Chapter 2 by GenericEditor168
Which Character Are You? (Name, Race, Level, and Class In Chapter Title: All Else In Chapter Body...)
Irhtos Kothar, Lizardfolk, Warlock 5.
-File of Her Majesty’s Agents-
Name: Irhtos Kothar
Appearance: 6’ 0”, Dark green scales, red crest. Multiple tattoos, likely with mystical significance.
Family: None known.
History: Early history unknown. Kothar appeared in the south-west of the kingdom eight years ago, claiming to have been trained as a tribal shaman by the Lizardfolk tribes. He showed a talent for magic (though not the sort of healing/augmenting/nature magic expected of a shaman) and joined the Adventurer’s Guild.
Following an adventure into Grim Hollow, he was reported as a demonic warlock by one of his party members, the dwarven fighter Mordar Lowtower. While Lowtower claims to have reported him as soon as he found out, our sources suggest that he knew about it for several weeks beforehand, and had at least two opportunities to report it to priests. Of more interest is how he managed to appear True Neutral on all Detect spells cast, despite being a warlock.
Once cornered by a including the rest of his party, two priests and an inquisitor, he did not resist, even though he had at least one spell capable of shifting him into an escapable form, and another capable of blocking off approach. He was found guilty of demonology, and sentenced to , but was pardoned by Her Majesty, and granted the rank of Count, on the promise that he attempted to find the Fruit of Immortality.
-File ends-
________________________________________
You look up towards your new home from the village square. It's a goblin-infested mouldering heap of stone, but it shouldn't be too hard to make it into something more impressive. A mage's tower, reinforced walls (both outside and in)...
The bit in your role about "Enforcing the Queen's Peace within the boundaries of the County of Ambuscade" is rather more of a problem, though, much as you’d like to do it. Your men-at-arms are both few in number and totally untrustworthy.
Maybe you should have just given that stupid dwarf the sword he wanted. Then again, it was an unholy relic of your patron fiend, Mephistopheles, and he was just going to use it like a generic magic sword. So no, he couldn’t have it. But, though you didn’t realise it at the time, he’d found your summoned book of spells. He couldn’t read anything in it, of course, it was written in Draconic, but the whole “binding of human skin” part gave it away.
And when you were next in town, he told the local priest. From there, it was all downhill. Luckily, you got a pardon from the Queen. Unluckily, the pardon came with a suicide mission attached. And, much as you’d like to walk away, you swore you’d do it. Even the part about “not using magic that might harm Her Majesty’s Subjects, nor using them in rituals”, which basically rules out any large-scale use of your powers.
Oh well, no sense waiting around the village to die. You start towards the keep, some of your more loyal men-at-arms following you.
Author's note: Game system.
There are two main variable types here:
Notation variables (Lizardfolk, Male, and the like): Just a reminder of who you are.
Play variables (HP and Spell Slots): Affect choices you can make. HP is a measure of how much HP you have left (lose too much, you die), Spell Slots is how many spells you can cast. Spells are ascribed a level, and any Spell Slot of that level or higher can be used to cast that spell. Spell Slots are expended on use and regenerated on rest.
Does anything happen on the way? Or do you reach it unharmed?
Disable your Ad Blocker! Thanks :)
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.
- All Comments
- Chapter Comments