We’ve updated our Terms of Use to reflect our new entity name and address. You can review the changes here.
We’ve updated our Terms of Use. You can review the changes here.

HDK 29 † Dunjon Majik

by DUNJON MAGIK

supported by
Frasil BM
Frasil BM thumbnail
Frasil BM There wasn’t any dungeon that could be perceived as the 36th-level magick forces bent the fabric of space & time. No; this dungeon is essentially an illusion for he who enters it. A freakish reality for those who experience it and pure dementia for those who think they made it and came out sane & same. The dungeon doesn’t exist in this reality, nor does it in any other, except its own. It exists within and by itself - Welcome to the Dunjon Majik. Favorite track: Welcome to the Dunjon Magik.
gennaro
gennaro thumbnail
gennaro A delve into a unique an mysterious dungeon. Brace yourself for the power of the 36th level wizard, for it is not often one sees magic so grand.
lyra
lyra  thumbnail
lyra A great blend of dungeon tones and Berlin school style synths. Memorable melodies too!
more...
/
1.
Near a lost village with a not-so-important name, there is the entrance to a dungeon, sadly known among the inhabitants of that area. The legend tells that nobody has ever come out alive from there. This is the only truth, all the rumors about what you will face inside are the most disparate and contradictory. This peculiar dungeon is actually a magic dungeon, the fool (or funny?) experiment of a diabolical 36th-level wizard: the dungeon always changes, or maybe it does not even exist. But you do not know this and, with regard to what is told to you at the Inn of the Three Happy & Claudicant Kobolds, you may think: "well, this is only a stupid tale of the people from the village!". In every dungeon there are immeasurable treasures, and these treasures - as always - will flow in your large pockets! Ah, ah, ah! You wake up early in the morning in good shape and you walk towards the point where the access to this mysterious underground place should be. The sun is high in the sky and the birds are singing happily. What a wonderful day! Ok, but now roll the dice and find out what the Dunjon Magik has in stock for you ...
2.
You are in an intricate dungeon, an underground labyrinth lit by an unknown-origin dim light. You realize with amazement that the walls of the corridors seem ... breathe! You are terrified when you notice big eyes opening up between the cracks in the stone blocks, eyes that are staring at you in an inquisitorial way. You start running, but these eyes do not leave you, they follow you every step you do. You know, you've never had too strong nerves... Moved by terror, you pierce one of these big eyes with the sword. A large wound opens on the surface of the wall and a spurt of dark red blood starts to flow from it. Many more open eyes on the walls, more and more distressing and inquisitors. You want to escape from the dungeon, but wherever you thought the exit may be, there is nothing. The blood level continues rising and fills the whole dungeon. While hundreds of eyes look at you from the walls and the blood reaches your belt, you understand that you are doomed...
3.
You are in an intricate dungeon, an underground labyrinth lit by an unknown-origin dim light. You go down a flight of stairs and arrive to a long blind corridor. You have to go back, but where there was the staircase going up, now it goes down. How is it possible? You go up the stairs and you seem to find yourself at the starting point, although now the corridor is steeply upward. You face the climb with determination, but you understand that it is not a climb, but a descent. You feel that you are losing your mind. You go forward and you tumble into a concave room: it looks like the bottom of a huge spring. You decide to climb its walls with the grappling hook of your rope. Looking down, the room looks convex and not concave. Halfway through, you realize that the rope is not as taut as it should. In fact, you understand that you can go on without it because you are on a flat level. As you reflect on this, you almost fall into a big perfectly square hole that occupies the entire width of the corridor. You decide to skip it by taking a run to proceed along the corridor. While you are jumping, you realize however that that hole was the continuation of the corridor. What seemed to be the continuation of the corridor is actually one endless chasm ...
4.
You are in an intricate dungeon, an underground labyrinth lit by an unknown-origin dim light. A long corridor with smooth walls, perfectly honed, gets lost in the darkness. You continue for many minutes but nothing changes: the corridor goes ahead without surprises. After hours of walking, you arrive nowhere: there is only this endless corridor with smooth walls. You do not want to give up and resume the journey. You are exhausted and feverish for the long exposure to the heat of the torch when you decide to stop, rest a bit and then resume the journey. You wake up suddenly. How much did you sleep? Where are you? Ah, yes, you are in the corridor. You decide to quickly resume your journey, but ... in which direction of the corridor were you going? You decide to go right. "Maybe I've already walked this way" you think. Then you go to the opposite direction, but the feeling is the same. If you make a mistake, you risk to increase your distance from the exit of this cursed corridor. Obviously the direction you are taking is always the wrong one and for many nights and many days your walking leads you to nowhere. There's only this damn corridor that seems endless ...
5.
