Friday, August 22, 2008

How to Host a Dungeon

It's a Friday night and what am I doing? Sitting at a crappy card-table playing How to Host a Dungeon, the solo game of dungeon creation. Damn you Tony for making such a cool and addicting game! *shakes fist*

This is what I have so far:

A cluster of natural caves, some filled with horrific primordial beasts and others with a vile plague, lie waiting to be discovered...

A clan of dwarves, the Stonesplitters, began mining the rich vein of gold hideen deep beneath the earth, and for several years, their civilization thrived. They even built a great hall for their king, Naraz. But from the bowels of the earth, magma erupted forth, forcing the dwarves to abandon their mines and homes, and in their haste, leaving behind their greatest treasure, the Crown of Naraz...

A group of monsters moved in: antlings, goblins and a rakshasa. The antlings discovered the Crown and added it to their treasure, but an exploratory group from the Castle Halwn encountered them, and both groups were slain. The goblin clan grew for a while until a group of earth devils moved into the neighborhood and squashed them like gnats. The rakshasa spent most of the time going around eating everything she could find: an ooze, an ettin, adventurers, a giant slug. Then she hit a part of heroes that were too much for her. Granted, she took them down too, but her reign of dungeon snacking came to an end. An owlbear moved in, promising more monster on monster smackdown, but just at that time the earth devils accrued enough treasure to trigger the end of the Age of Monsters... and I had to stop playing.

Oh, I wanted to keep going into the Age of Villainy, but no... must escape the lure of the dungeon...

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