Follow TV Tropes

Following

Dungeon of Death

Go To

Underworldlord Lurkerking Since: Jan, 2014
Lurkerking
#1: Jul 9th 2014 at 2:25:48 PM

The world of Cranval is a world of pure adventure. Monsters around every corner, royalty in need of saving, and of course dungeons that hide wondrous treasure and deadly traps. However there is one dungeon that all adventurers fear, the Dungeon of Oplum, the Demon King. The dungeon only opens once a year, and it requires adventurers to enter it or else the Demon King will rise once more and destroy the world. No one has ever made it past the first floor in the dungeon, and after years of losing the strongest adventures in the land to the dungeon the Adventures guild came to a decision. From now on they would only send low ranking adventures, criminals, or screw ups into the dungeon as more of a sacrifice than anything else. They all hope that one day the world will be free of its darkness, but its just as likely that it will continue until the day that the world ends or the Demon King rises anyway.

Welcome to Dungeon of Death, the new RP idea from me, Lordxana. As you start the game you will select one of the classes, one of the house, and than set up your character from there. I want it to be known that in this RP characters will die. They will die quite often and sometimes quite horribly. If you have a problem with this than it probably isn't the game for you. New characters will be introduced every cycle and sometimes your character will inherit abilities or weapons from those that came before.

Classes Warrior: Strong and Brave Warriors train for years to master their bodies and a weapon or number of weapons in order to battle against the various evils of this world. However as most that enter the Dungeon are low level their weapons aren't high quality or great build, and sometimes they aren't exactly the cream of the crop.

Mage: Smart, powerful, but overall lacking in defense, a Mage's greatest skill is the ability to cast a variety of spells to assist the party in combat or with various traps. However unlike the great Mage's in the stories those that enter into the Dungeon are normally freshly trained and only have a certain number of spells under their belts. About ten to be exact, each of which can be cast about one time before needing to rest.

Thief: Quick and fast thinking and thief has been trained to move and think ahead of everyone, putting themselves two steps closer to the treasure and to putting a knife in the back of any threat to the party. They are also good at spotting traps and may be able to disable them. However as they are just starting out they don't have much in the way of skill behind them and can be a bit overly ambitious.

Cleric: Nobel and kind a Cleric is the healer of the party, the person who makes sure that nobody bleeds out. On top of their magic healing they are also trained in other forms of medicine in order to help cover all situations. However as fresh as they are some don't have the power to fix any wound, so they have to be careful about what they do. They normally stick to light weaponry.

Archers: Long ranged fighters whose main skill is striking at the weak points on their enemies from afar in order to allow the stronger members to land killing blows. Archers aren't much use without someone defending them, so they need to stay behind friendly lines, but give them defense and a chance to aim and monsters will start going down fast. However since they are just starting out they will only have a limited supply of ammo that they will need to collect after every fight. Once they run out of arrows the Archer quickly becomes an easy target.

Criminal: Criminal taken from their cell and given very little if nothing at all and thrown in with the rest of the adventurers to fill up the numbers. They can be cold at times and aren't as affected by death or fear traps since they realize this is pretty much just their execution waiting to happen. They start with rusted weapons if anything.

More classes to be possibly added later.

House

Snake: Grants slightly better equipment for the character at the start Lion: Provides slightly better training for the characters at the start. Eagle: Provides slightly better intelligence for characters at the start. Rabbit: Grants slightly better speed for characters at the start. Turtle: Grants slightly better defensive gear for characters at the start. Dove: Grants a few extra healing items for characters at the start. Unicorn: Grants slightly better magic abilities at the start along with an extra cast for mages on one spell.

Characters Sheet Name: Age: Class: House: Bio: Equipment: (You will be carrying an adventures pack, basically a backpack, so take that into account) Spells: Appearance: Personality:

TroyandHawk The Blinder from Back Home. Since: Jul, 2012 Relationship Status: 700 wives and 300 concubines
The Blinder
#2: Jul 9th 2014 at 3:06:22 PM

Don't mean to bug you, but this is the wrong thread.

Good to be back
Add Post

Total posts: 2
Top