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Chapter 6
by Nemo of Utopia
Where did you go from there?
It Had Been A Long Day, You Were All Quite Weary...
So, naturally, your next place to go was bed. The Traders Dormitory abutted directly on the Trade-Hall, and you found the rooms, though consistently chill as only a mine, dungeon, or cavern can be, had thick blankets and flannel sheets atop mattress made from cotton batting. You were soon dressed only in your underwear and nightgown, a fine red silk number which left little to the imagination, especially regarding your E-cup tits, but you loved the feel of the shier, almost liquid, cloth against your bare skin. You all worked out shifts in which to sleep, yours was the second shift, you would sleep 4 hours, then be awake for 4, and then sleep another 4, after which everyone would be awake for 12 and then go to sleep in two eight hour shifts and be awake only eight hours together throughout the day. You would do your 'due diligence' for this seemingly fantastic state of affairs for a week, then head out, one way or another. You had been sent to 'deal with the dragon and rescue the enslaved children': if the children were not enslaved, then dealing with the dragon would be handled with negotiation and diplomacy, basically consisting of convincing him to stop 'abducting' children without talking to the local authorities first.
As you drifted off to sleep, door locked from the inside, you wondered how everyone could have gotten things so wrong...
Your dreams were surprisingly peaceful, for all that you had lost one of your companions to an avalanche and nearly been killed yourself, had to dive and grab another companion by his wrist to keep him from falling to his ****, and been threatened by a squad of the town guard. In spite of all that you dreamed of flying, riding on the back of a mighty silver beast while a snowy mountain range spread out bellow you...
To what did you wake?
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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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