In The Heart of The Delve Dangerous (ItHotDnD) - Goblins Henchman

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In the Heart of the Delve & Dangerous

Procedural point crawl adventure engine for exploring a network of interconnected spaces - e.g. dungeons, space stations or eldritch structures

Navigation Hex
1. Connectivity Engine having 6 Navigation
1,2 Directions
= Start / special (e.g. chasm, lava, statue, lever, altar, 9 D10 3
10 Some sample encounters
portcullis, bridge, ‘Jaquaying’ etc.); +1 insight point
+2 7, 8 4, 5 Roll a D10 + D6 + modifiers every turn
= Level change (e.g. stairs, chimney, chute, etc.) 6 to generate the location encounter.
+2 -2 The modifiers are superscripted above
= End / blocked - exit-less chamber, site +5 P +5
the icons. A blank template is available
so you can add your encounters.
entrance (esp. from a level change) etc.
C +5 J +5 C
P = Passageway (e.g. tunnel, conduit etc.)
-2 C +10 C 2 (-) Empty / detritus

-2 +2 J Markings / occult symbols


= Passageway with portal (e.g. door) | 3
D10: 1-5 on side wall, else in front P +5 -2
J C P 4 Indistinct noises / speech
C/J = Chamber / Juncture | D10: on a roll of
6+ add an exit to the Chamber / Juncture;
+2 +2

+5
repeat until a failed roll occurs. For a smaller 5
complex use 7+, for a ‘mega-dungeon’ use 5+ or 4+. C Unpleasant reek
Make exits thematically appropriate, e.g. doors vs openings
6 Runaway / cadaver
Procedural point crawl ‘dungeon’ Navigation of Hex Flower 1. (Connectivity)
This setup could be used for any network of Each turn, roll a D10 and move in the indicated 7 D4 Armed toughs
connected room-like spaces e.g. dungeon, Navigation Direction, e.g. a 6 means move down.
abandoned space station, caves etc. It’s for
creating a ‘point crawl’ on the fly, and no If the roll leads off the edge of the Hex Flower 8 D4 Cultist supplicants
regard is given to scale and dimensions. Any (HF), wrap around to the opposite edge following
overlapping areas are assumed not to be. the same row or column. D4 Zombified supplicants
9
Starting area Navigation of Hex Flower 2. (Contents)
10 D2 Skeletons
Ideally, the start location should have 3 to 6 Use just like the navigation of the other HF, but
exits. Directly adjacent locations should have in this case use 2D6 (in place of the D10). Note,
at least one exit (if not generated, add one). the ‘×’ on an edge indicates stay in current Hex. 11 D4 Skeletons + Zombi-cultists

Secret ways (D10) Spending points (optional) 12 Flesh-eater + D4 Zombi-cultists


For dead-ends and chambers with only one
Gained points can be spent to nudge the
exit, add a secret way on a 9+ roll. Repeat the
outcome of the navigation roll, 1 face per point.
process until a failed roll is obtained.
So, 3 points can flip a 12 face to a 6 face outcome.
13 D4 Flesh-eaters (Ghoul)

2. Content Engine 12
14 D2 Giant Necro-spiders
= Goal / reward (e.g. treasure, hostages, goal etc.) 10, 11 2, 3
× 2D6 15 D2 Carrion creepy-crawlers
+10 8, 9 4, 5
> > = Heightened threat area
+6 +8
6, 7
16 Gangrene-grub infested zombie
= Wandered encounters -10 -5 +4

= Significant water level / feature (e.g.


L -2 +2
17 D4 Cultists initiates

river, waterfall, pool, fountain etc.) -10 START -10


18 2D4 Cultists
= Unexpected conditions, terrain -10 L
feature or flora
-2 +4 L -2 19 Cultist adept + Hellhound
= Mortal danger / hazard (e.g. trap) +4 -10
20 D2 Bone-gnawers (Ghast)
-10 L
= Puzzle / mysterious conditions; typically one
per ‘dungeon’; re-roll any repeats and move again
L 21 Bone-gnawer + D4 Flesh-eaters
Treat as a
= Sanctuary / area of relative safety; only one per roll of 12 Fortune Points O O 22 Barrowman (Wight)
‘dungeon’ re-roll and move again; +1 fortune point Insight Points O O

Spend with narrative


flourish, explaining how
23 Barrowman + 2D4 Cultists
L = Low threat area points enable the change
in outcome.

24+ Deathmage + one of 11-20


Goblin’s Henchman 2020 blog: https://goblinshenchman.wordpress.com icons: https://game-icons.net

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