===Story===
Tl;dr version: You play as a bunch of monsters living in a dungeon and protect it from adventurers.
Full version:
In ancient times, there the deadly swamps of Moriphane were a majestic forest ruled by a mighty King. King Lesavvo was a wise and powerful ruler, but his descent into elder years was not graceful. He had his people begin work on converting the entire city in which his palace stood into a lavish tomb, surrounded by a labyrinth, its many twists and turns filled with monsters, traps, and deadly magic. Then, with this completed, he employed powerful magic to bury the entire structure, hiding it under mountains of soil. With the city-tomb, still full of all its treasure, cut off from the rest of the world, the humans within starved, including the King- contrary to his belief, he was not actually a god, and did not rise up from the buried city. Many years passed, with floods turning the Moriphane woods into the Moriphane swamps, but one thing remained constant- Levasso's tomb remained unraided, with none of his people able to overcome the labyrinth, and it was eventually forgotten, its entrance hidden under the mud and vines of the swamp.
Many creatures live in this dungeon, undead and monstrous. At first, they did not interact with each other, each type of monster staying in its own little room, but you can only talk to the same creatures over and over so many times before you start to get bored. Soon, the monsters were leaving their rooms, getting together regularly to discuss whatever it was that they could. A few simple meetings, however, eventually evolved into an entire society, with all creatures working together to better their little home. An ogre began working as a blacksmith, skeletons took up farming, a manticore learned baking, and so much more. Their little world wasn't perfect, but it was pretty great, and they are determined to make it stay that way, and that means that they need to protect their home. Adventurers have begun to discover the Tomb again, and will soon come in force to slaughter and rob the innocent creatures within and steal from the Tomb of this awesome King. You cannot allow this. You creatures must band together to defend your home, for, with many of the traps beginning to fail, you might be its only hope.
===Map===
B1 Floor:
B2 Floor:
Key:
Red=Legendary Monster: These rooms contain monsters that are much more powerful than any of you, and can easily dismantle all but the greatest adventurers who enter their rooms. Sometimes more legendary monsters will approach the Tomb, and you may be able to convince them to live here as well.
-P=Parsel: This monster looks like a giant squid, but at the end of each of his tentacles is a mirror. These mirrors allow the user to scry beyond the Tomb, useful for spying on adventurers or locating new monsters. Parsel is friendly towards fellow monsters, and will allow any of them to make use of his powers. If attacked, he can enter the minds of adventurers, slowly draining their memories until they forget who they are, killing less intelligent enemies first.
-N=Nyorb: A huge monster made of slime who wears a top hat on his head. He is always hungry and will devour anyone who enters his room, friend or foe. Because the slime of his body is so thick, it nullifies all magic that comes within him. His hat is actually what gives him life, and if it is removed from his body he will de-animate into a mass of lifeless sludge.
-X=Xhesera: Xhesera is a dragoness of immense power. This blue fire-breathing dragon spends most of her day sleeping atop her mounds of gold, but can smell when adventurers are nearby, seeking them out and roasting their flesh. Invincible scales cover most of her body, but there is one weak spot under her, on her belly.
Orange=Runes: These words of magical power imbue the room with incredible power, easily smiting weaker adventurers. Wizards can cancel the runes if they know they are there, but on the other hand monsters who are capable of magic can sometimes create new rune rooms.
-F=Fire: When an adventurer enters this room, they are consumed in flame, destroying any flammable items they have and, if they stay in the room too long, roasting them to death.
-I=Ice: The runes in this room make it extremely cold, but do not do anything else.
-E=Electro: This rune strikes one adventurer with powerful lightning, killing most adventurers instantly. Once activated, however, it takes 24 hours to recharge.
Yellow=Treasure: These rooms are filled with the treasure that past adventurers left behind. Adventurers who enter the labyrinth will be attracted to these treasures, and will try to find them if they know they are nearby and take all of value. When adventurers perish in the labyrinth, their treasures can be salvaged to make new rooms.
Green=Stairs: Spiral staircases leading between levels of the dungeons.
-M=main entrance: These stairs lead from the outside world down to the dungeons first floor.
-S=stairs: These stairs lead between the first and second floor of the dungeon.
-T=tomb entrance: These stairs lead down to King Lesavvo's tomb. If adventurers get here, they will tell all of the other adventurers about the treasures within, and your home will be ruined.
Blue=Home: A room that one specific monster lives and works in. If an adventurer finds it, they will surely wreck everything inside.
