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The Dungeon of Doom Adventure
Dave Bernazzani (@rpggeek)
United States
Plainville
Massachusetts
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I wish to provide legendary service to the RPG community to help grow our hobby and enrich the lives of gamers everywhere.
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DUNGEON OF DOOM


They say if you stare into the black abyss of the dungeon entrance long enough you will see it. The Runes of the great Dwarven Stronghold of Tinnis-Kur are etched into the pure black stone. They are normally not visible but occasionally, when the moon is right, they shine.



You have stood outside the dungeon entrance long enough. Mustering your courage, you utter the magic phrase that was given to you by the old man in the nearby village. The huge stone door slowly swings opens. A musty smell emanates from the damp, dark corridor beyond. You light your torch, take a deep breath and move cautiously into the darkness. Stepping down you have arrived in the first room on Level 1 of the dungeon.


CHARACTERS
Players may choose any one of the four characters to start their adventure.
All characters have 15 hitpoints to start. When a character reaches zero (or below) they are dead.

Brute - Strength +5, Dexterity +1, Intelligence -5, Attack +6
Notes: The strongest character. Since monsters make up the largest percentage of challenges, Brute is built to survive.
Background: Learned early that he could pick up heavy things. Or smash them to bits. Sometimes both.

Flair - Strength +0, Dexterity +5, Intelligence +0, Attack +4
Notes: No real weaknesses and built to take what the dungeon dishes out with a reasonable chance of success.
Background: At home in forests but equally adept at navigating dungeons. What Flair's attacks lack in brawn they more than make up for in style.

Nimble - Strength -2, Dexterity +5, Intelligence +2, Attack +2
Notes: Can overcome any one skill challenge (not a monster nor a role-play encounter) instantly and unerringly. Can only be used once in the entire adventure and must be done in place of a challenge roll (not after).
Background: Lurking in shadows and being opportunistic has allowed Nimble to thrive. Let the others do the hard work and be there for the cleanup.

Fizzle - Strength -2, Dexterity +5, Intelligence +5, Attack -2
Notes: Can defeat any one monster with a Fireball instantly and unerringly. Can only be used once in the entire adventure and must be done in place of an attack roll (not after).
Background: Believes that Arcane Magic is the key to life and is far more sophisticated and effective than a clumsy sword or awkward bow.

Please pick a character now to start your adventure. Add your single entry to this geeklist to begin.


EDIT: Please be patient as there are a limited number of Game Masters for the adventure. As the early people exit the dungeon, some will come on board as additional game masters to help run the adventure.

The Dungeon has been capped at 800 adventurers total. Fire and Zoning laws prevent any more players. Thanks for your understanding.
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Brave Sir Robo, the Nimble, awaits his fate...hopefully not leaving with a case of the blues...
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Massachusetts
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Numble the Nimble sneaks into the Dungeon of Doom......goo

Strength -2, Dexterity +5, Intelligence +2, Attack +2
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Frederic the Nimble gazed upon the sinister opening to the mystical dungeon. His father had warned him not to enter. The fool, what did he know? With a quick shake of the head to clear his mind, Frederic catapulted himself through the entrance.
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Tony the Flair reporting ti the dungeon blind of the challenges that await.
Strength +0, Dexterity +5, Intelligence +0, Attack +4
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Missouri
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Insano Killsowski
Brute

Strength +5, Dexterity +1, Intelligence -5, Attack +6

Hitpoints 15

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Muaat the Flair enters the Dungeon of Doom to be the light in the darkness.
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Sutton
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Evil "Flair" Roy enters, pesimistically.
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DeadMeat the Brute enters the Dungeon thinking that it is the local tavern...


Brute - Strength +5, Dexterity +1, Intelligence -5, Attack +6
Notes: The strongest character. Since monsters make up the largest percentage of challenges, Brute is built to survive.
Background: Learned early that he could pick up heavy things. Or smash them to bits. Sometimes both.

