Quick Start Guide for RPG Players
Quick Start Guide for RPG Players
Players
Delving Deeper V5
1
A Quick Start for Players
As in contemporary role-playing games each player in a fantastic me-
dieval wargames campaign controls a figure in the campaign—also
known as the player’s character. Examples follow:
3d6 Figure
3 Robert the Walsh [Myrmidon, MV 9′′ , AC 2, HD 3, hp 12, FC 3
men, SV F3]. Plate armor, helm, sword, shield, hand axe. Backpack,
iron rations, wine skin, tinderbox & 6 torches, 2 flasks of oil, crowbar,
pouch of knuckle bones, 2 large sacks.
4 Tobias Pilcrow [Hobbet Warrior, MV 6′′ , AC 5, HD 2 + 1, hp
9, FC 2 men, SV F6]. Mail armor, helm, 2 hand axes. Backpack,
rations, wine skin, tinderbox, lantern, 2 flasks of oil, small sack,
grapple & 50ft rope, pouch of marbles.
5 Trumbol Ardwack [Dwarf Warrior, MV 6′′ , AC 3, HD 2 + 1, hp
9, FC 2 men, SV F6]. Plate armor, helm, halberd, dagger. Back-
pack, iron rations, water/wine skin, tinderbox & 12 torches, hammer,
pouch of charcoal, whetstone.
6 Amara Shaye [Warrior, MV 9′′ , AC 2, HD 2 + 1, hp 9, FC 2 men,
SV F2]. Plate armor, helm, spear, shield, dagger. Backpack, rations,
water/wine skin, tinderbox & 6 torches, hooded cloak, small sack,
game snare, wolvesbane.
7 Elan Eladril [Elf Veteran/Medium, MV 9′′ , AC 4, HD 1 + 2,
hp 6, FC man +1, SV F1/M1]. Mail, helm, short bow & arrows,
dagger, scroll of sleep spell. Charm person spell. Backpack, rations,
water/wine skin, lantern, 2 flask of oil, hooded cloak, 50ft of rope,
manacles, seeing lens.
8 Ghilanna Feyre [Elf Veteran, MV 9′′ , AC 3, HD 1 + 2, hp 6, FC
man +1, SV F1]. Plate armor, helm, two-handed sword, hand axe.
Satchel, standard rations, 2 water/wine skins, tinderbox, lamp, 2
flasks of oil, ink & quill case, ledger, balance scale, yardstick, pouch
of 20 GP.
9 Art Nokkr [Dwarf Veteran, MV 6′′ , AC 2, HD 1 + 2, hp 6, FC
man +1, SV F5]. Plate armor, miner’s helmet, spear, shield, dagger.
Backpack, iron rations, water/wine skin, 2 flasks of oil, 50ft rope,
pick, 6 iron spikes, spade.
10 Jessun II of Merp [Veteran, MV 9′′ , AC 2, HD 1 + 2, hp 6,
FC man +1, SV F1]. Plate armor, helm, battle axe, shield, dagger.
Satchel, fine rations, 2 wine skins, ink & quill case, journal, fine
cloak, signet ring, broach, pouch of 50 GP.
11 Gordon Wesswol [Crucifer, MV 9′′ , AC 4, HD 1, hp 4, FC man,
SV C1]. Mail, helm, hammer, shield. Backpack, rations, water/wine
skin, silver Cross, 2 wooden Crosses, Holy water, tinderbox & 12
torches.
2
3d6 Figure
12 Kitelark [Medium, MV 12′′ , AC 9, HD 1, hp 4, FC man, SV M1].
Scroll of charm person spell, dagger. Sleep spell. Satchel, rations,
water/wine skin, tinderbox, lamp, 2 flasks of oil, lute, juggling balls,
deck of cards.
13 Ingemar Nation Builder [Friar, MV 9′′ , AC 4, HD 1 + 3, hp
7, FC man+1, SV C2]. Mail, helm, mace, shield, silver Cross. Cure
light wounds spell. Backpack, rations, water skin, tinderbox & 12
torches, brace drill, hammer & tin of nails.