Purple=Enchantment: These rooms can be created by only the most powerful wizards, and can never be removed.
-D=Chamber of Desire: Whatever an adventurer desires most will seem to appear in this room.
-L=Llama Room: This room is filled with llamas, and anyone who attacks one of the llamas will be transformed into a llama themselves.
-W=Illusory Wall: It looks like there's a wall where the entrance to the tomb should be, but there's actually no wall! And yeah, that's all.
Silver=Trap: A mechanical trap that monsters who are mechanically-inclined can create, and adventurers who are rogues can disarm. Not as powerful as runes, but easier to make.
-Q=Quill: Spikes pop out of the walls in this room at regular intervals. An adventurer who is fast enough or cautious enough will have no trouble with this room.
-A=Arrows: If somebody stands in the center of this room, arrows will fire from all of the walls. Difficult to avoid, but not very powerful.
-P=Pit: There is a hole in the ground where the floor of this room should be. Genius!
White=Minions: No room in this labyrinth is empty, with small creatures filling all of the rooms that they can. These creatures normally offer no challenge for even the weakest adventurers, though.
===How this works===
Basically, you guys roleplay the monsters, set up traps and other things to try to stop the adventurers, and also interact and work together to try to better yourselves and your homes (for example, creating a forge so you can create weapons and armor). Every now and then, I will create a group of adventurers to attack the dungeon, with the groups getting stronger over time. If the adventurers ever reach the tomb, it's game over. Feel free to try whatever you want in your interactions with each other and your methods for stopping the adventurers. The only limits are your imagination. And basically, the only rule is that my word is law. I'll try to be as fair as I can, but if I tell you an adventurer's attack kills your character, your character is dead, and no amount of arguing with me will change that. And if I ask you to stop something, or tell you that you can't do something, you better listen. If I have to, I will remove you from the roleplay.
===Character Sheet===
Name: (Obvious)
Species: (The species of your monster. Can be something traditional like minotaur or skeleton, or something of your own design)
Appearance: (Picture or written description of your creature)
Role: (The job your monster performs for the other monsters in the community)
Skills: (What your monster can do that makes it distinguished from the common minion)
Personality: (Obvious)
Background: (a little bit about who your monster is and how they got here)
Other: (Anything else you want us to know about your character)
Tl;dr version: You play as a bunch of monsters living in a dungeon and protect it from adventurers.
Full version:
In ancient times, there the deadly swamps of Moriphane were a majestic forest ruled by a mighty King. King Lesavvo was a wise and powerful ruler, but his descent into elder years was not graceful. He had his people begin work on converting the entire city in which his palace stood into a lavish tomb, surrounded by a labyrinth, its many twists and turns filled with monsters, traps, and deadly magic. Then, with this completed, he employed powerful magic to bury the entire structure, hiding it under mountains of soil. With the city-tomb, still full of all its treasure, cut off from the rest of the world, the humans within starved, including the King- contrary to his belief, he was not actually a god, and did not rise up from the buried city. Many years passed, with floods turning the Moriphane woods into the Moriphane swamps, but one thing remained constant- Levasso's tomb remained unraided, with none of his people able to overcome the labyrinth, and it was eventually forgotten, its entrance hidden under the mud and vines of the swamp.
Many creatures live in this dungeon, undead and monstrous. At first, they did not interact with each other, each type of monster staying in its own little room, but you can only talk to the same creatures over and over so many times before you start to get bored. Soon, the monsters were leaving their rooms, getting together regularly to discuss whatever it was that they could. A few simple meetings, however, eventually evolved into an entire society, with all creatures working together to better their little home. An ogre began working as a blacksmith, skeletons took up farming, a manticore learned baking, and so much more. Their little world wasn't perfect, but it was pretty great, and they are determined to make it stay that way, and that means that they need to protect their home. Adventurers have begun to discover the Tomb again, and will soon come in force to slaughter and rob the innocent creatures within and steal from the Tomb of this awesome King. You cannot allow this. You creatures must band together to defend your home, for, with many of the traps beginning to fail, you might be its only hope.
===Map===
B1 Floor:
B2 Floor:
Key:
Red=Legendary Monster: These rooms contain monsters that are much more powerful than any of you, and can easily dismantle all but the greatest adventurers who enter their rooms. Sometimes more legendary monsters will approach the Tomb, and you may be able to convince them to live here as well.
