The lore of fantasy worlds for the Dungeonroad RPG and Chronicles of The Grand Realm.
Tuesday, May 23, 2023
Monday, March 6, 2023
Dungeonroad-The Gemstone Dragons: Amethyst the Wyrms of Envy by Andrew Martinez
"Purple gem dragon (Envy/Amethyst): were constructs copied in the likeness of the true prismatic dragons during the times of of the Incantation Wars. Small and wiry they were used for covert assignments. They would take the form of local wildlife dispatching key figures or enter the domains of a dragon inflaming its hatred of the folk and attack and slay in mass.
These little guys aren't too dangerous one on one as there breath weapon is a light suction which draws they're prey to them. There range of attacks can very due to there ability to take on animal forms and traits.
The ones that still exsist after all this time have large frames but not as large as there fellow constructs...at least they don't let on as for the fake they can alter there forms. There cores unlike the other gem dragon's is that of a wyvern.These larger ones seem to hate there cores and will try to steal anything that can make them appear like other gem dragon's this includes but not limited to carving out the cores of others and wearing there carcass as there own body as a second skin or acting as if they are superior to other gem dragon's as they have infiltrated many kingdoms and domains.
There is a report of a king of the purples. Wym the faceless,is said to be one such dragon. he can take any form and appearance of anyone he encounters. It is said he literally steals their face and traits, while Loremasters can not confirm this what we can confirm is that a elder purple can now use that suction breath weapon to steal traits from a target, be it strength, speed, agility, etc.
This elder purple who named themself Twin when confronted changed into a crystal beast with screaming faces in the gems themselves, the gems seemed less solid and almost organic and moved organically. It is with great warning we say if you think you have encountered an elder purple that you contact the 7 Houses of the Hunt, no other groups can be trusted as you never know who may be a purple.
Good luck"
Loremaster Ekard Spellrest
Y.S. 1463, Pinnicle of Heroes.
by
Andrew Martinez
Wednesday, February 15, 2023
Duel with the Sea Devils.
DungeonBorn: Pinnicle of Heroes : Knights of Nethercrown Duel with the Sea Devils.
Tootch roared, the dragonscion bloodlust erupted in wave of heat and anger. The barbarian rage threatened to boil over, as the enemy stood before him.
The delver adventurer knew he and his companions were in a desperate battle for their lives.
The creature before them was no merrow abomination or sea devil skulk, this was a horror he had never faced before.
This monster he and his fellow knights of Nethercrown was the master of the sea devil who had claimed host to the ancient light house from long ago.
If not for the wanderlust of his companions and cousin, he would never had entered the den of evil before him.
The struggle had been hard, three of his companions had nearly died in the engagement, and even as he hefted his axe to swing at the master of the sea devils the snake-man, one of the folk he had helped rescue, went down in a bloody heap, as a rusted cutlass sawed through her gut.
His mind reeled, and he could remember the hot corridors of the dwarven kingdom. He remembered the stink of death, as the pale dwarves came upon him and his fellows; the smell of blood, and steel mixed in a orchestra of swirling blades.
Now once again, Tootch was in a life or death struggle with another foe. A enemy not afraid to take his or his companions life away.
The creature was a horrid sight to behold. It's wrinkled grey-blue flesh had the consistensy of paper, yet when blade touched skin it was as if he struck stone.
The monster's grim eyes flashed red in the pale blue light of the cavern, the torch's illumination giving on he slightest light and less heat.
Attached to a gnarled face were fangs of the deepest pitch, and hair so black and green, the monster seemed to have been spat out from the maw of the watery gloom itself.
In its hands which should only have had the strength of an old woman, the power of ten men surged into it. On hand grasped a staff of wicked destruction humming with arcane energies.
Butter's the Hugrinn, his companion had felt the sting of the creature's fierce magic.
Devastating bolts of arcing orbs had laid low Viviana their primal healer, and druid.
If not for Viviana, the knights would never had known of what lurked ahead. The sight of this new found friend, made the knuckles on his grip turn white as it began its sweeping arc.
Everything happened in a blur of action.
Moosong his nephalim cousin, and ranger, used both blade and bow to deadly effect. The sea devil gurgled and died as the were sheared like wheat in the field. Each one either tasting hard steel, or a feather shaft through eye and neck.
Tootch could say this about his cousin, he surely was a dead-eye.
One of the last remaining sea devils ran upward toward Viviana, as she worked her healing magic. She nearly saw darkensss again, if not for her quick movement, the monster brandishing a wicked long sword was ready to take her life.
Viviana had always been comfortable with her magic, it had defended her greatly, yet she felt the tug of her daggers hilts and coolness of her hands on pure instinct the woman slashed foward lopping a sea devil arm clean off as she buried the second deep.into the other.
Tootch wondered if her goddess had whispered something in the heat of this battle. Of course being a barbarian he preferred cold bladed death to sorcerous magic.
Denivar, raced passed several of sea devils curs, to aid Butters who had taken serious hurts.
" Kill the Crone! He cried out to ths others."
Tootch was about to do just that, as the Crone leapt upon them, with iron barbed talons. The horror had forgone the use of magic for closer battle.
Both he and Butters were the recipient of the claw strikes; angry stinging blades cutting through skin and arms.
Denivar howled in anger, and swung his mighty warhammer at the Crones flank. There was a great Thunder clap and the crone howled, just as Tootch felt the war axe dig deep into the monsters chest crunching bone, slicing sinew. He felt the axe give way as he saw Butters move.
An arrow from Moosang split the air destroying the Crone's eye socket sending it whirling backwards.
Butters ran up behind, the Crone, she sqwacked loudly, and her weapons punched upward, catching the Sea Crone through both lungs and chest.
Oh how the the evil Crone cried!
Black blood exploded from its torn body in horrific showers.
Tootch noted the Sea Crone buck back sending Butters the Rogue flailing backwards.
Was it dead the Dragonscion wondered reading another blow.
To his surprise the Crone found some strenght yet unseen and sprang fornthe large pool in the center of the cavaern
Tootch howled! Surprise and anger bouncing across the cavern walls.
Butters the Hugrinn, would have none of it.
Tootch, looked on in amazement as the smaller rogue, leapt upon the doomed Crone and Butters sank her blades into its back. Tootch ran to the large reflecting pool as the Hugrinn splashed into the freezing water.
"By the black doors!" Tootch hard Moosang blurt out.
By the black doors indeed, the barbarian thought.
Blood and bile spilled out into the clear pool, and finally Butters rose from the inky liquid.
The struggle was over, and they had won.
Barely.
Tootch was happy, but he kept it in reserve. He was proud of the team that was coming together, in the sadness of their loss of a new member their mettle had been tested, and the rest of the group had prevailed.
It was not the first time nor the last, but he knew where he belonged, he turned to Moosang and dropped a heavy arm over his shoulder.
"What now?" He asked.
Moosang shrugged. " Cathedraial, hopefully the answers we seek when we started our adventure are there. Already this quest seems to be more than we thought it would be."
Tootch shook his head in agreement. Both he and Moosang joined the others, their minds swirling about the trails they had travelled and the paths they yet had to take...
To be continued.
Thursday, November 19, 2020
Dungeonroad The Proteus: devils of the sea
Proteus
Dungeoneering check
(15) and higher
Creature lore
The proteus: these large fish can be found in a variety of worlds. Half the size of a great white shark these fish a covered in steel like scales and fin with razor like edges.
It is known by all who sail the seas to beware a school ofnthese horrifying creature with sharpened teeth able to rend flesh like paper and fin able to slice an mans arm.and leg off as they leap from the depths.
Proteus are prized for their scales in the use of armor and some weapons.o
Guard (20)
Any armor or weapon out fitted with proteus scales gain a +2 non magical boost. Armor(+2 DAC)
Weapons( +2 to atck and dmg)
Attributes
Numbering appearing: 2d8
Level die:5+8
Dmp: 40
Guard/ DAC: 21
Draw: +5
Attribute Attack reaction (15)
Attribute Counter reaction (+5)
Combat Encounter
Basic attack (swift) Bite 1d8+5
Razor fin 1d10+5
(a proteus can slash with it fin underwater or when leaping out of it)
Sizzling spittle 2d8+5
(when above water the proteus can eject an acidic spray of spittle at a target)
Defenses
+6 dac boost (armored body)
Enviornment
Underwater
Monday, September 7, 2020
Wednesday, March 6, 2019
DungeonroadFighter levels 1-5
FIGHTER
“Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons.
“The faces of many orcs have been broken by my mace.”
Runger Gorehammer – Dwarven Fighter
LEVEL DIE AT 1ST LEVEL: 1D10+POWER BONUS
LEVEL DIE PER LEVEL: 1D10
CLASS ATTRIBUTE BONUS:+1 TO POWER BONUS
Weapon and Armor Proficiency
Fighters are proficient with all simple weapons and martial weapons that are light or medium sized. Fighters are proficient with plate
Basic Equipment
Every fighter has at least one of these types of items.
Backpack, chain-mail, long-sword, battle dagger, a week of way food, letter or marque, long-bow or short bow, club, 150 gold pieces.
Rally Action
Threatening Dash
The Fighter as a will action dashes across the battlefield up to his AGL bonus plus his normal step. On a successful attack, against the target’s DAC, the target makes attacks with inaccuracy until the target can make a breaker roll of (10) at the end of his turn. Targets take 1[WD]+POW Bonus.
Power Action
Enfeebling Strike
At 2nd level a Fighter, as an encounter standard action, can use his or her weapon to smash into an opponent’s weak-side. The target take 1(WD) plus POW bonus. The target is considered weakened for one round, and attacks at -1 for his action. If he has already used up his action, he started of the next round with a -1
Leaping Slash
The fighter as an encounter action can leap up over a target up to his move, and execute a slashing attack. He gains accuracy while he attacks, but gives the opponent an attack of opportunity. At 10th level the fighter has perfected his leap and no longer gives his enemy an attack of opportunity. The strike does 2[WD]+POW bonus.
Ability Action
Second Wind
A fighter at first level as an encounter action upon taking damage in combat can withdraw, and use this distinctive feature to heal himself.
The fighter heals for 1d6+1 ever even level. At 12th, and 16th level, you add and additional 1d6.
Greater battering
At 2nd level when choosing to bat clean up, the fighter also gains a +2 to damage.
Buff Action
Grandeur
At 1s level A fighter gains additional feats at first level and every three levels thereafter.
Weapon Expertise
At 3rd level A fighter can choose a weapon in which he become and expert with. He gains a +2 pow bonus to damage rolls when wielding that type of weapon.
Thursday, February 21, 2019
DungeonBorn Basic Classes: The cleric level 1-5
While other heroes battle deadly enemies and large diabolical forces, the cleric is in the front line concentrating on heal spells and deal seeking to make their name legend. By mixing casting and physical attacks the cleric can both strike up close and afar to the detriment of his or her enemies.
Remember no party is complete without a powerful divine fighter at their side.
CLERIC TRAITS:
♦ Hero Point; 1d10+fortitude bonus
♦ Power Source: Martial
♦ Key Abilities: Power
♦ Armor Proficiency: light and medium armor, chain, All light shields,
♦ Weapon Proficiency: All Weapons
♦ Bonuses to Defense: +1 power defenses : DMP at 1st level: Max+fortitude bonus
♦ DMP per level gained: 1d10+fortitude bonus.
CLERICS FEATS
Clerics gains feats every three level
BASIC ACTION WEAPON: At 1st level a Cleric can use his basic weapon as a will attack.
CURE LIGHT WOUNDS You can heal the wounds of your fellow runners by tapping into the divine powers which you serve. You touch does 1d8+wisdom ability bonus, add 1 bonus point for ever even numbered level. At 6th level, your cure light wounds become 2d8
ATTUNEMENT – At 1st degree Cleric is attuned to the divine ley line and can perform the following spells without wasting spell slots
♦Read magic – read simple runes and incantation
♦Light – cast a light on an object
♦Languages – read, write, or speak all forms of common languages even if there are not initially known by the caster.
♦Knowledge Religion Any Knowledge Religion checks are made with accuracy
♦Detect magic – detect magic within 60ft (12 hexes) of the caster Heal – Up to the Cleric level, he can heal 1d3 damage
TIER AWAKENING At 1st level a cleric as a will action can use a ley line to tap into a tier of spells. At first level a Cleric can tap into the first two tiers of his choice.
At fifth level, and every four levels after. He also gains a tier at 20th level.
CLERIC STANCE A cleric at 2nd level instead of unleashing a spell when casting, can continue praying and holding a healing or damage spell for up to 3 rounds, then unless the held spell as a free action. The spells heal or damage increases increase by a die for each round held. This action has to be done within encounters.
ENHANCED CONCENTRATION A cleric at 3rd level gains a +2 perc bonus to all spell-casting concentration checks.
MILESTONE At 4th level improve one ability score, gain 1 feat, increase all paths by 1, and gain a new pathway choice
WAR PRIEST PATH At 4th level a cleric can swap for alternate canticles at 4th, 9th, and 18th level. Select the canticle below.
CIRCLE OF HOLY REST ♦ CANTICLE At 4th level any place a cleric rest is considered a holy ground, until the clerics has completed his rest. The area of the holy rest is a 30ft radius, and archetypes of evil, take 5 holy damage, while within the circle. Targets also continue to take 5 damage if they persist to stay within the cleric’s holy rest.
DIVINE LIGHTENING STRIKE ♦ CANTICLE ACTION
At 9th level a cleric as a encounter action can lift his hands upward and call bolts of lightning down from the heavens. In an area a cleric can target enemies up to his perception bonus.+1even level. The targets on a successful attack take 4d8 points+8 points of divine damage. If the attack fails, the targets take no damage. This strike uses a clerics perception against DAC
RUNE OF HOLY ILLUMINATION
At 18th level a cleric gains +10 fire resistance against spells, conditions, effects, and legacy’s that do fire damage.
INITIATE TIER AWAKENING – At 5th level a cleric as a will action can use the ley line to tap into a tier of spells. At fifth level, and every four levels after. He also gains a tier at twentieth level.
CLERIC TRAITS:
♦ Hero Point; 1d10+fortitude bonus
♦ Power Source: Martial
♦ Key Abilities: Power
♦ Armor Proficiency: light and medium armor, chain, All light shields,
♦ Weapon Proficiency: All Weapons
♦ Bonuses to Defense: +1 power defenses : DMP at 1st level: Max+fortitude bonus
♦ DMP per level gained: 1d10+fortitude bonus.
CLERICS FEATS
Clerics gains feats every three level
BASIC ACTION WEAPON: At 1st level a Cleric can use his basic weapon as a will attack.
CURE LIGHT WOUNDS You can heal the wounds of your fellow runners by tapping into the divine powers which you serve. You touch does 1d8+wisdom ability bonus, add 1 bonus point for ever even numbered level. At 6th level, your cure light wounds become 2d8
ATTUNEMENT – At 1st degree Cleric is attuned to the divine ley line and can perform the following spells without wasting spell slots
♦Read magic – read simple runes and incantation
♦Light – cast a light on an object
♦Languages – read, write, or speak all forms of common languages even if there are not initially known by the caster.
♦Knowledge Religion Any Knowledge Religion checks are made with accuracy
♦Detect magic – detect magic within 60ft (12 hexes) of the caster Heal – Up to the Cleric level, he can heal 1d3 damage
TIER AWAKENING At 1st level a cleric as a will action can use a ley line to tap into a tier of spells. At first level a Cleric can tap into the first two tiers of his choice.
At fifth level, and every four levels after. He also gains a tier at 20th level.
CLERIC STANCE A cleric at 2nd level instead of unleashing a spell when casting, can continue praying and holding a healing or damage spell for up to 3 rounds, then unless the held spell as a free action. The spells heal or damage increases increase by a die for each round held. This action has to be done within encounters.
ENHANCED CONCENTRATION A cleric at 3rd level gains a +2 perc bonus to all spell-casting concentration checks.
MILESTONE At 4th level improve one ability score, gain 1 feat, increase all paths by 1, and gain a new pathway choice
WAR PRIEST PATH At 4th level a cleric can swap for alternate canticles at 4th, 9th, and 18th level. Select the canticle below.
CIRCLE OF HOLY REST ♦ CANTICLE At 4th level any place a cleric rest is considered a holy ground, until the clerics has completed his rest. The area of the holy rest is a 30ft radius, and archetypes of evil, take 5 holy damage, while within the circle. Targets also continue to take 5 damage if they persist to stay within the cleric’s holy rest.
DIVINE LIGHTENING STRIKE ♦ CANTICLE ACTION
At 9th level a cleric as a encounter action can lift his hands upward and call bolts of lightning down from the heavens. In an area a cleric can target enemies up to his perception bonus.+1even level. The targets on a successful attack take 4d8 points+8 points of divine damage. If the attack fails, the targets take no damage. This strike uses a clerics perception against DAC
At 18th level a cleric gains +10 fire resistance against spells, conditions, effects, and legacy’s that do fire damage.
INITIATE TIER AWAKENING – At 5th level a cleric as a will action can use the ley line to tap into a tier of spells. At fifth level, and every four levels after. He also gains a tier at twentieth level.
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