Dungeoneer
ClassLand of Eem Core Rulebook · p.30
Open source p.30Dungeoneer
Starting Courage: 13+Vim · Starting Dread:
the dungeoneer
An enterprising adventure seeker, daring to venture into old tombs and abandoned ruins in search of lost things. Armed with the knowhow and most useful gear to succeed in the wild, Dungeoneers are smart enough to realize Eem is dangerous, so it's best to travel in numbers. Play a Dungeoneer if you want to be a daring treasure hunter with tons of resources and an NPC crew.
dungeoneer perks
CHOOSE AN UNDERLING
Dungeoneers have a named NPC underling (also known as an intern or rookie). The underling follows the Dungeoneer around and (perhaps begrudgingly) follows orders. They have in one Attribute and its associated Skills but in everything else. They have 1 Courage and won't participate in Combat. If an underling suffers Dread they “go on break” for the remainder of the session.
- Brawny: Vigor
- Sneaky: Knack
- Brainy: Knowhow
CHOOSE GEAR
Every Dungeoneer packs the proper gear for adventuring and exploration.
- Maps: Grants Travel Checks.
- Metal Detector: Grants Treasure Hunting.
- Delving Tools: At session start, the Dungeoneer always has basic delving gear that doesn't take up Inventory Slots: rope, torch, ten-foot pole, shovel, pickaxe.
dungeoneer abilities
Level 1
DUNGEON CREW
A crew of plucky boggles (or tiny gelatinous goos, or mushrums) accompanies the Dungeoneer on expeditions. Even when thrust into danger, they comically never perish. Inspire or Intimidate Check: Once every session, make the crew do something useful. They are especially good for distractions, menial labor and triggering traps.
Example Scenario
The hallway ahead is clearly full of traps but disarming them will be dangerous.
PC's Solution
“Hey, crew! Time to make yourselves useful. Run down that hallway for me, won't you?”
RECONNOITER
The Dungeoneer is a canny scout and up to date on the latest intel. Realms Check: Once every session, make up a fact or rumor about a place or a group located there. Instant Action
Example Scenario
As the Dungeoneer approaches the outpost they're stopped by two menacing people in robes; clearly Eyes of Ehk cultists.
PC's Solution
“These Eyes of Ehk cultists have a secret handshake, believe it or not. Just like this!”
Level 2
BULLWHIP
The Dungeoneer wields a bullwhip with great gusto and skill. Nimbleness Check: Once every session, use the bullwhip to do an extraordinary feat of wrapping, grabbing, or swinging. The whip can hit a target at Nearby range.
HIRE
The Dungeoneer understands the value of good help. Charm Check: Once every session, hire an NPC to do a job, even when the NPC would not normally be inclined to assist. The Dungeoneer need not pay money, but sweetening the deal helps.
Example Scenario
Exploring dark caverns, the Dungeoneer comes upon a wary inkpot spider lurking in the shadows, hungry for a meal.
PC's Solution
“Say, how would you like to guide us through these caverns? Anything we encounter is your free meat!”
Level 3
GUIDE
Dungeoneers know the best way to go. Perception Check: Once every session, to bypass an area or location, invent an alternate route with a built in obstacle.
Example Scenario
The PCs are faced with a locked door and the Rascal's lockpick just broke off in the knob.
PC's Solution
“We can bypass this locked door by crawling through the Inkpot Spider den over here!”
RIGHT TOOL FOR THE JOB
Never go into the field unprepared! Tinker Check: Once every session, create a Mundane item which was conceivably and conveniently brought along. This item is usable for the remainder of the session. Instant Action 1-2 It's lost! 3-5 It's lost, but there's something in its place! 6-8 The item is on hand but is limited or defective. 9-11 The item is on hand! 12+ The item is on hand and grants to relevant Checks!
Level 4
DUNGEONEER MAGAZINE
The Dungeoneer carries a backlog of old Dungeoneer Magazine issues, chock full of tips and tricks. Lore Check: Once every session, invent a fact about dungeons or the Underlands in general: how they operate, their customs, and all associated bureaucratic nonsense.
Example Scenario
The PCs just broke out of prison and need weapons to aid in their escape.
PC's Solution
“Every dungeon has a breakroom with snacks, drinks and a weapons hoard.”
LOOTER
The Dungeoneer knows where to look for treasure. Gain Treasure Hunting. Treasure Hunting Check: Each session, after a Combat or while exploring a dungeon, the Dungeoneer can look for sweet loot: 1-2 Encounter a hostile Wandering Intruder! 3-5 Find a Mundane item. 6-8 Find two Mundane items. 9-11 Find a pouch of Silver Coins. 12+ Find a Magnificent item.
