Your characters have awaken in a dark and damp place with no memory of who they are or how they had came to be in a dungeon. That's right folks, you are in an rpg-physique dungeon that takes heavy influences from D&D and Shatter Pixel (among other dungeon crawl games)! Isn't that exciting? Here are some things you should know before we begin this lovely adventure: Possible Actions: These are obviously actions currently available, but not limited to, your character. These mainly drive scenes forward and not, by any means, meant to take away freedom to explore beyond what is given, though I recomend completing the list or face consequenses (this is more for plot purposes than actual discouragement). Event: Special events that have varied significants. Through these you learn relevent, or sometimes irrelevent, information, gain experience, oppurtunity to level up and/or earn skill points, and find loot. Lowest to highest: Event: You make a minor discovery. Event: You have the oppurtunity to gain expierence and/or loot. Event: Your character is in critical condition or is engaging in a high risk battle (i.e. boss battle). Missions and Quest: Like Possible Actions but instead of avoiding possible consequences when completed, an actual award is given. Skills and Abilities: These determine how adept you are at something. For the time being, characters are unaware of their stats but these can be revealed through minor discoveries. At the moment, your character is level one and upon discovering a stat, player should roll a six face die [exsisting post->more options->roll dice] to determine stat [apply bonus point/negitive point as necessary]. Strength: measures your character's muscle and physical power. NOTE: At this moment in time your characters starts off with three items of your choosing. Dexterity: Measures hand-eye coordination, agility, reflexes, and balance. Constitution: Represents your character's health and stamina. Intelligence: determines how well your character learns and reasons. Wisdom: Describes a character's willpower, common sense, perception, and intuition. Charisma: Measures a character's force of personality, persuasiveness, personal magnetism, and ability to lead. Classes and Races: These will give you certain advantages and disadvantages [skill wise or personal short comings]. While one dis/advantage will be revealed in the beginning, the rest is for you to figure out. Each character has at three [hidden] each. No two characters should have the same class unless they are all taken. No duel classing.