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Fort Meade
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Dance like no one is trying to sleep in the next room
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Kimble the Nimble weaves through the crowds outside the Dungeon of Doom, picking pockets and lifting coin purses just to keep in practice as he awaits his chance at destiny... or DOOM!!!
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Sekhmet - Goddess of destruction and war

Flair - Strength +0, Dexterity +5, Intelligence +0, Attack +4
Notes: No real weaknesses and built to take what the dungeon dishes out with a reasonable chance of success.
Background: At home in forests but equally adept at navigating dungeons. What Flair's attacks lack in brawn they more than make up for in style.

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Hassan the Brute stomps into the Dungeon of Doom...
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Valen the Nimble staggers into the Dungeon bruised from his beatings the night before and desperate for gold to pay his debts from the abandonment of his last shipment of smuggled goods.

Nimble - Strength -2, Dexterity +5, Intelligence +2, Attack +2
Notes: Can overcome any one skill challenge (not a monster nor a role-play encounter) instantly and unerringly. Can only be used once in the entire adventure and must be done in place of a challenge roll (not after).
Background: Lurking in shadows and being opportunistic has allowed Nimble to thrive. Let the others do the hard work and be there for the cleanup.
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Rick Flair (Flair) the famed TV commentator has decided to descent into the depths for the ultimate in exclusive scoops. What lurks below? And is it hidding any dirty laundry in that closet?

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Uhtoff the Brute reporting for duty
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790. Board Game: Mind Fizzle [Average Rating:7.00 Unranked]
Daniel Gerbner
Hungary
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A lonely fizzle enters the dungeon.

Fizzle - Strength -2, Dexterity +5, Intelligence +5, Attack -2
Notes: Can defeat any one monster with a Fireball instantly and unerringly. Can only be used once in the entire adventure and must be done in place of an attack roll (not after).
Background: Believes that Arcane Magic is the key to life and is far more sophisticated and effective than a clumsy sword or awkward bow.
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California
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The Man from Another Place of Nimbilst Guild has no fear of the Dungeon of Doom!

Str-2, Dex+5, Int+2, Att+2
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Chester
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Reno
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I am the Gus...nom nom nom!
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Nimble Ned Notoes stepping up to the plate!

Strength -2, Dexterity +5, Intelligence +2, Attack +2
Notes: Can overcome any one skill challenge (not a monster nor a role-play encounter) instantly and unerringly. Can only be used once in the entire adventure and must be done in place of a challenge roll (not after).
Background: Lurking in shadows and being opportunistic has allowed Nimble to thrive. Let the others do the hard work and be there for the cleanup.
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793. Board Game: Flash Gordon [Average Rating:4.50 Unranked]
Chad Hensley
United States
Kansas City
Missouri
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Flash steps through the dungeon door still sporting his work apron and over 300 pieces of "Flair!"

Flair - Strength +0, Dexterity +5, Intelligence +0, Attack +4
Notes: No real weaknesses and built to take what the dungeon dishes out with a reasonable chance of success.
Background: At home in forests but equally adept at navigating dungeons. What Flair's attacks lack in brawn they more than make up for in style.
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794. Board Game: Mind Fizzle [Average Rating:7.00 Unranked]
Anne Freitas
United States
San Antonio
Texas
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Riska here! I'd like to join in as:
Fizzle - Strength -2, Dexterity +5, Intelligence +5, Attack -2
Notes: Can defeat any one monster with a Fireball instantly and unerringly. Can only be used once in the entire adventure and must be done in place of an attack roll (not after).
Background: Believes that Arcane Magic is the key to life and is far more sophisticated and effective than a clumsy sword or awkward bow.

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John Hathorn
United States
San Antonio
Texas
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Nimble John Kimble, the Kindergarten Cop, here to say, "It's not a tuma!"

Nimble - Strength -2, Dexterity +5, Intelligence +2, Attack +2
Notes: Can overcome any one skill challenge (not a monster nor a role-play encounter) instantly and unerringly. Can only be used once in the entire adventure and must be done in place of a challenge roll (not after).
Background: Lurking in shadows and being opportunistic has allowed Nimble to thrive. Let the others do the hard work and be there for the cleanup.
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Dean Heine
Australia
West Launceston
Tasmania
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Lenny the Last of Fizzle fame.
Where did everybody go.
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