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Delve Format v2 — The Rules of the Delve

by Tried

[0] General Premise

Multiple players pilot warbands across a huge battle grid and attempt to exit with loot found in the dungeon. The general premise is similar to that explained in reconnaissance in force from the Dungeons and Dragons Miniatures Handbook. Each player has an entry point and an “exit” point. Figures that leave the battle grid (either via the exit point or by routing off the entry point) may not re-enter. Typically, the only reason a figure will leave via the exit is to secure the treasure or treasures the figure is carrying. Of course, this is the only circumstance that treasure is truly safe and cannot be stolen by other players. Until the treasure actually leaves the board, they are fair game for anyone, and any creature carrying them is a target.

[1] Warband Formats

Typical: Each player brings in a 100 point warband. There are two standard formats. 

Sealed Format (OOB):

Factions are ignored. The commander “0” rule is used as normal, as well as any other sealed rules.

Constructed Format:

A warband is created by the constructed rule as per normal, including the 70% rule. 

At least one “unique” figure is required per warband. Unique figures automatically gain the independent ability in Delve formats.

Campaign play option:

Week 1: Players open a “sealed box,” and construct a Sealed format team (100points) as described above. Players record all figures received, even if not used. 

No trading is allowed.

Week 2: Players are allowed to trade amongst themselves using their box from the previous week. The Delve is played as normal. The players may then elect one of the figures to their permanent “Stable.” All other miniatures are retired.

Week 3: Players again open a “sealed box” and construct a sealed format team. Players may use any of the figures in their newly opened box, or any they have reserved in their Stable. As players continue to play, they will accumulate bigger and better Stables. No trading is allowed this week.

Week 4: Players are allowed to trade, as per week 2. At the end of week 4, players may elect another figure to their stable.

It is intended that such a campaign runs over 8-10 weeks. The gaming store should donate at least ½ booster pack a week for prize support, since this should result in the sale of 2 cases of product over an 8 week campaign with 6 players. In practice, we had 9-10 players, but participation on a given week varied from 4-8. This is not a problem. (Sometimes, players have to miss a week.)

[2] Dungeon Setup

A large Dungeon is necessary for this multiplayer game. The advent of new maps from WOTC allows the construction of larger dungeons by joining these maps together. However, classically, we have used maps drawn on 1” graph paper to construct the dungeons. Alternatively, a number of play aids are available from Dwarven Forge and other manufacturers.

The dungeon is typically constructed “somewhat” symmetrically, so that players are afforded essentially similar opportunities to gather treasure and to exit the dungeon. The Dungeon I ran at GenCon SoCal in 2004 was 8½ feet long and 3 feet wide. There were 2 entry points in each corner of the map (8 total). One was placed in the absolute corner (A) and one seeded in about 14 inches (B). 

The figure above shows that the exit point for the player starting in the SW corner A should be the exit “a” in the NE dungeon corner. Similarly, Players starting in the SW “B” area will exit in the NE “b” area. Players starting in the NE corner would exit in the reverse manner similarly – area “a” NE to “A” SW, etc. In an 8 player game, which is optimal, all four corners would be used, and players will literally criss-cross the board. Insure that the start areas are discrete and somewhat protected – its best to use a small room in each case. 

Maps do not need to be rectangles, but there does need to be “choke points” to help foster conflict. Here is an example of a nonlinear map that can be constructed from the free full size map downloads at WotC. (Note that one of the Magma Keep maps had to be printed as a “mirror image”). In this map, player starting in area “A” would attempt to pick up treasure and exit via “a” (and vice versa – the player starting in “a” would attempt to exit via “A”). These maps, when laminated, can be securely taped to each other for the duration of the delve. 

Alternatives: If you don’t have multiple maps, or the other dungeon aids listed above, you can still use a combination of “tiles” + maps joined linearly. While the advent of new maps from WoTC will allow permit maps to be connected linearly, problems include the fact that access from one map to another may be limited by walls. Additionally, the start and exit area may be poorly defined or not particularly equal. 

