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,,,,,,,"Greetings, Traveller. I thank you for reading my letter and travelling here. The town of Evenmere is in desperate need of someone with your skill set."
The Duke turns from his large fireplace and stands silhouetted by it, he walks up to a large chair and rests a hand upon its back.
"I shall not mince words, Traveller. We are beset by a creature of incredible evil - a vampire.
No doubt you sighted the dark castle upon the fell when you arrived? Five hundred years ago, my ancestor slew the Vampire Queen that dwelled within - after she devoured the heart of his fiance before him."
The Duke grips the chair tightly for a moment, then sits and looks to you sternly over bridged fingers.
"The Vampire Queen has not been sighted since, but there are stories that after five hundred years - she will rise again.
Lately there has been new movement within the castle - strange lights, and stranger sounds. The people of the town are having terrible nightmares. I fear the Vampire Queen is returning as we speak."
The Duke leans back in his seat and looks you over, sizing you up as if trying to determine if the stories of you could be accurate.
"As Duke I am charged with protecting Evenmere from the devilry of that place... but following my ancestor's actions, none of my line have been able to approach the dread castle without being turned back by some unseen force. So I must turn to those such as yourself for help."
He stands and walks before you, looking you directly in the eye.
"Traveller, if you can save our town from this curse - enter the dread castle and slay the Vampire Queen for good... I will grant you riches, and any favour you ask.
But I warn you, the Castle of the Vampire is a place of terrors, and none of those who have been sent before you have returned alive.
If you will accept this quest, I offer you two pieces of advice;
1) Gather supplies and information in the town before you depart, it may well save your life.
2) Trust NOTHING within the castle, a vampire's super-natural dangers are one exceeded by their other gret strength - deception. A lesson hard learned by my family."
The Duke looks away for a moment, out of the window and into the moonlit night. Turning back to you, he asks,
"Will you undertake my request?"
If you accept the quest, [[->accept quest]].You are an adventurer with a reputation. Known to most as "The Traveller", a capable individual who moves from place to place and can manage any request made of them.
You can recall a handful of your adventures, some are even in embellished stories that arrive ahead of you on your travels - but your true story lacks one thing; an origin.
Your travels began as a way to seek that out, to find where you came from, but years of journeying have worn away at any hope of finding that. Instead you have learned to embrace the road, and the people you meet upon it. You live a life which is often filled with excitement and adventure, and that's no bad thing.
One night whilst booking a room at an inn for shelter from a particularly aggressive storm, you are approached by a messenger who hands you a letter. It is a request for help from a Duke Dominic Evenmere, inviting you to his manor in a lakeside town to the North.
A new request in a new place, sounds like another story in the making.
[[->Start]] Upon accepting, the Duke hands you ๐ธ''15 gold pieces'', in the hopes it will aid you in your preperations.
He has an assistant show you to the manor entrance, and you get a view of the shadowed town of Evenmere below.
Looking down the hill you see the wide town resting in the late evening, smoke rising up from chimneys and lamps twinkling in the cold air. Beside the town the moonlight dances across a great lake, and above it towers a tall fell upon which you make out the silhouette of a large, dark castle.
You make your way down the manor path into the town [[->Evenmere]].You walk the cobbled streets of Evenmere, which wind over the uneven hills upon which the close buildings were built. In the late evening you see mostly by lamp and moonlight, and glows from beyond curtains of the houses you pass.
The cold air clouds your breath as you go, and keeps the townspeople indoors for the most part. But there are still places you can go to, before making your way towards the fell and the castle upon it.
You see an old, warm-looking tavern with a sign naming it "The Duke's Daughter", within which you hear talking and the faint sound of music. [[To go into the tavern->Duke's Daughter Tavern]].
You also happen across a single store which remains open, labelled in large above a dusty window "Eccentric Eric's General Goods and Groceries". [[To enter the shop->Eccentric Eric's]].
You see an austere building marked as the Evenmere headquarters of the Holy Guild. An organisation you have heard of, and understand to have experience in combatting undead monsters and demons. [[If you wish to visit the Holy Guild->Holy Guild]].
There is a path which leads down to the lakeside, [[if you wish for a walk beside the lake->Lakeside]]
When you are ready to [[approach the dark fell->Route to Fell]].Within the tavern are a few tables with people sat drinking, some quiet but most a little chatty. The bar at the back has a tired-looking bartender who carries two rags - one for the dishes and one which seems to be just to wipe his nose with. Beside the bar is a small stage where a guitarist is playing a sombre melody.
Most tables appear to be populated but groups too focused on their own matters to welcome a traveller to join them, but you do spy a couple of tables where you might be able to get some information.
There is a man sat with a young girl at a table beside a fireplace, both looking rather down. You may [[approach them->tavern widower]].
At another table, an old woman is drinking alone and, judging by her smell, a lot. You may [[try to start a conversation with her->tavern drunkard]].
The barman seems unoccupied at present, and might appreciate a distraction from his allergies should you wish to [[speak to him->tavern barman]].
Alternatively, there is an empty table near the stage so you may [[listen to the guitarist for a time->tavern guitarist]].
When you are finished here, you may return to the [[shadowed town of Evenmere->Evenmere]].Pushing through the old doorway which is clearly made from rotten wood, the paint almost all stripped by many years of wear, you hear the shop's bell ring brightly.
"There in a minute!" You hear a croaky voice call out from behind a counter which is cluttered by what you would generously call rubbish.
Looking around, the whole shop appears to be filled up to the ceiling with junk. Stacks of odds and ends, bits and wotsits, thingies and doodads - you have a hard time spotting anything that might be useful as you scan the goods that lay strewn about.
