Delvers (FiD)

From Action
Jump to navigation Jump to search
Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

The Delvers are intrepid explorers and treasure hunters, driven by the thrill of discovery and the lure of wealth. They brave ancient dungeons, forgotten crypts, and perilous ruins in search of hidden riches and powerful artifacts. For the Delvers, every expedition is a gamble where fortune favors the bold—or the foolish.

Delvers seek treasures and loot dungeons.

Claims

For treasure hunters that move around, claims are the usual lair, facilities, and holdings. For delvers that are exploring a single huge dungeon, claims are often parts of the dungeon that have been cleared and can be used as a base.

Trove: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Secret Paths: You get +1d to the engagement roll for Assault and Stealth plans. Artifact Dealer: You get +2 coin in payoff for scores that involve money and valuables. Map Collection: You get +1d to Prowl and Survey in dungeons and ruins.
Turf Hideout: -2 heat per score. Safe retreat for weary adventurers. Lair: Your secret base of operations where plans are made and treasures are stored. Claims start here and can extend horizontally or vertically, but not diagonally. Lookouts: You get +1d to Survey and Hunt in dungeons and ruins. Expedition Safehouse: +1d to Consort and Sway rolls on-site. The comfort and supplies you offer draw loyal allies.
Secret Lore: You get +1d to Attune and Study in dungeons and ruins. Healing Shrine: You get +1d to healing treatment rolls during downtime. Supply Cache: You get +2 coin in payoff for scores that involve rare artifacts. Sanctuary: You get +1d to the engagement roll for Magic and Probe plans. Arcane Cache: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Treasure Hunters: Each PC may add +1 action rating to Hunt, Study, or Survey (up to a max rating of 3).
  2. Pathfinders: You gain +1d to engagement rolls for exploration or transport plans.
  3. Relic Snatchers: When you recover an ancient or valuable artifact, gain +1d to Study or Survey rolls related to it.
  4. Survivors: When you resist consequences from environmental hazards (traps, dangerous terrain, etc.), clear 1 stress.
  5. Relic Brokers: You have connections to rare artifact dealers. Take -1 heat during downtime when you sell recovered relics.
  6. Fortune's Favor: Once per score, when you push yourself, you may also add +1d to resist a consequence without taking extra stress.
  7. Expedition Leader: When you lead a group action, everyone who rolls gets +1d. What famous treasure did you find to earn your reputation?
  8. Additional Playbook: Select another crew playbook. From now on, you can choose its Claims, Special Abilities, Crew Contacts, and Upgrades. You gain immediate access only to the Crew XP.

Crew XP

At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).

  1. Pass a dangerous place or recover significant loot.
  2. Contend with challenges above your current station.
  3. Bolster your crew's reputation or develop a new one.
  4. Express the goals, drives, inner conflict, or essential nature of the crew.

Contacts

  1. Doran, an antiquities dealer.
  2. Jyn, a mage.
  3. Kez, a sage.
  4. Lias, a crafter.
  5. Pyra, a trap expert.
  6. Renn, a retired delver.

Crew Upgrades

☐ Delver's Rig (2 free load of tools or gear) ☐ Underground maps ☐ Elite Rooks ☐ Elite Skulks ☐-☐-☐ Steady (+1 stress box)

Lair ☐☐ Camp ☐☐ Hidden ☐ Quarters ☐☐ Secure ☐☐ Vault ☐ Workshop

Training ☐ Insight ☐ Prowess ☐ Resolve ☐ Personal ☐-☐-☐-☐ Mastery

Quality ☐ Documents ☐ Gear ☐ Implements ☐ Pet/Special ☐ Supplies ☐ Tools ☐ Weapons

