Choose Your Own Adventure

From The Walkscape Walkthrough

Join the discord to get in on the action! It's located under the "Adventure" section of channels in the #cyoa channel.

Description

(Taken from Walkscape Discord Server)

Welcome to our Choose Your Own Adventure game channel! Here, you'll be able to explore the world of Arenum by voting on what happens next.

Each vote will last approximately 48 hours, and it's essential to be careful with your choices. While some may lead to glory, death is always a possibility. This game is an opportunity to learn about the lore of WalkScape and may even allow you to shape the world. Characters and events that happen here could appear later in the actual WalkScape game.

Sometimes a dice roll will determine if outcome of choice is a success. We'll use d20 and difficulty for success will be hinted before making a choice. Chart is here:
Easy: 4-20
Medium: 8-20
Hard: 12-20
Extreme: 18-20

History

Depths of Jarvonia.

May 8th, 2023

The night sky twinkles with a myriad of bright stars, as a cold wind blows an icy breeze that chills you to the bone. In the distance, the largest citadel and capital of Jarvonia, Kallaheim, stands tall and proud, often referred to as the Hollow Light. Though it's still a few hours of marching through the deep snow, the thought of a warm bed and a full belly reinforces your will, and each step feels lighter than before.

As you draw closer to the city walls, you notice two figures engaged in a heated conversation. Despite the sound carrying well over the snow-covered field, you cannot discern what they are discussing. Their tones grow more intense until a bright flash of red illuminates the area, leaving you momentarily blinded. As your vision clears, you see no sign of the figures. Was it all just a dream, or did it really happen? The cold walls of Kallaheim stand unaffected by events, and your belly groans, reminding you of your hunger. You hear wolves howling on the horizon, reminding you that hesitating in cold, dark night is never a good idea.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Continue your way to the safety of Kallaheim's walls
πŸ‡§ Investigate the area where the two figures were talking
πŸ‡§ --

May 9th, 2023

As your curiosity overtakes your groaning belly and the howling wolves, you rush towards the spot, each step crunching on the snow. There you find a perfect circle, melted in the snow, with an amulet lying in the middle. You pick up the amulet that is shaped like five point star made from ice. The meaning of it is not known to you as you are not from these lands.

Suddenly, a growl echoes nearby, causing shivers to run down your spine. You turn around to see a lone wolf, who has chosen you as its prey on this cold, dark night. With little time to think, you must act quickly. Thankfully, you have the perfect plan.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Throw salted pork snout from your backpack (Easy)
πŸ‡§ Run to Kallaheim (Medium)
πŸ‡¨ Attack the wolf with your trusty dagger (Hard)
πŸ‡© Play dead (Extreme)
πŸ‡§ Dice: [d20]
Roll: [6]

May 11th, 2023

Before you can come up with a plan, your flight instinct kicks in, and you start running towards the cold walls of Kallaheim. You throw a glance over your shoulder and see a wolf staring after you. After a few moments, it sets off in a playful chase. With the snow so deep, it's the wolf's domain, and there's no need to rush after a tasty, you-shaped rabbit. You hear its paws closing in, and suddenly, it yanks your leg. You feel a sharp pain in your calf, but the wolf releases you, licking your blood off its lips.

You're pumped with adrenaline, but you can't possibly run any faster through the deep snow. You've made it only a little closer to the walls when you spot two lit torches upon the battlements. You shout at the top of your lungs, "HELP ME!"

No answer. Your shout for help startles the wolf. It rams you from the back, making you fall flat on your face. You feel large paws stomp your back. It growls angrily and tries to go in for a bite, but luckily, you shift under its weight, and its jaws snap into your beloved backpack. It gets opened, spilling your belongings out onto the snow, including your grandma's special roasted pork snout.

The wolf can't resist the salty smell of the tasty meat. You seize the opportunity for escape. You leave your backpack behind and run through the snow towards the Kallaheims gates. You don't dare to glance back, but you know well that your grandma's cooking has saved your life.

Out of breath, bleeding, but thankful that you're alive, you reach the gates where a lone guard sits behind metal bars in the guardroom. "State your business in Kallaheim," it says drily, unimpressed by your rugged look.

What do you say?
Options Chosen Dice Roll
πŸ‡¦ "I'm looking for a job as a lumberjack"
πŸ‡§ "I've come here to become a fishermen"
πŸ‡¨ "I want to do some mining"
πŸ‡¨ --

May 12th, 2023

"That's right, we need miners," the guard says, pulling a lever that slowly opens the gates. "There's a new expedition to the Frostbite Mountain Range leaving tomorrow from the Silver Stag tavern." As the gates of the cold city creak open, the warm glow of lanterns illuminates the snowy cobblestone streets, casting intricate patterns of shadow and light and creating an unnerving atmosphere that envelops the entire city.

As the gates shut behind you, you feel safe but very tired. The adrenaline has worn off, and you feel a burning pain where the wolf bit you. You want nothing more than to fill your belly and hit the bed. You will bandage the wound before sleeping. You locate a signpost showing the direction to the Silver Stag; it's not far from here, and you soon reach its welcoming doors. As you enter the tavern, the sound of people chatting, plates clinking, and dice rolling soothes you.

On your way to the barkeeper, you take a quick look at the message board. You find the poster calling for miners, offering good pay and providing equipment and provisions, leaving at noon, so there's plenty of time to rest. You continue to the bar, where you order a tasty stew, a flagon of ale, and a room for tonight. You produce a small pouch from your belt and pay the bill. You count the coins left, six in total.