"Yes yes yes, how can I help you today?"
You watch as several stacks of items are promptly swept from the counter and dropped onto the floor with no care, behind where they were a short man with very large spectacles looks up to you with a wide grin, "Eric, most humbly (but not too humbly) at your service!"
Unable to see for yourself if the store has anything of use, you attempt to summarise your quest and ask the shopkeeper if he has anything that may aid in its completion.
"Hmm, an adventurer looking to slay a vampire... Well of course I have things for that! I have things for everything! Foolish question, are you a fool?!" Eric begins to grumble to himself but pauses and quickly changes his attitude, "But of course you're not a fool, you're a customer! A customer is always right and I have things to sell that will only make you more right! Just pay the gold and they are yours. Take a look at these items for example..."
Eric presents a series of items which you may purchase.
Up to 3 ๐ธ''Sandwiches'', 2 Gold Pieces each
Up to 2 ๐ธ''Pouches of Garlic'', 1 Gold Piece each
a ๐ธ''Medical Kit'', 3 Gold Pieces
a ๐ธ''Lockpick'', 2 Gold Pieces
As you are speaking to Eric, you notice that he seems to be wearing a metal collar around his neck, if you wish to [[ask him about it->Eccentric Eric's Collar]].
When you are done, you thank Eric for his time and return to the street.
[[Evenmere<-]]
You step into the large hall of the Holy Guild, there are rows of pews between tall arches which hold up the high ceiling. Along the walls are shelves of books, and at the end of the hall behind an altar you see two men holding swords, looking down at something and speaking in concerned tones.
You may [[examine the shelves of books->Holy Guild Books]], [[approach the two men->Holy Guildsmen]], or if you wish to [[return to the town of Evenmere->Evenmere]].Double-click this passage to edit it.You travel through the town towards the North heading for the fell, which is always visible to you over the top of the buildings - as is the castle atop.
On this side of Evenmere the buildings become tighter and more guarded, as if even the houses are cowering in the shadow of the malevelent mound towering over them.
The cobbles become uneven and eventually end, and as you pass by the last building you notice someone spying you from behind a curtain before it is quickly shut.
Ahead of you is a dark path which curves its way up the mountain and toward a forest which shrouds it.
You begin your trek up the hill.
[[Route to Fell 2<-]] You scan the shelves looking for books that may be relevant to your current quest, a few stand out to you:
[[History of Evenmere]]
[[Vampirism: An Account]]
[[Castles of the Fells]]
[[Spectral Natures]]
[[Fiends of the Night]]
If you have the keyword ๐''REBORN'' you also notice another book, [[Rare Crystals of The North]].
When you are done, you may [[approach the two men by the altar->Holy Guildsmen]], or [[return to the town of Evenmere->Evenmere]].If you have the keyword ๐''VIPER'' [[->Holy Guildsmen CryptSealed]] now.
If you have the keyword ๐''WORM'' [[->Holy Guildsmen CryptReturn]] now.
Otherwise, [[->Holy Guildsmen CryptOpen]].You explain who you are, and why you are in town to the two knights.
โWait, youโre THE Traveller?โ the knight turns to his comrade โperhaps they can help us?โ
โPerhapsโฆโ the second knight looks upon you studiously, trying to take your measure, โif they are up to it.โ
He thinks for a moment, and reaches a decision โVery well, we have need of someone to clear the crypts beneath the city - the dead within have become restless lately, probably to do with the activity in the castle. There are more of them than the knights stationed here can deal with. If you can cease their activity we can repay you ten gold pieces, and a bottle of holy water.โ
โAlso, youโre going to slay the Vampire Queen, right? Well the Dukeโs ancestors are buried below, along with some of their relics - one that might be useful to you, the very stake used to kill the vampire five hundred years ago.โ
โIf you can find the stake you are welcome to it, but please leave other artefacts in their places - the crypts are where things are laid to rest and weโd rather all things stay that way once their rest has begun.โ
The first knight seems eager and excited for you to deal with their worries.
โWell, are you going to do it?โ
โBe warned Traveller, the crypts are dangerous to roam alone and we must remain here to guard the town - should you fall.โ
You may [[accept the knightsโ quest and travel down into the crypt of Evenmere->Crypt of Evenmere Entrance]], [[turn back to examine the shelves of books->Holy Guild Books]] or [[return to the town of Evenmere->Evenmere]].You step past the two knights and descend the hard stone stairs through the hole beneath the altar. Holding a torch before you, as behind the hall's candlelight fades to complete darkness - your world reducing to a small, dank, sphere of torchlight and ancient masonry.
As you travel the long staircase, a blue glint is reflected ahead of you - a crystal embedded in a wall which seems to glow slightly as you pass by it. You're sure you've seen its like before, but somehow it seems ethereal in nature.
//โ๏ธ๐ Mark this passage number as your ''Rebirth Point''. Should you perish, return here with your health restored and ensure the keyword ๐''REBORN'' is added.//
You hear faint echoed sounds of shuffling and small clatters ahead of you, the knights' talk of restless dead must surely be true. You grip your weapon and ready yourself as you descend the last few steps and find yourself within the musty Crypt of Evenmere.
[[->Crypt of Evenmere]]You wander the passageways in the Crypt of Evenmere near the entrance, the walls are lined with stone coffins engraved with names though you can't read any of them - even limited exposure to the elements here over the ages has worn away any record of those contained within, or those that have arisen.
The air is cold and musty, with dust covering all of the stone, and hanging in the cobwebs singed by your torch as you pass by.
