Saturday, May 20, 2017

DCN: Dungeon Crawl Narrative - D001-1-3f

Start Here
--

The corridor is narrow. Across from you on the opposite wall is another archway, and seems to open into a larger room beyond it. To your left, the corridor continues on for a little ways, but before you can round the corner to check, a small goblin flies at you from the north.

Wearing bracers willingly - OR - Tried removing bracers - OR - Left bracers behind - OR - Did not discover bracers

DCN: Dungeon Crawl Narrative - D001-Z-1

Start Here
--

That's it. You've reached the end of your journey. For better or worse, you died within the dungeon.

Did darkness or greed consume you? Did you kill or mortally wound your friends? Did you strive for righteousness and do right by your fellow man? Did you do you best and merely fail on a moment of bad luck?

Please let me know in the comments, how far you got, what route and decisions you made, if you wish you had been allowed to make different ones, and what you thought of the crawl.

All input is greatly appreciated, and will be used to improve this and future DCNs.

Thank you for your participation.

Saturday, May 13, 2017

DCN: Dungeon Crawl Narrative - D0001-1-C

Start Here
--

Beyond the dragon, you can see an open archway in the southwest corner of the room. Though the dragon appears to slumber, engaging with it is the last thing you want, as it could easily bring the ceiling down on you both. In fact, it's some small wonder how the dragon came to be in this room, given how small all the passageways have been and how large it is. Even its back, which swells as the dragon draws breath, falls short of brushing the ceiling by mere feet.

Sneak around the dragon - OR -Approach the dragon - OR - Try to find the door you came from

DCN: Dungeon Crawl Narrative - D0001-1-7b

Start Here
--

When you pick up the leather shoe-shaped doorknob, a hole at the south end of the hall lights up. It pulls you to it, snaps inside the hole, which cuts off the piercing light, but the section of wall swings open on hidden hinges.

The room beyond it is well-lit, and yu can see a dragon crouching in the middle of it. The dragon is the same color as the hound in the foyer, though its scales gleam in the torchlight as though they were very recently polished.

Though you may try to retreat back into the hallway, the curse upon the doorknob compels you forward, only releasing once the door and ground shut behind you, once again seamlessly blending into the walls around it.

Continue

DCN: Dungeon Crawl Narrative - D001-1-7a

Start Here
--

Tossing the boxes leads you to discover a stash of door handles that glow with a haunting light. One is glass, one is ivory, several appear to be the skulls of different animals, but if you dig to the very bottom, you'll find one that looks like a dirty leather shoe.

Pick up the shoe - OR - Pick another - OR - Go back

Friday, May 12, 2017

DCN: Dungeon Crawl Narrative - D001-1-7

Start Here
--

Shelves line the walls in this hallway, which appears to be a dead end.

Look around - OR - Go back

DCN: Dungeon Crawl Narrative - D001-1-3e

Start Here
--

The moment you try to take them off, they tighten of their own accord around your forearms and all the benefits you just found yourself enjoying reverse--everything your wear and carrying burdens you all the more, like gravity has increased by ten percent, and your eyesight and hearing are handicapped below your ability before you put in the cursed gear.

Continue

DCN: Dungeon Crawl Narrative - D001-1-3d

Start Here
--

If you put them on, they seem to fill your body with light. Your baggage and armor weigh less, you can see slightly better in darkness, and you can hear distant and subtle sounds better.

Continue to the corridor - OR - Take off the bracers

DCN: Dungeon Crawl Narrative - D001-1-3c

Start Here
--

If you put the bracers in your bag, you'll find they grow heavier with every passing step, slowing and wearing you down. You endeavor to continue, but your torch will sputter out (if it hasn't already) before you can reach the open archway in the east wall, and you'll fall to your knees.

You know it's the bracers, and a curse set upon them, but you're too consumed with greed to set them aside.

This will be your final resting place.

DCN: Dungeon Crawl Narrative - D001-1-3b

Start Here
--

If you take the time to polish them, you forget about everything else until they gleam-- and then your torch sputters out. You'll sit in the deepening darkness, believing you can still see them, admiring the shine.