-P=Parsel: This monster looks like a giant squid, but at the end of each of his tentacles is a mirror. These mirrors allow the user to scry beyond the Tomb, useful for spying on adventurers or locating new monsters. Parsel is friendly towards fellow monsters, and will allow any of them to make use of his powers. If attacked, he can enter the minds of adventurers, slowly draining their memories until they forget who they are, killing less intelligent enemies first.
-N=Nyorb: A huge monster made of slime who wears a top hat on his head. He is always hungry and will devour anyone who enters his room, friend or foe. Because the slime of his body is so thick, it nullifies all magic that comes within him. His hat is actually what gives him life, and if it is removed from his body he will de-animate into a mass of lifeless sludge.
-X=Xhesera: Xhesera is a dragoness of immense power. This blue fire-breathing dragon spends most of her day sleeping atop her mounds of gold, but can smell when adventurers are nearby, seeking them out and roasting their flesh. Invincible scales cover most of her body, but there is one weak spot under her, on her belly.
Orange=Runes: These words of magical power imbue the room with incredible power, easily smiting weaker adventurers. Wizards can cancel the runes if they know they are there, but on the other hand monsters who are capable of magic can sometimes create new rune rooms.
-F=Fire: When an adventurer enters this room, they are consumed in flame, destroying any flammable items they have and, if they stay in the room too long, roasting them to death.
-I=Ice: The runes in this room make it extremely cold, but do not do anything else.
-E=Electro: This rune strikes one adventurer with powerful lightning, killing most adventurers instantly. Once activated, however, it takes 24 hours to recharge.
Yellow=Treasure: These rooms are filled with the treasure that past adventurers left behind. Adventurers who enter the labyrinth will be attracted to these treasures, and will try to find them if they know they are nearby and take all of value. When adventurers perish in the labyrinth, their treasures can be salvaged to make new rooms.
Green=Stairs: Spiral staircases leading between levels of the dungeons.
-M=main entrance: These stairs lead from the outside world down to the dungeons first floor.
-S=stairs: These stairs lead between the first and second floor of the dungeon.
-T=tomb entrance: These stairs lead down to King Lesavvo's tomb. If adventurers get here, they will tell all of the other adventurers about the treasures within, and your home will be ruined.
Blue=Home: A room that one specific monster lives and works in. If an adventurer finds it, they will surely wreck everything inside.
Purple=Enchantment: These rooms can be created by only the most powerful wizards, and can never be removed.
-D=Chamber of Desire: Whatever an adventurer desires most will seem to appear in this room.
-L=Llama Room: This room is filled with llamas, and anyone who attacks one of the llamas will be transformed into a llama themselves.
-W=Illusory Wall: It looks like there's a wall where the entrance to the tomb should be, but there's actually no wall! And yeah, that's all.
Silver=Trap: A mechanical trap that monsters who are mechanically-inclined can create, and adventurers who are rogues can disarm. Not as powerful as runes, but easier to make.
-Q=Quill: Spikes pop out of the walls in this room at regular intervals. An adventurer who is fast enough or cautious enough will have no trouble with this room.
-A=Arrows: If somebody stands in the center of this room, arrows will fire from all of the walls. Difficult to avoid, but not very powerful.
-P=Pit: There is a hole in the ground where the floor of this room should be. Genius!
White=Minions: No room in this labyrinth is empty, with small creatures filling all of the rooms that they can. These creatures normally offer no challenge for even the weakest adventurers, though.
===How this works===
Basically, you guys roleplay the monsters, set up traps and other things to try to stop the adventurers, and also interact and work together to try to better yourselves and your homes (for example, creating a forge so you can create weapons and armor). Every now and then, I will create a group of adventurers to attack the dungeon, with the groups getting stronger over time. If the adventurers ever reach the tomb, it's game over. Feel free to try whatever you want in your interactions with each other and your methods for stopping the adventurers. The only limits are your imagination. And basically, the only rule is that my word is law. I'll try to be as fair as I can, but if I tell you an adventurer's attack kills your character, your character is dead, and no amount of arguing with me will change that. And if I ask you to stop something, or tell you that you can't do something, you better listen. If I have to, I will remove you from the roleplay.
===Character Sheet===
Name: (Obvious)
Species: (The species of your monster. Can be something traditional like minotaur or skeleton, or something of your own design)
Appearance: (Picture or written description of your creature)
Role: (The job your monster performs for the other monsters in the community)
Skills: (What your monster can do that makes it distinguished from the common minion)
Personality: (Obvious)
Background: (a little bit about who your monster is and how they got here)
Other: (Anything else you want us to know about your character)