14 Spinderella [Elf Medium, MV 12′′ , AC 9, HD 1, hp 4, FC man,
SV M1]. Scroll of sleep spell, dagger. Charm person spell. Backpack,
rations, 2 water/wine skins, tinderbox & 6 candles, ink & quill case,
parchment (18 leaves), pouch of fine sand, leather scroll case, signet
ring, pouch of 20 GP.
15 Hellena Styx [Seer, MV 12′′ , AC 9, HD 1 + 1, hp 5, FC man +1,
SV M2]. Scroll of charm person spell, dagger. Sleep and hold portal
spells. Backpack, rations, water/wine skin, tinderbox & 6 torches,
bedroll, hooded cloak, hiking pole, lodestone.
16 Seighild le Frur [Abbot, MV 9′′ , AC 3, HD 2 + 1, hp 9, FC 2
men, SV C3]. Plate armor, helm, morning star. Protection from evil
and cure light wounds spells. Backpack, rations, water skin, silver
Cross, Holy water, silver mirror, mallet & stakes, garlic.
17 Illithur Yeufold [Elf Warrior/Seer, MV 9′′ , AC 2, HD 2 + 1, hp
9, FC 2 men, SV F2/M2]. Plate armor, helm, sword, shield, dagger,
scroll of sleep spell. Charm person and protection from evil spells.
Backpack, rations, iron rations, water/wine skin, 3 silver arrows,
silver dagger, wolvesbane, belladonna.
18 Elspeth Zib [Conjurer, MV 12′′ , AC 9, HD 2, hp 8, FC 2 men,
SV M3]. Staff, scroll of sleep spell. Charm person, hold portal, and
invisibility spells. Backpack, iron rations, wine skin, lantern, 4 flasks
of oil, lockbox, manacles, ink & quill case, ledger.
3
Role of the Referee
There is no Dungeon Master here. Instead, there is an impartial ref-
eree who facilitates the game. The referee is required to make rulings
to adjudicate the intentionally loose game framework, and these deci-
sions are final. Players will have poor luck occasionally, and should
expect rulings to go against them from time to time. While seemingly
inconvenient, this impartiality empowers players to truly own their
successes and their failures alike.
How to Play
Players should verbally dictate what their figures do and say in the
game world as they explore fantastic underworld and wilderness envi-
ronments. When a player states an action it is immediately happening
in the game—even if the player hesitates or retracts. When players are
talking their characters are talking too, so if the players are debating
what to do next, so are their characters and nearby monsters might
overhear them.
Getting Organised
Players should be organized. Each should maintain a record of their
figure(s) and provide these details to the referee as needed. In larger
groups it is helpful to nominate a caller, a mapper, and a chronicler.
4
Into the Underworld
Expectations The first thing to know is that treasure hunting in
the mazy dungeons can be deadly and survival is by no means guar-
anteed. Challenges are what they are, for better or worse. They are
not always “balanced” or beatable but they are usually appropriate
for the dungeon level they’re found on.
5
Advice for Fighters
Your main job is to deal with the fighting, whether leading the charge
or managing the battle line. Either way, you should always have a
plan. Surprise the enemy wherever possible. Take the high ground.
Employ missiles and spears (three across a 10ft wide passage). If
you’re outnumbered, fight them at choke points. If you outnumber
them, make a flanking move to surround them. Form a battle line to
protect the vulnerable. Have a reserve ready to replace the injured or
fallen. Prepare a defensible position to fall back to. Even a basic plan
is better than no plan at all.
You should have plate armor and shield, missiles, spears, and hand
axes, and should bring as many troops as you can. Only give battle
when you have the upper hand—losing will get you killed. Enemy
morale failure is the quickest route to victory so aim to force morale
checks as early and as frequently as possible. Don’t forget that in-
telligent enemies can be subdued—this can shorten combat (reducing
risk) and swell your ranks.
At 6 or fewer hp you’re risking hits that could kill you. Survival is then
a matter of luck rather than strategy. If you do die, take a moment
to reflect on what got you killed. Was it really just an “unlucky” roll?
Or could you have avoided that roll all together?