There is an intersection here,
to your left is [[a narrow passage leading deeper->Evenmere Crypt Deeper]],
to your right seems to be [[a doorway leading into a wide room->Evenmere Crypt Room]],
before you the [[corridor continues->Evenmere Crypt Cavern Walkway]].
Behind you is the way back to the hall of the [[Holy Guild->Exit Crypt of Evenmere]]You step deeper into the dark crypt's passageways, your torch illuminating coffins and markers in the walls. What markings you can read indicate graves going back hundreds of years, and getting older the further down you go.
The air this far in becomes completely still, there is no draft and your torch's flame rises to the low ceiling with barely a flicker - but even with no draft and the close fire, you feel a constant chill here.
You knew going in that this was a place of death, but now you can't help but //feel// it too.
You continue deeper still...
[[->Evenmere Crypt Deeper 2]]You step into a wide room off the Crypt's passageways. It seems to be a mausoleum with a large stone coffin in the center, and many urns upon the surrounding wall of shelves.
With a little examination, it seems that this is where superior knights of the Holy Guild are interred, with the coffin in the center marking the resting place of "The Holy Guild's greatest weapon against darkness".
You may [[examine the coffin further->Crypt Room Coffin]], or [[exit the room->Crypt of Evenmere]].You make your way down the dingy walkway running your hand along the ancient masonry as you pass, but suddenly you feel something grip your arm!
You turn sharply and see a skeletal hand wrapping your wrist as it reaches from an open coffin. You shake yourself free and step back, watching as the animated skeleton climbs from its resting place and turn to face you.
โ๏ธ Battle the ''Walking Skeleton'' now!
What is the result of the battle?
โข [[You win->Survive the walking skeleton fight]]
โข [[You are defeated->killed by walking skeleton]]You ascend the staircase once again, passing by the glowing glue crystal - it seems to resonate with you.
//โ๏ธ๐ Mark this passage number as your ''Rebirth Point''. Should you perish, return here with your health restored and ensure the keyword ๐''REBORN'' is added.//
When you crest the staircase the two knights greet you with a look of relief that you have survived, and ask with eagerness how your expedition went.
You may tell them that [[the undead have been dealt with->Crypt Clear]], or that [[you fled before the task was complete->Crypt Fled]].The skeleton collapses into a pile of dust and bones at your feet, and moves no more.
You continue your way along the corridor until it opens out into an underground cavern, some rift beneath Evenmere that the crypt's diggers must have made their way into.
The cavern walls are unscalable and descend further than your torch can illuminate. A rickety walkway is suspended before you.
You may [[attempt to cross the walkway->Crypt Walkway]], or [[return to the intersection->Crypt of Evenmere]]You hit the ground, and feel your life leaving you. Your undead enemy steps away, no longer recognising you as something alive - you are as good as kin to it now, about to become another of the crypt's corpses.
[[->Crypt Rebirth]]You take a few tentative steps across the walkway, it sways slightly, the ropes holding it up creak and groan, and the walkway...
...seems to hold.
You make it safely to the other side of the cavern, where an opening in the wall leads to a room different to those in the crypt - more cave-like.
[[->Crypt Profane Grave]]"The crypt has been rid of undead?! The stories about you are no exaggeration, traveller! Take these ๐ธ''2 Bottles of Holy Water'' and ๐ธ''10 Gold Pieces'' as thanks, you have done Evenmere a great services!"
"We'll have to go down and perform rites to ensure the dead stay dead, but that can wait - for tonight we'll seal off the crypt."
The two knights pull a heavy stone across the entrance to the crypts, you won't be able to travel them again.
โ๏ธ๐ Add the keyword ๐''VIPER'' now.
Once again in the Holy Guild's main hall, you may [[peruse the shelves of books->Holy Guild Books]], or [[return to the town of Evenmere->Evenmere]]."Fret not, Traveller. We perhaps asked too much of you. At least take this ๐ธ''Bottle of Holy Water'', perhaps it will aid you in your future endeavours."
"We will keep watch over the crypt for now, trust that we can at least keep the dead contained until our reinforcements arrive."
The two knights resume their watch over the entrance to the crypts, if you wish to enter again you will have to ask them first.
โ๏ธ๐ Add the keyword ๐''WORM'' now.
Once again in the Holy Guild's main hall, you may [[peruse the shelves of books->Holy Guild Books]], or [[return to the town of Evenmere->Evenmere]].You approach the two men and see that they are nights, wearing the markings of the Holy Guild. They are looking down a staircase which leads into darkness through a hole in the floor.
You overhear some of their conversation as you approach,
โ-ting worse every night, and what if they donโt send more knights in time?โ
โWe canโt do anything about that, but so long as we can hold hereโฆ well there is no other exit from the crypts. We are capable of this much at lea- oh, hello?โ the knight notices your approach and turns to you. โSorry but this area is dangerous right now. Youโre welcome to worship or do any research but if you need something else, Iโm afraid weโre occupied right now.โ
If you want to [[explain who you are, and ask if you can be of help->ask holy guildsmen]].
You may [[turn back to examine the shelves of books->Holy Guild Books]] or [[return to the town of Evenmere->Evenmere]]."Oh, hello again Traveller!"
"Thanks for checking out the crypt, but we can't really let anyone else go down there again until the rites have been performed."
You may [[turn back to examine the shelves of books->Holy Guild Books]] or [[return to the town of Evenmere->Evenmere]].In this small cave you see a cluster of ancient and broken bones atop a stone, an old hammer beside them.
On the floor nearby is a small box, when opened you discover ๐ธ''A Gloating Letter'', [[to read the letter->A Beautiful Bride]].
