Delvers (FiD)

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

Delvers seek both treasure and knowledge as they explore ancient ruins and lost libraries. Merged with the previous Academy playbook, now obsolete.

Claims

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

Claims

Magic Shoppe Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Disguises You get +1d to the engagement roll for Social and Stealth plans. Treasury You get +2 coin in payoff for scores that involve acquiring or selling rare items. Informants You get +1d to gather information for a score. Your network of scholars and explorers is always on the lookout for new leads. Ebony Tower +1d on Command and Survey outside of a score.
Hall of Wonders +1d on Study and Tinker rolls on location. Library You get +1d to the engagement roll for Magic and Probe plans. Increased effect on on translations made on site. Strategium Your collection of artifacts and rare books. Claims start here and can extend horizontally or vertically, but not diagonally. Lecture Hall +1d to Consort and Sway rolls on-site. A prestigious place where your knowledge impresses visitors. Learned Correspondence +1d on Attune and Study during downtime.
Ivory Tower Crew gets +1d to healing treatment rolls during downtime. Field Contacts +1 engagement rolls on Assault and Transport plans. Patrons You get +2 coins in payoff for scores that collect or sell knowledge or magic texts. Temple of Knowledge You get -2 heat per score. Patronage 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. Seekers: Each PC may add +1 action rating to Study, Survey, or Tinker (up to a max rating of 3).
  2. Dungeoneers: Your cohorts are skilled in fieldwork. Add the Elite and Loyal traits to your cohorts.
  3. Endeavor: Everyone in the crew who rolls for a group action gets +1d.
  4. Endowed: When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they fund you?
  5. Pathfinders: You gain +1d to engagement rolls for exploration or transport plans.
  6. Questers: Gain +1d to gather info about ancient sites or lost knowledge.
  7. Survivors: +1d to resist environmental hazards (traps, dangerous terrain, etc.).
  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. Recover lost artifacts or knowledge or explore ancient sites.
  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 antiquarian.
  2. Gorran, a tomb robber.
  3. Jyn, a mage.
  4. Kez, an occultist.
  5. Mirwen, a noble.
  6. Pyra, a mechanist.

Crew Upgrades

☐ Delver's Rig (2 free load) ☐ Maps and notes ☐ Elite Adepts ☐ Elite Rovers ☐-☐-☐ Steady (+1 stress box)

