The metal scaffold descends into the pit with you on it, lowered by pulley at uncomfortable speed. As you clear the lip of stone, you see the walls recede sharply into the distance. They must be lowering you from the roof of a gigantic sinkhole. The lanterns cannot illuminate a thing and soon even the light from above is nothing but a diffuse blur.
Your mind swimming, you take stock of the situation. You have a mining pick to do work, supplies to sustain you, and companions to keep you safe. Surely you can handle it.
Too bad you're not a miner, you have no idea what's down here, and they're never letting you out again anyway . . .So I made a roguelike RTD/RPG hybrid. Wanna play?
Check out my awesome randomly-generated ASCII maps (
with thanks to) (
and to):
I may have edited the tiles a little.
Anyway. Your homeland has, ostensibly, given the four of you all the tools you need to live a long and healthy exile away in this dark mine where they never have to look at you again. Who are you?
Name: (Whatever it is, you're human. This "magical" adventure could perhaps be called "low-magic.")
Icon color: (It doesn't have to be one I used above. It just has to be distinguishable from everyone you see active in the graphic below.)
What you did before coming down here: (Standard medieval/fantasy stuff. Except you can't say "I was a miner" or anything blatantly game-breaking like "I was the greatest magician who ever lived")
I balanced things around a traditional D&D party of four, but anyone else interested is welcome to be voices in the head of the first four sign-ups. Or join play later after they die. Whichever.
And this is how you will
die play:
Risky actionsThis game is based on the RTD idea. It just sort of . . . turned into a massively-verbose RPG somehow. Anyway, most actions you could take start with rolling a d6:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed
5: Succeed greatly
6: Fail by succeeding
To give a sense of scale, you have 10 HP. If you open the game with the (forum-traditional) senseless infighting brawl, you'll deal each other 1d4-1 HP damage (which can go down to 0) for a "Succeed weakly," 1d6+1 for "Succeed," and 1d6+6 for "Succeed greatly."
Change your equipment and you add more chances for success and failure. E.g., get a real sword and you add another "Succeed" result, rolling d7 instead. Get armor and your OPPONENT adds another "Fail" result, and, likewise, the opponent rolls d7 when attacking. All better for you.
Magical or weird items may add other results. A spiked shield, for instance, gives your opponent another "Fail by succeeding"--you can guess why.
Got it?
No?
Too confusing?
Get over it. I'm the only one who has to do the rolls. Though if you'd like a complete-ish analysis of the implications of such a system,
see this post.
Select other modifiers and rollsIf you fight unarmed, I replace your "Succeed greatly" result with a puny "Succeed weakly." Same thing if you throw rocks with your bare hands. So, the same d6 as usual, just worse for you.
If you fight without your mining helmet, I replace your OPPONENT'S "Succeed weakly" result with a regular "Succeed." So, the same d6 as usual, just worse for you.
Healing, crafting, and any other challenging action also uses a results table like the above. I have masses of these rules in a file on my computer and I copy the tables into the updates so you can see them when needed. For example, using bandages follows this table, and all the dice rolls mean restoring HP instead of losing it:
1: Succeed weakly
2: Succeed
3: Succeed greatly
4: Fail by succeeding
Your character's background can affect these tables.
Other basic game rulesA person can carry up to 50 kg and keep adventuring. Overburden and it will impose a penalty: your "Fail terribly" and "Fail by succeeding" results now include overexertion effects in addition to the existing effects.
Your backpack itself carries up to 40 kg, so fill it completely and then the weight of your remaining equipment could push you over. You can drop your pack in combat to avoid the problem. Taking on any other heavy load, such as by hefting a body when fully-burdened (or trying to carry a second backpack), will result in rolls to see how much you injure yourself.
A wheelbarrow can carry up to 90 kg. Alternately, you can empty your wheelbarrow and carry any one large (intact) animal carcass by wedging the wheelbarrow under the carcass.
We measure the passage of time in "time periods," where each period is a third of what would be "daytime" if only you could see the sun. That is, a day consists of morning, afternoon, and evening. Go past evening and you will have to camp, sleep, and consume your food and water, and then play will resume at morning of the next day. Rest overnight works by first add +1 HP for each element the player has from this list:
Food
Water
Bedding (a blanket is enough)
Warmth (keeping a fire all night takes 12 kg of coal or coke, or 1 kg of glowstone)
Then apply penalties if the player lacks:
Either bedding or warmth (or both): -1 HP
Food: -3 HP
Water: -3 HP
Some actions take all day. Mining "the slow way" is the obvious one. When you are in civilization (the place called Rock Bottom), you also may spend the remainder of your day (anywhere from one time period up to a full day) using your old-life skills on local work to earn money or resources between adventures, leaving in the morning.