6
Advice for Clerics
You are a weapon against the undead. Your mission is to vanquish
these and other aberrations. Anyone can fight but only a cleric can
turn the undead and you should always attempt to do so. You should
carry at least one Cross and other tools of the monster slaying trade;
garlic, a mirror, stakes, Holy water, and burning oil.
Don’t overlook your clerical Order. You may be able to beg, borrow,
or become indebted for otherwise unaffordable spell scrolls. Obtain as
many as the referee will allow—even a single scroll will be a sound in-
vestment. Protection from evil and cure light wounds are good choices
(the temptation to reverse either notwithstanding). Hold person is a
more assertive option. Likewise, look to employ religious fanatics over
regular hirelings as these will serve for less and be more loyal—so long
as their fervor is fuelled.
You should use the best armor available—with good protection you
are a respectable fighter, but without, leave the front rank positions
to fighters with better armor and weaponry. Once missiles have been
loosed and melee contact made, you can step up to relieve injured or
fallen fellows on a near-equal basis.
Both before and after combat your spells can be consequential; re-
member that an ounce of prevention is worth a pound of cure.
7
Arms and Armor Selection (3d6)
3d6 Fighters1
3 Mail, pair of hand axes
4 Mail, mace and hand axe
5 Mail, composite bow2& arrows, dagger
6 Mail, light crossbow & quarrels, dagger
7 Mail, longbow2& arrows, dagger
8 Mail, short bow & arrows, dagger
9 Plate armor, sword and shield, dagger
10 Plate armor, sword and shield, hand axe
11 Plate armor, battle axe and shield, dagger
12 Plate armor, spear and shield, dagger
13 Plate armor, spear and shield, hand axe
14 Plate armor, two-handed sword, dagger
15 Plate armor, two-handed sword, hand axe
16 Plate armor, halberd, dagger
17 Plate armor, morning star, dagger
18 Plate armor, flail, dagger
3d6 Clerics3
3 Padded armor, staff, wooden Cross
4 Padded armor, staff, wooden Cross
5 Padded armor, cudgel and shield, wooden Cross
6 Padded armor, cudgel and shield, silver Cross
7 Mail, hammer and shield, silver Cross
8 Plate armor, hammer and shield, silver Cross
9 Mail, hammer and shield, silver Cross
10 Plate armor, hammer and shield, silver Cross
11 Mail, mace and hammer, silver Cross
12 Plate armor, mace and shield, silver Cross
13 Mail, mace and shield, silver Cross
14 Plate armor, mace star, silver Cross
15 Mail, morning star, silver Cross
16 Plate armor, morning star, silver Cross
17 Mail, flail, silver Cross
18 Plate armor, flail, silver Cross
1
All fighters wear a helm.
2
Dwarfs replace with light crossbow; elves and hobbets with short bow.
3
Clerics wear a helm on a 6+ and carry Holy water on a 3, 6, 9, 12, or 18.
8
Determining Game Statistics Movement Rate (MV ) is 12′′ for
men and elves; 9′′ for dwarfs and hobbets. Subtract 3′′ if mail or
plate armor is worn. Armor Class (AC) is 3, 5, or 7 for plate, mail, or
padded armor, respectively, or 9 if unarmored. Subtract 1 if a shield
is used. Hit Dice (HD) are 1 for crucifers, mediums; 1+1 for seers;
1 + 2 for veterans, veteran/seers; 1 + 3 for friars; 2 for conjurers; 2 + 1
for warriors, abbots, warrior/seers; 3 for myrmidons. Hit points (hp)
are 1–6 hp per HD plus 1 hit point per add. Fighting Capability (FC)
is 1 Man for crucifers, mediums; Man+1 for friars, seers, veterans, vet-
eran/mediums; 2 Men for conjurers, abbots, warriors, warrior/seers; 3
Men for myrmidons. Saving Throws (SV ) are F1, F2, F3 for veterans,
warriors, and myrmidons—dwarfs and hobbets add 4. M1, M2, M3
for mediums, seers, and conjurers. C1, C2, C3 for crucifers, friars, and
abbots. F1/M1 for veteran/mediums and F2/M2 for warrior/seers.
