Iron Dungeoneer: Ēlin : 2_The Entrance Hall


An episodic adventure using ‘Iron Dungeoneer!’ rules.



 West along a short downward slopping corridor Ēlin steps into a long hall, his torch light revealing a large grey patch of mushrooms secured to the cobbled floor.
They look, odd, to his eyes.
To the south he notices a small pile of papers ‘?‘, a far more interesting thing to look at then fungi ‘,‘.


Five sheets of vellum lay upon the floor each have the same short phrase penned upon them, ‘Indemeor co me‘.
He senses magic in those words.
Stowing them in his ruck he looks back at the mushroom patch and notices what appears to be an apple ‘,‘.


Not being a picky eater and it only being slightly wrinkled, he stows it away in the ruck as well.
A strange place to find an apple laying about.



Now, for those mushrooms.
Ēlin moves to get a better look, maybe they’re of the edible sort?
As he moves closer he sees that the patch looks very unappetizing, in fact they look down right poisonous. Unnaturally large, glistening grey with large purple spots, they looked to him of bruised dead flesh.

He leans forward to take a closer look and is met with a discharged cloud of spores, the fine cloud hangs close to his person and is inhaled.


His eyes water and burn, vision blurs and his head aches as he stumbles about the patch.
He fumbles for his dagger and swings wildly at the grey and misses, stumbling again unable to control his movements.

Another cloud of acrid spores fills his lungs, his mind is stricken with confusion.


He can feel his body weaken with each burst from the patch, his thoughts and actions betray him.
He attempts to step away from the un-moving patch but ends up beside it and into a fresh cloud of spores.


Concentrating all his will upon escape…


he manages to take a step away from the threat.


And then, another.


The spores cease to explode from the mushroom enemy and he collapses to the ground, weakened but alive.
He briefly passes out.

Resting for 10 turns clears the confusion.



He awakens.
Lazy torchlight flickers from the floor.
Blurry eyes make out the mushrooms in front of him, a twitchy spasm ripples through the patch.
The room is silent.
His head throbs with pain.
He recovers himself and slides back toward the corridor defeated and takes several more moments to gain his wits.


Sitting, back against the wall the youth reaches inside his ruck and produces one of the sheets of vellum recovered from the floor.
In his still addled mind he reads the words to himself.
Indemeor co me…Indemeor co me.

‘Indemeor Ço mɛ‘!

The words so easily slipped from his mouth.
The room disappears.



He finds himself sitting back inside the burial mound, the sheet of vellum gone.

He stands up, a little taken aback by the abruptness of the trip but not perplexed by it, as though he had always recognized the words and their arcane affect.

Very useful items, he keeps the remaining sheets close at hand.



Walking back to the hall and looking at the exits, a closed door ‘+‘ begs his attention.
He will return later to explore the others and perhaps rid the room of fungi as well.
For now he carefully avoids the patch and moves to the south eastern door.


The door pushes in, mostly opening with a little persuading, the air is mildewed and damp beyond.
It feels different in here, reminding him of a root cellar perhaps.
The walls roughly shaped and the floor sparsely cobbled with large stones grouted with dirt and patchy, grey mosses.
He follows the snaking corridor as it leads steeply down until he comes to a leveled intersection.


To the west, an open hallway.

To the east, a broken door ‘,‘ askew on its hinges…


East it is.


Still sloping down he reaches a second leveled intersection.

A short few steps north and the hall abruptly ends.
He turns to the south and sees what appears to be an entrance to a larger chamber.


As Ēlin draws near the entrance torchlight dances across a small collection of neatly arranged vials upon the floor, a reddish liquid can be seen inside ‘!‘.

Potions, for the having.




Iron Dungeoneer: Ēlin : 1_The Burial Mound


An episodic adventure using ‘Iron Dungeoneer!’ rules.



By mid morning the next day Ēlin had removed enough rock and soil from the mound and reached the top of the tomb.
He smashed upon the exposed slab for hours with stones until it finally gave way, a jagged hole into blackness just large enough to squeeze through.

He sparked his only torch to life and gave it to the black.
It fell briefly then abruptly stopped.
A short drop, eight feet…maybe ten.

The youth did not hesitate and wormed himself into the hole, feet first working himself down until he hung on the edge.
As soon as his full weight was supported by his fingers he smoothly released and followed the torch to its resting place below.
He struck the ground with a little impact, absorbed the shock and rolled off to his side.
Detritus from the mound showered down around him.



Now self entombed, Ēlin recovers the torch from the floor reveling his confined surroundings.