You gain points to your current and maximum HP for every adventure you complete, up to an absolute maximum of 20 HP (double what you had to start).
If the entire group of exiles suffers a tragic death, your progress is kept and anything you left in a lockbox will be available to the next group. Your lockbox in Rock Bottom is the same general capacity as your backpack: 40 kg. No, you can't have more than one, but they will be grateful if you give them any spare lockbox keys you find.
Risky actions
As stated, this is the basic results table:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed
5: Succeed greatly
6: Fail by succeeding
In combat, your successes mean different amounts of damage as discussed above. The failures are open to more variety. For "Fail terribly," half the time you'll do 1d4-1 damage to yourself (and trip and become prone on a 0), half the time you'll get your weapon stuck in things or otherwise lose it. For "Fail by succeeding," half the time you'll do 1d6+1 damage to an ally, half the time you'll damage both the enemy and yourself.
Other results are possible if, e.g., the attacker has no weapon to lose.
See the equipment section in the next post for other special results added to this table.
Even more modifiers and rolls
When fighting prone opponents, remove "Fail terribly" and "Fail."
When an opponent is helpless, falls a great distance, or winds up in other situations where "the attacker" can't be hurt back, also remove "Fail by succeeding."
When using bloodbound attack abilities, remove "Fail." There is no added effect in situations of overlap, e.g., attacking a prone opponent. (Unless the target has armor that requires you to add another "Fail," but that's extremely unlikely with magic.)
This same rule of "no added effect in situations of overlap" applies to certain special items.
Bonuses and penalties to the roll are available as a +1 or a -1 depending on function. These are "smart" bonuses. For example, drinking ether cola leads to a note on the character sheet of "Ether cola boost: +1 to next roll that needs it"; this would not turn a 5 into a 6 since "Succeed greatly" is not improved by turning into "Fail by succeeding." Using in-world context, a bonus that grants +1 is giving strength when efforts are too weak; likewise, a different bonus that grants -1 is giving control when efforts are at risk of overshooting.
Some combat tables have results with special text, such as "Succeed greatly (which really hurts)." This raises to the next multiple of +3 damage, so the "Succeed greatly" goes up from 1d6+6 to 1d6+9. A parenthetical statement of "(with paralysis)" refers to how . . .
Enemies may have special attacks. Venomous attacks are just a way to improve the attacker's combat table. Paralytic attacks involve a special roll: half of this special roll is subtracted from the next damage roll that the victim makes in combat, after which the paralysis is burned away. The phrase "(with paralysis)" means the paralysis roll is at the next multiple of +3 above whatever regular damage roll was just done.
Enemies attacking as a flock are stronger for every 5 living members in the group, up to maximum strength at 15. The quality of their "Succeed" results decreases as they die. They also can divide their attacks, weakening results for a subsequent attack using the same pattern, discounting some multiple of 5 members based on how well they succeeded previously. First "Succeed greatly" becomes "Succeed," then one "Succeed" becomes "Succeed weakly," then the remaining "Succeed" finally turns into another "Succeed weakly."
Attacking such a flock of enemies typically doesn't impact a person's rolls, but using an area-of-effect attack means one roll per each 5 living members up to a maximum of three rolls.
When healing via bandages, "Fail by succeeding" gives special results. It temporarily deals damage, reducing health at present (to a minimum of 1), but will restore that exact health plus proper healing if the character survives to sleep at the end of the day. This is noted on the character sheet with "Poor healing penalty: after sleep, restore lost X HP and then heal as normal."
When healing via packaged vitality, the results use flock-style logic, as all nearby individuals breathe in the healing vapor. Popping a balloon of packaged vitality follows this table and then reduces in strength after successes:
1: Fail
2: Succeed weakly
3: Succeed
4: Succeed greatly
Crafting follows this table, modified based on complexity and danger:
1: Fail
2: Succeed
3: Succeed
4: Fail by succeeding
When crafting, add "Fail terribly" for hazardous materials. Add "Fail" when merely outmatched by materials. A good match with tools may add the option of good results, but the specific results of "Succeed weakly" and "Succeed greatly" are used only when there is the opportunity for quality variation. Impractical or unlikely combinations may have other effects.
