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Chapter 6
by GenericEditor168
What do you sacrifice?
My magic, in a single brutal strike.
You raise my hands above your head, and begin to chant in Infernal. The din of battle of battle fades away to nothingness around you, all your focus on your spell. "The Infernal Blessing". The most powerful area-effect offensive spell in the Warlock's arsenal, a spell that turned his or her enemies into puddles of black goo while leaving structures untouched and allies restored.
Such was the power involved, it would stretch the very limits of your ability, and were you to be distracted in any way, you may well turn the whole mansion into a magically-charged crater.
Your hands shake as the casting continues, rebelling against the sheer amount of mana you're forcing through them. You ignore the shaking, as long as you point the mana in roughly the right direction it will link up with the main body of the spell.
You growl one final word in Infernal, and then the casting is done. The black orb formed by the spell hangs in the air for a second, as goblin and men-at-arms alike watch it, and then it descends, smashing into the ground like a raindrop.
A raindrop that turns into a shockwave of infernal energy that expands through the sqaure turning every goblin within its reach into pools of black goop, that is.
With the goblins in the sqaure dealt with, there is only one thing left to do... Attack the castle itself. Given the amount of black goo lying among the grass, most of the goblins must have attacked you in the square, which means that the keep itself will be mostly empty. The only problem is that the leaders of the goblin tribe will be there, and the goblin species believes in "might makes right".
You stalk forward, the taint of fiendish energy still lingering in your body making you hunger to spill blood, and your men look around at the black puddles nervously before advancing behind you.
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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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