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Chapter 4
by GenericEditor168
What will you do?
Have your men use their bows, and assist them with your magic.
Your men start to draw bows (at least, the ones who have them), and you join in, starting to chant as you flex your fingers.
The goblins jeer and throw more rocks at you, but this time you’re ready for them. Those of your men not fortunate to have been give shortbows raise their shields, providing cover for the archers and yourself.
You feel a familiar tingle in your arm, as the spell starts to “heat up”. Your archers nock and fire their first volley. With small bows and poorly-trained men, it’s no surprise they all miss, but they at least make the goblins duck for cover.
As the first one pops their head back up, you unleash a flaming skull at him. He ducks back behind the battlement, but that doesn’t save him, the skull smashes into the stone with explosive ****, sending both fragments of stone and chunks of goblin flying into the courtyard behind the wall.
The other goblins spring up, with grins on their faces, and you answer with one of your own. Obviously, they're used to their own tribal shamans, who can barely hold a spell together and will need a sleep afterwards. A properly empowered mage, on the other hand, can just keep casting...
And you do, sending another flaming skull hurtling at the battlement, while your men fire again, this time actually hitting one of the goblins. They duck below the battlement, you can her them conversing (well, shouting in panic) for a few moments, and then they are gone, running away as fast as their crooked legs could carry them, no doubt.
What's next?
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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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