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Delving, version 5.0

Posted: Tue Apr 28, 2015 3:09 am
by Glorelendil
Change Log:
- Modified rule for Plight >= Torch condition
- AngelAlex's suggestion for Group Hazard name adopted...still need mechanics
- Modified rule regarding Durin's Way and Tunneling on Delving tests.
- Added two rules for reducing Plight



Here is my latest pass at rules for Delving. This is the relatively fluff-free version; When I finally get the rules nailed down I'll add descriptive language, quotes from the texts, tables, etc.

I tried to incorporate and honor applicable rules found in both Tales from Wilderland and Rivendell.

It still feels like a lot of dice rolling, but this is as lean as I could get it while still incorporating all the factors that I think make for a great dungeon crawl, in (what I hope is) the TOR style.

Feedback of all sorts welcome, including (especially?) on terminology.


Delving Tests

Delving is the art of exploring underground realms. These rules are meant to allow LMs to run vast delving adventures without having to map out every twist and turn, chamber and cavern, while still conveying a sense of epic scale and (more importantly) epic terror to the players.

In general, Delving requires heros to accumulate successes at certain common skills, although unlike normal sustained tests the skills tested will probably vary. Each leg of a delve, between plot points prepared by the LM, requires a defined number of successes at a specific TN. Each individual roll represents a challenge to the fellowship of their Body, their Heart, or their Wits, which translates to a test of Explore, Travel, or Riddle.

For each roll, a single Success die is rolled, with 1-2 indicating a test of Body, a 3-4 indicating a test of Heart, and a 5-6 indicating a test of Wits. (That distribution table might be different for specific Delves.) Each success, e.g. 3 for an Extraordinary Success, count toward the total needed. When the total is reached, the adventurers reach the next plot point.

Following rule has been updated:
When a hero with Durin's Way or the Tunneling trait makes a Delving test in a delve that was created by members of his own culture*, the Feat die is rolled twice and the higher result used. E.g. Dwarves in Moria, Wood Elves in Dol Guldur, or Hobbits in the Lower Dungeons of Brandy Hall. (“Delving test” in this document refers specifically to the Explore, Travel, and Riddle tests made as part of the sustained tests, and does not include tests resulting from Hazards triggered while Delving.)

If all goes perfectly, getting through, say, Moria would require a whole bunch of Success die rolls to determine the types of challenges faced, and a lesser number of Explore, Travel, and Riddle tests, all producing lots of Tengwars.

But things never go perfectly, do they?

Plight

The two adversaries reliably found in every delve are darkness and getting lost. These enemies are represented by two variables: Torches, which despite its name is an abstract measure of their supply of light sources, and Plight, which measures both how lost the heroes are as well as how lost they think they are. (Torches are addressed later.)

Plight ranges from 0 to 10, sometimes but not always starting at zero. Each time the heroes fail a Delving test, Plight increases by one. There is no corollary rule for decreasing Plight: it never goes down automatically. There are two ways for heroes to lower Plight:
1) When Great or Extraordinary Successes are rolled on Delving tests, the player may choose to spend one or more extra successes on reducing Plight instead of counting toward the sustained tests. Reduce Plight by 1 for each success so used.
2) The company may choose to spend points directly from the Fellowship Pool to reduce Plight at a 1:1 ratio.
Additionally, some events in the Delve may, at the LM's discretion, reduce Plight. For example, a successful Lore roll may let a player recognize an historically significant room, giving a sense of where they are.
Question: What's best? #1, #2, or both 1 and 2?

When a Delving test is failed with an Eye of Sauron, Plight increases and a Hazard is triggered. (See Hazards, below.)

When a Delving test succeeds, if the Feat die was less than or equal to current Plight, a Hazard is also triggered, but it is optional: the heroes may, if they choose, avoid the Hazard and look for another route. Doing so increases the number of successes needed for the sustained tests by one.

Fatigue and Individual Hazards

In addition to increasing Plight, whenever a Delving test is failed all companions make a Fatigue (Travel) check. Fatigue only increases by 1 for each failure while Delving, regardless of season outside, as it represents the emotional burden of being trapped underground in the dark as much or more than physical exertion.