Level 5
COMPANY COIN
Tax write-offs and petty cash. Charm Check: Once every session, pay for an item or service without actually using money on hand: 1-5 Sorry, just a bunch of lint. 6-8 Pay for something that costs Copper Coins. 9-11 Pay for something that costs Silver Coins. 12+ Pay for something that costs Gold Coins.
LACKEY
A named lackey (also known as a henchman or butler) joins the Dungeoneer's crew. The lackey has in every Attribute and their associated Skills. The lackey participates in Combat, has Attack and Defense, 10 Courage, and inflicts Dread. When the Dungeoneer is Hit, the lackey can suffer the Dread if Nearby. If reduced to 0 Courage they are replaced next session with a new lackey.
Level 6
BOOBY TRAPS
To avoid traps, a Dungeoneer must really know them from the inside out. Tinker Check: Once every session, set a snare or booby trap without the requisite materials. The Dungeoneer only suffers half Dread from traps.
FIRE
The Dungeoneer is a very convincing boss. Intimidate or Trickery Check: Once every session, dismiss NPC(s) from their job or post. In Combat, dismiss a Goon who promptly mopes away. The Dungeoneer can also fire their Underling (who leaves for the remainder of the session) to heal Courage.
Example Scenario
The PCs need to get past the front gate of a tower, but two guards block the way.
PC's Solution
“That's it! You're fired, the both of you. I'm sick of these long lunch breaks! Now gimme your spears and start walking. Checks are in the mail!”
Level 7
MONSTER BUDDY
It pays to be friends with monsters in the dungeoneering business. Realms Check: Once every session, create a creature or critter contact who can be called upon for help or advice.
Example Scenario
The PCs have learned that the cave they are venturing into to find the lost treasure is crawling with wyverns.
PC's Solution
“I know a manticore named Eddie who lives around here. Maybe he can give us some tips on how to deal with pesky wyverns.”
GEARHEAD
The Dungeoneer has all the cutting-edge technology. Tinker Check: Once every session, create an amazing item of Shrym technology (think steampunk) which was conveniently brought along, usable for the remainder of the session: 1-2 It's lost! 3-5 It's lost, but there's something in its place! 6-8 The item is on hand but is limited or defective. 9-11 The item is on hand! The item is on hand and grants to relevant 12+ Checks!
Level 8
DEMOLITIONIST
A little explosives can go a long way. Tinker Check: Once every session, rig explosives to destroy or harm a structure or object (without explosives on hand). The GM should impose penalties on particularly hardy targets and the action's consequences vary wildly by environment.
WORKFORCE
Big jobs require extra muscle and expertise. Inspire Check: Once every session, call in a large workforce to build, dig or otherwise complete a big task.
Level 9
MAGIC ITEM
The Dungeoneer is often busy between adventures acquiring new toys. Each session, roll a random Magic item (p210) only usable for this session.
HEALTH INSURANCE
Congratulations! The Dungeoneer can now afford health insurance! Vitality Check: Each session, if the Dungeoneer is Defeated they are: 1-2 Defeated as normal. 3-5 Defeated, but not Wounded. 6-8 Not Defeated and retain 1 Courage. Not Defeated and recover 9+ +Level Courage.
Level 10
APPRENTICE DUNGEONEER
The Dungeoneer's exploits have attracted a fullfledged NPC to join the crew. The apprentice is a Level 1 Dungeoneer (except without an Underling). The Dungeoneer may spend their own XP to increase the apprentice's Level and Skills.
DUNGEON
The Dungeoneer owns a small dungeon somewhere on the map that acts as their regional base of operations. The dungeon can house 5 NPCs that the Dungeoneer befriended over their career. The Dungeoneer can also choose one critter to live there. Pick 3 rooms from the following list:
- Armory: Knight-Errants and Dungeoneers gain a previous Level's Ability. The Dungeoneer can arm a small army and anyone can stock up on Mundane weapons and armor (that cost Copper or Silver Coins)—which can't be sold.
- Library: Gnomes and Bards gain a previous Level's Ability. Once every session, roll a random book here. Lore Checks to research anything here gain Advantage.
- Tavern: Loyal Chums and Rascals gain a previous Level's Ability. PCs can restock up to 6 Normal Rations here for free.
- Trophy Room: Each session, the Dungeoneer can make a Treasure Hunting Check here: 1-2 Zilch. 3-5 Mundane item of choice. 6-8 Magnificent item of choice. 9-11 Random Magic item. Apothecary: At the start of a session, roll 3 random
- Herb Components (p114) stockpiled here. The PCs have access to all Rare alchemy recipes here. The Clink: The Dungeoneer can securely jail an
- Adversary or provide a needed safehouse.