When crafting with quality variation, "Succeed weakly" means a poor result, or, at best, normal. "Succeed" mean normal, or, at best fine. "Succeed greatly" means fine, or, at best, superior. Masterwork only arises with special conditions in that crafter's favor, or with the refinement available through bloodbinding with workstone (see the minerals section in the next post).
Known career effects:
Alchemist enables alchemy via crafting rolls;
Blacksmith enables smelting metal bars (and technically smithing, but this may take more time than is available);
Doctor removes "Fail by succeeding" from healing;
Mason removes "Fail by succeeding" from related crafting or carving rolls;
Hunter removes "Fail by succeeding" from moving in the dark and removes unarmed/"missing helmet while underground" penalties;
Religious positions allow a once-per-day bonus to be obtained by performing meditation;
Warrior retains the risk of "Fail by succeeding" on attack rolls, but when accidentally injuring an ally or oneself will roll no worse than 1d4-1 damage.
Even more game rules
It takes one person one day to mine one tile of stone. Splitter wands are much, much faster at mining.
Smelting ore takes one time period and always succeeds without a crafting roll, but the full process of completing a weapon takes more than a day, and certainly longer for higher-quality ones.
Butchering an animal takes one time period, or is accomplished comfortably when camping at the end of a day.
When carrying raw meat for too long, roll at the 48-hour mark for each rottable fraction. Results on a d6 are equal "Fail" and "Succeed." Change "Succeed" over to "Fail" one by one each subsequent day until rotted. A carcass with only a small fraction rotted can be butchered immediately and the surviving parts claimed.
Working in Rock Bottom earns you 1d6+1 opal plus a chance at a bonus per each time period spent in town. Working at all earns you a warm place to sleep that night--you still must pay for your own food. Alternately, for the same price you can go carousing in the local taverns. You might restore extra HP, you might restore nothing. You might get a dice boost (like from ether cola), you might get a dice penalty. You might get in a fight. And at the end, if you want, you walk away with your waterskin full of "ale." You can double and redouble the amount you spend to raise the risk and reward when carousing.
There are several major families which hold power in Rock Bottom and do more than provide work. One family offers bloodbinding, a way to obtain magical powers. This involves sacrificing a point of your maximum HP to develop a connection to one of the underground's minerals (and also requires using up a sample of that mineral). You may then activate a power during adventuring by expending another point. This is how you benefit from bonus HP even if you approach the absolute maximum of 20 points. Careful use of bloodbinding expands your opportunities for turning the tide of battle, and, for that matter, making money.
You may also use a soulshine lantern to siphon the level-up HP of recently-deceased people, preventing their power from going to waste.
Character sheets and inventory:
Icon color: Red!
What you did before coming down here: I was a doctor, and one of the few halfway competent surgeons in my hometown.
HP: 14/20
Kills: scaled turkey, ant lemming x8, standing jellyfish, wall tiger, ugly mug, hoarding wastrel x4, Lazlowe (Shadowclaw777), Sir Lootington (TankKit), Bob (magmaholic)
Bloodbinding: workstone, healthstone
Total weight: 32/50 kg
Knife (workstone): 1 kg, held
Butcher animals; you add Succeed; sharp
Lantern (iron): 2 kg, held
Pick (iron): 2 kg, on belt
Mine 1 tile per day; you avoid unarmed penalty; piercing
Waterskin (surface leather): 0 kg by itself, on belt
--Water, one day: 1 kg
Tunic (wall tiger leather): 4 kg, worn
Enemy using blunt attack adds Fail
Damaged chain mail (workstone): 10 kg, worn
Enemy using sharp attack adds Fail
Mining helmet (iron): 1 kg, worn
Avoid "missing helmet while underground" penalty
Backpack (surface leather): 2 kg, worn, 9/40 kg capacity
--Sling (scaled turkey leather): 0 kg by itself
You can fight ranged (ammunition is easy to find); blunt
--Blanket (surface fabric): 2 kg
--Surface kit: 1 kg
The kit contains a stick of graphite, rolled parchment, flint, sewing needles, thread, and a mirror, all in a narrow wooden box
--Fine healknife (healthstone, bindstone): 1 kg
You remove Fail, Succeed greatly; you add Succeed; sharp;
your Succeed weakly and Succeed now restore health;
and, grudgingly, you can butcher animals with this too
--Antivenin (healthstone, ant lion tallow): weight 1 kg for several (2x)
Serves as "armor" against the combat bonuses of ant lemmings, ant lions, standing jellyfish; one use
--Glowstone: 4 kg rough stone
Icon color: Green
What you did before coming down here: Chicken Thief. Forced into the mine for his crimes.