Put them on - OR - Put them in your bag

DCN: Dungeon Crawl Narrative - D001-1-3a

Start Here
--

Most of the room is barren of anything useful or profitable, until you check the sack.

When you examine the lone fallen sack, you find a pair of bracers which glint dimly in the torchlight. They feel heavy in your hands, and your can feel the edges of jewels hidden under the grime.

Polish the bracers - OR - Put them in your bag - OR - Put them on - OR - Set them aside and continue on

DCN: Dungeon Crawl Narrative - D001-1-3

Start Here
--

The east archway opens into another storeroom, slightly narrower and shallower than the last. More boxes and barrels, and one lone sack which lays fallen on the floor. There's one exit, an open archway at the end opposite from your entrance, and it leads into a narrow corridor.

Search the room - OR - Approach the east doorway

DCN: Dungeon Crawl Narrative - D001-1-2b

Start Here
--

If you pull out your flint and generate a few sparks, you can see just well enough and just long enough that you discover the walls are lined intermittently with loaded and prepared torch brackets, and one more spark lights the nearest torch. You take it out of the bracket, grab a spare unlit one, and look around you.

With the rediscovery of light, you find yourself in a storeroom, the center loaded with boxes, barrels and sacks. If you take the time and effort to go through them, you'll find foodstuffs long past rotted, gear long past rusted through and useless, coins too pitted out to tell their value, and water and wine spoiled and rank.

You can see a door in the middle of the south wall and an open archway in the east wall. Beyond that, this room holds no secrets, no threat, and no profit.

If you have an injured party member, this room makes an ideal place for them to rest and wait for you to find another way out. Though the room is barren of supplies, you can still use the sacks, boxes, and barrels to make them comfortable, and some defensive barriers just in case something or someone should come up on them while you're away.

South door - OR - East archway

DCN: Dungeon Crawl Narrative - D001-1-2a

Start Here
--

Pull out a spare torch and light it.

With the rediscovery of light, you find yourself in a storeroom, the center loaded with boxes, barrels and sacks. If you take the time and effort to go through them, you'll find foodstuffs long past rotted, gear long past rusted through and useless, coins too pitted out to tell their value, and water and wine spoiled and rank.

You can see a door in the middle of the south wall and an open archway in the east wall. Beyond that, this room holds no secrets, no threat, and no profit.

If you have an injured party member, this room makes an ideal place for them to rest and wait for you to find another way out. Though the room is barren of supplies, you can still use the sacks, boxes, and barrels to make them comfortable, and some defensive barriers just in case something or someone should come up on them while you're away.

South door - OR - East archway

DCN: Dungeon Crawl Narrative - D001-1-2

Start Here
--

The darkness is complete.

Has torches - OR - Has a flint - OR - Completely unprepared

DCN: Dungeon Crawl Narrative - D001-1-1g

Start Here
--

You bolt for the passageway, leaving your partner to fend for themselves. Unfortunately, not having your lack of clumsiness proves fatal, as they stumble on shifting debris, and land within the dark beast's reach. You turn back and hoist them to their feet, dragging them well out of the way before examine their injuries.

One of your partner's legs is badly mangled, and he can't walk on his own. You help him out of the room and lean him against the next wall, bandaging him up as best you can, ensuring that if nothing else, he won't bleed out.

Continue

DCN: Dungeon Crawl Narrative - D001-1-1f

Start Here
--

You bolt for the passageway, leaving your partner to fend for themselves. Unfortunately, not having your lack of clumsiness proves fatal, as they stumble on shifting debris, and are completely pinned before you can go back and get them.

If you were to try and save them, you too would be trapped in the crumbling room, and if you're lucky, be quickly crushed.

They recognize your torn decision, which could prove to be just as fatal, and they shout at you to save yourself. You dodge through the portal into the next room, refusing to let yourself look back.

You lose 1 party member.

Continue

DCN: Dungeon Crawl Narrative - D001-1-1e

Start Here
--

You grab the shoulder of your canine distraction before he trips amidst the rumbling and loses a limb or worse. Even before your eyes can adjust to the deepening darkness, you scramble into the next room.

