SPOILERS:Hey look a new game.
Clan Fourem relocated their village a few generations ago upon learning of a sleeping threat less than a mile away. The new location has proven a boon to the Clan; food is more plentiful, Adventurers are less common, and the surrounding mountains hide the village from nearby human settlements. In fact, the valley is virtually devoid of predators; humanoid, animal, or monster. It is a secret paradise.
But while the Clan Fourem Goblins prosper, the humans of Coppersun have gone through some hard times. Last summer, they were hit by a particularly devastating plague of undeath. It began when humans started dying of unknown causes; it ended with the city guard facing down an enormous swarm of zombies, nearly one fifth of the population. But the guards were well trained, and Coppersun was home to more than a few Adventurers. The existing Zombies were destroyed, but there were still hundreds of people (including many guards) in advanced stages of infection, not yet mindless undead but too far gone to save. The city decided that it would be too cruel to execute those who had already fought so hard to survive, both for the infected and for their families. In the end, it was decided that the best solution would be to exile the infected to a place where they could die on their own terms, and where they wouldn’t pose any further threat.
They were sent to a small valley, hidden from nearby human settlements. Formerly, a secret paradise…
Clan Fourem recalled all of their members from the warcamps and faced down the threat. If they could just send the villagers to a temporary haven, the warriors could lure and lead the zombies somewhere that they wouldn’t pose a threat; a small cave whose entrance was too steep for a zombie to escape. Ideally, this operation could be completed without casualties. Realistically, it would be much more likely to succeed if a small group of warriors entered the cave and kept the zombies from even trying to find a way out. The cave could then be sealed and the threat removed forever.
The Chief, the Teller, and seven of the Clan’s finest warriors volunteered for this task. The Awesomesword was handed over to the Chief’s son for safekeeping. The nine Goblins entered the cave, while their fellow warriors began to lure the zombies in.
Completely unsurprisingly, the cave turned out to be a dungeon crawl.
Also, they’re entering this dungeon naked and unarmed. So as not to dilute their scent. Or something.

RULES OF THE GAME
All creatures have the following stats.
Hp: Hit Points. If it hits 0, you die.
Atk: Attack power. When you attack another creature, you remove this many Hp.
Def: Defense power. When are you attacked, you take this many fewer damage.
Inf: Infection. Being damaged by undead raises this by the amount of damage taken. It starts at 0, but if it reaches 10, you die, then reanimate as a zombie. Recovering Hp does not remove Infection, but there may be ways to heal it…
Goblins start with 5 Hp, 1 Atk, and 1 Def. These stats can be raised by weapons, armour, and shields, among other items. The Chief (who is elected democratically) starts with 6 Hp, 2 Atk, and 2 Def, and can take up to 12 Inf before dying. The Teller (also elected democratically) has the same stats as a normal Goblin, but has a few special powers. They can heal another Goblin by 1 Hp as an action. They can take 1 point of Inf from another Goblin and take it upon themselves as an action. And finally, they are constantly aware of how many undead are present in the dungeon, and knows which, if any, adjacent rooms have an undead presence.
Updates will happen most days, generally between 4 and 6 times a week. I frequently skip Saturdays and often skip either Friday or Sunday (sometimes both). Please do not sign up if you know you can’t commit to this schedule! If you need to miss a day or two occasionally that’s fine. It’s even better if you can provide warning and elect someone to take your actions for you. If you need to take an absence of a week or more you’d BETTER provide warning and a stand-in, or you’ll probably be replaced permanently. You can also allow your fellow clanmates to vote on your actions when you’re away. If we notice you’re away, we’ll vote on your actions regardless if you didn’t let us know and name someone specific to take the wheel for you.
Every update constitutes one turn. On your turn, you can move one room and take one action, or take one action and then move. Actions include attacking, opening chests, interacting with NPCs, moving a second time, and manipulating aspects of the dungeon, like levers or traps or what have you. If you attack, you may not move afterwards. You may not move a second time if you use your first move to enter an unexplored room. You may not move a second time OR a first time if you path is blocked by some obstacle. Talking to your fellow Goblins is a free action. Trading items with fellow Goblins is a free action WITHIN REASON if you are in the same room and not separated by some obstacle. Taking loot dropped after combat is not an action.
Due to Clan Fourem’s latent psychic powers, you can see whatever your clanmates see and can communicate with them no matter how far apart you are within the dungeon. You can’t, however, communicate with any of your Clanmates outside the dungeon.
If you die, you can magically send ONE of your items to another Goblin who’s still alive. Anything else you’re holding becomes taboo and cannot be used thereafter.
Finally, you will not be alone in the dungeon. Unlike dungeon monsters, undead who follow you into the dungeon will wander about the dungeon seeking prey (which includes both Goblins and NPC monsters!). Zombies usually wander randomly, but will pursue any living creature that they notice. Getting injured too many times by a zombie will raise your Inf to 10 and kill you, but anyone killed by a zombie will join their ranks regardless of their Inf.
There are nine waves of undead, and they will enter every tenth turn (turn 10, turn 20, etc). On turn 100, your clanmates outside have been instructed to seal the entrance, trapping the undead inside… and you with them. It is your sworn duty for at least one Goblin to remain in the dungeon until the ninth wave enters. It MAY be possible to escape between turn 90 and turn 100… but that’s up to you to figure out, Clan Fourem!
Anyone can sign up to play* so long as they can commit to the game. To do so, state your Goblin’s name and colour. After we have a full roster, please submit your votes for Chief and Teller. Feel free to do some campaigning if you want one of those jobs. When you post your actions, please put your Goblin’s name at the top of your post, OR include their colour. This will make actions easier to track down amongst strategy talks and chatter from spectators. Speaking of spectators, you are welcome to comment, but PLEASE don’t do so to the point that you drown out the players.
The Dead are on their way. Ready yourselves. And Long Live Clan Fourem!
Goblin Roster:
1. Eats Brains, browny dark reddish (BurnsBees)
2. Falls Down Stairs, pinky-purple (ThinkingOfNames)
3. Business Is Good,
4. Reads Too Much, green (ChroniclerC)
5. Trips On His Feet, blue (SeeAMoose)
6. Wish You Were Here, purple (Kelvara)
7. Lurks In Shadows, grey (Wolfie21384)
8. Omen Of Ends, light blue (ArdentSilver)
9. Gets To The Chopper, brown (ArcticTornado)
*Anyone currently playing in one of my other games must wait until 1 hour after this post is made to sign up. If you’ve been in one of my games PREVIOUSLY but not CURRENTLY, you can sign up freely… but maybe it’s in poor taste? We want to give everyone a chance to play after all… but I’ll leave that up to you.
SPOILERS:But wait a minute, what's up with all those locked roster spaces?
It's my attempt to accomodate people in other time zones. They'll open up after a little while. BUT WHEN? Who knows!