When Fatigue checks are failed with an Eye, the hero triggers an Individual Hazard.

Torch Rating

The default starting score for Torch rating is 2 times the size of the Fellowship, roughly approximating each member carrying two torches. Any time any companion rolls an Eye of Sauron on a common skill test, deduct one from the score. Spending a point of Hope negates this loss.

There are some ways to modify this:
Individual heroes may choose to carry extra torches: Torch rating increases by 2 for each point of Encumbrance. This increases Fatigue as normal, and does not decrease as the torches are consumed.
The heroes may need to or want to Craft their own torches:
- On a failure, the torches are poorly made and anemic, and the starting score is only one times Fellowship size
- On a normal success Torch is calculated normally.
- On a Great Success, the starting score is increased by 2, and on an Extraordinary Success by 4.
If the companions possess an oil lamp or lantern, whenever an Eye of Sauron is rolled on a skill test, that player may make a Craft test: on a success, no torch is lost.

Whenever Torch rating is below a hero’s Shadow score, that hero is considered Miserable. Durin’s Way or the Tunneling trait grant immunity to this condition.

Alternate Rule: when Torch is not greater than Plight, all heroes are considered Weary when making Wisdom or Valour rolls. Durin's Way and Tunneling still grant immunity. Better?

When Torch reaches zero, the heroes are in Darkness and are considered Severely Hindered in combat, and suffer +4 to TNs for all Movement, Perception, and Survival skill tests. Durin’s Way or Tunneling trait halve these penalties.

Hazards

As mentioned above, there are two kinds of Hazards: normal Hazards and Optional Hazards. Many or most Hazards can be of either category, and thus can be used for either situation. For example, for a normal Hazard the party may find itself in the middle of sticky spider webs, requiring Stealth or Awareness rolls to wend safely through them without getting stuck, whereas in an optional Hazard they may see a corridor filled with the same webs, and opt to not go that way.

When a Hazard is encountered, the player first rolls a single Feat die. An Eye of Sauron indicates a specific, particularly bad Hazard. A Gandalf indicates a specific, surprisingly beneficial Hazard. (Details vary depending on whether it’s a group or individual Hazard; see "Special Hazards", below.)

In general Hazards correlate to the type of Delving test that was faced. That is, when it’s a challenge of the Body (the party rolled Explore for their Delving test) the Hazard will generally require the use of Body common skills, and/or have consequences affecting the Body...Fatigue, Wounds, etc. Similarly for Heart and Wits. Instead of creating rigid tables, the LM is free to pick appropriate Hazards from the default list, or from new Hazards created for specific delves, or to improvise on the spot. (Examples to follow...eventually.)

Unlike Journey Hazards, Delving Hazards generally do not require a specific hero to make a skill test. In fact, many of them will require the whole company to make skill tests: overcoming fear, leaping a chasm, sneaking past sleeping spiders, etc.

Special Hazards (on Eye of Sauron or Gandalf)

Group Hazards
Eye of Sauron: Delved Too Deep: Question: any good ideas for something appropriately bad here, that is categorically different from the other Hazards?
Gandalf: Unexpected Party: when this occurs, the party stumbles across unexpected succor, although usually still requiring a skill test. Perhaps a locked door must be opened to retrieve some torches and provide a safe place to rest, or a room might be recognized with a Lore roll, decreasing Plight.