Cohort upgrade costs

New Cohort: ☐-☐
Add Type: ☐-☐

Cohorts

Explorers

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Scouts

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Sentries

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Opportunities

  1. A cavern filled with chains hanging from the ceiling and walls, some attached to long-forgotten prisoners. The legend says whoever can unlock the chains will find both danger and untold riches.
  2. A chamber where every sound is amplified and warped. Delvers believe the echoes are a form of communication from the dungeon’s original builders and could lead to a cache of their forgotten knowledge.
  3. A criminal has taken refuge in the dungeon.
  4. A deep well in the center of a ruined courtyard is said to echo with the voices of the past. Throwing in a coin grants a glimpse of your future, but it’s whispered that the well demands something in return.
  5. A forgotten ruin, said to hold the key to a legendary treasure. What dangers guard it?
  6. A garden filled with lifelike statues of explorers and warriors. Some believe these statues are the petrified remains of previous adventurers, and that the secret to reversing their fate lies somewhere in the dungeon.
  7. A giant statue of a nameless warrior holds a sword of untold power, trapped in stone. Whoever frees the weapon is said to claim it, but none have returned from the challenge.
  8. A grand hall dominated by a throne that shifts in and out of existence. Those who sit on it are said to glimpse forgotten knowledge, but the throne demands a piece of the soul in return.
  9. A group of young nobles want to go slumming in the dungeon.
  10. A labyrinth of mirrors that distorts time and space. Rumors say the heart of the maze holds a priceless artifact, but many have lost themselves, unable to find the way back.
  11. A long corridor lined with golden masks. It’s said that wearing one will show you a secret hidden in the dungeon, but also that removing the mask is almost impossible.
  12. A long-abandoned forge with a fire that never dies. It's rumored that weapons and armor forged here are imbued with immense power, but something unnatural controls the bellows and hammer.
  13. A massive statue of metal, standing vigilant in a long-forgotten hall. It’s rumored to be a mechanical guardian that can be reawakened by solving the riddle inscribed on its pedestal.
  14. A merchant has discovered rumors of a dangerous relic they don’t understand. Retrieve it before disaster strikes.
  15. A monster recenly laid eggs and then departed. Find them before they hatch!
  16. A pool of perfectly still water lies deep in a forgotten ruin. Some say it's a portal to another realm, while others claim treasure glitters just beneath the surface, guarded by a lurking entity.
  17. A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
  18. A reclusive scholar needs help locating a forgotten temple. What will you find inside?
  19. A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
  20. A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
  21. A room covered floor to ceiling with mirrors, said to show both reflections of the past and possible futures. Legends tell of an artifact hidden within the mirrors themselves, but reaching it is perilous.
  22. A room filled with dormant stone golems. Some say they guard a treasure beyond measure, but waking them comes at a cost, and they may not all follow the same master.
  23. A room where glowing, floating orbs move in strange patterns. It’s said that if you mimic the dance of the lights, hidden doors will open to ancient treasures.
  24. A room where the shadows seem to move of their own accord, concealing passages and traps. Rumor has it that the shadows hide a vault of incredible wealth, but first, you must learn to control them.
  25. A shimmering pool at the dungeon’s heart, said to have healing properties that can restore life to the dead or youth to the old. However, using it is said to change you in unexpected ways.
  26. A single monster of overpowering strength hinders passage.
  27. A still pool in a hidden cavern that, when gazed into, reveals the location of powerful artifacts. However, those who look too long are driven mad by the pool’s secrets.
  28. A strange storm has revealed a hidden island. Explore it before others claim the spoils.
  29. A treasure room flooded with murky water, said to be filled with ancient gold and gems. However, rumors persist that a monstrous creature calls the depths home, feeding on those who come too close.
  30. A tribe of monsters have occupied parts of the dungeon.
  31. An ancient altar covered in strange runes is said to grant immense power—but only to those who can decipher its long-forgotten language. Whispers of previous attempts ending in madness are common.
  32. An ancient altar that crackles with arcane energy, rumored to imbue any item placed on it with incredible powers. However, the altar’s energy is unstable, and many items have been destroyed.
  33. An ancient room filled with carved stones that emit strange melodies when touched. Some believe solving the tune’s puzzle reveals a hidden treasure, while others fear it awakens a deadly guardian.
  34. An ancient tomb is rumored to hold a cursed fortune. Will you brave the dangers for untold wealth?
  35. An enormous statue, partially destroyed by some unknown force, lies in a crumbling hall. Its gemstone eyes are rumored to hold a potent curse, but the lure of their value draws many to their doom.
  36. An old magic circle, stained with the blood of long-gone sacrifices. Some claim activating it will lead to untold magical power, while others believe it opens a doorway to unspeakable horrors.
  37. An underground cavern system has been discovered, leading to forgotten riches—or untold danger.
  38. Another groups of delvers have not returned. Will you try to save them, or just find the loot they said they knew where to find?
  39. Deep within the earth, a flooded crypt hides countless riches buried with the dead. However, rumors speak of the restless spirits that guard these watery graves.
  40. Dungeon monsters have raided the area. There is a bounty, and captives to rescue.
  41. Giant vermin now infests the area.
  42. In a chamber at the heart of an abandoned temple, an altar with an undying flame still burns. Legends say offerings left at the flame are granted a single wish, though the cost is never clear.
  43. Just another bug hunt!
  44. Part of the the dungeon has flooded, chasing away monsters that usually block the way forward.
  45. The city’s nobles are secretly bidding for a powerful artifact. Will you steal it from the auction, or find it first?
  46. The dungeon is filled with mist, which can mislead but might make stealth easier.
  47. The princess has fled the dungeon to avoid a political marriage!
  48. Water levels are low, which is said to open access to noew awuatic chambers.
  49. You have been challenged, who can get to the last hall first!?