Dungeoneers Notebook
Dungeoneers Notebook
Dungeoneers Notebook
Dungeoneer Caver
Buff to checking for secrets in dungeons. You can dig your STR x10 feet into a solid surface
per watch (4 hours)
When a monster is killed, roll a d6. On a 6 you are Buff to climbing based rolls.
able to harvest a ration from it.
The first thing is preparation, this is your bread First and Foremost, a glyph is made of 3
and butter. An unprepared adventurer is as parts: The trigger, the spell and the Keyword.
good as dead, and if you’re not sure what to
bring or it's your first delve, remember to bring a The trigger of a glyph is what sets it off,
torch, a pole (10ft preferably) and your otherwise the glyph will activate as soon as it is
weapons, spellbook (if needed) and armor. finished being written.
Some examples are; "When marked/non-marked
It might sound obvious but dungeons tend to creature passes" or "In Y minutes"
be not well lit, so bring your own lights, and if
The spell itself is drawn and channeled through
they are well lit be wary of the shadows and
the ink and its own shapes, this is the effect
whatever keeps this place lit. shadows can
of the glyph upon activation.
easily hide dangers like traps and
monsters, always check them twice at least.
If needed the ending of a spell has the keyword
Traps are designed to hinder anyone
that can change the qualities of the spell.
caught in them, or in more severe cases
There is a chance the Keyword could
kill. Use the pole to probe for pitfalls, triggers
destabilize the glyph. Roll WIL when adding a
and such, if no poles are available extremely
modifier in ooze ink with a target of 10 +on the
careful Examination can also work.
blunder table as the spell destabilizes.
Examples of keywords are; Focus, Track and Split.
These are the nuggets of wisdom I will leave the
budding adventurers who read this (or the
To transcribe a glyph onto a surface you need
veterans who want a refresher). You are more
Ooze Ink (5g) or Dungeon Squid Ink (100g),
important than the treasure you are
not much else holds up to Ooze Inks channeling
bringing out and no idea is a bad one if it
qualities and even less up to Dungeon Squid's.
lets you live, no matter how crazy it
One bottle of ink holds enough to write
sounds.
out 3 Glyphs or additions.
Bestiary ● Web Snare - target rolls DEX save, on a
fail they are immobilized for 1d3 turns by
Mimic webbing.
Skill 5 HD 1 ML 10
Creatures tailor made to surprise and ensnare
Dungeon Squid
unsuspecting prey, they disguise themselves as
Skill 7 HD 5 ML 8
inanimate objects to snare adventurers.
Subterranean Squid adapted mostly to land, they
● Bite - 3 dmg
roam the Underground in search for things to add
● Paralyzing Coating - When a creature
to their hoards, they can be paid off with no
touches a disguised Mimic they roll a
confrontation with seashells, shiny rocks and
STR save or become paralyzed for 1d4
crabs.
turns.
● Pseudopod - 3 dmg, Targets two
● Mimics can change their shape to
characters
disguise themselves as inanimate
○ On a successful hit, a character
objects to better hide in plain sight.
is Grappled. Character can roll
STR to break it every round and
Pit-Trap Spider grapple action.
Skill 4 HD 2 (3 Armor) ML 8 ○ Batter - 5 dmg, use a grappled
Dog-sized spiders who use their powerful claws character as a club.
to dig traps for prey and their specially patterned
○ Toss - 5 dmg, throw a grappled
abdomen to hide in the entrance of their dens
character at a target. Damage is
nearby.
dealt to the grappled on hit or
● Claws - 4 dmg miss.
● Web Snare - target rolls DEX save, on a ● Inkscreen - enshroud the surrounding
fail they are immobilized for 1d3 turns by area with an ink cloud. All characters
webbing. They will only bite secured prey. except the Dungeon squid make
○ Bite - 2 dmg, STR save or die attacking and movement related rolls
● Thanks to their paw-hairs, the Pit Trap with a break.
Spider can climb walls and ceilings with ● Killing a Dungeon Squid allows you to
relative ease, however if attacked or harvest 1d6 ink for glyphs.
startled save against falling. ● Locating a Dungeon Squid lair provides
2-3 chests worth of loot + an angry squid.
Hound Spider
Skill 5 HD 3 (3 armor) ML 10 Mineral Crab
Wolf-sized pack Spiders, rarely seen alone. They Skill 2 HD 0 ( 7 Armor ) ML 3
travel in groups of 2-3 and can sometimes be Small crabs found all around the Underground,
seen with up to 3 spiderlings piggybacking a while mostly coated in rocklike shells, the
mother. They are very smart and are known to occasional few have been found with rare metals,
chase and direct prey into other pack members crystals and gems. These shiny crustaceans can
lying in wait. be sold for quite a large amount of coin.
