Treasure collected at each level is kept until the group decides to retreat back to town. The whole group must go. And going back to town cause the completed levels to fill up with wandering monsters. Completing levels that a group has already beaten does not give them enough xp to level up.
A group of adventurers will include 4 Heroes. Class determines everything about your character mechanic, everything else is fluff. Every turn the Heroes can take three actions. Actions include Attacking an enemy, Moving up to the Hero's Speed, Opening a door, Opening a chest, pulling a lever, using a magic item. They can only attack 1 time in a turn to start, but can make a second attack at Level 4, and a third attack at Level 7. Heroes always go before monsters and traps, and go in the order they post. It is a good idea to give a few what-if action chains to perform. For example: Open a door, move towards nearest monster, attack. Each of those would take one action, unless the nearest monster is more than 1 move away, in which case the third action becomes another move. Movement costs 1 point of Speed for every space regardless if moving horizontally, vertically, or diagonally, unless the space has a circumstance penalty (ice, thigh high water, muddy, lots of rubble, etc). However, activating items (pulling a lever, opening a door or chest) can only be done when adjacent horizontally or vertically, not diagonally.
Heroes only Heal when they return to town, Level up, or use a healing item. If a Hero's Health reaches 0 they die. There are several options available to a dead Hero. They can wait for their group to go back to town and sell loot to revive them. If the hero's group levels up before going back to town the dead hero does not gain the level. A dead Hero can also choose to lose all their current loot to be revived at the start of the current floor with a -1 penalty to one stat. Lv 1 Heroes cannot take this option. The revived Hero must wait 1 turn before they can take any other actions. Latly the player controlling that Hero can retire them and start with a New Hero with a new Group, starting with 1 random loot item. Heroes cannot loot their fallen.
While in town Heroes sell any loot they do not want and have a randomized shop available to them. They can also choose to give away their loot to their allies, and retire. Player's who retire a Hero willingly in town can create a New Hero with a new Group, but start with a +1 to a stat of their choice. Their total stat bonus from this option must equal 1 less than the level of the retiring character. Ex. A character must be at least level 2 to gain this bonus the 1st time.
All you need to join is pick a Class and once 4 people have joined that group begins their adventures! I'll make maps once I can to make things easier to keep track of who is in what group in which dungeon.
Every Hero has the following stats
Health-How many times a hero can take a hit before dieing.
Attack-How much damage a Hero does to monsters.
Speed-How many squares a hero can move each turn.
Defense-Chance of a Hero avoiding damage from monsters and traps.
Heroes
Knight-A warrior in shining Armor, starts with Health 4, Attack 2, Speed 2, Defense 4. They can only attack opponents next to them. Once per floor they can double their attack against an Undead or Demon. They can also heal an ally once per floor equal to the Knight's Health+Level.
Thief-A shady individual who excels at stealing and backstabbing, starts with Health 2, Attack 3, Speed 4, Defense 2. They can only attack opponents next to them. Once per floor they can negate the damage from a trap. They can also unlock any door or chest they come across.
Mage-A caster of the arcane, vulnerable in combat and reliant on spells, starts with Health 2, Attack 1, Speed 2, Defense 1. They can attack opponents within 2 spaces. They have access to spells which grows as they level up, they can use any spells they know but can only use a number of spells equal to their Level+1. They only get back spells by returning to town or leveling up. They Start with the Following 4 spells: Magic Bolt-4 damage to one target within 6 spaces; Shatter-Destroy target door/chest/bars/lock on touch; Magic Jump-Teleport up to 5 spaces away, must have line of sight to location; Shield-Negate next source of damage.
Archer-A ranged combatant best used at a distance, starts with Health 2, Attack 3, Speed 3, Defense 1. They can attack opponents within 8 spaces but cannot attack adjacent opponents. Once per floor they can avoid one enemy attack and move for free up to their Speed. They can also Increase their Attack by +1 if by spending an action, but they cannot do so in the same turn they have made a move action and cannot make any other move actions that turn.
Barbarian-A melee brute that is hard to kill, starts with Health 5, Attack 4, Speed 3, Defense 2. They can only attack opponents next to them. Once per floor they can lose 1 Health to Increase their Attack by +2. When they have less than 1/2 (rounded down) of their Health they gain Attack +2 and Speed +1.
Monk-An agile warrior that fights without armor, starts with Health 3, Attack 2, Speed 3, Defense 3. They can only attack opponents next to them. Once per floor they can negate damage done to them from an attack, and if the attacker is adjacent they can counter attack. Monks do not take damage from falling and can ignore movement penalties for 1 space when they move.
Group 1
Mereneth - Hunarauk, Level 1 Knight Health 3/4, Attack 2, Speed 2, Defense 4
kida - Lonar, Level 1 Mage Health 2, Attack 1, Speed 2, Defense 1
Dlover - Kalin, Level 1 Monk Health 3, Attack 2, Speed 3, Defense 3
Questions - Junter, Level 1 Thief Health 1/2, Attack 3, Speed 4, Defense 2
Group 2
Nolandking - Meat, Level 1 Barbarian Health 4/5, Attack 4, Speed 3, Defense 2
I'mBob - Tinian, Level 1 Mage Health 2, Attack 1, Speed 2, Defense 1
Nerre - Morro, Level 1 Monk Health 3, Attack 2, Speed 3, Defense 3
nikhol - Pinky, Level 1 Thief Health 2, Attack 3, Speed 4, Defense 2
Group 3
BadegAddict - Slice'n'Dice, Level 1 Thief Health 2, Attack 4, Speed 4, Defense 2, 2 gold, Magic Dagger(+1 Attack)
LooksAtYouFunny - Potian, Level 1 Archer Health 2, Attack 3, Speed 3, Defense 1
ThroughTheWell - Tharl, Level 1 Barbarian Health 3/5, Attack 4, Speed 3, Defense 2
Theis2 - Karl, Level 1 Mage Health 2, Attack 1, Speed 2, Defense 1
And MAP(s)! (Will be edited as they update)
Group 1