You are in an intricate dungeon, an underground labyrinth lit by an unknown-origin dim light. The walls are finely carved with symbols of dark meaning. Undead moths are flying about in the corridor. You shudder for this macabre-sight but you go ahead and reach a round room. In the center of the room there is a brazier where yellow dense flames are burning. You realize that it is not warm but it gives off an icy wind. Touching the walls you discover a secret niche containing a parchment and a curved dagger. The parchment is in common language and says that that brazier has a terrible, evil and immeasurable power: it can transform the dead into alive. The mysterious author of that writing ends with: "Those who read these lines have only a single possibility: piercing their heart with the sacrificial dagger and burying the secret of this horrible discovery with their death". You decide to throw a body of a dead rat into the brazier. You take it from the ground and throw it into the flames. A blinding light prevents you from looking. When, after a while, you open your eyes, you notice a live rat in front of you. But it is really revolting, half eaten and with filthy and smelly skin. "What an absurd and creepy place" you think. You go back to the dungeon exit. The people of the village are incredulous: you survived! You become very popular in the region and everyone asks you to tell your experience. You do it willingly, asking for abundant compensation in gold coins. A few months later you are barricaded in a room of a sordid tavern. You are seriously injured. You have no weapons and you do not have any food. You have nailed the windows and the door, but do not believe that the boards can still hold up against the even more insistent blows of the undead. Your friends have all died. In the village you have not met any alive human, or you should say not yet undead. You remember the sacrificial dagger you hold in the suit vest. You decide to use it and to end everything here. Before piercing your heart, a single thought comes to your mind: "if at that time I had kept my mouth shut, the world would never know anything about the brazier of the necrorigeneration".
6.
You are in an intricate dungeon, an underground labyrinth lit by an unknown-origin dim light. After being bored exploring the silent corridors of this dungeon, finally you hear some noise coming from a short distance. You follow it and see an athletic warrior with a red beard fighting a group of hooded skeletons with rusty daggers. As he sees you, he smiles boldly and says to you: "My friend, welcome! Don’t you think you should offer me your help?". You join the fight and in a while the enemies are reduced to a pile of bones. You look at a skull and you shake horrified: it has 3 orbits! "These are only acolytes, the priests standing guard to the lever are much more dangerous!" the warrior with a red beard says. "Which lever?" you ask. "It is the leverage to deactivate the magical mechanism of this dungeon, my friend! "The dungeon - he explains - is an illusion created by a sect of evil undead priests. Only by pulling the lever you can stop the magic that constantly changes the dungeon. My dear, we will become rich and famous throughout the region for having destroyed the legend of this stupid dungeon!". You choose to give him confidence. You go through stairs and corridors, go through watch posts of acolyte skeletons, to get closer to the infamous lever room. In the final part of the dungeon you face a group of undead priests armed with morning stars and capable of hurling dangerous spells. The warrior with the red beard receive a strong blow and is seriously wounded. You are lucky and you manage to smash their three-orbits-skulls. In the pockets of the priest you find a large bronze key. It opens the door of the lever room. Your partner smiles satisfied and hugs you. "We did it, man!" He slings into the lever room, though he staggers by fatigue and injuries. The lever is massive and seems to be quite hard to move. Indeed he tries to lower it, his muscles tend to the spasm, he clenches his teeth, but nothing. "I'm too weak because of my wounds, my friend!" "I'll take care of it!" you say. You grab the lever with two hands and try to lower it. Ehi, it's like moving a bamboo rod in the water! While you try to figure out what is the problem... beneath your feet, a secret trapdoor opens and you fall. After a fall of about ten metres, you feel a stabbing pain: a pointed post has pierced you, passing you from side to side. In agony at the bottom of the hole, the last thing you see before the end is the face of the warrior with a red beard watching you and mocking you with a devilish grin. He has three eyes.
7.
You are in an intricate dungeon, an underground labyrinth lit by an unknown-origin dim light. You are inside the dungeons of an ancient castle: big torches from the eternal flame hang on the walls with solid supports in wrought iron. Behind a massive wooden and iron door there is a square hall cluttered with tools of torture of all kinds: winches, trestles, Nuremberg virgins, suspended cages ... on the opposite wall there is an opening towards a staircase that goes up. A half-naked young woman with long blond hair is chained to an X-shaped cross. When she notice you presence, she raises her head and begs you to save her. She tells you that her torturer is coming! Don’t you hear his steps? Yes indeed, you hear them: and considering the clang of his walk, it must be a rather powerful and well equipped guy. You hurry to tamper the chains with your sword. Meanwhile, the steps bounce more and more thick and at an ever higher volume. After several attempts you