HP: 16/19
Kills: bug bat bird x25, ant lemming x36, standing jellyfish x4, ugly mug, hoarding wastrel x3
Bloodbinding: glowstone, workstone
Total weight: 50/50 kg
Superior pick (iron): 2 kg, held
Mine 1 tile per day; you add Succeed x2; piercing
Lantern (iron): 2 kg, held
Tunic (surface fabric): 1 kg, worn
Damaged amnesiac robe (mindstone, brain mold leather): 4 kg, worn
Everyone who could touch you adds Fail by succeeding (with paralysis)
Mining helmet (iron): 1 kg, worn
Avoid "missing helmet while underground" penalty
Backpack (surface leather): 2 kg, worn, 38/40 kg capacity
--Knife (iron): 1 kg
Butcher animals; you avoid unarmed penalty; sharp
--Sling (scaled turkey leather): 0 kg by itself, held
You can fight ranged (ammunition is easy to find); blunt
--Food, nine days: 9 kg
--Water keg (iron): 5 kg, 17/20 kg capacity
--Blanket (surface fabric): 2 kg
--Surface kit: 1 kg
The kit contains a stick of graphite, rolled parchment, flint, sewing needles, thread, and a mirror, all in a narrow wooden box
--Copy of carving A: 0 kg by itself
Depiction of some big ugly people with what look like shiny riches.
--Copy of carving B: 0 kg by itself
Depiction of a big ugly person with what look like shiny riches, but this time it's clear there's a hand off to one side.
--Copy of carving C: 0 kg by itself
There is a big ugly person on the ground, with many hands above holding up shiny riches.
--Copy of carving D: 0 kg by itself
Scrawny person holding up tools of some sort, standing atop riches.
--Antivenin (healthstone, ant lion tallow): weight 1 kg for several (2x)
Serves as "armor" against the combat bonuses of ant lemmings, ant lions, standing jellyfish; one use
--Unwise candle (leechstone, scaled turkey tallow): weight 1 kg for several
Once it burns past the colored mark, it flares and makes an attack on everyone nearby;
can be thrown, but if not then you remove Fail; one use
--Handful of cavereed seeds: 1 kg
Icon Color: Lime
What you did before coming down here: Was a hunter and a hired blade
HP: 7/13
Kills: bug bat bird x7, ant lemming x22, ant lion, hoarding wastrel x2
Bloodbinding: workstone, etherstone
Total weight: 28/50 kg
Fine phasestrike javelin (etherstone): 1 kg, held
You can fight ranged; you remove Fail by succeeding; you add Succeed x2; piercing
Fine sword (iron): 2 kg, held
You add Succeed x2; sharp
Knife (workstone): 1 kg, on belt
Butcher animals; you add Succeed; sharp
Pick (iron): 2 kg, on belt
Mine 1 tile per day; you avoid unarmed penalty; piercing
Waterskin (surface leather): 0 kg by itself, on belt
--Water, one day: 1 kg
Tunic (surface fabric): 1 kg, worn
Mining helmet (iron): 1 kg, worn
Avoid "missing helmet while underground" penalty
Backpack (surface leather): 2 kg, 17/40 kg capacity
--Sling (scaled turkey leather): 0 kg by itself, held
You can fight ranged (ammunition is easy to find); blunt
--Lantern (iron): 2 kg
--Skillet (iron): 3 kg
--Blanket (surface fabric): 2 kg
--Surface kit: 1 kg
The kit contains a stick of graphite, rolled parchment, flint, sewing needles, thread, and a mirror, all in a narrow wooden box
--Splitter wand (sparkstone, scaled turkey bone): weight 1 kg for several (1x)
Mine very quickly; one use
--Antivenin (healthstone, ant lion tallow): weight 1 kg for several (2x)
Serves as "armor" against the combat bonuses of ant lemmings, ant lions, standing jellyfish; one use
--Chisel and hammer (iron): 1 kg
