"Dungeon Clearing Company is hiring heroes!"
Why leave the caves, castles and ruins to the monsters when people could be mining, looting, or ruling from them? The DCC Wants YOU alone or in groups to storm, infiltrate, sweep, and clear lairs of evil and wild domains of monsters. Must have a craving for adventure and no pause in the face of fear! Success rewarded with stock in the operations that replace the evil you've expunged!
So it's time to kick down some doors, ambush the GOBLINS for a change, and show the monsters what a REAL invasion means!
Make your character! No race/class combinations restricted so far -- create a hero via simple char creation tab!
Pick your contract! Numerous dungeon opportunities with objectives ranging from exceedingly dangerous to suicidal!
Spend your resources carefully. Assemble a team of RPCs and assets!
Then...
STORM THE FRONT, AND MAKE YOUR NAMES WHILE YOU TAKE SOME NAMES!
Why leave the caves, castles and ruins to the monsters when people could be mining, looting, or ruling from them? The DCC Wants YOU alone or in groups to storm, infiltrate, sweep, and clear lairs of evil and wild domains of monsters. Must have a craving for adventure and no pause in the face of fear! Success rewarded with stock in the operations that replace the evil you've expunged!
So it's time to kick down some doors, ambush the GOBLINS for a change, and show the monsters what a REAL invasion means!
Make your character! No race/class combinations restricted so far -- create a hero via simple char creation tab!
Pick your contract! Numerous dungeon opportunities with objectives ranging from exceedingly dangerous to suicidal!
Spend your resources carefully. Assemble a team of RPCs and assets!
Then...
STORM THE FRONT, AND MAKE YOUR NAMES WHILE YOU TAKE SOME NAMES!
Named after one of the first (and most ill-fated) members of the guild of adventurers guilds (seriously!!) -- Unferth's Dungeon Clearing Company (or DCC) has been in operation since before we lost all our documents in a fire 87 years ago. We pride ourselves with not just treasure seeking and glory taking, but actually fulfilling contracts to pacify wild or dangerous dungeons and terrains for whatever persons or entities are willing and able to pay us. We take the contract deposit and use it to fund intrepid adventurers and their followers to get those places tamed, those quests solved, those lost relics found.
The DCC doesn't usually sneak around, and when we do, we do it in a hurry. If you don't want to storm the front, kick down doors, and take foes out FAST, we aren't the adventurer's outfit for you. If you want to get stuck in, make a mess, and haul out some treasure in a hurry -- you're welcome at our tavern. We've been at it longer than we have paperwork to substantiate! Be a part of that great tradition and join us today!
All subcontractors officially bonded, equipment tested for reliability in nightmare conditions. Proud sponsor of Pit-fights and bar brawls, we make our employers happy, and our employees rich.
Free Burial rites with signed release allowing humorous epitaph.
1) What race or races would you be interested in playing? What are your reasons for these choices? What might they bring to your hero that is an advantage?
Presently race choice is basically only restricted by the player's imagination and it should not be OP. A good rule of thumb is a “Hero” is somebody who could conceivably win a fight against five trained combatants, and truly kick ass in the presence of unskilled mooks and lowlifes. If you want to rip a giant's head off with a boot-kick, scale it back.
Some sample races are (but not limited to): Humans, Elves, Halflings, Dwarves, Beastmen, Nomads, Hivers (insectoids), Lizardmen.. what have you!
2) Who and What kind of character is your hero? What class or classes do you see them being? This world has both clerical and arcane magics -- most character archetypes should be acceptable. Besides race and class share a little bit about them, maybe a potential hook or two about their past, special perks or weaknesses they might have... anything else that might give your character color. Suggestions include why the character needs the gold adventuring brings, or what goals motivate them to adventure. What are their goals and ambitions?
3) Most if not all adventuring and tavern carousing will take place on a dedicated discord chat server. This is a chat-centric game. This is what allows for fast paced adventures and hopefully a thrilling game. Forum posts will likely be a fine element as well, but discord chat is the major medium for this game. Please don't let that stop you from having a good time with us!
DISCORD LINK: Discord - Free voice and text chat for gamers
4) What about this campaign peaked your interest? (So I can be sure to "give the player what they want"), what aspects of RPing do you most enjoy? Diplomacy? Exploration? Getting Loot? Hack and Slash? Intrigue? Stealth? Mystery? Whatever attracts you the most -- If there are common favored themes I will be sure to put more thought into those aspects. Any of the above may be a part, though needn't necessarily be. There is definitely an emphasis here on hack and slash and kicking down doors, and examining treasure LATER rather than sooner while there are monsters to fight.
5) PM (or Post) me your age and a little about yourself, I'll share right back to "meet you." Makes sense when making friends, yes? Don't worry about judgement on the basis of age -- maturity, interest, and consistency are are the mainstays of any game I find.
After these steps are completed and suitability to participate as well as the core concept of the character is hashed out (in PM or in the chat/forums) you will be called upon to start your adventures and introducing your hero here!:
Character thread link: Unferth's Dungeon Clearing Company -- Character Sheets!
