Sunday, October 4, 2020

GLoGtober #23: Hell

In accordance with the post-a-day challenge by SunderedWorldDM, whose dreams bore the Orbseeker and whose deeds send the world shuddering. 

I feel foolish for not checking the prompt list before when I wrote a depthcrawl for the road to Hell, but that's okay; I have plenty of ideas.

The following class is one made specifically for prospecting in Hell. I would restrict it to only those souls who had originated on the surface, precluding both the Salamanders and the Damned. The traditional role of the mine rowdy is to intimidate miners into working harder.

MINE ROWDY
Starting Equipment: mattock, sieve, whip, a box of devil cigars, lantern full of glowing lemures (harmless).
Starting Ken: Prospecting, one other

A: Bully, Stonecunning

B: It's a Living

C: Torment

D: Magnate

Bully: On your turn, you may push or sunder one for free
Stonecunning: Advantage on checks to investigate stone, gas, and metal.
It's a Living: Hirelings always stick with you, regardless of poor treatment. They are always "willing" to risk bad environments.
Torment: You can deal nonlethal damage without penalty, and when you cause someone to take fatigue, you heal that much fatigue yourself.
Magnate: Every time you clear out a mine or subterranean dungeon, you can turn it into a profitable mine in 1d4 weeks. This nets you automatic gold each month, but with a 1-in-6 chance per month that you'll have to crush a union, crack the whip, or (pfft) take a smaller cut of the profits.

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