Carve sculptures and engrave stone
--Glowstone: 1 1/2x 4 kg rough stone
Icon color: Tan
What you did before coming down here: Aspirant Monk - attended lessons diligently, but expelled due to... a mentality incompatible to the calling. Interpret that as you will
HP: 12/16
Kills: bug bat bird x5, ant lemming x27, rock hydra, hoarding wastrel
Bloodbinding: etherstone
Total weight: 39/50 kg
War hammer (iron): 2 kg, on belt
You add Succeed; blunt
Pick (iron): 2 kg, on belt
Mine 1 tile per day; you avoid unarmed penalty; piercing
Knife (iron): 1 kg, on belt
Butcher animals; you avoid unarmed penalty; sharp
Waterskin (standing jellyfish leather): 2x 0 kg by themselves, on belt
--Water, one day: 1 kg
--Water, one day: 1 kg
Fine tunic (wall tiger leather): 4 kg, worn
Enemy using blunt attack adds Fail terribly, Succeed weakly
Chain mail (workstone): 10 kg, worn
Enemy using sharp attack adds Fail terribly, Succeed weakly
Mining helmet (iron): 1 kg, worn
Avoid "missing helmet while underground" penalty
Cultist hood (wall tiger leather): 1 kg, worn
Avoid "missing helmet while underground" penalty
Backpack (scaled turkey leather): 2 kg, 15/40 kg capacity
--Sling (scaled turkey leather): 0 kg by itself, held
You can fight ranged (ammunition is easy to find); blunt
--Lantern (iron): 2 kg
--Blanket (surface fabric): 2 kg
--Surface kit: 1 kg
The kit contains a stick of graphite, rolled parchment, flint, sewing needles, thread, and a mirror, all in a narrow wooden box
--Copy of engraving by Bob: 0 kg by itself
Depiction of a heroic figure striking down a rock hydra.
--Copy of engraving by Bob: 0 kg by itself
Depiction of several human figures eating a hunted rock hydra.
--Splitter wand (sparkstone, scaled turkey bone): weight 1 kg for several (2x)
Mine very quickly; one use
--Holy symbol (iron): 0 kg by itself
A small "Ω" symbol
--Seeker skull (etherstone, ant lemming skull): weight 1 kg for several (3x)
Thrown with a sling; you add Succeed; damage is piercing instead of blunt; one use
--Antivenin (healthstone, ant lion tallow): weight 1 kg for several (2x)
Serves as "armor" against the combat bonuses of ant lemmings, ant lions, standing jellyfish; one use
--Chisel and hammer (iron): 1 kg
Carve sculptures and engrave stone
--Opal: 4 kg loose currency
Icon color: Hot Pink
What you did before coming down here: Mining was the first job I picked up after being kicked out of home.
HP: 14/14
Kills: standing jellyfish, rock hydra
Total weight: 48/50 kg
War hammer (iron): 2 kg, held
You add Succeed; blunt
Pick (iron): 2 kg, on belt
Mine 1 tile per day; you avoid unarmed penalty; piercing
Waterskin (surface leather): 0 kg by itself, on belt
--A & B ale: 1 kg
Tunic (surface fabric): 1 kg, worn
Improvised skull cap (wall tiger leather, rock hydra skull): 5 kg, worn
Avoid "missing helmet while underground" penalty
Backpack (surface leather): 2 kg, worn, 35/40 kg capacity
--Food, one day: 1 kg
--Blanket (surface fabric): 2 kg
--Surface kit: 1 kg
The kit contains a stick of graphite, rolled parchment, flint, sewing needles, thread, and a mirror, all in a narrow wooden box
--Opal: 11 kg loose currency
--Wall tiger: 20 kg severed paws
Icon color: Radiant Yellow
What you did before coming down here: Was a knight. I was kicked to the underground caves as an ironic punishment for cult worship of a pagan sun deity.
HP: 14/14
Total weight: 18/55 kg
Roaring axe (glowstone, bindstone): 3 kg, held (one-handed!)
