Delver wagons are one of the most famous loss leaders in Beast World economics—the real money’s in the add-ons. A wagon would normally be prohibitively expensive for fresh-faced adventurers. A single Beylik Draydriver costs 500 gp, as does a bare-bones wagon. The Ranger Fetish costs 300 gp, and new tires can go for more than 200 a set.
However, a 3rd-level party can usually find a wagon shop willing to sell a “starter delver wagon” for 1,000 gp. This includes a pair of leveling kits, too, starting a crew with a 3rd-level wagon. That’s a 2,525 gp value!* *attachments not included
A brief summary of each, outlined in detail later:
Windsprinter. The fastest object on wheels, capable of running circles around any rally.
Rocksteady. Reliable to the end, and a little past that.
Ironaxle. Unbreakable guard, takes a beating, and beats back.
Use the wagon character sheet’s basic outline to determine its general layout. Every new delver wagon comes with up to two windows, one door, one ladder, and one hatch. A crew can also add runner boards to the undercarriage and an overhang to the roof. A quick checklist for drawing the schematic.
Where is the door? A “door” is a covered portal, usually in the shape of a rectangle, which serves as a means of egress and entry to the wagon’s cabin.
Where are the windows? This determines where full and half cover is on the wagon’s map.
Where is the ladder? If the ladder to the roof is interior, also choose a space for the included hatch.
Does the wagon have running boards? Which sides do they run along? Running boards make it easier to vault up to the roof, and a delver can climb out of a window to attack in melee without disadvantage. For more information, see the “Wagon Rules” section.
Does the wagon have overhang? What walls does it hang over? Overhang makes reaching the roof more difficult for enemies, but also for you.
How do you get to the driver’s seat? You can choose to have a hatch from the cabin, or leave it accessible only by climbing in from the outside.
Where is the service hatch? A crew member making Wainwright checks to repair wagon damage during combat needs access to the Maintenance Kit and wagon’s undercarriage. The service hatch can be in any floor space of the wagon’s interior.
A wagon grows with its crew. More experienced delvers can make use of complex, powerful machines that race across the landscape and offer devastating opposition to the evils that lurk in the Dungeon.
A wagon’s maximum level is the average level of its crew. A wagon gains maximum hit points, new features, and can install more components and fittings at once when it levels up, according to its model’s Statistics table. At later levels, wagons can hitch exotic draughts and further bend the laws of nature with model-specific features. To increase a wagon’s level, a crew spends gold pieces to buy materials and consult specialists in alchemy, magic, and physics. The cost to reach each level is on the Wagon Level Cost table.
Customizing the awning color and where the windows go are important parts of making a wagon one’s own, but most delvers are in the wheeled stronghold game for the attachments. Attachments come in three categories: components, fittings, and furnishings.
The number of components and fittings a wagon can have depends on its level, while furnishings are only limited by space and the depth of a crew’s pockets. Each furnishing has dimensions listed to help you determine what fits in your tiny house.
The attachment’s cost pays for the materials necessary to install it, which might be purchased from a professional wainwright, built to order, or even discovered as salvage.
If an attachment is activated by a creature (usually as an action), the crew must designate on the schematic the space on the roof, in the cabin, or side of the driver’s seat it’s activated from. For example, the twin anchor cable harpoon needs a lever or button to deploy its cables. Up to two attachments can be activated from the same space. Remember that some attachments can only target creatures or objects the user can see.
If an attachment is used as a weapon, a creature must be in the same space as the attachment to use it. For example, to fire the ballista, you need to stand at its station.
The power level of a component or fitting is its grade. The maximum number of fittings and components is also the maximum grade a wagon can install. For example, an 8th-level wagon can install up to three components, and those components can be no higher than grade 3.
Attachment kits are complex, modular packages that let a wainwright bolt new weapons and magic trinkets onto the wagon. The typical cost of each grade of attachment is given in the Attachment Prices table below.
Some GMs will turn a crew loose and let them purchase any attachments they can afford and install. However, others will make some attachments rare (or even illegal) in certain regions. A dragon launcher picked off a list between sessions is fun, but a dragon launcher acquired from a shady weapons dealer in a delver chop shop is even moreso.
Components are usually active, giving crews a new attack or action while operating them. Some components have weapon statistics, while others are activated. They can be installed in one of three locations: the roof, interior, or body. Roof and interior components take up one 5-foot space on the wagon’s roof or cabin map, and every wagon can have two of each. Body components are unlimited and built-in, unless a location is given in its description.
Fittings grant passive traits. These quality-of-life attachments include armor, specialized wheels, and new means of getting around the wagon. They can be installed in three locations: the wheels, cabin, and frame. one set of wheels and two cabin fittings can be installed. Any number of frame fittings can be installed.
Only a fraction of a delver’s life is spent trying to survive the delve. Furnishings help make the rest of the time more comfortable and pleasant. Any number of furnishings can be installed in a wagon, so long as there’s space for them. If a crew runs out of space, it’s time to invest in some extraspatial cube furnishings.
The Windsprinter was introduced to the delving world three years ago, in the summer of 1362. It became a hit the same way it does everything: quickly.
This model is finely tuned to reach speeds that blow back fur and make eyes water. The materials of its frame are a lighter mix of Vinyotian birch wood that are (allegedly) alloyed with mithril, though this might be a marketing exaggeration.
The results speak for themselves. Windsprinters are fast, and can be fitted with attachments to make them even faster. They don’t sacrifice control for speed, either; Windsprinters support all standard modular wheel types. They can be switched on the fly to sprint even in harsh conditions. Advanced Windsprinters can be hitched with the Jackal-Reared Axe Beak, one of the fastest land creatures that exist.
Hit Points at 1st Level: 27
Hit Points at Higher Levels: 3d6 (or 11) per Windsprinter level after 1st
Weight Capacity: 8,000 lbs
Heavy blows demand sturdy walls. In the face of gargantuan beasts who swing with the force of a rockslide, there’s no better choice than the Ironaxle. It’s not bad in an actual rockslide, either. Other wagons can take a beating, but this wagon invites one.
The Ironaxle’s unique frame is carved from Arnerian lignum vitae lumber, and reinforced with steel crossbars. It is the hardiest of all delver wagons.
Hit Points at 1st Level: 45
Hit Points at Higher Levels: 5d6 (or 18) per Ironaxle level after 1st
Weight Capacity: 6,000 lbs.
As the age-old Oric saying goes, “the best ability is reliability.” In that, the Rocksteady is unparalleled. It just works. Even on the verge of falling off its wheels, the Rocksteady powers forward.
The Rocksteady is the everyman’s wagon. The cabin is a no-nonsense profile, constructed from strong, impact-resistant hardwood. A Rocksteady undercarriage is the pinnacle of streamlined engineering to ensure that no matter what comes your way, the floor won’t fall out from under you.
Hit Points at 1st Level: 36
Hit Points at Higher Levels: 4d6 (or 14) per Rocksteady level after 1st
Weight Capacity: 7,000 lbs.