There is nothing else here, [[->Crypt Walkway Return]].The letter letter is aged and faded by centuries of time, but you can still just about manage to read it;
"Father,
I write you this letter, happy! It would no doubt surprise you to learn that my "Brutish, bullish manner" was not the impediment you claimed.
I have risen through the ranks of the guards in this town, and I have not only gained regard - I have gained a bride!
And not just any bride, my fiance is of noble birth!
In exchenge for killing a beast that had been troubling the town, the Duke promised me his beautiful daughter, and she will make a beautiful bride.
Frankly, it almost saddens me that you no longer live, that I cannot see your face as you learn of my achievements.
Regardless, a happy life awaits me now - with a good position and a beautiful bride. Your stern looks of disappointment do not reach me now."
//โ๏ธ Note this passage number if you wish to re-read the document.//You begin to make your way along the suspended walkway across the underground chasm. It sways as you walk...
๐ฒ๐ Make a ''Dexterity Check'' now!
What is your result?
โข [[3 or more->Pass crypt walkway dex check]]
โข [[2 or less->Fail crypt walkway dex check]]The ancient walkway begins to crack and snap beneath you, but you react quickly and sprint to the other side and reach firm ground just before the walkway collapses completely.
A few seconds later, you hear the echoes of old beams and rope hitting rock in the darkness below.
You travel back through the corridors of the crypt toward the intersection [[->Crypt of Evenmere]].The ancient walkway begins to crack and snap beneath you, you react as quickly as you can and sprint to the other side. The bridge gives out beneath you however, and drops you just before you reach the other side. You slam heavily into the wall just below the doorway cavern entrance.
๐ You take ''2 points of damage''!
If you still have Health remaining, [[->Fail Crypt Walkway survive]], otherwise [[->Fail Crypt Walkway fall]].The frigid crypt becomes colder still, and you feel a chill that you have never felt before, one you knew was a risk when living the life of an adventurer - the icy touch of death.
But somehow, even as your eyes fail and the light from your torch dims, you feel a sense of familiarity. This cold embrace feels as much something growing from within as something smothering from without. You feel a slight comfort in it, and as you focus on that shivering sweetness - it fades.
The chill of death is gone, but somehow you are still cold, as if there is a breeze.
You hear the crackling of flame.
You open your eyes and find yourself upon the Crypt's staircase once again, torch in hand, before the blue glowing crystal embedded in the wall.
This has never happened before.
//Turn to your ๐''Rebirth Point'' now.//The knights greet you,
"Come back to face the Crypt again, Traveller?"
You may once again [[travel down into the crypt of Evenmere->Crypt of Evenmere Entrance]], [[turn back to examine the shelves of books->Holy Guild Books]] or [[return to the town of Evenmere->Evenmere]].You barely manage to keep your grip, but avoid falling into the darkness below.
With some effort, you manage to climb back up. After finding your breath, you travel back through the corridors of the crypt toward the intersection [[->Crypt of Evenmere]].You try to grip the ledge where the walkway was affixed, but your arms no longer respond - you fall.
The air rushes by you, the torch spins and falls beside you illuminating the cavern wall which has become a blur of motion.
You hit the ground.
[[->Crypt Rebirth]]The stone lid of the coffin itself appears to be slightly cracked, upon closer examination you see something glinting within.
You may attempt to [[push open the coffin lid->try open crypt coffin]], or [[exit the room->Crypt of Evenmere]].You put down your torch for a moment and focus all of your strength into moving the cold stone lid of the coffin aside.
๐ฒ๐ช Make a ''Power Check'' now!
What is your result?
โข [[4 or more->open crypt coffin]]
โข [[3 or less->fail crypt coffin]]You summon all the strength you can, and gradually the lid begins to budge with the sound of heavy stone scraping. As ancient dust settles once again, you peer inside the coffin to see that there is no body within - only a large and ornate glass bottle which seems to reflect more light than is cast upon it.
You recognise the intricate design of the bottle, having heard stories of it before - this is ๐ธ''Great Holy Water'', a powerful weapon created by the founder of the Holy Guild many years ago. There are few of these left in the world, but there are fewer weapons as powerful when dealing with the undead.
When you are done here, you return to the passageways in the crypts beneath Evenmere.
[[->Crypt of Evenmere]].You summon all the strength you can, but the coffin does not open - the lid is too firmly affixed for you to move. You pick up your torch and return to the crypt's passageways.
[[->Crypt of Evenmere]].Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.This tome focuses on descriptions of various types of ghosts that the author has researched, though they seem to lack first-hand experience with many (or any) of them.
Skimming through it, most of the knowledge contained is straightforward - that hostile ghosts either died in a sudden and tragic way, or become aggressive as they have great grief which they can no longer express.
One thing you learn that is new to you is that ghosts which wail often do so because they failed someone important to them in life.
You put the book back down on the shelf.
[[->Holy Guild Books]]Double-click this passage to edit it.The tome describes various rocks, gems, and crystals as well as the geological processes and circumstances understood to form them. For the most part you find nothing that appears to bear a relation to the glowing blue crystal that was present during your unusual experience, except for one small note.
It describes a blueish stone known to locals as a "Fairy Stone", for legends it relates to those who have been spirited away by spirits or fairies, but goes into no further detail as it seemed largely unremarkable to the author.
You put the book back in its place, unsure if a "Fairy Stone" can explain what happened.
[[Holy Guild Books]].You stumble slightly on an ancient crack in the rock that makes up the floor, but easily find your feet before you fall.
