How It All Started by Kevin Treadway




It all started with a goblin and a room. In a way, it always starts with a goblin in a room; metaphorically, I mean.
See, there was this stick and -- hm. I don't think this is sounding the way I intended. It's not coming out right. Look...just try and visualize this, okay? Try to see it in your head. It all started with a goblin and a room. Oh yeah, and a stick...
You find youself in a cold cell. A small lamp casts a grid of thick flickering shadows all around you. This is a stone cell made of tightly fitted flagstones (something about it makes you think it's deep underground). The room is divided into two halves seperated by a thick iron grate. The only furnishing on your side seems to be a handful of musty straw. The other half didn't fare much better, getting only a crude table, chair, and the lamp -- but it does have a door, which is more than you can say for the northern part of the room. The only obvious exit here is a narrow hole in the ceiling. A thin stick leans against one wall.
A small, impish goblin sits sprawled in the chair, snoring loud enough to make normal conversation impossible. He's wearing only rags -- but they go well with his green, flaky flesh. A small brass nametag pinned to the rags reads "Nurgle."

> get stick
You take the thin stick.

> prod nurgle with stick
Stretching through the bars...you can just manage to poke the tiny goblin right...between...the eyes...!
**PROD**
Nurgle's eyes snap open and he suddenly flails about swatting at the stick. In the process he falls to the floor with a satisfying thud.
You have gained a point.
Getting quickly to his feet, the small creature quickly moves out of reach and glares at you in some surprise. "What's this?!" he sqeaks annoyingly, "A new prisoner?!" He leans in (but not far enough) to get a good look at you. "We 'aven't 'ad a new prisoner in..." He looks upward as if trying to spot his brain "...well, years anyway."
Nurgle quickly moves to the door, jumps a few times to catch the heavy pull ring, and swings it open. He pauses and glares at you with a nasty expression. "Thanks fer wakin' me up. Now I get to do my job. 'Ave a nice trip!" With that he moves through the door. Several seconds pass.
**Ka-THUNK**
A strong vibration passes through the floor. This probably isn't a positive sign. A few more seconds pass.
With a much more pronounced rumble, the floor on this side of the room begins to slide back into the wall! Yawning blackness lies beneath you!

> z
Time passes…
Half the floor is gone now! Maintaining your balance with the shaking is becoming more and more difficult!

> z
Time passes…

> z
Time passes…
You're now reduced to perching on a small ledge above a seemingly bottomless pit. There's no doubt that this truly sucks.
With a final scrape there's no floor in this half of the room. An instant later there's no you in the room either. You find yourself tumbling into darkness! Disoriented and spinning, you can probably expect to meet very shortly with a hard and cold surface...
Well you don't, so don't give me that look.
I was right about the cold part, though. Your breath is sucked from your body by an intensely cold plunge into water! Instinctively struggling with limbs numbed by the temperature and the shock of the fall, you swim towards what you hope is the surface... Agonizing seconds later, you break through, gasping and spluttering! With more luck than anything else, you eventually manage to flounder onto dry ground. There you rest for several minutes, slowly regaining your strength.
All right, that's enough! Come on, get up! Your body temperature isn't getting any higher! Let's go!
Damp Cavern
The sound of dripping water forms a constant backdrop to this massive chamber. The light here is feeble, emanating from several phospherant mushrooms growing from the walls, but you're still able to discern a murky pool of water and the thin stone "shore" that you're on now. Oh, and the bones. Lots and lots of bones. A twisty passage leads off to the south.

> get mushroom
You take the glowing mushroom.

> s
Using the fungus as a light, you cautiously head into the small tunnel.
Twisty Passage
This is a claustrophobic passage that bores deep into the earth. Water glistens on every surface and the footing is trecherous at best. The tunnel heads steadily downward to the south.

> s
You move south.
Grotto (Northern Half)
The sound of running water echoes throughout this expansive cave. Its source is a turbulent brook that runs from west to east through the middle of the cavern. Its power has been harnessed for an unknown purpose by a large waterwheel connected to a shack. This man-made (or possibly goblin-made) structure dominates the center of the grotto, but a few other objects catch your eye as well: the massive gate hanging above the stream on the west wall, the crude bridge that spans the stream to the south, and the heavy iron lantern hanging from a nearby pole. A tunnel to the north snakes upward.

> s
You move south.
Grotto (Southern Half)
This side of the grotto is nearly as big as the northern side. A bridge leads over the brook to the north while a simple door marks the entrance to the shack. The southern wall presents a markedly different contrast from the other walls here. At some point it consisted of a barrier of thick granite slabs, but now it's tumbled about like a giant's toy blocks, revealing a carved passage south. Perhaps it was caused by a recent earthquake?

