Showing posts with label dungeoneer. Show all posts
Showing posts with label dungeoneer. Show all posts

Wednesday, August 04, 2010

The Madlands Campaign: Some Dungeons And Ruins...

Good Evening, All:

In building up the Madlands Campaign for my new campaign (which starts next week, I'm so excited!), I came up with a few interesting locations that I wanted to introduce to the players as potential adventure locations in the future. Below are some nearby dungeons and similar ruins begging for adventurers to explore and plunder them.

Dark Gauntlet of Sorrows
Only a few days journey into the Madlands from the city of Fellgorge lies the Dark Gauntlet of Sorrows. Among the great tragedies of the Divine War was the sundering of a realm from the Faerie Courts, misplacing it here on the Plane Prime. Cut off from the vibrant life force of the Faerie Courts, the Fey Scar eventually died off, leaving behind a faerie palace in the midst of the dead remains of the feywood. Many adventurers have attempted to penetrate what poets have dubbed the Dark Gauntlet of Sorrows, but few have uncovered the vaults of lost lore and fey magic rumored to found within the abandoned sylvan fortress.

Outland Sanctuary of the Drang Wraith-Lords
Beyond the Genodran Empire in the depths of the Redcliff Hills lies the Outland Sanctuary of the Drang Wraith-Lords. A necropolis of catacombs, tombs and crypts to an ancient order of eldritch sorcerers, this foul site served as the battlefield for the final battle of the Divine War in the region. When the tide turned against the Drang Wraith-Lords, the necromantic sorcerers retreated into the depths of their unholy sanctum, taking with them several powerful relics captured during the fight. Despite all efforts, the attackers were unable to recover their lost treasures. In the end, they elected to seal the necropolis with the Drang Wraith-Lords trapped within, so that these relics could not later be used against the victors. With the passage of time, those that would defend the Outland Sanctuary from intrusion have long since past, and tomb raiders are slowly working through some of the outlying crypts.

Ruins of Kaeleth Tyr
Once an ancient city reknowned for its wealth and majesty, the city of Kaeleth Tyr fell during the Divine War. Buried beneath the rubble of shattered mountains, the surface structures of the City of Gold may be destroyed, but most sages agree that the tunnels and passages of the under-city likely have survived, and with it, an abundance of riches waiting for those brave enough to seek it out. Of those few who have found the ruins and lived to tell the tale, Kaeleth Tyr is guarded only by the warped and aberrant creatures that survived the spilling of divine blood and were transformed by the very same event that destroyed the surface city itself.

Enjoy,
Flynn

Saturday, February 27, 2010

MyD20 Lite Optional Classes: The Dungeoneer...

Good Afternoon, All:

The Dungeoneer is the last of the three optional character classes left out of the original MyD20 Lite rules. It embodies the Mage-Rogue concept as a single class, with a greater emphasis on skills in exchange for a slower spell progression.

Dungeoneer

The Dungeoneer embodies the arcane thief, trading some of the Mage's aptitude for arcane magics in order to gain some of the Rogue's skill expertise. Dungeoneers are commonly found among cultures that emphasize both magic and education, and tend to resolve conflicts through a balance between reasoning and evasion.
Hit Dice: d6 (12 + Con Modifier at 1st Level, 4 + Con Modifier per level from 2nd to 9th level, gain 1 hp/level at 10th and later levels)
Prime Attribute: Intelligence
Saving Throw Bonuses: +2 Reflex, +1 Will
Starting Skills: 4 + Int Modifier. The following skills are suggested for a Dungeoneer character, but not required: Acrobatics, Athletics, Commerce, Crafts (any), Deception, Legerdemain, Lore (Arcana, Geography, History, Local, Nature), Perception, Perform (any), Persuasion, Stealth.
Starting Weapon Groups: 2.
Starting Armor/Shields: Light Armor, Light Shields
Class Features: The following are considered class features for the Dungeoneer. When a target is required to make a saving throw against a given class feature, the Difficulty of the saving throw is equal to a base of 10, plus the Dungeoneer's Class Level Modifier and his Intelligence bonus, if any.
Arcane Spells: The Dungeoneer has developed the ability to cast arcane spells, in a manner similar to the Mage. The Dungeoneer table below captures the Spellpoints and Maximum Spell Level for this class.
Talents: At 1st level and every three levels thereafter, the Dungeoneer may select a talent from the lists given under "Talents for Everyone", "Talents for Spellcasters", Mages and Rogues.

Table: The Dungeoneer


LevelHDBABMax LvlSPsClass Features
12d8+010*Talent, Arcane Spells
23d8+111 
34d8+213 
45d8+326Talent
56d8+329 
67d8+4213 
78d8+5318Talent
89d8+6324 
910d8+6330 
1010d8+2+7437Talent
1110d8+4+8445 
1210d8+6+9454 
1310d8+8+9563Talent
1410d8+10+10573 
1510d8+12+11584 
1610d8+14+12696Talent
1710d8+16+126108 
1810d8+18+136121 
1910d8+20+147135Talent
2010d8+22+157150 

NOTE: A 1st level Dungeoneer can cast spells only if he has bonus spellpoints due to a high Intelligence.

With Regards,
Flynn