● Bite - 5 dmg ● Nip - 1 dmg
Ooze Farming On a diet of ink or dye your ooze will start to
generate ooze ink, this can be used to channel
Oozes, as recently proven by Sir Onzek Brunwind
magic into glyphs and is a must have for any avid
of the Deep Vault Megadungeons Adventuring
magic and glyph users. They also gain the
Group (DMAG), make for surprisingly good
following.
adventurer companions. They can be tamed,
taught and are able to adapt with the most ● Inkscreen - enshroud the surrounding
surprising of abilities simply based on their diet. area with an ink cloud. All characters
They’re not too smart by any means but definitely except the Ooze make attack and
not stupid. movement related rolls with a break
Breeding oozes is very simple, they just need food ● Spellcasting - Ink oozes can spellcast,
(most materials) and space to split. This can be they need to be fed a scroll to do so and
provided by an Ooze pack (10g - 1 slot), a back can only store one spell's worth of
mounted ooze container, enough space for 4 information at a time. They can cast one
oozes to fit in comfortably, outside that any open spell per watch.
space.
On a diet of animal and monster parts the
Ooze ooze can gain some qualities of what it's been
fed, gaining the following.
Skill 2 HD 1 ML 10
The classic ooze, as most adventurers know, is ● Claws/ Bite/ Tail swipe - 4 dmg
acidic. It can control this acidity to prevent ● Flight - gain the power to fly through
dissolving things it doesn’t need to and doesn’t leathery or feathered wings
want to. They can listen to basic commands.
● Dissolve - 2 dmg, destroys armor On a diet of herbs and alchemic materials
● Due to the way an oozes body works, it the ooze will act as a catalyst and produce a
can slip through any gaps and spaces as potion made from the materials provided and
long as there is enough space for its full produce about a bottle's worth every day or so.
size on the other side. Some examples are:
● Healing spray - heal 2 wounds
Based on what you feed an ooze you can ● Antidote - Removes any poison based
change its properties. These changes tend to ailments
come about a week after the change in diet and
become permanent after a month on said These are just a few adaptations observed, there
diet. are many more not mentioned. Talk to your GM
about raising oozes with different or more
specialized adaptations.
On a diet of elemental materials (things such
as charcoal, rocks or ice.) the ooze will gain the
following. Your oozes grows with you, add half your HD
rounded up to its Skill and HD. Or alternatively for
● (X) Breath/Blast - 3 dmg, (elemental
every thousand gold fed to an ooze raise its Skill
interaction qualities)
and HD by 1.
● (X) Resistance - gain a resistance or
immunity to (X)
Gobold Merchant Group ● The guard can opt to switch the target
from a merchant to them once per round.
The Gobold trading group is a company formed of
goblins and kobolds who have a strong desire to
Goblin / Kobold Sellsword
trade for and hoard wealth, functioning as
Skill 5 HD 3 (5 armor) ML 10
wandering merchants selling wares mundane,
These skilled fighters work under their company
rare and almost always something you want or
as hired swords, bringing in wealth for the horde
need.
in exchange for their battlefield cunning.
Robbing a group is never a good idea. You
● Sword - 5 dmg
may be rich in the short term but they have lots of
connections, and you will never be able to do it ● Crossbow - 4 dmg
without someone knowing. You’ll have a ● Bear trap - 4 dmg, immobilizes target
for 1d6 turns
bounty placed on your head before you
● The sellsword has one random magical
reach your next location.
item.
Magi-Winch, when secured to a surface, can Wisp of Light - Creates X balls of light that last
pull up to 270kg comfortably. 12 turns each.
Trap-breaker, when a trap is identified, can Melt - heats metal up to melting point.
destroy trigger mechanisms three times a day.
Densors Miniature Wagon - creates a small
Spectral gloves, Create a spectral hand that wagon that is controlled by the casters mind. It
can be controlled in a 30ft radius of you. Cannot lasts a watch and has HD 1 (5 Armor), carries up
pick up more than 1kg, can press buttons and pull to 300kg before dissipating.
levers. 3 times a day, recharges at dawn
Detect Magic - Detects magic in a half-mile
Gem Harness Wand, destroy one gem to gain radius, you know the rough distance to each.
1d3 elemental charges based on the gems color.
● Elemental Blast - 3 dmg, elemental Freezing Aura - The caster is surrounded by an
interaction aura of Tundra-cold air; all water freezes and any
● Elemental Wall creates a 10ft wall creature within the radius makes all actions with
constructed of the aforementioned a break. The user is unaffected and lasts 1d3
element. turns.
Spell Grounder, when spiked into the ground Flaming Aura - The caster is surrounded by an
this rod redirects all spells towards it. If not aura of Magma-hot air; all water evaporates and
destroyed by a spell beforehand the grounder any creature within the radius makes all actions
deactivates after 5 spells. Takes the amount of with a break. The user is unaffected and lasts 1d3
absorbed spells in days before it can be used turns.
again.
Door - creates a corridor through an inorganic
Spells surface. Works on surfaces up to a mile thick,
Lasts one watch. If you are still inside when the
X is half of WIL rounded up.
door dissipates you are ejected out of the closest
exit.
Tame Ooze - Target Ooze becomes completely
friendly.
Bug swarm - summons a swarm of insects of
your choice that listen to basic commands. Lasts
Tame Crab - Target Crab becomes completely
1d3 turns.
friendly.