As you sit down at a table and enjoy your food and drink, you scan around the room, looking for anything of interest. At one table, you see several men and women playing a dice game. In a shady corner, you notice a woman in long robes studying some scrolls; maybe she knows something about the amulet you found. In the middle of the room, there is a small stage set up, and there's an elven bard hosting a Troubadour's Rendezvous, where anyone can have the stage for five minutes.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Play dice game (Medium)
πŸ‡§ Talk to the woman in corner (Hard)
πŸ‡¨ Participate in Troubadour's Rendezvous (Hard)
πŸ‡© Go to sleep
πŸ‡§ Dice: [d20]
Roll: [14]

May 14th, 2023

After finishing your meal and gulping down the last of your ale, you summon the courage to approach the woman in the shady corner. She looks like someone that could know something about the amulet you found. You walk across the room, ignoring the dice game and the stage, and sit down at the robed woman's table. She looks at you, slightly annoyed, but once you produce the star-shaped amulet out of your inside pocket, she turns curious.

"You should not have this. Where did you get it?" she says, concerned. You explain to her what happened outside of Kallaheim's walls earlier this night. She listens to you attentively, then she speaks, "Well, the amulet you have is called a Pentafrost. It's a symbol worn by high-ranking Ordained Ones. The red flash blast must have been produced by an Ewerethien mage. They are most proficient with magic. What's happened there, I do not know, and I suggest you better not investigate it. Jarvonia is already dangerous enough. Now excuse me, I have to continue my studies."

You put away the Pentafrost and go to your room, satisfied with getting some answers. You bandage your calf, and as soon as your head touches the pillow, you fall into a deep sleep.

When you wake up, you feel refreshed and ready for your mining career. You have a quick breakfast in the tavern, and soon enough, you find yourself standing outside of Silver Steed, where two wagons are stationed. A bearded man comes up to you. "Welcome," he says and starts giving you things. "Here's your pickaxe, provisions, and an oil lamp. If you are a novice, take a seat at the first wagon. If you're experienced, go to the second. Wagons will set out together, but their destinations are different, and so is the pay and danger."

You consider your options, you've never swung a pickaxe, but the higher pay sounds nice. You already survived yesterday, how much worse can it be?

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Take a seat in the novice miner wagon
πŸ‡§ Take a seat in the experienced miner wagon
πŸ‡¦ --

May 16th, 2023

You take a seat in the novice wagon, and soon it starts rolling over the cobblestone streets until it leaves Kallaheim. You count twelve eager miners, both men and women of different ages. Some are talking, while others get comfortable taking out crossword puzzles or other things to pass the time, as the expedition leader said the journey will take at least a day.

The ride takes you north, and the roads get smaller and more poorly maintained. Sometimes the wagon gets stuck, and everyone has to help dig it out to continue. It's almost midnight when you reach a campsite at the base of the mountain. Several tents are set up, and warm soup is served. Each miner is allocated a sleeping place.

In the morning, you gather in the middle of the camp and receive a briefing about the expedition. The experienced miners will go to a mine much higher up in the Frostbite Mountain, while you and the other novices will head to a lower one. You've heard a lot of speculation about the dangers that lie in the higher mine, from the ghosts of dead miners to furry, hungry yetis. But the lower one you're heading to should hold no danger. Sometimes even children work in it.

Your mining group is led to the entrance of the lower mine. The bearded man who recruited you back in Kallaheim explains the mining buddy system. You're supposed to pair up with a fellow miner and work closely together to provide some safety in case of any problems in the mine.

Most miners instantly pair up, and you look to see who's still available to form a pair. There's an older man in his sixties who is considered an experienced miner, but his hearing and eyesight are really bad. There's also a girl in her late teens who boasts about her mining skills because she comes from a family of miners, but her father won't let her go to the dangerous mine. The last one is a strong man who has been slinging offensive jokes left and right during the journey and is just unpleasant to be around.

Who do you choose as your mining buddy?
Options Chosen Dice Roll
πŸ‡¦ The experienced old miner
πŸ‡§ Teenage girl miner
πŸ‡¨ Unpleasant strong man miner
πŸ‡¦ --

May 18th, 2023

You approach the old miner, and he nods at you with a faint smile. The man and the girl are left to team up, and you can already hear the man muttering, "Of course, the newbie teams up with the old fart. Don't ask me when I have to retrieve their frozen bodies from the mine." The girl adds, "Yeah, I remember when my daddy had to retrieve fifteen miners from the higher cave. He did it alone too! One day, it's gonna be me doing it!"

The paired miners enter the mine two by two, leaving you outside. The bearded expedition guide informs you that he will return and ring a bell when the shift ends, and you'll hear its echo within the mines. After that, he heads back to the base camp. You light your oil lamps and venture into the mines. There, you choose a mining cart, place it on the tracks, and select one of the tunnels leading deeper into the mountain.

You're eager to talk to your buddy, but he declines any conversations beyond saying, "Name's Jarran Greysight. We'll have plenty of time to chat when we mine." He then explains how to locate a rich copper vein, and you set out following his guidance. Before long, you discover exactly what he described. He proceeds to show you the correct way to hold the pickaxe and the best technique to use it. Soon enough, you're mining one ore after another.