FINAL NOTE: The inclusion of (additional) players is subject to how fast (or slow) the game is moving and whether adding them is best for the game. If other GMs join me in helping to move the game forward it may enable the game to carry more players, or for existing ones to move faster.
IF INTERESTED IN BECOMING A GM (add'l GMs may or may not be a thing) PM me and we'll talk about it, probably long and serious-like. We'd have to be really compatible, you'd have to be able to mesh your vision of the game you'd like to run in the context of the existing world (which is pretty broad and nebulous, actually) -- and you'd have to gel well with the other players. It's something I'd consider if there were interested parties.
SINKING SWAMP: Grand Council of Wizards has cast a spell to bring ruins up out of the sinking swamps (for a while) -- Heroes needed to clear the surrounding swamps and scout ruins (10 resources) and if ruins are found, larger contracts to extract valuabes before ruins sink again are highly desired (20 resources) -- after these objectives are accomplished, securing area so company contractors can bilge the lower levels (or if heroes are willing to dive) to recover ancient relic before ruins lost forever are sorely sought! (30 resources)(edited)
Dungeon of Ivor (the mad) : Company contracted to find out what mad sorcerer is planning in his suddenly uncharacteristically active lair. Recruitment of local humanoid tribes reported, as well as big influx of negative energies in his mountain hideout. we need scouting/Intel (10 resources) serious infiltration and sabotage of operations (20 resources) and ideally defeat of Ivor the mad himself! (30 resources) Contract today! He might burn down the local villages tomorrow!
Renovation of "Trial of Champions" : Arena Dungeon in the city of Keshvaar needs major renovations for the next season! Because of this, the company has been contracted to map as much of the dungeon as possible, the maps of the maze were burned to prevent cheating and the architects are long dead (10 resources), Capture or kill as many exotic beasts in the dungeon as possible so space can be made for new attractions (20 resources) final contract is to run the entire challenge and hit "kill switch" for all the traps in the dungeon in the way out. (30 resources)
Isle of the Dead: Company contracted to clear the area to make way for the island to become a peaceful resort for the wealthy. contracts include: Go ashore and assess gravity of undead threat (10 resources), lay beacons of sanctification at sites of particularly unhallowed ground (20 resources) locate and eliminate the source of the undead threat (30 resources)
Korvus Ice Shelf: Summer came early this year so the entire outer ice shelf is melting before a variety of VIPs were prepared. contracts include: Location and extraction of arctic explorers (10 resources), Pacification of apex-predators out of hibernation early preying on local settlements (20 resources) location and execution of the fabled frost crone, whose fortress is for the first time in over a century accessible due to "only" near-zero temperatures around the site. (30 resources)
Crags of Sement: formerly rich quarries and mines, area now overrun with spiders, giant ants, and trollkin. contracts include: mapping and or extraction of mineral deposits (10 resources) clearing of vermin and trollkin lairs (20 resources) Discovery and exploration of the fabled "Gragnir Claim" -- a lost but supposedly rich gold claim hidden in the crags.
Lost city of Mastabas: recent shifts in the red deserts have revealed a city of barrows, tombs, and mausoleums uncovered after centuries hidden beneath the dunes. contracts include: Scouting the surrounding desert for oasis and local threats (10 resources) investigation and clearing of several small tombs (20 resources) The discovery and excavation of whatever massive tomb this city of the dead was built to honor. (30 resources)
Herc's blue hole: Deep and ancient lava tube off the shores of Escoria, divers risking it's depths have been vanishing for years. We finally have a contract to incentivize our own suicide missions! contracts include: Mapping and clearing the surrounding area of threats, Diving and finding the actual bottom of the hole (20 resources) finding and neutralizing the threat that keeps claiming swimmers and divers here (30 resources)
Bastion of Brutes: Some Warlord is amassing an army of beastmen at this fortress, we have a contract to mess with his plans! contracts are: Infiltrate fortress and discover plans for growing beast army (10 resources), Significant sabotage of garrison or supply stores (20 resources), Assault the fort and slay the warlord! (30 resources)
"Halls of Echoing repose" -- ancient mausoleum with thousands interred, strange sounds echoing from the tombs have always given travellers nearby the creeps, and archaeologists stars in their eyes. New points of access opened by tomb robbers have given the company opportunity to try and find the source of the noise -- the fabled horn of Chalos! Contracts are: map as many points of access to the halls of the dead as possible (10 resources), explore the tombs and extract ancient valuables (20 resources), seek and find the legendary singing horn of Chalos! (30 resources)
Tower of Azacon -- The wizard Azacon finally succumbed to age long ago, but his tower remained locked by enchantment and went unclaimed and avoided. We've been contracted because the wards on the tower are finally starting to fade, and some say magic is again being performed at the tower. Contracts include: Gain entry to tower and scout within (10 resources), Pacify whatever magics and defenses the wizard left behind so the tower can be repurposed (20 resources) Discover and stop the new source of magical activity rumored at the tower (30 resources)
