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Dungeons & Delvers

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(If you're looking for the d20 version of Dungeons & Delvers, go here.)

Dungeons & Delvers is a tabletop role-playing game that focuses on the classic model of exploring dungeons, fighting monsters, and looting treasure. It's geared towards younger gamers, but fun for everyone!

This version of Dungeons & Delvers uses a dice pool mechanic. An adventurer’s stats and skills are measured with dice: a d4 is the lowest you can go, and represents either a poor stat or being untrained at a skill, and everything caps at a d12.

When you want to do something (and the GM isn't certain of the outcome), you pick the most relevant stat and skill, roll both dice, and compare the total against a target number. If you meet or beat the target number, you succeed. Otherwise, you fail.

Dice pools can contain more than three dice, usually due to race or class talents giving you extra dice when doing specific things. You roll all of your dice, but only ever choose the two highest results.

As with most fantasy dungeon crawlers, an adventurer is largely a combination of a race and class.

Your race gives you a racial talent to reflect the nature or abilities of that race. Each race has access to more than one talent: for example, dwarves can start with an additional Wound, be resistant to poisons, or better wield axes and hammers.

Your class determines your starting stats and skills, what weapons and armor you can use without suffering penalties, what gear you start with, and how many Wounds you can suffer before getting knocked unconscious. Classes also start with one or more class features and/or talents that reflect what the class can do or is particularly good at.

The core book features a diverse collection of people and creatures, but there is also plenty of advice on creating your own.

Monsters are essentially simplified adventurers: since part of the GM's job is controlling all of them this makes it easier to handle. 

As an example, here's a typical skeleton warrior

  • Attack is what the monster rolls when attempting to harm the adventurers.
  • Defense is the Difficulty that the adventurers roll against when attempting to harm the monster.
  • Wounds is how many hits the monster can take before being incapacitated or destroyed.
  • Speed is how far the monster can move on its turn.
  • Treasure determines what, if anything, the monster has on its person or in its lair (the treasure line specifies what can be in its lair).
  • XP is how many experience points every participating adventurer receives when the monster is defeated or otherwise overcome (whether you stab it to death, blow it up, sneak by, bribe it, etc).

The rest are special abilities or traits that the monster possesses. In the case of the skeleton warrior, they're easier to smash apart with blunt objects, but they can't be poisoned, are immune to disease, and you can't talk your way past them.

This product contains:

  • A 194-page, PDF of the Dungeons & Delvers core rulebook in both B&W and color.
  • A character sheet (also both B&W and in color).

We're currently waiting for print proofs to come in: we'll sent out print-at-cost discount links to everyone that buys the PDF before then (that way you won't pay anything extra, and in fact will save some cash).

 Customers Who Bought this Title also Purchased
Reviews (1)
Discussions (8)
Customer avatar
Charles B January 21, 2020 11:45 am UTC
I recently purchased this neat little system and have looking through it and making some sample characters to get a feel for it. I came across a pretty powerful character combo that might be more in the realm of overpowered. A ranger using a Two-Handed Ranged weapon with the Rapid Fire Talent. That's a possible 4 damage every turn which is higher thus far than other class I've made. Is this intentional? Seems to me only Two-Handed Melee weapons should do 2 damage. Would love to get some thoughts. Otherwise thanks for an awesome product.
Customer avatar
Royce R August 09, 2019 8:32 pm UTC
I just bought the PDF and color Hardcover and looking through the PDF it strikes me that the mechanic would make a great superhero game. Any thoughts?
Customer avatar
Nicolas A May 01, 2018 4:29 pm UTC
I think there's a mistake page 149 : the caracteristics of the Boggarts are the same as the ones of the black bear page 148 !
The rules concerning recovery in dungeons are also missing page 129.
But the game is great nevertheless !
Can't wait to play it with my kids !
Customer avatar
Ronald B January 04, 2018 10:18 pm UTC
This does intrigue me. Does it have a character sheet within the book or is there one available? I did see one for the D20 version but not one for this alternate version that I can see.
Customer avatar
David G January 05, 2018 12:05 am UTC

There isn't a blank character sheet in the book since it's digest size. There IS a kind of cheat sheet in the back, to make it easier to find information for specific sections (like equipment).

The product comes with a blank sheet PDF (letter-sized) as a separate file, but there's also one here:

So if people want to play but don't want to buy the entire book just to have access to the sheet.
Customer avatar
Christoph F December 21, 2017 10:05 am UTC
How manyTalents does a Wizard get? Only the Magic Missile and Detect Magic or two additional ones?

I bought this Version and the Black Book and I am confused if this is an alternative Version to Black Book or more of a 2nd Edition.
Customer avatar
David G January 05, 2018 12:02 am UTC

Sorry, for some reason I wasn't alerted to this comment (came to respond to Ronald, whose comment DID show up in my inbox).

The games use similar lore (such as more Germanic kobolds and medusas are called gorgons), but it's a different system. Wizards get Detect Magic and Magic Missile automatically (since it's in the Special column, which is explained on page 41). So you get those plus two additional talents.

Again, sorry for the delay in responding to this: if you have any other questions please email Melissa or me, as I have no idea what causes comments to appear in our inbox.
Customer avatar
J. W December 10, 2017 8:07 pm UTC
From the brief description, it sounds like you've used the core mechanics of Savage Worlds within your Dungeons & Delvers framework. Have I misinterpreted your explanation of the mechanics ?

What makes your set up different from some of the other fantasy settings within the SW system ?
Customer avatar
David G December 11, 2017 7:17 pm UTC

I've not played Savage Worlds, but I did just read the Wikipedia article on it to see if I could pick up any key differences.

Races in our game only give a single talent choice at 1st-level. These talent choices can affect certain skills, and these effects might be similar to edges, but I'm not sure (I didn't see any example edges). As an example of a race talent, if you choose kobold you can choose a talent that lets you also roll a d4 when trying to hide, so you'd roll your Agiity and Stealth dice, plus the d4, and take the highest two results.

Aside from dwarf and kobold which are slightly slower, races don't do anything else and don't impose any drawbacks (which is what I'd guess hindrances do, but I also didn't see any examples of a hindrance). Many talents in our game, while not rated with dice, give you bonus dice when doing things, and each time you rank it up the die can increase.

The traits and skills sounds like how we do stats, though you don't...See more
Customer avatar
loic G November 16, 2017 4:26 pm UTC
Hello , elf have "nature skill D6" but i can't find this skill in skills chapter.
Customer avatar
David G November 16, 2017 9:18 pm UTC
No idea how we missed that (and for so long!). Updated all of the PDFs and print files. Thanks for catching that, and please let us know if you stumble on anything else!
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File Last Updated:
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This title was added to our catalog on October 29, 2017.