Moving to the north west along an angular hall he sees fast, erratic movement, a Fruit Bat ‘b, the common pest had noticed him before he noticed it. He steps forward to dispatch it.


Ēlin slashes at the blur with his dagger hitting it, the bat flits to the north west in retreat. A short chase and another hit from his blade and the first encounter is over. The rookie is unscathed.


Ēlin moves west following the hall then squeezes between a gap in the walls and spots a discarded torch’~ on the cobbled floor. A much needed piece of equipment.


As he secures the torch, a stretch of corridor is illuminated to the west. In the gloom Ēlin eyes an odd grey patch on the ground ,.
The corridor appears to open to a larger room but for now he decides to investigate his immediate area and moves off southeasterly.


 As he completes the circuit and the interior of the mound revealed, Ēlin concentrates his attention on the two doors along the inner walls.
Would the tyrant be interred within.


He moves to the south door, it opens readily to a small empty room.
Tucked in a small alcove he notices a vial, liquid can be seen through the dusty glass.
He enters the and approaches the alcove, lifts the vial and swirls it around. It appears ordinary to his eyes. He removes the tight stopper and wafts it beneath his nose.
Oil ‘!…common lamp oil.
A useful item but certainly not entombed wealth.


As he places the oil inside his ruck he notices on the north wall, close to the ground a slightly larger block of stone with an outline of what appears to be a concealed entry.
Passage to the next chamber.


Pushing upon the low stone block it begrudgingly slides, then tumbles to the floor of the northern chamber.
He thrusts the torch through the entrance and peers into the room.
Only stale air and dust thank him for the effort in this long empty room.


He wriggles through and briefly collects himself. This was no tomb. He exits agitated, moving impatiently to the door in the outer hall and swings it wide…


More dust, a false room empty.


He returns to the hall and stares into the gloom wondering.
Were the old tales wrong about the burial mound, it did not feel like a tomb, where was the body?
Perhaps the old fiend arose and simply walked away down the hallway the red headed bastard now stared down.
Was this a way into Angband as the stories claimed or was that false as well.
Perhaps.

Certainly though the impatient Ēlin had spent enough time pondering such things.
He moved forward into the hall to investigate the strange grey shape ‘,‘ on the ground.


Angband greedily swallowed him whole.




Iron Dungeoneer: Ēlin_Introduction


 An episodic adventure using ‘Iron Dungeoneer!’ rules.



Ēlin



The brash and overbold youth Ēlin sat atop the rocky mound, a shock of red hair stuck to his still perspiring brow.
He had made the mound in good time, the sun was just now midway in the sky.

The mound, sparsely covered in patchy tufts of stiff brown grasses wind blown up the mountain side from unknown plains, squat upon a level ledge of slope.
It looked like a hairy, broken fist, a lumpy collection of granite stones that formed grotesque knuckles and clenched, meaty digits.

Stories of the mound arose generations ago and were passed down the line, ghost stories and folklore of the superstitious.
Ēlin had heard them all.  
It was said that the mound was the resting place of a wicked pagan tyrant, a cruel man of dark, aberrant powers.
Ultimately he met his fate at the hands of the people he terrorized, murdered as he slept.
He was sepulchered close to the Iron Prison by his faithful cadre within a rough hune tomb upon the mountain.
Some time after the townspeople of Ēlin’s home returned to the tomb and hastily covered it in stone and boulders in fear that he may again rise to avenge himself upon them.
It was whispered that through his tomb ingress to the ancient stronghold Angband could be had and that the old tyrant still stalked the deep dungeon.

The old tales swam through Ēlin’s head as he dug and removed stones from the mound.

He was, possessed.

He would, find a way into this pagan tomb.

He continued to excavate.




Knock, knock…


1979…

Playing at the World: Gary Gygax on “Tomorrow” with Tom Snyder


Gygax: [00:03:13]
OK, now, let’s – I’ll pick it up as if you were actually in a dungeon, and I’ll relay to you, because I have to be your eyes and ears and everything, and you’re going to tell me what kind of information you need. So we’ll assume that you are in a four-way passageway underground and you can choose any direction you want to go. Ten foot wide stone corridors deep beneath the earth. Now, you have a choice of any of the four directions, you tell me where you go to.

Snyder: [00:03:38]
OK, let’s go to the left.

Gygax: [00:03:39]
OK, you go to the left and we’ll say you were going north, so you’re going to head off to the west.

Snyder: [00:03:43]
OK.

