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
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Created
27 days ago
Last Updated
Yesterday
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Ironclad Ascendency Tech-Specialist
CR 3Medium Humanoid
Ironclad Ascendency Tech-Specialist
HP Range45 - 45 (Avg: 45)
AC14
XP700

Description

The Ironclad Tech-Specialist is a cunning and resourceful individual, skilled in the maintenance and deployment of advanced weaponry and automated defenses. They are often found in the service of the Ascendency, supporting larger groups or guarding critical locations with their technological prowess.

Details
SizeMedium
TypeHumanoid
CR3
XP700
LanguagesCommon, plus one other
Defenses
Armor Class14
HP Range45 - 45 (Avg: 45)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Deploy Sentry Drone (1/Day)

The tech-specialist deploys a small, hovering sentry drone in an unoccupied space within 30 feet. The drone has AC 13, 15 hit points, a fly speed of 30 feet, and attacks with a Laser Bolt (+4 to hit, range 30 ft., 7 (1d8 + 3) fire damage). The drone lasts for 1 minute or until destroyed. As a bonus action, the tech-specialist can command the drone to move up to 30 feet and make one attack.

Laser Pistol

Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 14 (3d8 + 2) fire damage.

Tech Grenade (1/Day)

The tech-specialist throws a grenade at a point within 60 feet. Each creature within a 10-foot radius of that point must make a DC 13 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much on a successful one.

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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