Well, that’s done. There are still bits and pieces to go over, and some more things to add here and there, but I’ve finished moving over the lion’s share of Elric’s play-by-post history. After the characters had a fight with a “gray render zombie,” they fell through the floor into a cavern where they took refuge from a zombie horde.

I’m thinking it would be fun to include the bits where I was the game master. While I continued to run Elric in the background, I tried to keep the focus on the other player characters (for what I hope is an obvious reason). For that reason, I think I’ll put it under a different header, like “dungeons” or something like that.

Come to think of it, the dungeons I’ve run have always been significant in some way, even if they were integrated into an urban or wilderness adventure. I tend to view them as a sort of alien environment where strange things happen, and where I can, I focus on traps, puzzles, and “the mystery of the dungeon” instead of monsters.

In the wiki summary the players and game master compiled for the campaign, they referred to the dungeon as “The Twisted Runes,” or something like that, which is kind of too bad because the runes they’re referring to had little bearing on the adventure itself, being more about the excuse I gave for taking Elric out of the group.

Though I didn’t give the dungeon a formal name, in my notes I called it the “Flesh Dungeon,” because of the particular theme I was going for – there were a number of people from neighboring villages who had fled into some underground ruins to escape the same undead horde the players encountered, some months before to the party.

Trapped underground by a collapsed tunnel, and with no means of acquiring food or freeing themselves, the starving villagers turned to cannibalism. They then separated into essentially two groups – those who ate the dead, and those who ate the living.

Deeper within the ruined tunnels, there were things left alive, including the original prisoner whom the dungeon was meant to contain. Sadly, the players grew tired and/or bored of the dungeon, and I had to cut substantial portions in order to speed them to the exit. This is sort of a recurring theme with dungeons I build. *sigh*