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Chapter 4
by Nemo of Utopia
What transpired between you and the Moss-Black Guard?
"Halt! Who Disturbs The Sanctity Of Naul-Karaz-A-Valdon?"
Standing beside the door, dressed in furs and a bright orange wool cloak with a black woolen hood was a half-orc boy of about 14 years. "Halt! Who Disturbs The Sanctity Of Naul-Karaz-A-Valdon?" He demanded of you, leveling his partisan-pike and signaling his half-wolf dog to high alert with a short whistle, while you all brought yourselves up short.
You were confused and wary, the boy clearly was not malnourished or abused, from what little you could see of his flesh and his obviously well equipped state for a climb down the mountain it was clear to everyone that he was not a ****, else he would have escaped. That could only mean one of two things. One: he was a 'trustee' someone who has accepted their servitude and helps keep the other slaves in line in exchange for assorted perks, or Two: you were badly misinformed somehow.
You didn't have much time to think about it, because a loud horn sounded from inside the mountain and shortly the great stone doors opened and there were 11 more older boys with assorted weapons facing you in the midst of the path further in! They were all of different races and builds but it was obvious that they meant business, and though they were young and little more than hastily equipped rabble it was clear to all concerned that they were trained, motivated, and well drilled warriors, if inexperienced. They also outnumbered you two to one, and with a height advantage.
Then from behind them came a high feminine voice, and you knew that they had a commander as well, a Mage no doubt, and your hearts sank on the prospect of handling this with anything but diplomacy.
"Watchman Kendrick asked you a question: who dares disturb the sanctity of Naul-Karaz-A-Valdon?" The high and fair voice asked.
How did you react to the query?
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D&D Dynastic Delving
Welcome to the world of Eva.
You are an adventurer, with longstanding obligations to the Adventurer's Guild of the Queensland of Lore. You are being asked to enter the Labyrinth of Ambuscade, a deadly dungeon from which few return, but those who do come back rich beyond the dreams of kings. Your family has been given exclusive rights to this treasure trove, but it is perilous beyond reckoning, so exploiting it will be the work of generations. Sire or bear children during the downtime segments between 'adventures' to continue the story when your current character dies and invest the gold and gems you bring back in expanding your family's castle built atop the entrance to the Labyrinth to give those children training which gives them the best chances to succeed where 'you' failed. You start out by picking a character from the top list to begin the game as, each time your character 'dies': or at least doesn't come back for about 20 years, there ARE conditions in the story where the current heir can run into and rescue their distant/not-so-distant ancestor(s): their son or daughter starts a new delve into the Labyrinth of Ambuscade, perhaps ending up dead as well or perhaps at last reaching the fabled Glade of the Gloaming where grows the Tree of Immortality whose magical fruit grants eternal life to those who eat it. Not all characters are created equal, in some respects: Female characters, due to the difficulty and risks of having children in those cases and the shier deadliness of the dungeon, start with three daughters to carry on after them, males by contrast do not start with any heirs, they have to create them the old fashioned way. (Inspired by other stories on this site, the Pathfinder Role Playing Game System and the video-game Rogue Legacy.)
Updated on May 6, 2023
by Nemo of Utopia
Created on Aug 5, 2016
by Nemo of Utopia
With every decision at the end of a chapter your score changes. Here are your current variables.
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