Descent into Toreurkral
I am remaking my dungeon that is based around the fallen Dwarven Kingdom of Toreurkral. After a hard drive loss I've lost all of my units and maps so this will be a new spin on it for those who have played it before. We will slip the party into a section of the dungeon set up for Level 7 characters to partake in a dungeon crawl instead of starting above ground at level 1 like we did during live games. This is a hard mode dungeon that is focused on combat more than anything else and will be a game which has a 2 posts a week posting schedule to work through the game with some speed.
This is mainly tunnels and rooms carved out of the bedrock of the terrain deep below the soil and surface vegetation. Characters should plan a build that fits within a dwarven tunnel complex. So if you do decide on Large you may need to Squeeze and take penalties at times moving through the passages. If you go bigger than Large you should plan on crawling with using a spiked helmet on hands and knees.
Darkvision is highly suggested as torches smell and attract predators. If you build an archer, Durable arrows are suggested to recoup ammo spent as you are trapped underground after a sinkhole collapsed above you, shutting you out of the surface from this end.
I will be building this games 1st level for you as you build your PC's in Fantasy Ground. My rolls will take place within the software as a heads up.
Anyone who wants to do a try hard dungeon full of undead dwarves and ancient necromancers is welcome to put forth a character using my Classless Hack 5.1 of Pathfinder. I will be taking 6 characters if we get enough to do so. If there are questions, feel free to ask me.
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