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.
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.