ​epitaph​ ​will​ ​read​ ​“He​ ​bit​ ​the​ ​dust”​ ​(He​ ​writes​ ​that​ ​down​ ​as​ ​his​ ​mild​ ​consequence).

Few​ ​exchange​ ​later,​ ​the​ ​party​ ​got​ ​rid​ ​of​ ​those​ ​Mowlf​ ​(that’s​ ​the​ ​silly​ ​name​ ​they​ ​gave​ ​to​ ​those
half​ ​breed​ ​of​ ​wolf​ ​and​ ​mole​ ​creatures),​ ​not​ ​without​ ​some​ ​more​ ​scratches​ ​and​ ​Brum​ ​showed​ ​his
scouting​ ​skills​ ​in​ ​The​ ​Impassable​ ​Rift.​ ​The​ ​party​ ​now​ ​has​ ​his​ ​1​ ​and​ ​2​ ​pts​ ​stress​ ​box​ ​checked
and​ ​one​ ​mild​ ​consequence.​ ​The​ ​dungeon​ ​has​ ​all​ ​three​ ​consequences​ ​filled.​ ​Means​ ​that​ ​the
party​ ​now​ ​faces​ ​the​ ​boss!

Jenna​:​ ​You​ ​arrive​ ​at​ ​the​ ​very​ ​last​ ​room​ ​of​ ​the​ ​cavern,​ ​a​ ​big-ass​ ​hall​ ​with​ ​multiple​ ​underground
streams​ ​falling​ ​into​ ​a​ ​big​ ​bubbling​ ​pool.​ ​Here​ ​the​ ​group​ ​understands​ ​why​ ​it’s​ ​called​ ​the​ ​Endless
Echoes​ ​cavern.​ ​It’s​ ​the​ ​snoring​ ​of​ ​a​ ​big​ ​fat​ ​ogre​ ​that​ ​bounces​ ​off​ ​walls​ ​and​ ​echoes​ ​in​ ​the
winding​ ​tunnels.​ ​Inevitably,​ ​he​ ​wakes​ ​up​ ​when​ ​the​ ​party​ ​tries​ ​to​ ​pilfer​ ​some​ ​of​ ​his​ ​adored
treasure.​ ​Who’s​ ​turn​ ​is​ ​it​ ​now,​ ​again?

Jay​:​ ​I​ ​made​ ​the​ ​last​ ​attack,​ ​so​ ​your​ ​turn.​ ​Do​ ​your​ ​worst!

Jenna​:​ ​The​ ​ogre​ ​swings​ ​his​ ​large​ ​club,​ ​which​ ​is​ ​a​ ​whole​ ​damn​ ​tree​ ​trunk.​ ​That’s​ ​a​ ​total​ ​of​ ​+6!

Jay​:​ ​I’ll​ ​defend​ ​with​ ​Fighter.​ ​Please,​ ​don’t​ ​die!​ ​Dammit,​ ​total​ ​of​ ​+4.​ ​I​ ​got​ ​one​ ​Fate​ ​Point​ ​left.​ ​I
guess​ ​slaying​ ​an​ ​ogre​ ​won’t​ ​hurt​ ​in​ ​their​ ​quest​ ​for​ ​fame,​ ​so​ ​I​ ​invoke​ ​Monsters​ ​looking​ ​for​ ​fame​.

Jenna​:​ ​Fair​ ​enough,​ ​that’s​ ​a​ ​tie​ ​then,​ ​I’ll​ ​make​ ​a​ ​boost​ ​Shaken​ ​as​ ​the​ ​log​ ​crashes​ ​on​ ​the​ ​cavern
floor,​ ​making​ ​everything​ ​tremble.

Jay​:​ ​I​ ​probably​ ​won’t​ ​be​ ​able​ ​to​ ​make​ ​that​ ​attack​ ​count​ ​so​ ​I’ll​ ​have​ ​Grimush​ ​irreverently​ ​slap​ ​the
orc​ ​in​ ​the​ ​face​ ​so​ ​he​ ​can​ ​snap​ ​back​ ​to​ ​reality.​ ​I​ ​overcome​ ​the​ ​boost​ ​with​ ​Scout.​ ​What’s​ ​the
difficulty?

Jenna​:​ ​It​ ​would​ ​have​ ​been​ ​Fair​ ​(+2)​ ​if​ ​Grimush​ ​would​ ​have​ ​tried​ ​just​ ​to​ ​regain​ ​his​ ​composure
but​ ​since​ ​orcs​ ​do​ ​need​ ​a​ ​good​ ​slap​ ​in​ ​the​ ​face​ ​from​ ​time​ ​to​ ​time,​ ​let’s​ ​set​ ​it​ ​at​ ​Mediocre​ ​(0).​ ​Roll
it.

Jay​:​ ​There​ ​you​ ​go,​ ​that’s​ ​a​ ​success​ ​with​ ​style!​ ​Grimush​ ​is​ ​even​ ​Enraged​ ​now!​ ​He​ ​pushes​ ​the
half-elf​ ​aside​ ​and​ ​chaaaaaarge!​ ​I​ ​roll​ ​my​ ​Fighter​ ​for​ ​a​ ​total​ ​of​ ​+4.​ ​How’s​ ​your​ ​defend?​ ​Also​ ​+4,
well​ ​as​ ​you​ ​expect,​ ​I​ ​use​ ​the​ ​boost​ ​right​ ​away​ ​for​ ​a​ ​+2.

Jenna​:​ ​I​ ​have​ ​no​ ​Fate​ ​Points​ ​left​ ​so​ ​I​ ​guess​ ​that’s​ ​a​ ​Taken​ ​Out.​ ​Congratulation!

Jay​:​ ​Yay!​ ​When​ ​the​ ​party​ ​comes​ ​back​ ​to​ ​town​ ​they​ ​throw​ ​out​ ​a​ ​big​ ​feast​ ​at​ ​the​ ​local​ ​tavern…
and​ ​invites​ ​nobody!​ ​Hahaha!​ ​I​ ​raise​ ​my​ ​Fighter​ ​approach​ ​to​ ​+3​ ​for​ ​the​ ​significant​ ​milestone;​ ​he
found​ ​a​ ​high​ ​quality​ ​warhammer​ ​and​ ​a​ ​sturdy​ ​helm​ ​in​ ​the​ ​ogre’s​ ​loot.​ ​Alright,​ ​your​ ​turn​ ​now​ ​to
play​ ​as​ ​the​ ​adventuring​ ​party!

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