> s
You move south.
Carved Passage
There's a sense of time having stopped here; a certain hush in the air. This expansive, ten foot high, ten foot wide corridor travels perfectly straight from north to south. Dust lies thick on the ground here and the air is quite musty.

> s
You move south.
Ancient Edifice
The passage from the south widens into a large room of dizzying height. The staleness of the air attests to how long this area has been sealed. A shame too, as an amazing wonder from ancient times fills this space. The ornate exterior of a temple rises before you. Replete with columns, false windows, and intricate etchings, the entire facade was carved directly from the rock of the southern wall. It almost seems to move in the shimmering orange light that emanates from two globes set on marble columns. The columns themselves flank the temple's entrance. Why is it that so many great leaders seal the most beautiful creations away with them when they go? Seems awful selfish.

> x globes
The strange globes give off an obviously mystical light; best leave them alone. The columns they rest on are crafted of veined red marble.

> x columns
The strange globes give off an obviously mystical light; best leave them alone. The columns they rest on are crafted of veined red marble.

> s
You move south.
Tomb of the Elder King
Considering the grandure of the exterior, the interior of the temple is rather understated. From the orange glow outside, you can make out a simple rectangular room made of mostly unadorned stone (the only decoration is a few phrases of ancient writing on the southern wall). The sarcophagus is likewise minimalist: a plain rectangular block fitted with a simple cover. This style seems familiar. The false modesty on the inside combined with the impressive arrogance on the outside has all the hallmarks of the Kings of Giir. If this really is one of the legendary tombs of a Girran King...well, you better not touch his stuff. You dwell briefly on all the hallmarks of the Kings of Giir: false modesty on the inside, impressive arrogance on the outside -- and enough death-traps to kill all tomb-robbers and their descendents. An ancient Girran blade rests on top of the sarcophagus. Unlike everything else here, there's not a speck of dust on it.

> get blade
With a trembling hand, you carefully reach out...and grip the blade. The handle feels warm to the touch. Pause. Deep breath. Slowly...you lift the blade off of the tomb, and...!
...
Well.
So much for the dire warning.
You have gained a point.

> n
You move north.
Ancient Edifice
The passage from the south widens into a large room of dizzying height. The staleness of the air attests to how long this area has been sealed. A shame too, as an amazing wonder from ancient times fills this space. The ornate exterior of a temple rises before you. Replete with columns, false windows, and intricate etchings, the entire facade was carved directly from the rock of the southern wall. It almost seems to move in the shimmering orange light that emanates from two globes set on marble columns. The columns themselves flank the temple's entrance. Why is it that so many great leaders seal the most beautiful creations away with them when they go? Seems awful selfish.

> n
You move north.
Carved Passage
There's a sense of time having stopped here; a certain hush in the air. This expansive, ten foot high, ten foot wide corridor travels perfectly straight from north to south. Dust lies thick on the ground here and the air is quite musty.

> n
You move north.
Grotto (Southern Half)
This side of the grotto is nearly as big as the northern side. A bridge leads over the brook to the north while a simple door marks the entrance to the shack. The southern wall presents a markedly different contrast from the other walls here. At some point it consisted of a barrier of thick granite slabs, but now it's tumbled about like a giant's toy blocks, revealing a carved passage south. Perhaps it was caused by a recent earthquake?

> n
You move north.
Grotto (Northern Half)
The sound of running water echoes throughout this expansive cave. Its source is a turbulent brook that runs from west to east through the middle of the cavern. Its power has been harnessed for an unknown purpose by a large waterwheel connected to a shack. This man-made (or possibly goblin-made) structure dominates the center of the grotto, but a few other objects catch your eye as well: the massive gate hanging above the stream on the west wall, the crude bridge that spans the stream to the south, and the heavy iron lantern hanging from a nearby pole. A tunnel to the north snakes upward.

> x gate
It's a huge, crudely constructed gate suspended in tracks above the mouth of the stream. The heavy chain that holds it disappears up into the gloom. You also notice something you missed before: a strange metal panel is fastened nearby, set firmly into the stone wall.

> x panel
It's one of the few items you've seen down here that shows actual craftsmanship -- though the design is still very utilitarian. The steel panel measures approximately three hands high by two wide. Its surface is bare save for a narrow vertical slot in the center.

> x slot
It's one of the few items you've seen down here that shows actual craftsmanship -- though the design is still very utilitarian. The steel panel measures approximately three hands high by two wide. Its surface is bare save for a narrow vertical slot in the center.

> put stick in slot
You carefully push the stick into the slot. After moving it around for a few moments, you feel it slide into a hole deeper within the slot! You now have an improvised lever. It seems to be in the "up" position.
You have gained a point.

