The ringing in your ears won't stop. The ground is cold. You look up, and you find yourself in a Great Hall. The massive room is clearly in the middle of a cave, as stalactites hang from the high ceilings, yet the floors are paved and smooth, and on all sides are doors, exits leading to other rooms. In the center of the room is a staff with a faintly glowing pink orb on top. The orb suddenly grows brighter, and in the light you recognize that you are in this hall with 12 strangers, people you've never before seen—and yet something about each one is familiar to you.
Then the oracle speaks: "Friends. You are gathered here to stall the advancement of a great evil in the land of the awakened. The rooms are many in this dungeon, and each has a special purpose to hinder or help you in this quest. Beasts of all kinds are spewing forth from the center of this malevolent vortex, and their only desire is to kill you and devour your lifeless body. However, I will retain your spirit and return you to this Hall if you should meet your untimely end out there in the Enclosure.
"There are weapons in this dungeon to aid you, true. And there are ancient tomes with cryptic depictions of craftsmanship and even a magic jar to collect and distribute the healing waters in the deepest parts of this cave to your friends. However, none of these matters nearly as much as those weapons of virtue you bring with you: your own grace, learned endurance, acute vision, willingness to increase your intelligence, and boldness and courage in the face of danger... not to mention a little good fortune. The rooms are vast; you will have to learn to move nimbly to traverse more than one of them at a time. The traps set before you are dangerous and many, but all of them can be overcome by the skills hidden inside you, only made plain by your carefully cultivating the qualities I've mentioned.
"One more thing: through me you are all linked, and can speak to one another from anywhere else in the Enclosure, so don't fear to divide if needed. But remember this: in the end, it will require the work of the entire team to accomplish this terrible task. I can be asked to assist you in discerning the secrets of this cave, but you will first have to learn how to ask such a question. Now go forth, and destroy the source of the evil of our time!"
The Oracle flashes brightly, then dims again, but now the lights are fully on and the dungeons are apparent. As the Oracle stated, there are exits on all sides of the Hall. What will you do now?
So here's how this works: On your turn you can move a space to the North, South, East or West, and take any actions listed there if the room has already been discovered. Of course, this is your first turn, so all the rooms have to be discovered first. If you discover a room, you will earn two stat points. If there are any beasts in a room, you will have to defeat them before any other actions can be taken, including exiting! Beware. Defeating all the beasts in the room will earn everyone present three stat points.
Right now everyone is fighting with their bare hands: roll 1d4 for attacks. You can't attack each other, so don't try. You may only brandish one weapon at a time if you discover it; you won't be able to pick up another you find in your travels to give to a teammate. You can apply your stat points at the end of your post, in pink text, to any of the qualities you see listed in the stat thread. All stats max out at level 4, including the two supplementary stat categories.
For the record, I will be back in about five and a half hours to resolve all actions and reveal squares on the map. After that I will return once again in ten hours to resolve any actions you've taken since then, including combat, will use monsters to attack, and so forth. Ten more hours after that I'll do the same thing, and then your phase will end and the Dreamers will play again.
More details are to be found at this thread here!