Looking up again though, you see that you are not alone - there appear to be a couple of Holy Guild nights standing at the edge of your torchlight, they turn to face you but you see that they are not human. Their faces show years of rot, and a cold viciousness.
They rush at you!
โ๏ธ Battle both ''Holy Knight Corpses'' now!
What is the result of the battle?
โข [[You win->Survive the holy knight corpses fight]]
โข [[You are defeated->killed by holy knight corpses]]The corpses in Holy Knight rags collapse before you, no longer a threat.
You make your way beyond them, toward the deepest part of the crypt.
[[->Evenmere Crypt Deeper 3]]Your grip on your torch fails, as does your grip on life. The Holy Knight Corpses turn back to guard whatever lies at the deepest point of the ruins, and you fall to the floor.
[[->Crypt Rebirth]]You turn a corner in the darkness to see the ceiling has somewhat collapsed, leaving only a low crawlspace to proceed through, from beneath it you hear a strange tortured moaning, and a faint spectral light.
If you wish to continue through the crawlspace [[->Face Duke Archibald]], otherwise you can return to the [[maze of passages near the crypt's entrance->Crypt of Evenmere]].As you step out from the confined passege into a wider room with a large coffin to one side, you see the spectre of some old nobleman, wailing, his back to you.
You have heard that not all ghosts are hostile, and so ask the figure if you can help in some way... but the wailing grows gradually grows in response, and your torch's flame vanishes as if it has been snuffed out - though the eerie light of the ghost remains. The wail turns to a scream and the nobleman's ghost faces you.
The spectre seems to grow in size as it wails, as if its suffering is empowering it. It looms over you and clearly means you harm.
โ๏ธ Battle the ''Ghost of Archibald Evenmere'' now!
What is the result of the battle?
โข [[You win->Survive Archibald Evenmere fight]]
โข [[You are defeated->killed by Archibald Evenmere]]The ghost slows and then stops its attack and ceases its wailing, for the first time since you entered this tomb there is silence, before three words are spoken:
"I'm sorry, Elizabeth."
The ghost fades before you and is gone.
You re-light your torch and take a look around.
A marker over the coffin marks this as the final resting place of a "Duke Archibald Evenmere", you assume they are an ancestor of the Duke who first called you to this town.
Beside the coffin is a pedestal where some candles have long-since burned out, as well as a vicious-looking ๐ธ''Wooden Dagger''.
Beneath the dagger you also find a ๐ธ''Letter to a Son'', [[to read the letter->You Are Still My Son]].
When you are ready to move on, you can return to the [[maze of passages near the crypt's entrance->Crypt of Evenmere]].The touch of the spectre robs you of your last remaining bit of strength and you collapse in the tomb. The ghost turns back from you again and resumes his pained moaning.
[[->Crypt Rebirth]].The letter letter appears to be very old, but even in the torch's light you can read most of it well enough:
"Dominic,
These have been terrible times, but you have acted admirably throughout.
I want you to know that I do not blame you for the death of my daughter, if you could not save her then surely no one could. I pray that you allow your conscience to rest easy, for even in the darkness and sorrow that you have suffered, you found both revenge for us, and peace for our town.
You have proven yourself to be a worthy and admirable man. I would have been proud for my daughter to marry you, and for me to call you son.
I would ask that perhaps, you allow me to still do so. These dark events have left me without an heir... If you are amenable, I would name you my successor, with all the inheritance and priviliges associated.
Dominic, as far as I am concerned, you are still my son."
//โ๏ธ Note this passage number if you wish to re-read the document.//
You step up to the table with the dour looking man and young girl, asking if you can sit with them.
The man doesn't look to you when he responds, instead just taking a swig of his drink and staring into the middle-distance. "Sure, whatever. Why not."
You ask the man what is wrong, but the question only seems to pain him. He tries to find the strength to answer but fails. The young girl speaks in his place.
"Daddy is gone, papa is sad." She looks to her father and puts her hand on his wrist in consolation before looking to you, "Daddy went to stop the vampire, but..."
"Wolves." the man says, dryly, before having another sip of his drink.
The girl looks from her father to you, "They found him this morning, in the woods on the fell. They said the wolves have been more dangerous lately, because of the vampire."
You spot a shiny pendant hanging from the wrist of the widower as he takes another swig of his drink, if you have the ๐ธ''Silver Pendantโโ, [[->tavern widower 2]].
Otherwise, you don't think there is much you can do to comfort this family, besides pass on your condolances and [[leave them be->Duke's Daughter Tavern]].You take barely a step towards the table and the old woman drinking there sights you and calls,
"You there, with the handsome f-features!" She hiccups, "J-Join me!"
She grins widely as you seat yourself and hiccups again before saying "I've not seen you around these parts before, I-I'd have noticed someone l-like you around this wee wart on a tarn!"
You explain who you are, and that you have been charged with slaying the vampire queen before she regains her full strength.
"Oooooh, s-so you wanna know yourself something about VAMPIRES do you?" The old woman leans toward you with an even wider grin and a glint in her eyes, "Pay for me next round or five, and I'll tell you a tale the l-likes of which you've never heard afore!"
If you have the money and [[wish to spend one gold piece on an old woman's drinking habit->tavern drunkard 2]],
Otherwise, [[->Duke's Daughter Tavern]]. You approach the barman.
"Oh, a newcomer?"
You explain who you are as well as the quest you have been charged with by the Duke, and then ask if he knows anything that might help.
"Aye, sure I do, Traveller. Turn around, get back on your road and go some place safer, somewhere the coin is easier to find. This place is cursed, and nothing good ever came to any who approached that castle. If you don't believe me, ask them."
