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Welcome to Dungeon Callers: Treasures, Serpents and Ruins

03:21, 18th April 2024 (GMT+0)

Dungeon Callers: Treasures, Serpents and Ruins

The wizard Yeffal ruled over a castle centuries ago, and built a vast underground labyrinth beneath the castle. Some say the labyrinth was built instead by underground races, or even demons tunneling up from Hell itself. Regardless of its construction, the ruins of the castle stand on the hill to the north of the town of Silverwood. And beneath it are miles and miles of passages, chambers, halls and mazes. And of course, fearsome monsters lurk within the ruins, guarding piles of shining treasures. You and your companions seek to plumb the depths, survive the horrors within, and return with fortunes in gold, gems and magical devices.

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Sounds like a standard mega-dungeon crawl game, right? It is, but it's something more. In Dungeon Callers, each player creates an entire adventuring party. Each player plays independently, at your own posting speed. Your party will share the dungeon with the other players' parties, however. So if one party gets to the location of a certain treasure first and claims it, it will NOT be available to other parties. On the plus side, monsters slain by one group stay slain (although occasional restocking may happen), and if a party doesn't have enough carrying capacity to get all the treasure, the remainder will be there waiting for the next party to stumble upon it!

For the game system, we'll be using Classic D&D (BX/BECMI) with my own house rule variants. For me the DM, not much changes. For you the players, I have rules for separate Race and Class, similar to AD&D, including multiclass options. I also have simplified versions of some classes presented in later editions of the game to choose from.
WARNING
This is old school D&D. Characters WILL die. Level drain, save or die attacks, etc. will happen. Encounters are not scaled to party level.

Have fun storming the dungeon!