offline‑ready

The Delve — one roll, one room

Pick a depth, tap DELVE. You get a room, its description, any trap, whatever lives there, and what it's guarding — all scaled to the depth.

Session clock

0:00
not started
Where Vesper is
Breaking camp at the wood's edge.

The tab — Banes

The GM's pile. Narrate every token that lands: the universe notices. At 6 cash the whole tab, then wipe to 0.

0
The tab reads six — cash it now

Vanity START 3 · CAP 6

The Draw — initiative

Each combatant rolls 1d6, act highest → lowest. Mooks share one die (one for all the bandits, one for the wolf). Two-Handed loses ties.

Dungeon clock & torches

A Turn is ~10 minutes of careful work. Torch 6 Turns, lantern 12. Wandering check every 3 Turns or on loud noise — 1d6, drawn on a 1.

0
Wandering check due

Success Pool — d6

The core roll. Set the pool (Attribute + Knack + situation); every 5–6 is a Success. Two or more 1s with no Success is a Stumble (bank a Bane).

Pool 3

Quick dice

Single dice for saves, hazards, wandering checks and the special tables.

Roll history