To remedy this, I often use the basic set tiles, or downloadable tiles, which can be employed in several ways. They can serve as “bridges” to connect independent map grids, either by joining edges or by simply overlaying the tiles across existing terrain features (such as walls). Similarly, start tiles can be used in the corners or along the sides of the battle grid to provide discrete sites start/exit sites.

2.1 Treasure Placement

Treasure, signified by flattened glass beads, or other counters, is placed on the map prior to player set up. As a general rule of thumb, I place a number of treasures equal to two-three times the number of players. Treasure is always placed in rooms or in poorly accessible spots, so that figures must actively seek it out. On the H shaped map above, for 8 players, I would likely place 3 treasures on each Fane map, one at the North/South of the Fane maps on each side, and 4 on each Magma Keep map.

2.12 “Pick up treasure” (Special Ability).

“Pick up treasure” is a special ability unique to delve format. All figures have the “Pick up treasure” Ability. This ability replaces attacks, and allows you to automatically pick up a piece of treasure in any adjacent square (including the one you are in.) 

Picking up treasure is an ability that mimics movement, and therefore provokes attacks of opportunity by any player which threatens either:

[a] the treasure, or

[b] the creature picking it up.

2.121 Collecting Treasure for the First Time (optional)

The first time that treasure is collected, the player must determine if the treasure is, in fact, real. The player rolls the d20 and consults the following table. If the treasure later is dropped, no further rolls are necessary – a roll on this table is only necessary the first time the treasure is collected. 

Roll
Effect
1-5
Treasure is Worthless (Discard)
6-15
Treasure is Real.
16-19
Treasure is Real, but Trapped. 10 Magic Damage, DC16 negates. 
Any creature which has the word “Rogue” or “Lidda” in its name saves at +4.
20
Treasure is Real. There is a second possible treasure. Roll again.

Incorporeal creatures can pick up treasure, but they have problems “holding” it. Before an incorporeal creature moves, roll 1d20. On an 11 or higher (the incorporeal roll), the creature drops the treasure.

2.13 Dropping Treasure

Any player may drop any number of treasures during their turn as a free action. They may be dropped into any adjacent square during a creature’s normal activation (only).

EXCEPTION: A creature that fails morale and routs will always drops all treasure carried in the square it occupies when the rout occurs (see 3.3 below).

2.2 Dungeon Features

2.21 Doors: 

Players using dungeon tiles and other systems may elect to place doors. 

Opening Doors - Doors may be opened by expending a number of squares of movement equal to the figures speed. Opening a door provokes an attack of opportunity from any enemy player that threatens the player opening the door – including creatures on the “other side” of the door which end up threatening the figure as a result of the door opening. (Opening doors is clearly dangerous work.) Doors that have been opened will remain open until closed.

Closing Doors – Doors may be closed by expending a number of squares of movement equal to the figures speed. Closing doors provoke AOO from any creature that threatens the figure closing the door.

2.22 Miscellaneous Dungeon Features

Dungeon Features: Decide ahead of time if you will add dungeon features, which add to a more “adventure-like” experience. Dungeon features typically work either one time (if there are many features), or one time for each warband (if there are few features).

Healing Fountains. I generally place a few fountains in the dungeon which allow characters to heal. Although they typically cure moderate wounds (10hp), I have run dungeons in which there were several fountains of differing sizes, with healing (CLW, CMW, CSW) graded according to the size of the individual fountain. 

Altars. Place one or two generic altars in the dungeon. Players with Cleric or Druid spells who spend a turn praying adjacent to the altar have all their spells replenished on a die roll of 11+. A character may try several rounds in a row, until success is achieved.

Arcane Circles. Different than the DDM magic circle, these restore all spells to a wizard or sorcerer figure that spends a turn studying within them. The character must make a roll of 11+. A character may try several turns in a row, until success is achieved.

Meditation Points. These are often statues, and replenish special abilities on a row of 11+, as described above.

2.23 Monsters and other Referee-controlled Denizens

I typically limit the monsters in the dungeon to either a few nuisance wandering undead (zombies, etc.), a central large monster such as an out of command clay golem or a difficult black dragon, or some combination of these factors. If you use a large monster, typically place 2 or three treasures in the central region/room that it occupies. I would hasten to add that the greater the number of players, the less the need for such wandering monsters, as the other PCs are clearly the greater threat.