Individual Hazards
Eye of Sauron: Left Behind: when this occurs, the companion is Separated from his party. Normally this is not a big deal, as his absence is soon noticed and the party rejoins, perhaps with a slight loss of time. However, if the individual is currently Miserable and thus has triggered a Bout of Madness with his terribad Fatigue check, or perhaps if the party is due for a Revelation episode, then things can be much worse. Think of Bilbo tumbling off into the darkness in the goblin tunnels and getting knocked out. What does he do...stay put and wait for rescue, try to find his friends, or just look for a way out? What does the main group do? Question: any ideas for elegant mechanics here?
Gandalf: “What Have I Got in My Pocket?” The hero puts his hand on something in the dark, which turns out to be an item that’s beneficial in a minor way. Perhaps a torch, or a key whose purpose will be revealed, or simply a silver coin. But if the hero is also suffering from at least one of: Miserable, Weary, Poisoned, Wounded, Separated, and/or in the Darkness, treat the find as a T* trove and allow a single roll of the Feat die to determine if magical treasure is found. If a Gandalf or Eye of Sauron is rolled, the hero may then roll Success dice as normal, with the restriction that he may not choose to roll more dice than the number of aforementioned conditions under which he suffers. (E.g., if he is Weary and Wounded, Separated, and in the Darkness, he can roll up to 4 dice.)

Adversaries

There are no “wandering monsters” implicit in the Hazards. Rather, this is where the Eye of Mordor rules in Rivendell come into play. Delving involves a rather lot of dice rolling, and is generally undertaken by advanced heroes, in dark places. Therefore there will be an awful lot of Revelation episodes.

Hazards will all (or mostly) include notes on how to “upgrade” them to account for Revelation episodes. A normal Wits Hazard might result in the heroes seeing their own tracks on the floor as they realize they are going in circles. The same Hazard with a Revelation episode may involve an extra set of unfamiliar tracks. A normal Body Hazard might require an Athletics test to squeeze through a narrow gap. The same Hazard with a Revelation episode might have a slavering beast appear just as the middle hero fails his roll and gets stuck. Etc.

Re: Delving, version 5.0

Posted: Tue Apr 28, 2015 10:54 am
by Indur Dawndeath
Hi Glorelendil,

I like the idea! One small issue. You mention that fighting in the dark is the same as Severely Hindered. I believe it is worse than that.
The Orc poison that blinds as an extra bonus mentions that it is +6TN to fight while blinded.
Another point: Why are the heroes misserable when the torch value is below shadow. I don't think that will work, and what has shadow to do with being low on torches? It is more intuitive, if they are misserable when they run out of torches. Even then I'd let them roll Valour to hold it together.
You could easily start the delving adventure misserable if you are 2-3 companions and have a Little shadow from previous adventures...
If you want them to get misserable, then flood them with corruption tests, once per day as a minimum. Even one per hour as they explore the slave pits under Mount Gundabad...

Re: Delving, version 5.0

Posted: Tue Apr 28, 2015 11:25 am
by Glorelendil
Quick answer before I dash to work: the idea is that as your torch supply gets low your fears get magnified, and I was using Shadow as the measure of how susceptible you are to this. Shadow will likely also increase while delving, but I was factoring in that Torches may increase (i.e., you might find some torches while delving) and/or you may exit the Delve, whereas once your Shadow is higher than your Hope you're kinda screwed until you have a Fellowship Phase (or a bout of madness). So this rule is sort of a "less serious Miserable" than the normal kind.

The idea was actually given to me by a reviewer; it may not be the exact right rule, but I kinda like the general concept. Anybody else have an opinion? (I mean, specifically about this...I know you all have lots and lots of opinions.)

Re: Delving, version 5.0

Posted: Tue Apr 28, 2015 11:40 am
by zedturtle
I like Plight; very descriptive.

I am, of course, fond of the Shadow vs. Light/Torches rule.

Trying to come up with a suitable Hazard for group Sauron; also dashing to work.

Re: Delving, version 5.0

Posted: Tue Apr 28, 2015 5:16 pm
by Blubbo Baggins
What happens when Plight reaches 10?

Re: Delving, version 5.0

Posted: Tue Apr 28, 2015 5:28 pm
by Glorelendil
Here's an example of what a "map" of a Delve might look like:
Image

The plot locations are "Main Entrance", "Dungeons", "Hidden Lake", "Throne Chamber", and "Secret Waterfall Gate". These are all the locations that the LM has planned out for his adventure.

