Delver: Heroes of Farenwald

Set in the small trading city of Farenwald, Delver seeks to be a bridge between those who want to get into Tabletop RPGs and the mountains of rules that may be a barrier. Pick your class, grab your tactic cards, and start playing through scenarios right away.

Classes

Choose from any one of Delver’s eight classes that will change the way you approach the game. Utilizing their distinct attributes and class abilities will give a unique playstyle based on your strengths or weaknesses. In playtesting we’ve seen players give names to their chosen class, and we encourage it.

 

Exploration

During each round of play, players will select to explore either the Dungeon or the Town of Farenwald itself to gain Glory or Reputation points. Earning these gets you closer to the title of Hero. The scenarios vary wildly depending on the area you choose to explore, but in order to be named Hero you’ll need to be successful in both.

Optional Rules

Part of telling great stories with your friends is letting the “Rule of Cool” play a part. Sometimes, you want the game to be more brutal, or more forgiving. Maybe you want to modify victory conditions on Explorations based on the role playing a player will do. All up to you.

 

Tactics

Only one of you can be named a Hero. So Tactic Cards allow you to change the conditions of your own exploration, or the exploration of your friends. How will they handle the cave troll when a spike trap erupts from beneath their feet during the encounter?

 

Treasure

Heroes are nothing without their equipment and Delver will allow you to collect unique items that will make explorations easier. Will you dust off a Book of Wanting or slip on the Ring of Brilliance?

 

Game Masters

In order to ensure that this game is a healthy introduction to Tabletop RPGs without the barriers, each game will have a Game Master. As the GM, it’s your job to help your friends craft a story in their race to the top. It’s your imagination that decides how the Barbarian talked his way out of a difficult situation, or how the Priest cleared a temple full of goblins. However, you’re also the last line of defense when Tactic Card interactions are called into question.

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