Scenario Briefing

    Dungeon Guild Zero

    The guild gave you one quest. Clear Floor 100. No one's survived past Floor 47.

    fantasyadventureadventurousintense
    Time WindowOpen-EndedIn-game duration
    Danger LevelElevated
    PacingSteadyTactical & Deliberate
    Key Characters4Major Figures
    ComplexityLayeredLayered Systems
    Replay VarianceMediumMultiple Outcomes

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    Before You Begin

    A rookie adventurer and acting leader of Starfall Guild — a broke, disgraced guild given one impossible quest: clear Floor 100 of the Abyss Spire

    You joined Starfall Guild six months ago as a complete rookie — no adventuring pedigree, no special bloodline, no legendary weapon. You joined because Starfall was the only guild that would take you. It was already in decline then: debts mounting, senior members leaving for bigger guilds, a reputation for being second-rate. Three months ago, the guild master disappeared on a solo expedition to Floor 45. Two months ago, the Guild Council delivered their ultimatum: produce an extraordinary result or lose the charter. One month ago, the remaining senior members left. That left you, three other misfits who had nowhere else to go, and the guild charter hanging by a thread. You became acting leader by default — the only person willing to take the quest the Council pinned to your board as a death sentence. Floor 100. Nobody has cleared it. Nobody has survived past 47. Your party is untested, your gear is secondhand, and the entire city thinks you are walking into a grave. You are doing it anyway, because Starfall gave you a home and you intend to return the favor.

    The Situation

    Velmara is a city built around a dungeon. The Abyss Spire erupted from the earth three centuries ago — a hundred-floor dungeon of shifting architecture, escalating monsters, and treasures that fuel the entire region's economy. Adventurer guilds form the city's power structure: they delve the dungeon, harvest its resources, and sell what they find. The deeper you go, the richer the haul — and the more likely you are to die. The top guilds have cleared to Floor 46. Floor 47, known as the Threshold, has killed every expedition that attempted it. The monsters become something else beyond that point — smarter, stranger, operating with purpose rather than instinct. No one knows what waits on Floor 100. The Abyss Spire offers power, wealth, and answers to those brave or desperate enough to descend. Your guild, Starfall, was once great. Now it is broke, disgraced, and facing dissolution by the Guild Council unless it can produce something extraordinary. The Council's ultimatum: clear Floor 100 or surrender your charter. They do not expect you to succeed. They expect you to die trying.

    Your Objectives

    1

    Lead your party to clear Floor 100 of the Abyss Spire — something no guild has ever accomplished

    2

    Keep your party alive, functional, and trusting each other through escalating danger

    3

    Save Starfall Guild from dissolution by proving the Guild Council wrong about your chances

    Starfall Guildhall$2,000

    The Cast

    5 characters

    Playstyle Profile

    Strategic Depth95%
    Hidden Information85%
    Replay Divergence77%
    Survival Pressure74%
    Relationship Depth60%

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    Quick Facts

    Era
    Fantasy world where dungeons are natural phenomena and adventuring guilds form the economic backbone of civilization
    Location
    Velmara — The City of Guilds, and The Abyss Spire Dungeon
    Starting Position
    Starfall Guildhall
    Playable Leader
    A rookie adventurer and acting leader of Starfall Guild — a broke, disgraced guild given one impossible quest: clear Floor 100 of the Abyss Spire
    Game Systems
    Fantasy, Adventure, Action
    Recommended For
    Story

    Dungeon Guild Zero

    Scenario Briefing