a dungeon crawler prototype, in the old style
Ten floors, a locked door, and a warden at the bottom of each.
Four unlikely companions descend into a forgotten cellar, chasing a rumor of old gold. The way down forks and doubles back, ten floors deep, and something down there is still awake.
A previous descent was left unfinished.
Easy and Normal: losing to a floor's warden sends you back to town, a little poorer. Hard: any defeat ends the run.
Pick four. 0 / 4 chosen.
No one in the front row — your back line will take every hit.
A cramped shop at the top of the cellar stairs. However deep you've gone, the same stairs always lead back here.
Banded in iron, the lid won't budge without persuasion.
—
A hooded trader, far from anywhere sensible, unrolls a small mat of goods.
—
The stair drops further down. There's no way back up once you go.
This floor's layout, and anything you haven't picked up on it, will be lost — you'll face a freshly-laid floor 1 next time. Gold, XP, and loot you already have are safe.
Ten floors down, past rat and rust and every warden Ironlock ever raised in its own defense, the First Lock itself finally gives way — the thing every ward in this place was built to keep sealed. The last stair opens into true dark, untouched, unmapped, unclaimed. For now, the descent ends here.
End of the main descent — thank you for playtesting Ironlock.
The dark is patient. It will still be here when the next fools arrive.
Creatures encountered so far in the cellar below.