can finally free the girl, but you realize that her eyes do not transmit terror any longer, but they are languid. She puts her mouth close to yours and you, hypnotized by her beauty, kiss her. Her kiss tastes like a rotten and filthy grass. Her lips and her tongue cling to yours without escape. When you take your mouth off hers, you do not believe in your eyes: in front of you there is no longer her, but the perfect image of yourself that observes you with a sinister grin. "What the hell?!...". You realize that your voice is the one of the girl. You see the copy of yourself saying hello and disappearing running out from the door you entered. Your dismay is great when you look at your bare legs and at your breasts.... You hear a noise behind you: a colossal warrior in armor armed with a mighty spiked bar stands in front of you. you want to draw the sword, but uhm ... you can not find it. The "real you" had it. He takes you through your long blonde hair and brings you back to the cross, chaining your wrists and ankles to it. Then he goes away with the usual rhythmic clash of scrap. Now you just have to wait for the next adventurer to come in and get rid of it.
8.
You are in an intricate dungeon, an underground labyrinth lit by an unknown-origin dim light. You understand that the dungeon is an underground citadel of orcs. You manage to not being noticed and you kill some guards, but then you fall into an ambush. The orcs disarm you and capture you. You come banged in a wet and unhealthy cell. An orc tells you something menacing, but you do not understand his language. Your neighbor in the cell, an old man that you are not able to see from the bars of your cell, tells you: "Welcome!". You spend the night mulling over how to escape, in the company of a cat to whom you have given part of your revolting dinner of rotten fish and mouse broth. The prison guardian is a dull-eyed orc who continues to drink mead. All of a sudden he falls asleep. He wakes up a little bit later: he has to go to the bathroom. Getting up, he loses the key of your cell from his pocket, but he does not notice it. When he turns the corner, you put your hand between the bars, but ... damn it! For a few centimeters you cannot get the keys! You hear the old man giggling from the next cell. Then the orc returns. He sees the key and puts it back in his pocket. The following seven days pass the same way. The usual fish with the broth, the usual cat with whom you share the dinner, the usual little orc that gets up and loses the key from his pocket and that falls in the exact same place that you can’t reach for a few centimeters. And the usual shrill giggles of the oldman. Something is wrong with the temporal continuum of this mysterious dungeon: it is as if the time has become stuck. "The cat!" you hear. What? "The cat!" the old man repeats. "He is the true master of this dungeon, the only one who has the power to interrupt the eternal recurrence!". You spend the following days in a state of mental confusion dictated by fever and weakness; you only talk to the cat, who is now your regular dining companion. You deceive yourself that the cat can understand your plan. "When the jailer loses the key from his pocket - you say - push the key with your paw towards here and ... freedom!". In delirium you think the cat can understand you: his gaze becomes grim and frowning. You believe it is a signal. One night, when the orc loses the key, the cat actually jumps out of the cell for the first time. He approaches the key and with his paw ... pushes it into the loopholes of a manhole not far away. After a discouraging number of seconds, you hear "pluf!". The key has fallen who knows where in the sewer of the orcs city. The cat looks at you and says: "if you leave, I will not eat anymore, you idiot!" Or maybe he just meowed. In the most darkest despair, you hear the orc returning as usual, but this time, when he does not see the key, he screams: "tughrtughrrug!". You will never know it, but in the orcs language it means: "It was the only existing copy". The old man chuckles more tasty than usual.
9.
You are in an intricate dungeon, an underground labyrinth lit by an unknown-origin dim light. Miners are digging underground to awake an evil dragon buried under the mountain. The dragon commands them psychically. You do not know it and you think that they are looking for a treasure. Nobody of them wants to tell you the truth, because if you know it, you will fall victim to the curse. But you insist and in the end ...
10.
You are in an intricate dungeon, an underground labyrinth lit by an unknown-origin dim light. After an insignificant wandering through the dungeon, you arrive to a small wooden door on which magical symbols are engraved. Two magic torches are placed on the door sides. You look from the massive lock: you see a room cluttered with stills and magical scrolls. This might be the laboratory of an alchemist. The magician appears at your sight: he is fumbling with strange machinery and he looks very busy. You notice that he is boiling mysterious smoking liquids, steam is channeled into twisted stills; the steam then provides movement to a machine with numerous plungers and wheels. A tangle of ropes is connected to the machine that seems to merge into a single mechanism that moves a lever. You notice that a ballista mechanism is connected to the lever. While you realize that the ballista is turned towards the door from which you are peering, you hear a click and you feel a sharp pain in your eye. Your sight darkens and you understand that a dart has stuck in your eye piercing your skull from side to side. Good night.
11.

