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Dungeoneering: Wanderers

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Welcome back to DUNGEONEERING! This small supplement, Wanderers, contains two brand new roles, four new Dungeon Types, 50 new magic items, and a plethora of expanded reward tables that will help make your games of DUNGEONEERING bigger, better, and badder than ever before.

What's in the expansion?

The Lute and the Arrow

The two new roles—the Troubadour and the Scout—join the original four roles in the quest towards fame and fortune. Playing on the prototypical classes Bard and Ranger, these new roles bring new features to the game and should bolster any party delving into dark dungeons.

New Regions Unbound

The new dungeon types—the Crypt, the Hells, the Strange, and the Faerie Realms—allow a greater swath of locations to explore. Each has their own tables to help GMs populate them, with specific focus on offering unique and fantastic locations for everyone at the table.

Magical Wares

Fifty new magic items add even more rewards to the game, with half being wondrous items and armor, while the other half are powerful and strange arms and armaments. From the mighty Ninth Elucidation, a blade made from celestial light, to the weird Gbagabg's Third Skin; there's bound to be an item here for your dungeoneers to use, abuse, and inevitably cause mayhem with.

What Was Old, Is New (and Improved)

Expanded reward tables add an immense amount of options to what is found in the base game. Three new d100 tables (Treasures, Equipment, and Junk) allow for a million (yes, literally a million) possibilities at what one might find in the dungeon. And if that weren't enough, a new monster generator ensures that every encounter is exciting and dangerous.

As a supplement to the original game, this zine requires the original DUNGEONEERING rulebook to effectively use.

What is DUNGEONEERING?

DUNGEONEERING is a quick-and-dirty tabletop role-playing game where players explore dungeons, gather treasure, and fight monsters. Players choose one of four roles (the Warrior, the Magician, the Thief, or the Prophet) and roll up their statistics (Might, Intellect, Agility, and Favor), along with their hit points. Game Masters, meanwhile, will be busy dressing the dungeon with all manner of monsters, treasures, and traps to beguile the players and disarm the characters. 

All you need to get started are the rules, paper, pencil, and a six-sided die (probably a few six-sided dice, to be safe). The dungeon generation tools and sample dungeon certainly allow a group to hit the ground running, but are not required for play if a GM wants to come up with a dungeon on their own.

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Pages
42
File Size:
11.91 MB
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Original electronic
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File Last Updated:
March 29, 2022
This title was added to our catalog on March 31, 2022.
Publisher
Grinning Rat Publications
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