The barman nods towards the man and young girl sitting at a table near the tavern's fireplace.
"Y'see, things have only been getting worse lately. Strange lights have been sighted in the castle, it's stirring up the shadows and what lurks in them, even down here in town. So yeah, my advice is leave while you can. There are monsters here, Traveller."
When you ask if he has anything that could help you facing the monsters, he shrugs "wouldn't be much of a barman if I didn't."
He offers you a ๐ธ''Bottle of Rum'' which you can take in exchange for ๐ธ''3 Gold Pieces''.
When your business with the barman is done, [[you turn away from the bar->Duke's Daughter Tavern]].You sit down at an ale-soaked table beside the stage, the guitarist is too absorbed in his music to notice you and continues playing a slow and haunting song.
He sings the tale of a brave man who fought valiantly to save his love from the clutches of a vampire, but was too late to save her.
When you have heard enough, you stand [[->Duke's Daughter Tavern]]."M-Much appreciated, Traveller!"
//โ๏ธ Remove 1 ๐ธ''Gold Piece'' from your purse now.//
You pay the barman and bring a handful of drinks to the woman's table. She deftly scoops them all to her side, grabs one and takes a big swig emptying it before turning to you and beginning her tale.
"Well y-y-y'see," She hiccups, "Tis' a tragic tale indeed, for they say that there v-vampire what lived in yon castle, she had herself a fondness for young maidens..." The old woman picks up the second drink and throws back most of it in a single gulp, "Not that I can fault that, I had quite a s-similar predilection in mine own youth, if you know what I-I-I mean..."
The old woman chuckles and takes another hefty sip and appears to have difficulty focusing her eyes on you.
"That's what started the whooooooole mess, y-y-you'd think an immortal'd be wiser but, n-nope!"
The old woman is now slurring her speech, and after another swig, she leans onto her hand to hold her head up.
"A pretty f-face, you know? It starts all the bother of e-e-erry s-story."
She moves to finish her drink but falls asleep at the table. It seems this is all she has to share tonight. YOu check that she is alright before standing from the table.
[[->Duke's Daughter Tavern]]Double-click this passage to edit it."My Collar? I'm not wearing a collar."
Eric gives you a puzzled look for several seconds before clicking his tongue in realisation,
"Oh, this collar that I'm wearing?" He fidgets with it a little and smiles up to you, "This is my protection from what's in the castle..."
Eric leans over the table in a manner you assume is his attempt at being inconspicuous, and says in a low voice, "You might not know this, but there is a //Vampire// up there!"
You point out that you have already explained your quest is to slay the vampire of the castle.
"Oh? You're off to face a vampire? Well what you need is something like this."
Eric points to his collar and chuckles "This is a metal collar. With one of these, you don't need to worry about vampires biting you."
Upon asking how much Eric sells his metal collars for he quickly frowns, "Sell? but this is my only one! If I sell it to you, I'll be at risk! What if I'm bitten and turn into a vampire! All the young maidens in town would be at risk!"
Eric grumbles a little more, but you explain that if you are able to slay the vampire queen, he won't need to worry about vampires anyway.
[[Eccentric Eric's Collar 2<-]]."Well, it makes sense if you put it like that." Eric nods, "Alright - but it won't come cheap!"
If you choose, you may purchase Eric's ๐ธ''Metal Collar'' for 10 Gold Pieces.
You may [[continue browsing Eric's goods->Eccentric Eric's]] or [[return to the street->Evenmere]]The cold air bites at you as you ascend, you keep your eyes peeled for any danger that may be lurking in the darkness, waiting to pounce...
...but there is nothing. This part of the fell is pretty sparse, kept shorn by farming and sheep, though you don't see any at this time and assume they are kept safely away for fear of them becoming food for wolves or fouler beasts.
After gaining some height, you take a moment to look back down upon the town and the lake. They look almost inviting to you from here, a warm orange glow from the street lights and windows, and the moon reflected in the lake, twinkling as the water's surface dances with a slight breeze.
Letting out a sigh, your view is obscured by clouding breath - if you don't keep moving, you could die of exposure before you even reach the castle.
You turn back towards the castle, and see the forest treeline more clearly, and there also spy what seems to be the silhoutte of a person - though it may be just a shadow.
If you have the keyword ๐''PRISM'', [[->Route to Fell 3b]].
Otherwise, [[Route to Fell 3<-]].As you apprach the tree-line, a woman appears before you.
She stands about your height, dressed in what would have been considered fine and elegant clothing - some centuries ago, at least. Her hair is long and dark, surrounding a heavily scarred face which has a more remarkable feature;
She bears the fangs of a vampire.
The woman stares sharply into your eyes with a coldness far greater than the night air on this mountainside, as if you are pitiable, pathetic, beneath her.
She begins to walk towards you, what do you do?
[[Fell Entrance Strike<-Move to strike the woman]]
or
[[Fell Entrance Stand Ground<-Stand your ground]].You quickly grip your sword and swing it, but your attack passes straight through the woman as if she isn't even there - it seems she is somehow projecting an image of herself to you from elsewhere.
"As I thought, you bring petty human violence with you."
She stands with her arms crossed, looking upon you with disgust.
"Mark me well, Traveller, the Duke has sent many like you to my castle and they have all perished. Turn away now, and consider yourself lucky that I have given you the mercy of a warning."
The woman turns and begins walking toward the forest but faces you with the parting words;
"Should we meet again, this mercy will not be extended."
The image of the woman fades as if it was smoke blown away in a breeze, and you are once again left alone before the entrance to the forest of the fell.
