Dungeons and Disrobing

Dungeons and Disrobing

A CHYOA take on D&D

Chapter 1 by Wulfblade Wulfblade

Footsteps echoe across the walls of a narrow valley, as well-armed and -armored adventurers trudge across the rocky terrain. At the end of the valley stands an open door - simple, roughly hewn from the stone, yet foreboding because of its sheer size and the deep darkness lying in wait behind its threshold.

The adventurers halt a few feet from the edge, weapons ready at their side. The fabled caverns of Hin'Dryaz.. according to the stories fabled treasures lied within, ready to be snatched up by those who could cirumvent the caverns' magical defences, however any party who had attempted thusfar had left them running as fast they could, screaming.

The two adventurers grip their weapons tightly. One, the shorter of the two, nudges the other with her elbow. Tyra, a stout dwarven woman, stocky but tall compared to her kin, bright red-orange hair wrapped into a long braid that falls across her plate-armored back, eager eyes glancing up at her compatriot from her freckled face. She's wearing heavy armour and wielding a large hammer, while a holy symbol dangles from a chain around her neck - an archetypical cleric.

"ya ready dear?"

-"I sure hope so. I haven't heard anything encouraging about this place so far..", comes the answer, the slightly sultry voice contrasting that of the dwarf. The words are spoken by a human woman with shortish dirty-blonde hair, wearing a blouse and trousers in muted browns and greens. She spins a longsword in her hands, hiding her apprehension. This is Diana, a human fighter. Though she hides it from her friend the cavern's reputation for magical trickery makes her slightly nervous, as she has no aptitude for magic whatsoever. Instead, she usually makes do by stabbing things until they die.

Game-mode must be active.

Tyra starts the game with 1 use of dispel magic, which can be used to disable certain magical traps. To make it a bit easier you can select the chapter ‘Start with more resources’ below to give her some more.

Author’s note: I have attempted to set up this story a little like a game, with the choices you make impacting how far our intrepid adventurers get before fleeing. You can either consider yourself as commanding the dungeon, instructing the traps to disrobe and humiliate the adventurers as quickly as possible, or as if you’re on their side, attempting to conserve resources and dignity to try and reach the ending.

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