Echoing into the mines you hear more pickaxes striking the rock. Both you and the old miner have found a comfortable rhythm and now you decide it would be good time to strike up a conversation.

What do you talk about?
Options Chosen Dice Roll
πŸ‡¦ His mining stories
πŸ‡§ Jarvonia
πŸ‡¨ His Family
πŸ‡© Weather
πŸ‡¦ --

May 20th, 2023

You decide to ask about Jarran's mining career, as a miner of his age must have seen quite a lot. His eyes light up when you bring up the topic, and he eagerly shares story after story with you. Some are mundane, some are exciting, but all of them revolve around the world of rock and stone. However, one particular story strikes a chord within you.

The old man begins, "Once, we were mining in a mountain near Coldington. It was a dangerous mine, with a history of collapses and missing crews. However, it was also incredibly rich in minerals, which made the pay quite absurd. We were a team of twelve miners, and we utilized six carts, much like the setup here."

"One morning, as we prepared our carts, we noticed something strange. Suddenly, there were seven carts instead of the usual six. A new cart had appeared out of nowhere, and we simply laughed it off. One pair of miners decided to take the new cart, and we began our work. At the end of our shift, when we gathered at the mine entrance, the miners who had chosen the new cart were missing. Concerned, we went to investigate... only to find them both dead. Their heads had been torn off, their faces devoured. The cart itself was nowhere to be found."

"Filled with fear, we fled the mine and never returned. It was sealed off permanently thereafter. I believe it was the work of a Dragar, a ghoul raised by the spirit of a deceased miner, never resting, forever stalking the site of their demise."

He quickly apologizes, not wanting to frighten you, saying, "I'm sorry for any unease caused. Don't worry, we are in the novice mine, after all."

As he finishes his story, you look around and notice something that wasn't there before - another mining cart.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Scream
πŸ‡§ Run Away
πŸ‡¨ Attack the cart
πŸ‡© Push the old man toward the cart
πŸ‡¦ --

May 22nd, 2023

Surprised by the suddenly appearing cart, you let out a scream. However, before you can react any further, your scream is drowned out by the laughter of a man and a woman. "Haha, look at the newbie screaming like a scared little baby. Did you wet yourself too?" the unpleasant man says as he appears around the curve of the cave. The teenage girl miner standing next to him adds, "Don't you hear the bell? The shift is over. Roll your cart so it doesn't block ours. Come on!"

Now you hear the bell ringing; you were so captivated by the old miner's story that you didn't notice it before. Jarran looks at you with compassionate eyes and gives you a slight smile. You begin to make your way out of the mine, your cart filled with valuable minerals. Not bad for the first day.

As you exit the mine, the sky full of bright stars greets you. The bearded expedition leader stands with a bell in his hand. "Good work, everyone. Load the ores onto the sled wagons." You all follow his instructions and soon reach the base camp. There, he hands everyone their pay, 10 coins. You enjoy a warm stew and spend time with the old miner you've grown fond of, but the camp seems uneasy. It has been a while, and the experienced mining group has not yet returned.

The bearded leader explains that he made an agreement with the veteran miners that they would end their shift on their own, but it is well past that time. He is going to investigate and offers anyone who wants to accompany him. A few miners step up, including the unpleasant man and the girl. The old man says he needs to rest and that he would be no help anyway.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Join the group to investigate
πŸ‡§ Sneak behind the group and follow them (Easy)
πŸ‡¨ Stay and steal from miners who left (Medium)
πŸ‡© Stay and rest
πŸ‡¦ --

May 24th, 2023

Veteran miners are in peril, and you feel obliged to help them. You would want the same if you were in a sticky situation. So, you decide to join the group. The unpleasant man says, "Hey, newbie, you got scared by a mining cart earlier. What if there are more of those up there?" The teenage girl laughs, but the joke doesn't land with anyone else. Nevertheless, you all fill your oil lamps and begin your ascent up Frostbite Mountain.

The cold, harsh wind howls in the night as you walk with the group. Doubts start creeping into your mind, making you wonder if coming to the mountain was a mistake. You could have been fishing on a frozen lake or cutting wood with the woodsmen. However, as you reach the higher mine, you shake off these doubts.

Instantly, you notice that the duty oil lamps have gone out, plunging the mine into total darkness. The bearded leader takes a step into the mine, his hand extended with an oil lamp in front. The unpleasant man explains that he will stand guard at the entrance, and another miner joins him. It's you, the bearded leader, the teenage girl, and three nameless miners who venture into the mine.

You march forward slowly, illuminating the dark mine with your oil lamps. Your leader calls out to the miners, but only his voice reverberates in the mine. As you reach the first mine fork, you stop to decide whether to split up or stay together. However, before you can come to a conclusion, a loud noise from the direction you came interrupts you. You also feel tremors in the ground. After the dust settles and the tremors subside, you hear a deep, slow laughter resonating through the air. However, you struggle to determine its source or origin.

The bearded man quickly makes a decision to form pairs. He pairs up with one of the miners, while the other two miners group together. You are left to pair up with the teenage girl.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Investigate the way you came from
πŸ‡§ Take one of the paths forward
πŸ‡¨ Stay put
πŸ‡§ --

May 27th, 2023

There are three paths you can take, and three mining pairs have formed. Therefore, you decide to explore different paths and meet up back here later. You step up to take one of the paths that leads deeper, while the two unnamed miners take the other path. The bearded expedition leader with their pair will check out the way they came, as they are afraid the entrance has collapsed.