โ๏ธ๐ Add the keyword ๐''PRISM'' now.
You may [[enter the forest->Forest of the Fell]], or heed the vampire's warning and [[abandon your quest->Fell Entrance Abandon]].The woman continues walking towards you, but you stand firm and refuse to move.
She stops immediately before you and raises her hand to your face as if to touch your chin, and it passes through. It seems the woman is not really here, and what you see is simply an image she is projecting from elsewhere.
"So, you are the latest of the Duke's recruits then? You do have some nerve, for a human... but I am not impressed."
The woman turns her back to you and looks up beyond the trees toward the castle,
"You have been charged with violence by a coward too pathetic to enact it himself. But my home is well protected, and no human has ever left it intact."
She faces you again,
"Heed my words, Traveller, ''turn back!'' You might yet live as long a life as a human can, perhaps even happy, without learning the nature of //true// darkness as it tears out your throat... but such things will not be possible for you if you continue. Turn back."
The image of the woman fades as if it was smoke blown away in a breeze, and you are once again left alone before the entrance to the forest of the fell.
โ๏ธ๐ Add the keyword ๐''PRISM'' now.
You may [[enter the forest->Forest of the Fell]], or heed the vampire's warning and [[abandon your quest->Fell Entrance Abandon]].This part of the forest is not too dense, moonlight shining through the trees upon the ground and illuminating where the path up the fell fades and splits into gutters of dirt - likely formed mostly by animals that live within these woods.
If you want to leave the forest and head back towards the town of Evenmere again, you may [[exit the forest now->Quit Forest]].
Looking deeper into the trees however, you see two possible paths ahead of you.
The path to the West seems to have a slight mist which clings to the floor and mingles with the small plants and twigs that poke through it. To take this path, [[->Misty Clearing]].
The path to the East is dark and shrouded in shadow, the thick tree growth blocking almost all moonlight from illuminating the way. As an experienced Traveller, however, you know that this shady thicket must lead somewhere. To travel this way, [[->Dark Glade]].
You take a deep breath and think on the vampire's warning, looking down the hill towards the town, and over it to the horizon beyond.
There is no need for you to press on, you can live a life elsewhere, maybe even a good life.
You begin your return journey down the fell.
''Your adventure is over.''''To play this game you will need:''
<ul><li>Six-sided dice (you only need one, but having a couple that look a little different would be ideal - so you may use one for yourself and one for your opponents)</li>Pen and Paper (You can alternatively take notes on a computer or phone/tablet)</li></u>
''Character Creation:''
<ol><li>Write down a name for your character</li><li>Choose a Class from the '[[Character Classes]]' section at the back of the book.</li><li>Write down the stats (Health, Dexterity, Power, Magic) Determined by your character's class.
//Make sure to leave room to change these stats as you fight battles and progress through the story.//</li><li>Write down the skills and traits of your character, or just place a bookmark where your character's class is described so that you can reference it later.</li><li>The story will tell you when you may collect items, record keywords, or note your rebirth point - leave some room to write down these things.</li></ol>
Once you have done this, you have made your character! You are ready to take them on an ''Adventure!''
''Story Progression:''
To move through the story is relatively straightforwatd: like most stories you must start at the beginning - but where you go from there is u to you! Read through the story until you must make a choice, and follow wherever that choice takes you.
As you read, you will see ''Bold Text'' which indicates things you should make note of, such as picking up an item or learning some important information.
Bold text can also indicate times when you must roll your dice to see how a situation resolves, such as ability checks or battles.
''Ability Checks:''
Sometimes events in the story will test your character, they will usually appear like this:
๐ฒ๐ Make a ''Dexterity Check'' now!
This indicates that you must roll a die and add a specified stat (in this case, Dexterity). The value you get will be used to determine whether you were successful or not.
You will be asked to make checks of your character's __Dexterity__, __Power__, and __Magic__, depending on the circumstances in the story.
''Rebirth:''
When you perish in this game, you return so a specific numbered passage called your ๐''Rebirth Point''. To begin with this is [[Initial Rebirth Point<-#]], but may change as you progress.
When you return to your Rebirth Point, your health is completely restored.
''Battles:''
Rules for battles are not ready yet, but will largely appear as they do in Assault on the Frozen Fortress.
There aren't any battles in the game yet, so you can treat the win/lose outcomes as a choice for now.
That's it for now, I have a lot to add to this section tbh but you can still play as you want.''Rogue:''
Health 9
Dexterity 3
Power 1
Magic 2
''Warrior:''
Health 12
Dexterity 1
Power 3
Magic 1
''Mage:''
Health 10
Dexterity 1
Power 1
Magic 4At the entrance to the forest there are no vampiric apparitions this time, you march on into the woods alone.
[[Forest of the Fell<-]].The darkness here is almost all-encompassing, you can barely see. You could light your torch and potentially avoid stumbling around, lost in the dark - but you might draw the attention of some of the forest's hostile beasts.
If you light your torch to be able to see where you are going, [[->Dark Glade WithTorch]].
If you would prefer to travel in the darkness, [[->Dark Glade NoTorch]].
You could also simply turn back towards the forest's entrance [[Forest of the Fell<-]].You walk through the misty part of the woods, the sheet of it reflecting the white moonlight and rippling white at your feet like a ghostly pool of water.
Here, the forest is calm, serene.
You notice a slight blue glow in the mist in the middle of a clearing, and find the source is a crystal which somehow seems both familiar and ethereal.
