Heroes of the New Day
In addition to all the skill-type checks you can make with the Dungeoneering skill (keeping track of direction while underground, noticing slope and depth changes, foraging for food underground, etc), this skill also represents the number of famous dungeons you’ve heard of, and also your knowledge of the types of traps that are common in dungeons. It can be used to identify the age of any worked stone, telling you how recently a structure was built, and whether certain sections of passage might be newer (or made of a different material).
It also measures your knowledge of Aberrants… those creatures from outside this reality that sometimes find their way into our world. For some reason they just tend to prefer dungeons, possibly out of some logic that would drive a normal man insane. But if it’s a beholder or an aboleth you’re looking to learn about, Dungeoneering is the skill you’ll use.
When looking at a trap, there are two schools of thought: Dungeoneering and Thievery. The Thievery school believes in disarming the trap… while the Dungeoneering school tends to look for a more Lara Croft way of subverting it. Sometimes circumstances will force one or the other… maybe you really need to pick that lock to get at the on/off lever, or maybe there’s no way to disarm the magical spinning buzzsaws.
Dungeoneering also sometimes pairs with Nature, as they can both cover the same skills in different settings. If you’re foraging for food, building a shelter, or trying to avoid environmental hazards in a forest, you’ll use Nature. If you’re doing the same things underground, or in a dank dungeon, you’ll use Dungeoneering.
Dungeoneering also covers basic spelunking knowledge, climbing-related gear, and other stuff that’s handy to have when going into dark scary places. If it’s a common sense thing to bring into a dungeon, a Dungeoneering check will ensure that you haven’t forgotten it.
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