rival dungeoneer
MonsterLand of Eem Bestiary · p.128
Open source p.128Names Rake, Ryder, Underwood, Shandar
Not all dungeoneers are the stalwart explorers produced by the renowned Dungeoneer Academy. Washouts and opportunists are out there, exploring the frontier, looking to find their fortunes and win their fame. Rival dungeoneers are either freelance, mercenary adventurers or loyal company employees working for the likes of powerful corporations such as Subterranean Pits and Lairs LLC, Krog & Sons Inc., or Unassailable Co.
Names: Rake, Ryder, Underwood, Shandar
abilities
Whiplash
Once every round, may make a Whiplash Attack against a Close or Nearby target:
- 1–5. Target suffers 1 Dread.
- 6–8. Target can only Counterattack if in Close range.
- 9–11. Target drops what they're holding.
- 12+. Rival dungeoneer steals a held item from the target.
Underling (B, C)
Any rival dungeoneer worth their salt has an underling to boss around and take the hits. Treat the underling as a mercenary Goon. Any attack made against the rival dungeoneer may be redirected to the underling.
Demolitions (B, C)
Once every 3 rounds, may toss a blasting charge to blow up something in the environment. Or, may throw a grenade at a Nearby or Faraway target. The target and anyone Close to them must make a Nimbleness Check:
- 1–2. Target suffers double Dread.
- 3–5. Target suffers Dread.
- 6–8. Target suffers half Dread.
- 9+. Target suffers no Dread.
Magic Item (C)
social
Rival dungeoneers are known to run teams of mooks who schlepp equipment, hold torches and test traps. They are almost always motivated by treasure, fame, and power. And they happily share that they can be bribed or bought, though there's no guarantee for how long. Due to the nature of the dungeoneering business, competition is high, which attracts cutthroat individuals who do anything to get the upper hand.
combat
Rival dungeoneers love to set traps and exploit their environment against their enemies. They send in their team of mercenary and dungeoneer minions to disrupt their enemies, especially when the rival dungeoneer's attention is needed elsewhere, like to grab a contested Relic from a pedestal. Rival dungeoneers are wily and know who to attack and who to stay away from.
defeat
They're not paid to die! Rival dungeoneers do whatever it takes to survive, and no treasure or slight is worth dying for (unless they are the greediest of the greedy). They love to make daring escapes, but if it comes down to it, most are not above groveling.
victory
Rival dungeoneers prefer to rob and leave their enemies in the dust, stranded in some deep, dark Underlands tomb. They will take captives if it suits them, using them