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You are at:Home»Introducing Dungeon Runners : and other player vehicles.

Introducing Dungeon Runners : and other player vehicles.

Sometimes a party is formed and it’s “Oops all wizards” And then it’s only two people in the party at that. This is what we do in that case.

Dungeon runners are special vehicles to be used under at least two of specific circumstances and they are the following.

  • 1: the party is missing 2 or more crucial roles within it like the tank and the healer.
  • 2nd: The total number of players is still less than three.
  • Strategically combat poor characters dominate, / ie: The Ranger /
  • A large number of combat newbies dominate the table.

Dungeon Runners are there for one core purpose to fill one or two missing roles from the for the party. They do this by acting as two or more of the essential roles for an adventuring party typically by healing the party on turn (1) and making a brute fighter attack to an opponents face on turn (20), all while being captained capatained by a player who is often a spell caster

Armor Class: 17+1 per upgrade
Hit Points: 140+20 hp per upgrade
Speed: 30 ft., swim 30, burrow, 30
Damage Immunities: poison, psychic, fire, cold, Bludgeoning

Green areas indicate where a fo may stand and take 3d6 dnm a turn from fast moving legs. The blue areas are occupied by machinery and the D.W.Gs Golem mind the yellow areas represent interior spaces where and adventuring party of three may sit.

the interior area has three cozy chairs the and best of which is captained by the pilot who operates the legs and claws of the desert guardian. Aditional the pilot can relay an attack spell they know through the eyes of the D.W.G as a bonus action assuming they have also used their main action to pilot the machine.

In back of this chair that pilots the tail and it’s D.W.G. this tail contains a dagger of venom sting that can be upgraded. And also Many other up grades such possibilities such as the ability to shoot the daggers of venom and even add acid damage to them.

then finally the caboose has two a station with two possible functions one to control the armor and receive and spread magic thought the vehicle and another to remotely operate one of the claws and eyes when their within their space.

A D.W.G gets a number of core features  when the shadow express offers a team an initial unit fraction or the very discounted rate of 2000 gold.

The base unit comes with the following

* A jump bay where  allies can quickly hop into

  • Four looky loo windows of force players can magically shoot out of safely.
  • One golem mind sphere making the DWG either equivalent to a sword of Kas or a 7000 year old elven moon blade
  • .  This good or evil Golem mind let’s the vehicle attack  on her own on initiative 20 with one basic attack with  the claws twice and grant a layer action on initiative 1 with a mass cure wounds spell.
  • The DWG. Can also flash burrow from between any two locations. This basically grants it the following spell equivalents <: misty step, dimension door, Teleportation circle, and teleport without error.> twice per day each
  • One venom sting tail that strikes with a short sword + 2 and does +1d6 acid damage.
  • 2 Claw attacks that deal 2d6 damage ( piercing / bludgeoning ) and 1D6 force damage.
  • A jump bay where  allies can quickly hop into or out of the  DWG as part of a move action

Theses are the possible upgrades you can get for your DWG.

  • Cabin of holding: (Crew up to 8 people on a luxurious ship deck inside a vehicle of any size from your friends at black beard industries.) 20,000gp, 10,000 gp for  pirates
  • On ever compressible armor: Now your DWG can be size size colossal or size small all while  maintaining the same luxury interior volume. (From gnomes to giants we got you covered.) 15,000 gp 10,000 for small or large  customers
  • Solar/Celestial armor: add +3 to the total and also causes these spell to manifest for the party at initiative (1) //Bless, shield of faith, aide, revivify.// From Saint Diego’s  mission of mercy: 14,000 gp 7000gp for clergy 3000  for a anyone with a high demons head,// and free if they are also clergy.
  • Eyes of spectacular wonder. Pilot can now relay these spell through the DWG on their initiative. //Suggestion , invisibility, detect thoughts, charm monster, hypnotic  pattern, confusion, Fly, Water breathing, spider climb// All folks are welcome at the all folks are welcome at crazy Calvin Calhoon the alhoon shrine to the queen in  yellow and literally insane bargains. 24000 gp and get 75% off when you open up your spell casting mind to the queen in yellow.
  • Visceral sting: the tail sting is now frost fang short  sword can perform 3d6 bonus sneak attack damage and also discharge these any of these spells instantanly on a hit.// Vampiric touch, shocking grasp, fear, bestow curse, contagion, / additionally a cone of cold, an disintegrate spells can relayed through the tail as well instead of the eyes but  this can only be done once per  hour. ( A gift from you your friendly friends at family fun inc. 40,000gp 60% after you plan your next family vacation at Easter yon ski resorts.)
  • Guardian Obelisk: Creates phantom simulacrum of the crew that allow piloting teams to run and act against an opponent as if they were outside the vehicle while being inside vehicle. Additionally external simulacrum  crew can now also fly and are considered to have the undead subtype. (From the true and proper kings of the desert we at Sun Stone offer you this gift. //18,000 gp, 60% off with your artistic donation and acceptance into our membership club.)
  • Swifty mad dashers: special crystal enhanced legs that contain vorpine crystals that can be channeled into  spells on the pilots action. These include the following spells, (pass without a trace, find the path, haste,  expeditious retreat, see invisibility, dark vision, jump, knock, find traps, detect magic, swim speed 80 feet ) // Bonjour from le shop de fromage. 30,000 gold, wi ? We do for 10,000gp if you help us out.
  • Sting of slaying: Once per hour your tail sting takes on  all properties of a holy avenger as bonus properties this lasts for ten minutes each. Additionally the unit now allows you smite evil for a bonus 3d8 pts of radiant  damage and allows the operator to channel the  following spells \\brandishing smites, elemental  weapon, banishing smite.// 14,000 gp 7000gp for clergy 3000  for a anyone with a high demons head,// and free if they are also clergy.

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