//โ๏ธ๐ Mark this passage number as your ''Rebirth Point''. Should you perish, return here with your health restored and ensure the keyword ๐''REBORN'' is added.//
Looking around, to the South you see the entrance to the forest which [[you may travel toward->Forest of the Fell]].
Eastward you spy a hollow dappled in shadow, to approach it, [[->Shady Hollow]]
To the west you hear the quiet sound of running water, likely from a brook. If you go this way, [[->Slippery Stream]]power check to move a fallen tree blocking the way
[[Thorny Passageways]]Wolves here
[[Secluded Meadow]]
[[Thorny Passageways]]YOu come upon a stream with what looks to be icy water running over sharp and slippery rocks. It looks like it could be used as a path northward, but might not be safe.
You may attempt to [[travel up the stream->Slippery Stream Check]], or return southward toward the [[Misty Clearing]].Meadow guarded by forsaken sprite, find old swing and a document heredex check to clear a thorny ditch safely
[[Forest Crag]]rock face leading to castleYou step out of the forest and see the clear night sky above once again, you walk beneath it's stars and the bright full moon as you descend the fell path towards the town of Evenmere.
The street lights beckon you through the night, and your trip down the fell is unsurprisingly a lot easier than the one up it.
You find yourself again walking the streets of Evenmere.
[[Evenmere<-]].Even with the torchlight you cannot see very far through the thick trees and brush that fills the forest floor, but you can see well enough to find your way.
Unfortunately, it is also a lot easier for you to be spotted - you hear rustling in the bushes around you, spotting a little movement but nothing clear.
You stand still and grip your sword, prepared for an ambush...
[[Dark Glade TorchFight<-]].You make your way as best you can through the darkness, sometimes tripping or getting scratched by low tree branches - but nothing too serious.
You can't see where you are going, roll a die to determine where you go from here.
What is the result of the roll?
โข 1-2: [[Dark Glade NoTorchB]]
โข 3-4: [[Dark Glade NoTorchFight]]
โข 5: [[Dark Glade NoTorchToDeadBrush]]
โข 6: [[Dark Glade NoTorchToHollow]]
Suddenly, a large wolf leaps from the bushes and growls before you about to pounce.
โ๏ธ Battle the ''Forest Wolf'' now!
What is the result of the battle?
โข [[You win->Survive the Forest Wolf fight]]
โข [[You are defeated->killed by Forest Wolf]]The wolf collapses upon the ground and stops moving.
After taking a moment to regain your breath and composure, you continue until you spot two paths illuminated by your torch.
A path to the East appears to lead down into a [[Shady Hollow]].
The path Northward seems to lead to an [[Area of Dead Brush]]
Double-click this passage to edit it.You walk through this lightless stretch of woods and trip yourself over a thick root, catching your hand on a sharp stone when you try to break the fall.
๐ You take ''1 point of damage''!
You're unsure if you've even made any progress, if you choose to light your torch now, [[Dark Glade WithTorch]].
Otherwise, you still can't see where you are going, so roll a die to determine where you go from here.
What is the result of the roll?
โข 1-2: [[Dark Glade NoTorch]]
โข 3-4: [[Dark Glade NoTorchFight]]
โข 5: [[Dark Glade NoTorchToDeadBrush]]
โข 6: [[Dark Glade NoTorchToHollow]]
You practically stumble into a large wolf which is upon you before you can prepare!
โ๏ธ Battle the ''Forest Wolf'' now! The wolf gets the first turn because you are surprised!
What is the result of the battle?
โข [[You win->Survive the Forest Wolf fight NoTorch]]
โข [[You are defeated->killed by Forest Wolf]]As you move on, the darkness finally starts to clear and you see your way ahead illuminated by moonlight falling between the trees.
Before you, you see an area of the forest where most of the brush seems to have died.
[[->Area of Dead Brush]]As you move on, the darkness finally starts to clear and you see your way ahead illuminated by moonlight falling between the trees.
You make your way deeper into the woods, into a shady hollow.
[[Shady Hollow]].The wolf collapses upon the ground and stops moving.
After taking a moment to regain your breath and composure. When you begin to move on again, the darkness finally starts to clear and you see your way ahead illuminated by moonlight falling between the trees, spotting two paths.
A path to the East appears to lead down into a [[Shady Hollow]].
The path Northward seems to lead to an [[Area of Dead Brush]]
You awake facing the sea, memories of your past fading quickly. You try desperately to hold on to them, A recalled scent - gone.
The sound of a lullaby - lost.
The image of a kind woman - vanished.
...
Who are you? You no longer know.
Looking around you find nothing familliar, so you get up and look for a path. You are a Traveller now.
...
[[Prologue<-]] You make your way up the stream as carefully as you can, placing your feet on the firmest looking rocks that reach the surface.
However, there is a large stretch ahead of you without any place for your feet to find good purchase. You are annoyed for a moment, but then recall that there is a spell that would allow you to take a few steps across the water's surface as if it were solid ground. Your memory of this particular spell is not completely clear but you try it anyway.
๐ฒโญ๏ธ Make a ''Magic Check'' now!
What is your result?
โข [[4 or more->Slippery Stream Pass]]
โข [[3 or less->Slippery Stream Fail]]Double-click this passage to edit it.You think you have made the correct incantation, but a couple of steps is all it takes to realise you must have gotten it wrong.
Your foot drops through the water and catches a sharp rock at a bad angle. Your ankle twists and you stumble.
๐ You take ''2 points of damage''!
If you have no Health points remaining [[Slippery Stream Perish]]
Otherwise, you reach a safe place to stand, hurt and sodden.
[[Slippery Stream Top]]. Double-click this passage to edit it.Double-click this passage to edit it.