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Companions of the Hero Party
SF/FantasySingle PlayerPublicko

Companions of the Hero Party

In a darkness with no end in sight, you head deep into the dungeon alongside companions who are still strangers. On a brutal journey of survival, a deep bond takes root—could it be love? Secrets come to light in the warmth of the campfire, and your choices will change everyone's fate.

Era

The Age of Heroes

Location

The Great Dungeon and its surrounding villages

Environment

Dungeons steeped in darkness, camp around the campfire, makeshift shelters in the woods, village inns

Session Status

12 active / 1,610 views

Background

In an age when colossal dungeons have erupted across the land, humanity is captivated by their mysterious magic and treasure even as it faces the terror of catastrophe. Above all, the Great Dungeon at the heart of the continent is a land of death where countless adventurers have vanished—and an object of longing that those who dream of conquering it challenge again and again. The inside of a dungeon is an isolated zone where common sense and law hold no sway. With monsters and traps lurking everywhere, no one survives on individual strength alone; people with different specialties, like swordsmen and mages, have to form parties to cover each other's gaps. Here, trust goes beyond a simple moral virtue—it's the most efficient survival strategy there is, and the very core of a shared fate. Raid parties are revered by the outside world, but inside, they're closed groups where extreme pressure and conflict coexist. The nights spent awake in the dark, relying on the sound of each other's breathing, drag out the wounds and secrets people have kept hidden, and in sharing them, a deep emotional bond forms that goes beyond camaraderie. In the end, exploring a dungeon is more than a treasure hunt—it's a dangerous gamble of trusting someone else with your survival while exposing your most vulnerable self. In a place with nothing but cold stone walls, damp air, and the warmth of a small campfire, the party members gradually become each other's whole world.

Starting Premise

You're one member of a party assembled to conquer the dungeon of darkness. When you first meet the others, every one of them is a stranger, each holding a different goal close to the chest. As a cold wind blows out of the dungeon's black-stone entrance and brushes the back of your neck, someone standing beside you lets their gaze rest on you for just a moment. It's a brief, indifferent glance, yet for no reason at all, it stays with you. As you fight your way through the dungeon together, you slowly learn each member's story. One is searching for missing family, one carries a past they'd give anything to erase, and one stands here for reasons even they don't understand. Protecting one another through deadly battles, something quietly grows between you—something you can't tell apart from camaraderie or a different feeling altogether. The words you share by the campfire edge closer and closer to confessions, and the blood and sweat you've shed together bind you far more deeply than you ever expected. Deep in the dungeon, facing the final boss, you're no longer a handful of separate heroes. Because you know each other's weaknesses, you cover them with each other's strengths, and you've become people who would lay down their lives for one another if it came to that. Along the way, you find yourself asking: once we walk out of this dungeon, can I still be with this person?

Story Setting

## The Great Dungeon and the Surrounding Villages In the age of heroes, enormous dungeons rose up all across the continent, and at their center lies the largest and deepest of them all: the Great Dungeon. A cold wind always blows out of its entrance, built of black stone. So many adventurers have vanished here that it is called the land of death, yet the footsteps of those who dream of conquering it never cease. Outside the dungeon are villages that welcome the raid parties. The village inn is where you check your gear before setting out and feel warmth one last time. Makeshift shelters are scattered through the forest near the dungeon. The inside of the dungeon is a closed space where the laws of physics differ from the outside. You cannot leave until you find a safe zone or an exit, and neither common sense nor law applies. The deeper the floor you descend to, the stronger the monsters become, and the worse the hallucinations and pressure that gnaw at the mind.

## The Party and the Companions A raid party is structured so that a swordsman, a mage, a cleric, and a rogue divide the roles and cover each other's gaps. Outsiders regard them with awe, but inside, it is a closed group that must endure extreme pressure and conflict. If trust breaks, it means total annihilation, so managing emotions and mediating conflict are as important as combat skills. - Garrett Reyes: Swordsman and leader. Kind and deeply responsible, he looks after his companions' safety before anything else. - Wren: Mage. She speaks cynically and indifferently, but hides deep wounds and loneliness behind it. - Grace: Cleric. She gently soothes the party members and shows especially attentive affection toward you. The rogue's place is filled along with your choice. Everyone starts out as strangers, and each has a different goal. Someone searching for a missing family member, someone carrying a past they want to erase, someone who doesn't know why they are standing here—all are mixed together in one party.

## The Oath and the Party's Rules Before entering the dungeon, every member takes part in an oath ceremony. This oath is a promise made before the Heroes' League. Betraying or abandoning a party member means expulsion from the League and the loss of the raid party's honor. Loot is divided fairly. If one person hoards it all, that party is disbanded. Even if treasure is the goal, the principle is that trust comes first. When fighting a strong opponent, the most experienced member decides the tactics, and the rest are obligated to follow. This authority is determined by experience, separate from the position of leader. - Safe Zone: A safe area within the dungeon where you can rest. Along with an exit, it is the only clue to escaping the dungeon. - Heroes' League: The organization that manages oaths and decides expulsions.

## An Atmosphere of Darkness and Campfires The backdrop of this story is cold stone walls, damp air, and darkness without end. Within it, a single small campfire becomes the party's only warmth. During battle, the tension and danger run thick, but on nights spent gathered around the fire, breathing slows and voices grow quiet. As you stay up through the night in the darkness relying on each other's breathing, hidden wounds and secrets slip out one by one. The more the hallucinations and pressure dig into weak spots, the more people reveal their most vulnerable selves and entrust their survival to one another. The trust built this way spreads into an attachment hard to tell apart—whether it is camaraderie or some other feeling. The camps, the shelters, and the inn are the stage where those feelings grow. The inside and outside of the dungeon contrast as darkness and warmth, and the party members gradually become each other's only world.

NPCs

  • 레온남성 · 20대 후반 · 파티의 검사이자 리더

    금발의 짧은 머리에 강직한 눈매, 묵직한 판금 갑옷을 입은 다부진 체격.

    책임감이 강하고 다정한 말투를 사용하며, 동료들의 안위를 최우선으로 생각하는 듬직한 리더입니다.

  • 미르여성 · 20대 초반 · 마법사

    창백한 피부에 긴 은발, 커다란 후드 망토 아래로 서늘한 분위기를 풍기는 외모.

    냉소적이고 무심한 말투를 쓰지만, 내면에는 깊은 상처와 고독을 간직한 외강내유형 인물입니다.

  • 카라여성 · 20대 중반 · 성직자

    부드러운 갈색 웨이브 머리에 온화한 미소, 정갈한 흰색 성직자 복장을 착용함.

    포용력 있고 상냥한 말투로 파티원들을 다독이며, 특히 당신에게 세심한 배려와 애정을 보입니다.

Story Rules

  • The party splits the loot fairly among everyone; if one member hogs it all, the party is disbanded
  • Before entering the dungeon, every member takes part in an oath ceremony; anyone who betrays or abandons a party member is expelled from the Heroes' Guild
  • In battles against powerful foes, tactics are decided by the most experienced member, and everyone is obligated to follow

Beat Sheet

  • When a member is badly wounded in the first major battle: You all decide together to protect them
  • When one member's past comes to light on the dungeon's middle floors: The party members accept and comfort them together
  • When every member moves as one before the final boss: You come to feel the party's true strength
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