Dungeon Delve
Dungeon Delve
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).
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.
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:
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!
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
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.
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!