The other regions..."Mines", "Forgotten Palace", "Goblin Tunnels", and "Ruined Mansion" are not defined (even the names are optional). All the LM knows is that he wants the adventurers to have to work to get from, say, Main Entrance to Throne Chamber. For each of these regions, "S" is the number of successes required, and "TN" is the TN for those successes.

(Note: I'll need to do some testing to figure out what appropriate numbers of successes look like.)

Example:
To get from the Main Entrance to the Throne Chamber the party will have to pass through the Ruined Mansion and get 4 Delving successes at TN 16. The heroes are just starting out, and are well prepared, so the LM gives them a starting Plight score of 0.

For the first attempt the LM rolls a 5 on a Success die: Wits. So a Riddle role is needed, and the party nominates their Hobbit who has both a high Riddle score and the Tunneling trait. He rolls a 17 vs. an adjusted (tunneling) TN 14, chalking up one success.

The next test is a Body test, so the party nominates a player with good Explore skill. He rolls a 15. The group discusses it, and decides not to spend the Hope. Plight increases to 1, and everybody makes a Fatigue test. Some of them fail and get 1 point of Fatigue, but nobody rolls an Eye of Sauron. The player tries again* and succeeds with an Extraordinary Success, but with an Eye of Sauron on the Feat die. So they've got enough successes to get to the Throne Chamber, but because the Feat die was less than or equal to their Plight score, they face a Hazard. They discuss whether to face the Hazard or look for another way, and decide that they don't want to risk increasing plight since they know they have a long way to go yet, so they tackle the Hazard...etc.

*I thought about adding a rule whereby if the same character tries to repeat a failed Delving test the difficulty increases (or the risks otherwise go up), encouraging groups to let different players try the rolls, rather than always default to the same 3.

Re: Delving, version 5.0

Posted: Tue Apr 28, 2015 5:30 pm
by Glorelendil
Blubbo Baggins wrote:What happens when Plight reaches 10?
You're kinda screwed. It means you're really and truly lost. Any Success that isn't a Gandalf results in an optional Hazard.

Hopefully in Delves that are large enough where that is a risk, there are options for reducing Plight:
1) Lore tests that orient you to your location (e.g. Chamber of Marzabul)
2) Friendly NPCs who give you directions
3) A shaft of light from the surface that gives you a sense of direction, the time of day, and a little bit of sunshine
Etc.

But maybe there needs to be another, dependable (i.e. player-driven) way of reducing Plight, like trading points from the Fellowship Pool, 1:1.

Oh...how about this: when rolling Great or Extraordinary Successes at Delving tests, you have the option of reducing Plight rather than taking extra successes? (Splitting 1 of each if you prefer.)

EDIT: And, yes, Zed gets credit for the Light < Shadow idea. I didn't want to give him credit without knowing if he wanted credit.

Re: Delving, version 5.0

Posted: Tue Apr 28, 2015 8:18 pm
by Glorelendil
Indur Dawndeath wrote: I like the idea! One small issue. You mention that fighting in the dark is the same as Severely Hindered. I believe it is worse than that.
The Orc poison that blinds as an extra bonus mentions that it is +6TN to fight while blinded.
Oh and I forgot to answer this part: I'm borrowing mechanics from both Tales from Wilderland, which are essentially identical, and Ruins of the North, which are slightly less punitive (Severely Hindered for Combat, but only TN +2 to common skills.)

Maybe Orc Poison is also agonizing, resulting in the additional penalty? Also, the penalty apparently only applies to offensive combat TNs, while Severely Hindered applies to both (+4 to hit, -4 to be hit).

Re: Delving, version 5.0

Posted: Tue Apr 28, 2015 11:23 pm
by Angelalex242
The absolute best 'group hazard' for delving is 'Delved too deep...'

:twisted:

Re: Delving, version 5.0

Posted: Tue Apr 28, 2015 11:44 pm
by Glorelendil
Angelalex242 wrote:The absolute best 'group hazard' for delving is 'Delved too deep...'

:twisted:
Score. I don't know what the mechanic will be, but that will be the title if at all possible.