You and the girl venture forth. As you walk, you feel the girl gripping your arm tightly. She has lost her arrogant attitude and whispers, "I'm scared. Are we going to be alright?" You don't know, but you nod approvingly. Your oil lamp illuminates the tunnels, casting shadows that transform into eerie beings. Eventually, you reach a larger opening in the mine and spot four lifeless bodies on the ground. Their faces have been ripped away, and blood covers the rocky terrain. Only a single mining cart remains amidst them.

You glance at the girl beside you and notice her frozen in fear. As you turn your gaze back to the scene, you see a menacing, demon spider-like figure standing on multiple legs where the mining cart was. It is lean, sinewy, and it's large mouth full of teeth. It appears ready to pounce.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Fight it (Extreme)
πŸ‡§ Shove the girl towards it (Hard)
πŸ‡¨ Run away (Extreme)
πŸ‡§ --

May 28th, 2023

Your survival instincts kick in, and to your surprise, you shove the girl next to you towards the creature. In the process, you purposely trip her, causing her to land several feet away from you. She is shocked and frozen in fear. The monster leaps onto her, ripping into her flesh with its claws. As you witness it open its toothed jaw, preparing to bite, you quickly spin on your heel and run away.

While running, you hear the girl's last screams reverberating through the cave. You hope that you have gained enough time to somehow escape. Eventually, you reach the exit, which has been partially blocked by a collapse. Fortunately, the bearded expedition guide, along with his buddy, has cleared a path allowing a person to squeeze through.

"We heard screams, what happened?" the guide asks urgently. You quickly recount the horrifying encounter with the monster and the subsequent massacre. However, you choose to keep the part about shoving the girl to yourself.

"By the Frost, we must get out of here," the man says with a grim expression on his face.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Go through the squeeze first (Easy)
πŸ‡§ Convince others to fight monster with you (Hard)
πŸ‡¨ Stay alone and fight (Extreme)
πŸ‡© Go through the squeeze last (Medium)
πŸ‡¦ Dice: [d20]
Roll: [1]

May 31st, 2023

You do not want to encounter the monster again, so without an invitation, you start crawling up the rubble. The hole appears large enough for you to squeeze through, and you can feel the cool outside air rushing against your face. You begin to squeeze through the opening.

As you slowly maneuver your way through, you hear coming of the other two miners. They are panting and sound distressed. You soon discover the reason behind their distress. The miners are being chased by the spider-like creature. Meeting others they take their last stand here. The bearded man yells at you to move faster, igniting panic within you. You start shifting faster through the squeeze, dislodging more rubble above, and feeling dirt and rocks engulfing your stomach area.

Behind you, you hear the sounds of fighting and the screams of the miners. Before you can even see it, the unpleasant man outside reaches for you. His hands lock around yours, and he begins to pull. Inch by inch, you are slowly moved through, with rubble shifting around you. The screams behind you gradually fade away, and you are almost free when suddenly, you feel a sharp pain in your leg. The monster has hooked one of its clawed fingers through your calf and starts pulling with a force ten times stronger than that of the miners trying to pull you out.

"It can't be," you think, "I can't die like this." But your body is forcefully pulled back into the mine, into the monster's grasp. As you are dragged through the squeeze, sharp rocks brush against your body, yet you do not feel any pain. You are pulled further into the mine, with the lifeless bodies of your comrades lying on the ground. The monster strikes at your chest and bites your face. In those final moments, you think...

What do you think about?
Options Chosen Dice Roll
πŸ‡¦ You should've went to Grand Duchy of Trellin-Erdwise
πŸ‡§ You should've explore lands of Wrentmark
πŸ‡¨ You should've looked for work in Galeforge
πŸ‡© You should've ventured to Wallisia
πŸ‡¦ --

A Swampy Saga in the Grand Duchy of Trellin-Erdwise.

June 2nd, 2023

You're traveling along the well-made Erdwise roads from Blackspell Port to the Great Marshes. The empire has always taken good care of the infrastructure; you even recall a saying: "Forge the path with sturdy stones, and prosperity shall grace thy throne." The landscapes around you grow increasingly beautiful, but so do the dangers. Bandits, beasts, and disease lurk in the Great Marshes, but you've planned to hire local halflings to assist you and your lord.

You've been employed by Lord Jean dar Ortwarren, serving as his servant, guide, bodyguard, and much more. One thing is certain: you don't get paid enough for this job. However, if you want to climb the political ladder, you must earn a favor with the nobles. Lord Ortwarren wants to bring back hunting trophies from the Great Marshes, with a particular interest in claiming the head of the legendary snake known as Halfmaw. This serpent is identifiable by its half-missing lower jaw and is rumored to be capable of swallowing men whole.

Lord Jean dar Ortwarren has brought his family's crossbow, and back in Blackspell Port, he purchased a magical slaying arrow from the Ewerethien trader. Your task is to ensure his safe journey to encounter the snake and return. You're well aware that this adventure won't be easy, so you've arranged to meet up with the hired halfling assistance at the border of Trellin.

Who have you arranged to hire?
Options Chosen Dice Roll
πŸ‡¦ Swampland Survivalist
πŸ‡§ Tracker
πŸ‡¨ Beastmaster
πŸ‡© Guard
πŸ‡§ --

June 4th, 2023

You've arranged a meeting with a professional halfling tracker. Based on the information you've gathered about him, you know that he's highly skilled at finding the right beasts. However, he seems uninterested in assisting with the survival and safety aspects of the adventure. Nevertheless, since you want to minimize your time spent in the swamp, your plan is to hunt some beasts and return before the insects even notice your arrival.

