Dungeon Break world illustration - Dimensional Travel theme
Dimensional Travel

Dungeon Break

P
Pollution

Gates to other worlds have appeared all over earth, it's your job to stop them. Go be a hero!


Author's Note: The world you are familiar with ended seventeen years ago with "The Opening." It was a time when dimensional portals, known as Dungeon Gates, erupted across the globe. Despite humanities efforts, we couldn't cross through the portals no matter how hard we tried, but the monsters on the other end could. The longer a portal stays open, the closer it gets to destabilizing and turning into a Dungeon Break, where it releases it's horde of monsters into Earth. What began with weaker creatures has escalated into a constant struggle against increasingly dangerous foes. Normal weapons could only go so far and humanity feared it's breaking point. Amidst the chaos and despair, a new phenomenon emerged, as people exposed to the gates' energy started to develop superhuman abilities. These people became know as Breakers, humanity's frontline defense, tasked with the grim duty of quarantining unstable gates, waiting for the inevitable Dungeon Breaks to occur. World Gates, a rare anomaly among Dungeon Gates, started to appear across the globe. These Gates offered free passage between the worlds. Earth found itself connected to nine different worlds, each filled with countless dangers, but humanity needs answers. Will you be a Breaker? Tasked with clearing Dungeon Gates on Earth? Or perhaps you are a human who is Cybernetically Augmented to meet the threat posed by these invaders? Or maybe, just maybe, you're a daring adventurer who wants to see what lies beyond the World Gates? Welcome to Dungeon Break. Note: Remember that Franz still has limitations, so if the lore does not always track the way that it's presented here, just roll with it or OOC him to get him back on track. I tried my best to inject what I could into Franz to get him to stay in line, but as a player you have to do your part as well on occasion. I am also trying to use less CIs so the players can have room to add what they want to the game to suit their playstyle. If you like the game, please give it a heart!
Played104 times
Cloned22 times
Created
27 days ago
Last Updated
Yesterday
VisibilityPublic
Ember Orc Shaman
CR 9Medium Humanoid
Ember Orc Shaman
HP Range105 - 105 (Avg: 105)
AC15
XP3900

Description

An orcish shaman who commands raw, untamed fire magic through tribalistic rituals. They chant and gesture wildly as flames erupt around them and empower their attacks.

Details
SizeMedium
TypeHumanoid
CR9
XP3900
LanguagesNone
Defenses
Armor Class15
HP Range105 - 105 (Avg: 105)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Fire Bolt

Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.

Multiattack

The ember shaman makes two scimitar attacks or uses fire bolt twice.

Scimitar

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 4 (1d8) fire damage (if imbued).

Tribal Firestorm Special Action (Recharge 5-6)

The ember shaman performs a crude ritual, summoning a burst of uncontrolled flame in a 20-foot radius centered on a point it can see within 60 feet. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried ignite.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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