You remove Fail;
you add Succeed, Succeed greatly (which really hurts), Fail by succeeding;
sharp; two-handed
Lantern (iron): 2 kg, held
Pick (iron): 2 kg, on belt
Mine 1 tile per day; you avoid unarmed penalty; piercing
Waterskin (standing jellyfish leather): 0 kg by itself, on belt
--Water, one day: 1 kg
Tunic (rock hydra leather): 4 kg, worn
Enemy using blunt attack adds Fail terribly, Succeed weakly
Cultist hood (wall tiger leather): 1 kg, worn
Avoid "missing helmet while underground" penalty
Backpack (scaled turkey leather): 2 kg, 3/40 kg capacity
--Sling (scaled turkey leather): 0 kg by itself, held
You can fight ranged (ammunition is easy to find); blunt
--Blanket (surface fabric): 2 kg
--Surface kit: 1 kg
The kit contains a stick of graphite, rolled parchment, flint, sewing needles, thread, and a mirror, all in a narrow wooden box
Wheelbarrow (iron, surface wood): 2/90 kg capacity
--Soulshine lantern (etherstone): 1 kg
Everyone who shares the light of this lantern has a chance to siphon the level-up HP of a recently-deceased person; one use
--Horrifying mass of unidentified meat rotten into dry lumps: 1 kg
Wheelbarrow (iron, surface wood): 0/90 kg capacity
--[Empty]
Dustan (Dustan Hache)
Lockbox 0/40 kg capacity
--[Empty]
John (ziizo)
Lockbox 0/40 kg capacity
--[Empty]
Alyssa Alpine (Rautherdir)
Lockbox 0/40 kg capacity
--[Empty]
Dwain (Starver)
Lockbox 4/40 kg capacity
--Opal: 4 kg loose currency
Gary (Coolrune206)
Lockbox 0/40 kg capacity
--[Empty]
Tohil (randomgenericusername)
Lockbox 0/40 kg capacity
--[Empty]
Lost:
Lazlowe (Shadowclaw777)
Icon Color: Poised Purple!
What you did before coming down here: Victim of a Con Artist/Loan Shark. He just wanted his pet grooming business to be successful.
HP: 0/10 (killed by Dustan (Dustan Hache)!)
Helmacon (helmacon)
Icon color: Navy
What you did before coming down here: I was a (very unsuccessful) assassin. More specifically, I was a neophyte that had to eliminate a target in order to be accepted as an assassin in training. I failed so badly that they didn't even have the heart to execute me, but they had to deal with me somehow.
HP: 0/10 (killed by wall tiger!)
Sir Lootington (TankKit)
Icon Color: Blue.
What you did before coming down here: Blacksmith.
HP: 0/13 (killed by Dustan (Dustan Hache)!)
Adventures complete: Advanced Tutorial
Frank (Coolrune206)
Icon color: Hot Pink
What you did before coming down here: Mining was the first job I picked up after being kicked out of home.
HP: 0/15 (killed by ugly mug!)
Kills: bug bat bird x8, scaled turkey, standing jellyfish
Adventures complete: Tutorial, Advanced Tutorial
Sir Looty (TankKit)
Icon Color: Blue.
What you did before coming down here: Blacksmith.
HP: 0/10 (killed by Ragnarek (PaPaj)!)
Durenadal (HugeNerdAndProudOfIt)]
Icon Color: Orange
What you did before coming down here: Brewer.
HP: 15/15 (retired from play)
Adventures complete: Advanced Tutorial, Salt with a Deadly Weapon
Ragnarok / Ragnarek (PaPaj)
Icon color: Yellow
What you did before coming down here: Crazy Scientist/Inventor/Something like that, with a Double Personality Disorder
HP: 0/11 (killed by ant lion!)
Kills: ant lemming x4, Sir Looty (TankKit)
Adventures complete: Salt with a Deadly Weapon
Overseer (FallacyofUrist)
Icon Color: Black.
What you did before coming down here: Formerly, administrator of an underground settlement. Today, "abbot."
HP: 0/14 (killed by hoarding wastrel!)
Adventures complete: Advanced Tutorial, Salt with a Deadly Weapon
Bob (magmaholic)]
Icon color: GLORIOUS RADIANCE
What you did before coming down here: I was a stonemason. I dropped a huuuuge stone block on someone I didn't like.
HP: 0/10 (killed by Dustan (Dustan Hache)!)
Louis (dustywayfarer)
Icon Color: Brown with yellow, right shadow
What you did before coming down here: He short-sold a group of shady dealers. To show how little it actually hurt their sphere of influence, they sent him here.
HP: 13/13 (retired from play)
Adventures complete: Vial Machinations
This waitlist will . . . wait . . . until enough players die that four new people can arrive at once:
Lazarus (ufo)
Icon color: Maroon
What you did before coming down here: Warrior
Hagrid (heydude6)
Icon color: cyan
What you did before coming down here: Monster tamer
Rose (endlessblaze)
Icon color: dark purple
What you did before coming down here: blacksmithing for the royal family. oh and seduced a princess, which is why she's now down here. worth it.
Blaze (roseheart)
Icon color: Something warm, GM's pick (orange)
What you did before coming down here: I was an idiot.
Darn (taat)
Icon color: Blue
What you did before coming down here: Lumberjack
Francis (0cra_tr0per)
Icon color: Teal
What you did before coming down here: Hunting