Continue

DCN: Dungeon Crawl Narrative - D001-1-1d

Start Here
--

If you try for south first, a passage opens in the southeast corner of the room, but the effort of opening it shifts the scree at the entrance, collapsing it.

Run for the passageway - OR - Grab your distraction

DCN: Dungeon Crawl Narrative - D001-1-1c

Start Here
--

If you try for north first, the ground will begin to rumble and more than dust will fall freely from the ceiling; you'll only have a quick moment to decide to pull it the other way and hope to be rewarded by an opening secret door, before you flee the falling ceiling.

Indeed, a passageway opens in the southeast corner of the room, but the trap is already triggered and the room is collapsing.

Run for the passageway - OR - Grab your distraction

DCN: Dungeon Crawl Narrative - D001-1-1b

Start Here
--

You wrench at the lever, and find it can shift one of two ways, north or south.

Don't think too long, lest the dog realize you're a far easier target than your partner posing as bait.

North - OR - South

DCN: Dungeon Crawl Narrative - D001-1-1a

Start Here
--

If you opt to stay, you'll discover a dark dog the size of a bear in the center of the room. It's chained to a massive iron lever, partially buried by already fallen sediment, but you can't tell if it's the result of a partially engaged trap, mere time, or a combination of the two. The dog is too quick to engage closely, so if you're journeying alone, you're out of luck; but if you have a partner, you may be able to distract it. Choose your fastest party member to focus on the dog and least clumsy to go for the lever, or you both shall fall.

Journeying alone - OR - With a party

DCN: Dungeon Crawl Narrative - D001-1-1

Start Here
--

Your eyes adjust slowly to the gloom, while you choke on the falling silt-laden dust. An unwary step causes rumbling threaten above, the dark stone ceiling looking overburdened by the mountain above it. If you skirt around the edge of the room, you may be able to prevent finishing what weather and time could not.

Dark eyes pierce the darkness, watching you. You can imagine seeing hackles rise and teeth be bared, but only when you hold your breath and listen closely can you hear deep growling. The beast seems constrained to the center of the room, but that earns you no relief as you complete the circuit and find no passageway to the rooms beyond.

You could leave the way you came in and search for another access, or try to approach the center of the room and hope to expose a secret door. Surely, given the apparent state of this dungeon, you could find an exterior collapse that would lead invite you into deeper halls.

Stay and approach the center - OR - Look for another way in

DCN: Dungeon Crawl Narrative - D001-1-0

The entrance was over grown and crumbling. Only those that were looking for it or knew where to look would separate the rubble of fallen columns from regular scree, and draping from classic underbrush. Within the entryway, dust falls heavily with silt, the darkness hangs cloyingly close. If you listen closely, you can hear the subtle sounds of claws scrambling on stone as your shadows dances over the small pinholes in the fallen stone, letting light pierce into the foyer.

Enter the dungeon

Saturday, May 6, 2017

Untitled (6 May 2017)

I woke in darkness.

-

There's an etheral quality to knwoing you''re alone. Knowing that there's nobody watching, nobody listening, nobody just around the bend waiting to intrude on your insanity. I was completely alone.

Well, not quite.

I was indeed alone, but the world wasn't empty. No, the world slept, waiting for a day to awake from the violent technological apocalypse and dawn into a new age.

It was small handfuls at first: the risk takers who had nothing to lose with illegal and experimental technology, and then the ungodly rich who could invest in every safeguard known to man. And then the still awake got richer, the technology got safer and cheaper, and soon a quarter of the population was leapfrogging through time. They wanted to see the future.

It made the patenters rich, and their riches made them greedy. They bid it all on the day the masters awoke, threw every remaining dime into compounding interest accounts, and dove eagerly into their own stasis pods.

Several generations vanished in a single year.

But too many people went under. The economy collapsed. Food cost more than a one way ticket to tomorrow, and the poor crammed themselves into every last pod, disregarding all those extensive safety measures just for a chance to live into the new dawn of civilization.

Most of them won't make it. They knew it. I knew it. But hope can be a terrible thing.

-

I want to say stasis failure is an uncommon thing, but it's not. I want to say I don't feel the loneliness, but I do. I want to say I'm grateful I woke, rather than just rotting, but as time passes...