As you approach the meeting spot, you spot a man of half the usual size wearing a ranger's hat. He appears well-equipped and outfitted. Lord Ortwarren sneers, "I refuse to be led by the enemy. I know these smallfolk; he'll guide us into a trap, rob us, and leave us as food for the beasts!" You quickly reassure Lord Ortwarren that this tracker is a professional and has no interest in the Trellin-Erdwise dispute.

The tracker greets you, saying, "Welcome, biggies. Let's establish some ground rules. I will not babysit you. I will not feed you. I will not change your pants. Tell me what to find, and I'll find it. Killing, you do yourselves. My name's Taffel the Mudfoot. So, what are we after?"

What do you want him to find?
Options Chosen Dice Roll
πŸ‡¦ Wild boar
πŸ‡§ Alligator
πŸ‡¨ Snapping Turtle
πŸ‡© Halfmaw
πŸ‡¨ --

June 6th, 2023

Your lord examines you closely as you reply that you're after a snapping turtle. Jean dar Ortwarren frowns, remarking, "Ah, yes, my friends at Blackspell Port will be very impressed by a turtle head. Not!" He theatrically adds, "Alright, fine, take us to the mighty snapping turtle." You shrug, knowing that nothing would ever please your lord, so you pay no attention to his sarcasm.

The tracker says, "A snappie? No problem! If we're lucky, we'll find one today," and he gets to work. He kneels down and takes a deep sniff of the mud, then removes his hat and submerges his head into the nearby water. After a minute, you start to worry, but he suddenly emerges and spits out some water. Without saying anything, he points two fingers westward and starts walking, motioning for you to follow.

Lord Ortwarren scoffs at the technique used by the Mudfoot, but he obliges and both of you follow the halfling on foot. Making your way through the swamp is more exhausting than anticipated. Not even half a day has passed when the lord orders you to carry his bags as well. You grit your teeth and press on.

After an half an hour the tracker suddenly stops and motions for you to stop as well. He points in a direction where a wild swamp snapping turtle has appeared! It looks aggressive, and the halfling has already hidden himself in the bush.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Hide yourself and lord the bush (medium)
πŸ‡§ Attack the turtle (medium)
πŸ‡¨ Let Ortwarren attack (medium)
πŸ‡¨ Dice: [d20]
Roll: [13]

June 8th, 2023

Unsure of what the Lord would think if you were to kill the turtle instead of him, which you could easily do as you're well-trained in spear arts, you decide to step back and let Ortwarren claim the kill. The Lord understands your intention, and he slowly, without startling the turtle that is approximately 30 feet away from you, takes his crossbow and notches a bolt.

As you shift your foot into a more comfortable position, you accidentally snap a branch underneath, drawing the snapper's attention. It charges at you with much greater speed than you had anticipated. You attempt to grab your spear, but you know it's too late. Just as the turtle lunges at you, a bolt strikes through its head, entering perfectly on one side and exiting on the other.

"Don't just stand there, retrieve the bolt, and then butcher the turtle. We shall feast on the turtle; nothing tastes better than a fresh kill. We will make camp here," says Lord Ortwarren with a smirk as he sits down on a fallen log, takes out a small pipe, and starts smoking.

Orders are orders, and you place the bags where the Lord sits before beginning to search for the bolt. As you do so, Mudfoot approaches you and speaks in a hushed voice, saying, "Psst! This place is no good for camp. Too damp. Much water, too many insects at night."

You nod and continue searching for the bolt, contemplating your options. Should you trust the halfing? Can you go against your lord's orders? Eventually, you retrieve the bolt and the snapper's carcass, then return to your lord.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Make the camp here as lord ordered
πŸ‡§ Tell the lord you have to move elsewhere
πŸ‡§ --

June 12th, 2023

Before you speak, a small mosquito lands on your neck and bites you, leaving an itchy spot. Nervously, you clear your throat and inform the lord that it would be necessary to relocate to a more suitable camping spot, because insects here are going to eat you alive at night.

The lord takes a long drag from his pipe, slightly annoyed, and remarks, "Eh, we could have had the turtle roasting by now, but I will trust your decision. Find a place that's safe and secure." As you draw closer to him, Ortwarren whispers, "Although I still don't trust that smallfolk Mudface. I'll keep an eye on him."

You gather your belongings, and this time the lord carries his own packs. Together, you embark on a quest to find a better shelter. The sun is gradually setting, and the number of insects has tripled, becoming increasingly bothersome. You search for a higher ground with a dry surface, suitable for constructing a makeshift shelter.

Eventually, you discover a patch of ground with a sturdy surface and an old fallen tree. This spot is significantly drier than before, prompting your decision to camp here. As you unpack, the halfling approaches and says, "I will sleep other place. I will meet you here, two hours after dawn." You pay little attention to his departure as you have numerous tasks at hand. You proceed to construct a triangular makeshift shelter, leaning it against the tree. Lord Ortwarren takes place in the shelter and before he sleeps he orders "Make fire, butcher and cook the turtle, keep watch. Tomorrow we look for Halfmaw!", soon he's snoring in deep sleep. You yawn and rub your eyes, thousand stars shine upon you.