Vault of Gorruk -- Long forgotten resting place of a forgotten hero or titan, the area has long been the raiding base of snakemen of the red desert. Contracts include: Scout the desert and actually locate the vault and the domain of the snakemen (10 resources) Take the battle to the snakemen, driving them away from the vaults and improving safety of traders throughout the desert, (20 resources), Actually gain access to the inner sanctum of the vault and plunder it! (30 resources)
Keshul-Var's Blood Mines: Long ago a place where slaves and undesirables were sent to toil until death for Keshul-Var City's economy -- the mine was subject to a complex-wide prisoner rebellion, and all previous attempts to restore order, or even find out what is going on have failed. Contracts are: (secure pallisade surrounding the outer mine and cliff face so mines may be investigated) = (10 resources) Enter the mines and secure them block by block, level by level. (20 resources), Find the leader of the slave rebellion or whatever is maintaining autonomy of the mines and end it! (30 resources)
Gurnzey Falls: Hearable for miles, this lake-fed waterfall casts the entire region in hoary mists on cold days. It's peak riddled with ancient stones, it's base a ruined Keep and encampment for bandits, all manner of undesirables make their homes in the caves within the cliffs. Contracts include: Eliminate bandits at the foot of the falls and/or explore the burial sites atop the cliff (10 resources), Explore the inner caves within the cliffs for signs of evil cultists and other threats (20 resources), discover and map a route from the top of the falls to the bottom pacified of threats through the tunnels. (30 resources)
Halls of Winnowing: Some Godforsaken Temple out in the middle of nowhere. We've been contracted to pacify the area because it's a danger-zone in the region and local druids are willing to pay to have it dealt with. Clan of Calicorms (two headed lizardmen) reported to be worshipping something hideous there. Contracts are: Scout area, capture caliocorm(s) and find out what's going on there (10 resources), take on the Calicorm cult and storm the temple, liberate captured druids or their effects if deceased. (20 resources), Purge the area of the cult and demolish the temple! (30 resources)
Welcome to the Outfitter! Here you can choose (based on resources in your contract) what equipment and personnel you are bringing on your dungeon siege. Keep in mind you can bank or be paid extra for resources you don't spend!
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Subcontractors: (2 resources for the first, cost doubles for each add'l subcontractor -- keeping dwarfs/elfs/wizards/etc. all happy and paid in the same place gets expensive! choose wisely!)(edited)
These are groups of different types of race/classes that will provide material for your dungeon run. Basically they are helpers that give you supplies and may help behind the scenes!
Current List:
Healers: May provide healing between sorties in the dungeon, can help with diseases and poisons as well as provide the means to do so.
Miners: Will carry heavy objects out of the way or if valuable out of the dungeon, assay for minerals, and check for secret doors and not bad if you need a boat or bridge built in a hurry. will also provide dungeon invaders with special gear like: blunderbuss, blackpowder bombs, and flashbangs.
Mercenaries: Will hold down areas that are already secured quite effectively, and may offer direct melee intervention.
Mages: Offer potions and scrolls.
Necromancers: Will turn slain monsters into workers or troops for your dungeon invasion. May not work well with other contractors.(edited)
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LABOR (Lackys, minions, troops, and helpers):
1 soldier (NPC that follows your orders in the dungeon storming!) = 1 resource(edited)
3 unskilled bearers (carry torches, loot, and pull people/things out of dungeon for you) = 1 resource
Mule (carries a lot of stuff and can be sent out of the dungeon if attended. Emergency rations if you get trapped) = 1 resource
Lockpicker/Trap-Spotter = Dedicated thieves that will help you get farther safer, they don't come cheap = 2 resource
Medic = Healer who follows group, provides first aid or extracts severely wounded. = 2 resource
Sniper = Takes a while to set up, but heavy Xbowman with mean accuracy. = 3 resource(edited)
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EQUIPMENT: (Tools, supplies)
Provisions: If you intend to camp in the dungeon or go very far, better pack some food, also restores health after battles. = 1 resource
Misc. Tools = Rope n' hooks, door spikes, torches, and everything people tend to forget that just might save their lives. = 1 resource
Lever & Pulley = great for pulling a heavy object up or out of the dungeon, or restrain something big, or pull doors off of hinges. = 1 resource
Breathing Apparatus = Want protection from drowning or gas? intend to drown or gas everyone? = 2 resource
Smoke bombs & Gas cannister = want to flush out the bad guys, or create cover where there is none? = 1 resource
Berserker Chews = Combat stimulants of the dark ages. May lead to erratic behavior, resistance to wounds, wild acts of aggression.
Foxtails (Molotovs) = Bottles of oil, grease and booze, set to light and throw! Be careful, fire spreads! = 1 resource
Presently ZERO Adventurers have returned alive to tell the tale!
The Druid Afike holds the record for most contracts completed!
Clarity the Pirate holds record for biggest monster slain!
Presently TEN Adventurers seek fortune and glory in the DCC!
Presently TWO Adventurers have fallen in glory and/or horror!
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