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Chapter 4
by GenericEditor168
What do you find first?
A small guard-chamber
You walk up to the entrance, your plate armour clanking with every step. The door is plain and unadorned, set back some way into the hill. You hesitate for a brief moment, before pushing the door open and walking through.
The room on the other side is a fairly drab stone room, typical of dungeons everywhere. The floor, though, is tiled in dark lavender tiles. The breath of fresh air that accompanies the open door fades soon after you shut it, leaving you to breath the slightly stale, sex-tinged air of the dungeon.
Looking around, you quickly guess that the room you're in was intended as a guard post, and in fact, might still be in use. Spears, shields, and chain shirts - all rusted - hang from racks on one wall. There are tables scattered about, and nearly every one of them has cups, bottles, playing cards, and sex toys on top of it. Near the doorway is a wooden board, on which are pinned several now-faded messages. A door leads out into the passages beyond - it lies casually open, unguarded.
There are three narrow window-slits for guards to see out of (and, if needed, fire through). Two of them look out to where the adventurers have set up camp, but one looks out onto an alcove within the Lusty Tomb itself, and that's the slit you peer through now...
What do you see?
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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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