What do you do during the night?
Options Chosen Dice Roll
πŸ‡¦ Sleep
πŸ‡§ Make fire (Easy)
πŸ‡¨ Make fire and butcher/cook the turtle (Medium)
πŸ‡© Make fire, butcher/cook the turtle, keep watch through the night (Hard)
πŸ‡© Dice: [d20]
Roll: [19]

June 14th, 2023

You shake off the drowsiness, determined to please your lord and follow his orders completely, especially after your previous disobedience. While gathering twigs and leaves for fire starting, you retrieve your flint and steel. Prior to your journey to Trellin, you took the time to read some survival guides, so in theory you know how to make a fire. Putting your knowledge into action, you are surprised to quickly a flame sparks, which grows into a respectable fire as you feed it.

Filled with energy from your success, you waste no time and begin butchering the turtle. Although you have never done it before, memories flash back of how your mother used to skillfully butcher various creatures when you were a child. Guided by intuition, you deftly work on the turtle using a sharp knife. After half an hour, you successfully remove its organs and separate the shell, limbs, and head. Setting aside the shell and head, you decide to prepare a delicious turtle stew.

With the task complete, you make the decision to keep watch throughout the night. Perhaps your lord is correct in distrusting the halfling and suspecting a possible betrayal. There's also the chance of dangerous beasts stumbling upon you. Settling down by the fire, you savor the stew. The warmth from the fire and the food make you feel drowsy, but you push through. At times, you think you hear or see something in the darkness, but it is likely just your imagination. Soon, dawn breaks, and your lord awakens, pleased with your diligent work. Ortwarren allows you to rest until the halfling returns, and as soon as you lie down, you fall asleep.

You are awakened by your lord. "It's almost noon, Mudface hasn't arrived. What's the plan? I want to find the Halfmaw. Yesterday was good practice."

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Wait here
πŸ‡§ Look for Mudfoot (Hard)
πŸ‡¨ Track Halfmaw yourself (Extreme)
πŸ‡© Go back the way you came (Easy)
πŸ‡¦ --

June 16th, 2023

You decide to wait for Mudfoot's return, as you don't trust your tracking abilities enough to locate the halfling or Halfmaw on your own. Your lord appears annoyed with your decision, but he calmly packs his pipe and begins to smoke.

Today is scorching hot, with the sun beating down on you and the still air making it hard to breathe. You find yourself missing the bustling streets of Blackspell Portβ€”the lively parties, the intrigue, the vibrant life. Yet, you remind yourself of the potential title you could earn if you succeed in this adventure. Ortwarren will promote you to one of his courtiers.

Suddenly, the sound of small footsteps catches your attention. Before you can locate the source, three halflings emerge from the bushes, bows raised and arrows pointed directly at you. They bear dark camouflage face paint, and their leader, wearing a red bandana, exudes a menacing aura.

Your lord remains seated, calmly smoking his pipe, but you notice him subtly inching closer to his crossbow resting on the ground.

"Hello, friends! Oh, my apologies," he says, bowing deeply. "Welcome to the swamps, my lord," he adds with a hint of sarcasm, prompting giggles from the other two halflings. "You see, a friend of mine informed me about two nobles camping in this area. Now, I happen to know that Erdwise has quite deep pockets, so I believe parting with some coin won't be an issue for your noble friends, will it? Now, remain still. We will blindfold you and lead you to a safe location."

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Comply
πŸ‡§ Fight (Extreme)
πŸ‡¨ Convince them that only your lord is noble (Hard)
πŸ‡¦ --

June 20th, 2023

You want to grab your spear and fight these small bastards to the death, but your body refuses to obey. Your feet are frozen in place.

You glance at your lord and subtly shake your head, he understands and refrains from reaching for his crossbow. He stands up, extending his arms as a gesture to be tied. "Let's get it over with," the Lord grunts.

The smallfolk swiftly bind your hands, with one of them standing on another's shoulders to blindfold both of you. From the sounds of it, they rummage through your belongings, giggling in excitement when they discover your coins.

Now that the initial fear has subsided, you begin to formulate a plan to escape with Lord Ortwarren. The Erdwise lords would undoubtedly pay a handsome sum for Ortwarren, but how long until they receive the message? Negotiations like these can take weeks. Can you survive for that long? As you ponder, a kick to your shin interrupts your thoughts, and a halfling orders you to move.

Moving while blindfolded proves to be slow and painful, as you frequently stumble. You believe it to be pointless, as you wouldn't be able to distinguish one part of the swamp from another, but the smallfolk insists on complete secrecy. By nightfall, you arrive at their hideout. You hear more halflings, but their words remain incomprehensible to you since you don't understand their language.

Both you and Lord Ortwarren are tossed into a large dug hole with wooden bars covering the top. They let you remove your blindfolds. Exhausted, you slump against the dirt walls and fall asleep.

You are awakened by a familiar voice "Pssst, I can't help you now. But I get you out. Do as they say. I'll come for you. Soon," whispers Mudfoot, the tracker you hired. Before you can respond, he vanishes into the night.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Wait
πŸ‡§ Escape now (Hard)
πŸ‡¨ Try to win a favour from guard (Medium)
πŸ‡¨ Dice: [d20]
Roll: [8]

June 22nd, 2023

You are confused upon hearing Mudfood's words, but you choose to trust him and wait. However, that doesn't mean you won't seize any opportunity that may arise. Lord Ortwarren was asleep during the whispers, and you're unsure of what he would think about the situation. You notice that his ornate ivory pipe has fallen out of his pocket, so you carefully stash it in your clothing, not wanting it to get dirty or wake the lord. Eventually, you drift back to sleep.