Magic User Spells A medium will know the charm person or the
sleep spell. A seer knows a protection from evil or hold portal spell in
addition to what a medium knows. A conjurer knows a phantasmal
host or an invisibility spell in addition to what a seer knows.
Spell Effect
Charm person Brings one man-like figure under the magic-user’s
influence.
Sleep Puts a group of man-like figures, or a single heroic
figure, to sleep.
Protection from evil Keeps enchanted monsters away.
Hold portal Holds a door or other portal magically locked.
Phantasmal host Creates an illusionary monster or body of troops.
Invisibility Makes someone vanish from sight!
Cure light wounds Restores lost hit points after combat.
Turning Away the Undead Clerics (but not anti-clerics) can at-
tempt to turn away undead monsters.
9
Equipment Selection (3d6)
3d6 Pack
3 Trader satchel, rations, 2 wine skins, tinderbox, lamp, 2 flasks
of oil, ink & quill case, ledger, balance scale, yardstick, pouch
of 20 GP.
4 Minstrel satchel, rations, water skin, tinderbox, lamp, 2
flasks of oil, lute, juggling balls, deck of cards.
5 Vampire slayer backpack, iron rations, water skin, silver
Cross, Holy water, silver mirror, mallet & stakes, garlic.
6 Quartermaster backpack, iron rations, waterskin, lantern, 4
flasks of oil, lockbox, manacles, ink & quill case, ledger.
7 Smith backpack, iron rations, waterskin, tinderbox & 12
torches, hammer, pouch of charcoal, whetstone.
8 Monster hunter backpack, rations, iron rations, water skin,
3 silver arrows, silver dagger, wolvesbane, belladonna.
9 Carpenter backpack, iron rations, water skin, tinderbox &
12 torches, brace drill, hammer & tin of nails.
10 Burglar backpack, rations, water skin, small sack, tinderbox,
lantern, 2 flasks of oil, grapple & 50ft rope, pouch of marbles.
11 Freebooter backpack, iron rations, water skin, tinderbox &
6 torches, 2 flasks of oil, crowbar, pouch of knuckle bones, 2
large sacks.
12 Crusader backpack, rations, water skin, silver Cross, 2
wooden Crosses, Holy water, tinderbox & 12 torches.
13 Trapper backpack, rations, water skin, tinderbox & 6 torches,
hooded cloak, small sack, game snare, wolvesbane.
14 Tracker backpack, rations, water skin, lantern, 2 flask of oil,
hooded cloak, 50ft of rope, manacles, seeing lens.
15 Tunneller backpack, iron rations, water skin, miner’s helmet,
2 flasks of oil, 50ft rope, pick, 6 iron spikes, spade.
16 Rover backpack, rations, water skin, tinderbox & 6 torches,
bedroll, hooded cloak, hiking pole, lodestone.
17 Negotiator backpack, rations, 2 wine skins, tinderbox &
6 candles, ink & quill case, parchment, pouch of fine sand,
leather scroll case, signet ring, pouch of 20 GP.
18 Lordling satchel, fine rations, 2 wine skins, ink & quill case,
journal, fine cloak, signet ring, broach, pouch of 50 GP.
Even More!
All this is just a beginning. The original rules for fantastic medieval
wargames campaigns include nearly limitless possibilities for player
figures. Discover anew in your free copy of Delving Deeper—a near
emulation of the original game.
10
(Optional) Thieves
If the referee chooses to include thieves adjust the preceding as follows:
Figure Selection (p7) On any throw with a double the player may opt
for an eriff over a crucifer, medium, or veteran; a footpad over a friar, seer, or
warrior; or a varlet over an abbot, conjurer, or myrmidon.
Game Statistics Hit Dice (HD) are 1 for eriffs; 1+1 for footpads; 2 for
varlets. Fighting Capability (FC) is 1 Man for eriffs; Man+1 for footpads; 2
Men for varlets. Saving Throws (SV ) are T1, T2, T3 for eriffs, footpads, and
varlets—dwarfs and hobbets add 4. Thieves adjust saving throws vs rays and
wands by +2.
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