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Chapter 3
by GenericEditor168
Does anything happen on the way? Or do you reach it unharmed?
You're fine, until you reach the walls.
It's a half-hour's march to your new keep from your new village, and it's an uneventful half hour. You walk along a dirt track through country some would call "beautiful" but you would call "boring, flat, and annoyingly pastel". You much prefer the swamps of your homeland, or the beautiful but deadly icefields of your Hells.
The walls of your new castle are in even worse state then you could see from the village. The only thing holding them in place is the overlapping network of weeds growing between the stones. The goblins, poor engineers that they are, have added crude spikes to the walls, which far from improving the defences, make them easier to bring down (the spikes don't actually reinforce the walls, but rather put more weight on it, and the process of putting them in cracked much of the stone). To make matters worse for the goblins, the spikes also provide good, if unstable, handholds for anyone trying to climb the walls.
You decide against knocking them down, not because they won't need to be pulled down and replaced, because they're too far gone to be repaired, but because the only thing you have to knock them down is your magic, and you're not going to squander your limited powers on home renovations when there's goblins about.
Speaking of which... Half a dozen of the little green things clamber up onto the wall and start chucking rubble at your group. One of them hits you on the shoulder, but it's a small chunk and it bounces off your scales without causing any harm.
You could order your soldiers to fire back with bows, perhaps assisted with a little of your magic, but part of you wants to open the battle with a spectacle to put fear in the hearts of the goblins (and your soldiers). A spectacle like bringing down the wall...
What will you do?
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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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