Chapter 4
by Nemo of Utopia
Which method of attack do you chose?
Method One
You decide you will use the method with relatively low risk of outright failure, you will bring your entire **** to bear against the goblins via the causeway formed by the collapsed wall. Yes, the chances are some of your men will die in the attack, but you have a strong **** and have played enough chess to know that sometimes you must make sacrifices in order to be victorious, so hopefully you will carry the day.
You approach the castle using what cover and stealth you can but at a certain point you abandon stealth and march upon the castle's high walls of aged and gray granite in good order.
Soon enough it is confirmed what you have feared, the goblins were wise enough to post lookouts and are prepared for your advance, with a screen of melee fighters drawn up in the breach and archers in the towers. However this too you were prepared for, and you ready yourself for the attack, forming a 'turtle' with you broad squarish shields and long pikes to attack with minimal risk from arrows and swords.
Soon you, your younger daughters, and your men are making the traverse, and the casualties begin to mount, gaps in the shield wall fell two men with arrows to the throat, then as the melee is joined four more fall from lucky sword strikes. The air turns crimson with spraying blood, both human and goblin, and you are **** into the fray. You strike with all the might of your enchanted double-bladed war ax, bringing down goblin warriors by the score, and soon enough your men are through and spreading out to do the grim work of slaughtering the monstrous greenskins infesting the castle.
You now have five choices of where to go: up to the fighting in the towers, across the courtyard to the main hall, off to the left into the old chapel, to the right into the former menagerie, or down into the basements.
Which way do you go, and do your daughters or any Men-At-Arms come with 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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