In the morning, both you and your lord wake up. Your arms are extremely sore from the tight ropes that bind them. You attempt to shift them into a more comfortable position but find no relief. You also notice that Ortwarren's arms are in bad shape as well.

Later, a halfling woman arrives and lowers a strange orange fruit. She takes a drag from a small rolled herb spliff and says, "Breakfast." In that moment, you experience a flash of inspiration. Before she leaves, you speak up and ask her to unbind your arms, offering the ivory pipe in exchange. The lord appears surprised but does not interrupt. The halfling woman contemplates for a moment and then accepts the offer. She extends her arm through the wooden bars, taking the pipe from you. Reluctant to descend, she tosses a small knife instead.

As she waits, you start working on cutting the ropes that bind both you and the lord. Suddenly, she gets called by someone and is forced to leave, cursing in frustration. Soon, you successfully unbind yourselves and still possess the small knife she left behind.

You divide the fruit into two and consume it. It is juicy, spicy, and refreshing. As you eat, the lord speaks up, saying, "We have to escape from here. We'll decay in these swamps. I'm sure the court will pay, but it could take weeks"

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Wait for Mudfoot
πŸ‡§ Try to escape during the night (Medium)
πŸ‡¨ Kill Ortwarren with knife (Extreme)
πŸ‡¦ --

June 25th, 2023

For a moment, a mad idea about killing your lord crosses your mind, but you quickly dismiss it. It's a naive hope that getting rid of your lord would lead the smallfolk to release you. In reality, your life might depend on keeping your lord alive. He's the one who holds value to them, not you.

You inform the lord about Mudfoot's visit the previous night, believing it will prove his innocence in your capture. Mudfoot has offered to save you, but you must wait for him, no matter how long it takes. Even if you'd escape now, the swamp is their domain, and you stand no chance. Lord Ortwarren agrees with your decision.

A waste bucket is lowered into your hole, along with some food, and your lord is questioned about whom to contact in Blackspell Port. The day drags on as you hear the smallfolk talking, coming and going, until nightfall arrives. Little do you know, this marks the first of many days spent in this dirt hole. With the knife you obtained, you engrave a single line on the waste bucket, representing the day you've spent here.

***

Five weeks have passed since your capture. The lord has grown a greying beard and has become noticeably thin. There have been no sightings of Mudfoot, but you continue to wait and hope. The days blur together: you receive food, the waste bucket is emptied, and you find ways to pass the time by talking, listening, and entertaining yourselves. You've learned countless ways to spin and flip the knife you acquired on your first day here.

However, today is different. A large thunderstorm has been brewing in the distance, and now it has begun to pour. Rainwater fills your hole, rising to your knees. You call out to smallfolk, but nobody comes. This has never happened before; someone has always remained in the camp.

Suddenly, Mudfoot appears and swiftly opens the hatch to your hole. "Let's go! No time. Explain later" he says urgently. Without hesitation, you follow him. As you leave the empty camp, you decide to steal something from it.

What do you take?
Options Chosen Dice Roll
πŸ‡¦ Weapons
πŸ‡§ Survival Gear
πŸ‡¨ Food
πŸ‡© Money
πŸ‡§ --


June 27th, 2023

You decide that the small knife will be enough for defense. What you really need protection against is the swamp itself, so you decide to gather whatever survival gear you can find. You notice a few insect nets, a fire-making kit, and a box of herbal medicine and bandages. You grab all those items and stuff them into a backpack you come across, then you start chasing after Mudfoot. Your lord joins you and you notice that he has found and taken his crossbow with the magic arrow.

The rain is pouring heavily upon you, and thunder and lightning rage on. The three of you run through the muddy swamp, occasionally tumbling but always quickly regaining your footing, fueled by adrenaline. Mudfoot eventually stops in a small clearing and motions with his arm for you to halt.

"We are safe here. Catch your breath. Listen," the small man says. "When you camp, I go to hunt. Smallfolk rebels come upon me. I explain - I do not care politics, I do track for tourists. They be mean, threaten me, but I talk my way out"

"They leave. I try to get to you, but they get you first. I follow them. I contact you in pit. Then I leave you. I think of a plan. Track down Halfmaw and lead it here. Rainstorm brought by spirits of the swamp, not me. So what now?" he says nonchalantly.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Ask to be lead out of swamp
πŸ‡§ Setup an ambush in rebel camp
πŸ‡¨ Go to where smallfolk and Halfmaw is
πŸ‡¨ --


July 1st, 2023

You're shocked and impressed by what Mudfoot just said. The plan he had was undoubtedly crazy, but it has succeeded, so you can't complain. You noticed that Lord Ortwarren loaded his magical arrow into the crossbow when Halfmaw was mentioned. Rain pours down on you as you try to decide what to do.

"Well, what are we waiting for? Let's go kill that smallfolk-eating snake, then cut open its belly, take out the halflings, and slit their throats," the lord says with a devilish grin that gets amplified by his hollow cheeks. Now you realize how much weight you both have truly lost.

