Knowledge: Dungeoneering [Archive] - Wizards Community

Post/Author/DateTimePost
RossMills

04-14-08, 08:11 PM
I'm thinking of making a character with Knowledge: Dungeoneering, as they would be an RP-wise very knowledgeable character when it comes to going into dungeons and caving in general.

The thing is, apart from "Info on creatures", I cannot think of a specific use for this skill.

What kind of things could this help me with? Search checks? Combat? When should I be asking the GM "Can I use Knowledge: Dungeoneering to help me with X"?

Thanks for all help in advance.
Sildatorak

04-14-08, 08:24 PM
It helps with your survival checks underground...you know whether that luminescent fungus is safe to eat or not, I guess.
Hellsbells

04-14-08, 08:54 PM
It may help u with traps and secret door and such. You recognize the way things are made. Or maybe u could get some background on the bungeon.
Kursk

04-14-08, 08:54 PM
It helps with your survival checks underground...you know whether that luminescent fungus is safe to eat or not, I guess.

The green or red kind?
Nathreet

04-14-08, 09:03 PM
You need knowledge(architecture and engineering) to boost your search checks vs. traps & secret doors. Sildatorak is correct; 5 ranks gives you a +2 to your survival checks underground.

In general, dungeoneering is good for caves and the strange creatures that dwell in them. If you really want to know about dungeons, I'd also get knowledge(architecture and engineering). Most of the other knowledge skills would also come up from time to time while in a dungeon, basically any time when somehing from the outside interacts with the dungeon.
ciaran

04-15-08, 07:23 PM
Dungeoneering (aberrations, caverns, oozes, spelunking)

Thats about what it covers. Two creature types and some general information about being underground and traveling underground.

You might be able to use your check to determine:
1) if an aspect of the cave is natural, man-made or "monster-made"
2) the best route to climb up a wall (perhaps a bonus that check)
3) information on stalagtites, stalagmites and other geological formations
4) if an underground opening is a crack in the earth or erosion
5) mineral composition of cave walls and uses for limestone or chalk
6) how to survive underground (reflected also in the +2 synergy)
7) the nature of underground hazrds
8) what kind of flora and fauna could be found
9) what sounds, smells, moisture or breezes could mean
10) information based on the shape of the tunnel or cavern
1 ton ghost

04-16-08, 03:05 PM
That's the hardest one, isn't it?
Apart from Ciaran's fairly comprehensive list (nj btw), it's really hard to gauge what applies and what doesn't. Alot of grey area. Consider:

-Might want to consider info on Earth Elemental, but that's KnowPlanar. :( Perhaps a circumstance bonus on some aspect of it's ecology.
-"Getting along in the wild" is Survival and goes up by 5 for each level of the Underdark (upper, mid, lower respectively). Synergy helps but I'm sure there are other applications for it. Find specific fungi, mineral vein, etc.
-The difference between detritus breaking down and a methane fissure
-Where the next projected abyss, wet/dry cave, or chasm is (think "exit").

List goes on, but it's very difficult for us to know since we're not Chuds or extras from The Descent. We're products of our environment and so most of the knowledges we try and impart/engage in game reflect that.