Lair ☐☐ Carriage ☐☐ Boat ☐ 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

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Opportunities

  1. Cabal opportunity
  2. Cabal opportunity
  3. Cartel opportunity
  4. Cartel opportunity
  5. Cult opportunity
  6. Cult opportunity
  7. Delver opportunity
  8. Delver opportunity
  9. Glimmer opportunity
  10. Glimmer opportunity
  11. Manhunter opportunity
  12. Manhunter opportunity
  13. Traveler opportunity
  14. Traveler opportunity
  15. Troupe opportunity
  16. Troupe opportunity
  17. Warden opportunity
  18. Warden opportunity
  19. Warrior opportunity
  20. Warrior opportunity
  21. Air opportunity
  22. Animal opportunity
  23. Barrier opportunity
  24. Darkness opportunity
  25. Death opportunity
  26. Earth opportunity
  27. Electricity opportunity
  28. Fire opportunity
  29. Flux opportunity
  30. Ice opportunity
  31. Illusion opportunity
  32. Kinesis opportunity
  33. Life opportunity
  34. Light opportunity
  35. Metal opportunity
  36. Mind opportunity
  37. Order opportunity
  38. Plant opportunity
  39. Space opportunity
  40. Time opportunity
  41. Water opportunity
  42. 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.
  43. 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.
  44. 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.
  45. A criminal has taken refuge in the dungeon.
  46. A cursed relic has found its way into a public auction, spreading bad luck to anyone who touches it. Can you recover and neutralize it before the curse spreads further?
  47. A deep well in the center of a ruined courtyard echoes 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.
  48. 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.
  49. A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have resurfaced.
  50. A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have surfaced.
  51. A famous wizard went mad after finding an artifact of unspeakable power. His journal has resurfaced, and the artifact may still be hidden in his crumbling tower.
  52. A forgotten library has been unearthed, but the knowledge within is guarded by ancient traps and curses.
  53. A forgotten ruin said to hold the key to a legendary treasure. What dangers guard it?
  54. A forgotten ruin, said to hold the key to a legendary treasure. What dangers guard it?
  55. 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.
  56. 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.
  57. 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.
  58. A group of young nobles want to go slumming in the dungeon.
  59. A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
  60. A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
  61. 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.
  62. 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.
  63. A legendary expedition to a fabled city in the clouds left only one survivor. He claims he knows how to get there, but no one believes him.
  64. 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.
  65. 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.
  66. 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.
  67. A merchant has acquired a set of ancient relics, but they are rumored to be haunted. He offers a reward for anyone who can safely transport them to a far-off buyer.
  68. A merchant has discovered rumors of a dangerous relic they don’t understand. Retrieve it before disaster strikes.
  69. A monster recenly laid eggs and then departed. Find them before they hatch!
  70. A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
  71. A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
  72. A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
  73. A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
  74. 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.
  75. A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
  76. A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
  77. A powerful occult society seeks your help in deciphering a set of arcane symbols that have stumped their scholars.
  78. A powerful patron demands that you break a curse on an artifact in his possession.
  79. A previously unknown ruin is discovered, but it's infested with dangerous spirits.
  80. A rare and dangerous creature has been discovered, and your patron wants it captured alive for study.
  81. A rare celestial event is predicted, said to unlock the hidden powers of a long-buried magical artifact.
  82. A reclusive scholar needs help locating a forgotten temple. What will you find inside?
  83. A ritual site on the outskirts of the city is experiencing strange phenomena. The stones glow under the moonlight, and the local wildlife has been behaving erratically.
  84. A rival academy has been sabotaging your research, and you must uncover their plans.
  85. A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
  86. A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
  87. A rival occultist has summoned an eldritch entity but lost control of it. Now, the creature roams free, and stopping it could win you valuable magical texts.
  88. A rival scholar seeks to awaken a sleeping demigod beneath the city. Stopping them might earn you their research... or their wrath.
  89. A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
  90. A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
  91. 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.
  92. 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.
  93. A room filled with dormant stone golems. Some say they guard a treasure beyond measure, but waking them comes at a cost.
  94. 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.
  95. 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.
  96. A series of strange symbols have appeared on the city’s walls, matching a long-forgotten dialect from a dead empire. What is the message trying to tell you?
  97. A series of strange symbols have appeared on the city’s walls, matching a long-forgotten dialect from a dead empire. What is the message trying to tell you?
  98. A set of arcane diagrams has been stolen from the academy. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
  99. A set of arcane diagrams has been stolen. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
  100. A shimmering pool at the dungeon’s heart, said to have healing properties that can restore life or youth, but using it changes you.
  101. 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.
  102. A single monster of overpowering strength hinders passage.
  103. A single monster of overpowering strength hinders passage.
  104. 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.
  105. A strange machine from a forgotten age has been unearthed. No one knows its purpose, but scholars are desperate to get their hands on it for study.
  106. A strange machine from a forgotten age has been unearthed. No one knows its purpose, but scholars are desperate to get their hands on it for study.
  107. A strange storm has revealed a hidden island. Explore it before others claim the spoils.
  108. 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.
  109. A tribe of monsters have occupied parts of the dungeon.
  110. A wealthy collector offers a substantial reward for an artifact currently in a heavily guarded museum. He has hired several crews to get it for him.
  111. An ancient altar covered in strange runes is said to grant immense power—but only to those who can decipher its long-forgotten language.
  112. 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.
  113. 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.
  114. 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.
  115. An ancient text, said to hold the key to a lost civilization, surfaces in a rival's hands.
  116. An ancient tomb is found, but all who have attempted to open it have met with a gruesome fate. What secret does it hold?
  117. An ancient tomb is rumored to hold a cursed fortune. Will you brave the dangers for untold wealth?
  118. 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.
  119. An expedition into an ancient ruin has gone missing—can you find and rescue them?
  120. An expedition team seeks your help in finding a hidden city buried beneath the desert sands, rumored to contain untold magical riches.
  121. An old hermit claims to have discovered the key to eternal life but guards it with powerful enchantments and warded traps.
  122. 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.
  123. An underground cavern system has been discovered, leading to forgotten riches—or untold danger.
  124. An underground temple has been discovered, its walls inscribed with an ancient language no one has been able to decipher. You might be able to crack it.
  125. 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?
  126. 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.
  127. Dungeon monsters have raided the area. There is a bounty, and captives to rescue.
  128. Dungeon monsters have raided the area. There is a bounty, and captives to rescue.
  129. Giant vermin now infests the area.
  130. 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.
  131. Just another bug hunt!
  132. Part of the the dungeon has flooded, chasing away monsters that usually block the way forward.
  133. The city’s nobles are secretly bidding for a powerful artifact. Will you steal it from the auction, or find it first?
  134. The dungeon is filled with mist, which can mislead but might make stealth easier.
  135. The princess has fled the dungeon to avoid a political marriage!
  136. Water levels are low, which is said to open access to noew awuatic chambers.
  137. You have been challenged, who can get to the last hall first!?
  138. Your rival has published a groundbreaking paper using research you know they stole from you. How will you reclaim credit?