Gygax: [00:03:44]
OK, you go west and I tell you how many feet, you’ve gone a hundred feet west – and suddenly there’s a huge bronze door before you, with a big doorknocker on it, a big ring that obviously opens the door and serves as a knocker also. Do you want to turn around and go back the other way? Open the door? Knock first? What would you like to do?

Snyder: [00:04:04]
I think I’ll knock first.

Gygax: [00:04:05]
OK. Now, without having all of this written down, of course, there could be, the – perhaps the knocker will trigger a stone block that drops on your head.



This morning in Angband…


Dain the Ranger finds himself at a 4-way intersection on lvl 6.


He moves west down the corridor.


He is confronted by a large sturdy door.


He opens it.


Classic!





N00b


It’s been a few months since I last played Angband, 9 to be exact, so today I rolled up a new Ranger and went back into the dungeon.
A bit rusty with the controls after being away for awhile so I took it slow.

I don’t know, there’s something very exciting about starting a new character.

I don’t know, there’s something very exciting about starting a new character.
Cautiously entering the beginning levels taking your time with your actions, it’s a delicate time in the development of your character, your own education in the game and learning the class you’ve selected.
Slowly building up your inventory with low end drops and random items left on the dungeon floor, possibly from previous adventurers or maybe something else…my mind wanders.

Torchlight dimly illuminating your path forward, rounding a corner and…@!



Fuck you Farmer Maggot’s Dog!


Fifty Feet of Rope

An old sci-fi bookseller once asked me this question.

“What is the golden age of Science Fiction”?

I was tempted to answer with a close approximation of a date I thought was the golden age but I couldn’t get it out in time and my pause nudged the bookseller to reveal the truth.
My answer, or any would have been incorrect anyway.

The seller slyly stated “The Golden Age of sci-fi is”.

Pausing briefly.

“12 years old”.

Of course it is…of course it is.

The answer/punchline speaks of an age, any age really, where one’s imagination burns brightly at the input of new electric ideas, of forbidden knowledge attained and of fantastical images over saturated with color blazoned upon wrappers of pulps, books and magazines.
Something that once seen cannot be unseen, something that resonates so deeply in a person that it forever changes them, binding them tightly within its grasp creating a gleeful sojourner along a zealot’s path.

An overly romantic take on the answer?
Maybe.

The question can be applied to a great many things.
‘What is the golden age of ‘fill in the blank’?

The answer is still the same, it’s not a date.


I belong to a certain alphabetic generation and because of that I was fortunate enough to have played my 3 favorite games; Dungeons & Dragons, Magic: The Gathering and World of Warcraft during what I believe were truly their chronological golden ages…though that’s probably an arguable point.

But whether I was 12 or 26 or 39 it mattered not, each affected me profoundly.
Each I played for a period of time and each I eventually stopped playing…for various reasons.
But, I never truly gave up on them and deep down I knew that I was simply taking a break rather than quitting.

Magic: The Gathering arrived in my world after a long hiatus from playing D&D.
To this day I cannot remember how or where I found it, it may have found me, but in late 1994 I was opening packs of Revised and Fallen Empires knowing full well I was addicted. 

Ultimately Magic got 10 years of my attention but by 2004 I was no longer enjoying it. Competitive play, which I willingly went into, had sucked all the fun out of the game and more matches of rage and anger took the place of casual joyful play.
After several months of soul searching I sold my collection and promised myself not to return until I had forgotten how to play and/or became excited about the game again, like I was in 1994.

And that, was that.


July 2021

I wasn’t looking for it but once again Magic found me when I stumbled upon an article about the newest Magic set: Adventures in the Forgotten Realms (AFR) a Dungeons & Dragons themed expansion.
And just like that, Magic was back in my life.

The old obsessions returned immediately as I read the article, wanting to collect the entire set.
Just AFR, nothing else, just this one set…and any other subsequent D&D related expansions.

Things had changed since I last opened a pack and looking through the card list I needed to wrap my head around alternative art cards, full art, extended art, showcase and commander cards, which had a foil version and which did not, dungeon cards, art cards and…what the fring was a collector pack?

Mostly though I wanted to play, did it really have a D&D feel?

So I set off on my quest to discover the answers to my questions and now feel ready to offer up my modest insights and opinions about the cards and observations on play with a little hindsight and perspective from a 17 year break from the game.

And though this will not be timely subject matter as AFR was released 5 months ago, a veritable eternity, I feel a deeper dive is in order to explore the set, the game and myself I suppose as I return to a once loved then reviled game in my life.
 
This will take some time to work through.

For the time being, I will simply start with this post.



Now, what’s next?