You nod, and without wasting a second, Mudfoot starts moving through the vines and bushes. Soon you hear smallfolk shouting and water splashing. As you hide in the bushes, you see a clearing with a shallow river running through it. There, a giant snake like you've never seen before slides through the murky water. Half of its jaw is missing. This can be no other than the legendary snake.

On top of it, you count at least three halflings who are trying to stab the snake in the back with their short swords, and about a dozen attacking Halfmaw with shortbows from the sides. The snake raises its giant head and lashes at a small woman, the guard whose knife you now wield, and it swallows her instantly. This fight can go either way.

What do you do?
Options Chosen Dice Roll
πŸ‡¦ Attack the halfling rebels
πŸ‡§ Attack the Halfmaw
πŸ‡¨ Wait hidden for fight to unfold
πŸ‡¦ --


July 3rd, 2023

You're thinking, what if swamplings kill the snake and then recapture you. Your life will only get worse; you're sure of it. It's better to take destiny into your own hands.You quickly let it be known what you're going to do to the lord, and he agrees with a fierce grin.

As the fighting between the smallfolk and Halfmaw rages on, you seize the opportunity to sneak up to the closest archer. As he notches an arrow, you strike hard with the knife and bury it deep into the halfling's neck. He lets out a scream, but the sound is drowned out by the thunderstorm and the battle.

You pick up the shortbow and start unleashing arrow after arrow at the halflings. You see that Lord Ortwarren has also joined the fray as you observe him strangling one of the smallfolk. Mudfoot is hiding in the bushes.

An arrow grazes your shoulder. One of the halflings has noticed you and chosen you as the target. The battle is chaotic. The rain and thunder provide a bloody rhythm to the dance of death, participated in by the Halfmaw, less than a dozen smallfolk, and two thin Erdwiss.

Soon all the halflings have been eliminated, whether by you, the lord, or the snake. It doesn't matter. Death fills the air. But it's not over yet. You see your lord's crossbow with the magical arrow on the ground and you pick it up.

Then you notice it: the Halfmaw's head is towering over Ortwarren, ready for a deadly strike, but its tail has been wrapped tightly around Mudfoot's body, squeezing the life out of him.

As you take aim with the crossbow, you feel that wherever you shoot, you'll kill the legendary snake. But if you shoot the head and save the lord, its tail will finish off Mudfoot. If you shoot the tail, you will save the tracker, but Halfmaw will carry out its deadly strike on Ortwarren.

What do you save?
Options Chosen Dice Roll
πŸ‡¦ Lord Ortwarren
πŸ‡§ Mudfoot the Tracker
πŸ‡¦ --


July 5th, 2023

You don't hesitate for a second. You came here promising your lord safety, and you will not fail him. You launch the magical arrow, and even though your aim is not great, it seems like the arrow finds its target on its own. It enters Halfmaw's head with a blue flash of light and stops the snake from delivering the deadly blow.

The snake's body convulses from the strike, contracting its muscles and squeezing the life out of Mudfoot. They both go limp as the snake's heavy head falls next to Lord Ortwarren with a splash.

You first rush to the lord and help him stand up. Then, together, you go to Mudfoot. He's breathing lightly, his body completely broken. Blood trickles down from his mouth due to internal bleeding.

"My job is done," the dying halfling says.

Lord Ortwarren kneels down by the dying man, holds his hand, and says, "Indeed, it is done, my friend, and done excellently. I will make sure your name is remembered throughout the lands, Mudfoot the Tracker."

You spend the last moments of Mudfoot's life in silence. Once he's gone, the lord closes the halfling's eyes. "I'll bury him. You extract the fangs of the Halfmaw," Ortwarren says.

As the rain keeps pouring, you both get to work. Lord digs a grave with an undersized shovel he found on one of the bodies. You extract the fangs with great effort. They are longer than your forearms, and you barely manage to stuff them in your backpack. You gather any gear that might be useful for survival in the swamp.

When your lord is done, he invites you to a small funeral ceremony where he recites a few prayers and wishes Mudfoot's soul to find a resting place. Then, without speaking a word, you both venture into the marsh with only one thought - to get home. The life in the dirt hole has strengthened your body and mind, making you accustomed to the damp life of the swamp. Your journey is guided by a single direction - east, where your home awaits.

During the trip, you exchange few words with your master, but one evening, as you roast the fish you caught, he opens up to you.

"You must have noticed my deep-seated animosity towards halflings. I have held them responsible for the downfall of our grand duchy. I've always viewed them as lacking compassion for us the Erdwiss. However, Mudfoot has proven me wrong. If there is one smallfolk like him, there must be more," he says with a serious expression. "I now see that these are people we can coexist with. No longer shall I consider them as inferior, but as equals."

You recognize that this journey has transformed your lord. He hasn't once requested to inspect the fangs of the Halfmaw, instead often lost in contemplation. After a few days, you stumble upon a dirt road, which leads to a larger path, eventually guiding you back to the main road that takes you all the way to Blackspell Port.

Upon your return, the first action your lord takes is fulfilling his promise, promoting you to his personal courtier. Now, you hold sway and influence within the city and the court. You swear never to return to Trellin's swamps, but you are aware that a day will come when you will be sent to engage in diplomatic discussions with smallfolk due to your unique experience. However, that is a tale for another time.

Which region should the next story take place in?
Options Chosen Dice Roll
πŸ‡¦ Wallisia
πŸ‡§ Wrentmark
πŸ‡¨ Galeforge
πŸ‡¨ --