[3] Running the Dungeon

3.0 Initiative Check

Players roll D20 and add their commander level. They go in order – there is no deferring in the multiplayer format. If consecutive players will not interfere with each other, then by all means allow them to go simultaneously. This is important to speed up gameplay, otherwise you end up waiting “forever” for players to go. It is important for the referee/DM to keep the play going.

This is another reason that the 100 point format is important. Some referees/DMs may wish to enforce a party limit of 8 (minions excluded.)

3.1 Attacks of Opportunity

The game is more fun if the capacity of players to form alliances is limited. Thus, attacks of opportunity should always be taken. A player may simply not choose to just let a rival player’s figure to move through without risking AOO. Figures are obligated to take AOO.

3.2 Vision

The range of all attacks, spells, special abilities, and command is limited to that of LoS, which is 24 squares in the delve.

3.3 Routing

A creature that fails a morale check will immediately drop all treasure carried in the spot it currently occupies, and will then move at double speed towards its original entry area. A figure can exit the map at this point if not successfully rallied, as per DDM rules. A figure leaving the map will not return.

3.4 Bargaining among the players

A player may voluntarily leave treasure for another player in order to bribe them (ie, please leave me alone!). This is essentially what a routing figure does, and is perfectly legal. Treasure must be dropped during a creatures normal activation – treasure may not be dropped except when a character activates or routs.

3.5 Players Ganging up on one another.

This happens. Routinely. 

Players should expect it and be prepared for it. Don’t be the guy that positions himself between enemy warbands. At the very least, for Pelor’s sake, have a way out…..

[4] General Concerns and Ideas

4.1 Campaign Tracking of Treasures

All players get to keep all treasures that they exit the dungeon with. In addition, the player exiting with the most treasures is typically given a bonus – often it is an additional 3-5 treasures. There should be a master list within which all players stables are recorded as well as their treasures and any magic items they may acquire (see below). Treasures can be traded for new package of miniatures in a sealed campaign (this is essentially prize support and should be supplied by the hosting store) which typically costs 13 treasures. In all campaigns, players may pay 2 treasures to roll on the magic item tables in the MHB. If a singly use item (potion/scroll) is rolled, then one treasure is refunded by the magic shop.

Magic items may be used in future dungeon delves, and are assigned to a figure as per normal. However, if a figure bearing a magic item is killed, then the item falls to the ground and can be claimed by any other figure, just as a treasure could be.

In campaigns with an eventual “winner”, where total magic items are tracked, these magic items continue to count as “treasures.” One use items count as one treasure, until used. Permanent items count as two. The risk involved in these treasures has been described – they can be claimed by another player. Headhunting happens. 

The referee may add additional factors that treasures can be spent on, at his discretion, including rumors, henchmen or a “prime” start site, similar to the scout ability for the entire party.

4.2 Help me build my Warband

One more warning to the players. What works in skirmish games and what works in the delve are quite different. Monks and Gargoyles are good in Delve, as are Dragons. Gauths, not as much! Fast and flight are important. Having a peon or two around that can carry the treasure out, to allow your big guys to go back into the main dungeon for a while longer is helpful as well. Experiment and expect it to be different than regular DDM. It is.

4.3 Ideas for Variant Conditions in the Delve

Many of these can be gleaned from the MHB, and can be modified based on the additional elements described above in section 2. Typically, these variations are used in campaigns and not necessarily in one-offs. The conditions are not typicall announced until after the players have placed their figures in the dungeon. After all, - how would they know? (Unless, in the campaign, you can spend a treasure to get a rumor)

The following variations work well:

  1. Misty ruins. LOS limited to 6 squares!
  2. Marauding Owlbear (or Ogre Ravagers, etc…
  3. Cave of Pain (+5 damage to all missil and melee attacks)
  4. Resurrection
  5. Halls of Decay
  6. Mystic Ruins (Roll d20 after casting a spell. On a 15+, it is not lost)