> pull lever
Gripping the stick, you gently pull downward. Nothing. Exerting more pressure, you pull harder. The stick begins to bend and creak...
*CHUNG*
Then the improvised lever suddenly switches over! Almost immeadiatly, the large water gate lowers with a loud clanking sound. You're splattered with droplets of icy water as the raging brook is squeezed...and at last choked off completey. The everpresent sound of rushing water has now been reduced to a whisper-quiet trickle.

> e
You carefully lower yourself onto the slippery floor of the trench. Moving cautiously, you duck under the rock overhang and head east into the low tunnel beyond.
River Tunnel
The air seems cloying and hard to breath. You have to stoop just to be here and the sense of thousands of tons of rock pressing down on you doesn't inspire a calm state of mind. Then there's that water gate. It'll probably hold. I mean, it probably won't just suddenly snap and send the entire stream rushing through this space and washing you deep into the bowels of the earth and -- you know what, let's just not think about it. After moving twenty feet into the east tunnel, the floor suddenly tilts downward sharply. You keep your distance, as this slippery floor would undoubtably send you tumbling to a painful death. Even though you can't explore further, at least you have some company here: a tangled human skeleton lies snagged on a sharp outcropping of rock. A crumbling wooden shield is attached to the skeleton's arm.

> get shield
You take the rotting shield.

> x shield
It was once a finely-made circular shield. After being immersed for too long, however, the wood it's made of seems to be on the verge of disintegrating. A tattered leather strap still enables it to be worn.

> wear shield
You put on the rotting shield.

> w
You're only too happy to leave this claustrophobic space behind!
Grotto (Northern Half)
The sound of trickling water echoes throughout this expansive cave. It's source is a five-foot deep trench that runs from west to east through the middle of the cavern. A large waterwheel connected to a shack is hanging in air over the depression. This man-made (or possibly goblin-made) structure dominates the center of the grotto, but a few other objects catch your eye as well: the massive gate on the west wall resting on the bottom of the trench, the crude bridge that spans it to the south, and the heavy iron lantern hanging from a nearby pole. A tunnel to the north snakes upward while a low passage is visible to the east where the trench continues past the wall.

> s
You move south.
Grotto (Southern Half)
This side of the grotto is nearly as big as the northern side. A bridge leads over the brook to the north while a simple door marks the entrance to the shack. The southern wall presents a markedly different contrast from the other walls here. At some point it consisted of a barrier of thick granite slabs, but now it's tumbled about like a giant's toy blocks, revealing a carved passage south. Perhaps it was caused by a recent earthquake?

> enter shack
You move to enter the shack...
Just as you start to push at the door, the hinges give off a sharp squeak and from inside you suddenly hear a frightened gasp! It sounds vaguely familiar... The next sound you hear also sounds familiar: the *CLICK* of a crossbow being cocked. This could be an awkward situation in the making.

> enter shack
Preparing yourself for what lays beyond, you enter the shack...
Like the outside, the interior of this building is poorly constructed, drafty and slipshod, but at long last, you've found a place that actually feels dry. Light is coming from a small lantern hanging from the ceiling. It illuminates a simple wooden table and (overturned) chair, but another item of interest instantly draws your gaze: a sturdy basket framework with a rope attached. The line disappears through a gap in the roof.
Of course, all this is secondary to the nasty little goblin wielding a nasty little crossbow. He's dressed in rags. He's wearing a nametag. He's pointing the weapon at your face. Great. Why can't you seem to escape this little twerp?! You have only a second to act before Nurgle fires. Your next action will decide whether you live or die.

> kill nurgle with blade
You raise the sword and move forward to attack!
*THUNK*
The crossbow bolt embeds itself into your shield, which promptly crumbles to dust! You throw the remnants away and glare at your diminutive foe. He looks dismayed. You swing the sword in an overhead arc...!
Nurgle brings up the crossbow to block -- and only succeeds in getting it smashed. To spare you the gory details, let's just say: "you cleave your foe in twain." Yeah. You really twained him. Nice follow through!
You have gained a point.

> x basket
It's a crude wooden assemblage that's designed to contain a single person. Though it's sized for a goblin, you think you could squeeze in. A small lever is attached to the side of it.

> enter basket
With some difficulty, you manage to wedge yourself into the basket.

Reaching through a gap in the basket, you just manage to flip the small lever on the outside. There's a distinct click, and then the basket begins to jerk upward! You head through the roof in the shack, and out of these damp and forgotten caverns!

to hear about the dread Dragon. Or the enormous bat with the lute. Or Nurgle's twin brother Flurf. Not even how that sword you took was cursed after all. Maybe some other time?