about

Near a lost village with a not-so-important name, there is the entrance to a dungeon, sadly known among the inhabitants of that area. The legend tells that nobody has ever come out alive from there. This is the only truth, all the rumors about what you will face inside are the most disparate and contradictory.

This peculiar dungeon is actually a magic dungeon, the fool (or funny?) experiment of a diabolical 36th-level wizard: the dungeon always changes, or maybe it does not even exist. But you do not know this and, with regard to what is told to you at the Inn of the Three Happy & Claudicant Kobolds, you may think: "well, this is only a stupid tale of the people from the village!". In every dungeon there are immeasurable treasures, and these treasures - as always - will flow in your large pockets! Ah, ah, ah!

You wake up early in the morning in good shape and you walk towards the point where the access to this mysterious underground place should be. The sun is high in the sky and the birds are singing happily. What a wonderful day!

Ok, but now roll the dice and find out what the Dunjon Magik has in stock for you ...

O===[====================-

Written and recorded by the HDK Sound Team on a moonless night in late summer, under the influence of mysterious magic potions, DUNJON MAGIK is simply a paradoxical and frightening journey in the remains of your most disturbing dreams, those you thought you had removed forever, but that they are just crouched in the dungeon of your mind.

DUNJON MAGIK is also a tribute to the most insane and psychedelic role-playing game of all time: TUNNELS & TROLLS! Glory to the Flying Buffalo Game Company and the band of brilliant hippies who wrote freak-fantasy masterpieces such as "Beyond the Silvered Pane", "Blue Frog Tavern", "Deathtrap Equalizer Dungeon" and more adventures totally delusional and unpredictable!

credits

released May 24, 2019

license

tags

about

Heimat Der Katastrophe Milan, Italy

DIY label focused on ambient punk, minimal-synth, dungeon-drone, wartime music and post-nuclear wave. Managed by a creative punx collective from Milano city.

contact / help

Contact Heimat Der Katastrophe

Streaming and
Download help

Shipping and returns

Redeem code

Report this album or account

If you like HDK 29 † Dunjon Majik, you may also like: