Topic: Shadow's Lurking - The Adventures of Draven | |
---|---|
Welcome to a interactive solo adventure of a Minotaur named Draven. An unusual minotaur may I say who has found the human civilization fascinating. Especially the mighty paladins that protect the Delorian Lands. Draven has always wanted to know the secrets of light magic and the noble honors of becoming a paladin. Yet none had taken him for many eras afraid that his brute strength and stubborness may ruin the very foundation of paladins. All except for one named Markinson who took the minotaur for his student as a squire to serve him and eventually became a recognized knight and maybe even a paladin one day.
Just think of it the first minotaur paladin in the lands of Delorian or for that matter anywhere on this planet. Here you will experience his adventure and see if he can make it out alive in this 400 page adventure! *****If you would like to create a character and participate in fantasy adventures then email me and I will set you up.***** and so the story begins............. |
|
|
|
Upside down trees stare at a young man. He hangs from his self-made trap. As the rope attached to the highest branch of a tree squeezes the blood out of his ankles, he struggles with all of his might to cut himself loose.
A deer, the one the young man hoped to have caught before nightfall, nibbles on some berries from a nearby bush. “How stupid of me to fall into my own trap,” he sighs, trying to cut the rope. The trap was set a few days ago in hopes of whisking the deer’s ankle into the air. He swipes his dagger towards his own ankle, instead, twisting and bouncing against the rope. With one final cut he falls to the ground with a thud. The startled deer dashes into the trees and disappears. Under the star-studded sky and a full moon, the young man’s patience has run out; the wild hunt has come to end. Face red from hanging upside down, he curses himself for not being able to catch anything in this forsaken forest. A loud noise escapes the nostrils of a nearby warhorse. “What is it, Blitzerun?” he asks, walking stiffly towards the horse to stroke its mane. Quickly surveying the surrounding area, he sees and hears nothing. Hopping onto the horse, he gallops out of the forest towards his hometown, which he hasn’t seen for almost a week. He is exhausted and hungry. The sight that appears ahead doesn’t make sense; he only seeks a warm, comforting bed and a home cooked meal, but as he approaches the town, shock sets in. A fire is loose in the streets. A fifty-foot tower crumbles into the town’s market center, and huge blocks crash from it into the roofs of other buildings, burning everything to the ground. The thick smoke makes his eyes tear. A crackle of fire explodes nearby. But oddly, there is no one in sight – no one screaming in panic – nor is there any evidence of a responsible party. The young man begins to think as his horse trots into the crumbled market center. In the past, trolls have attacked travelers outside Vandor, but only in interest of food. The Holikan dwarves came to sell their finely made weapons and armor. The Mystic Wood elves come every spring to compete in the archery competitions. Vandor is known throughout the lands as a peaceful and neutral town to all civilizations and races. “How fortunate to be alive,” he mumbles as he hops off his horse to kneel down and study the ground for tracks. Without success he gets up and walks slowly out of the market’s center towards his cottage. The door to the front entrance has been torn off, and chairs and other furniture have been shattered inside the large oval room. Amazingly, personal valuables remain inside – a shortsword, leather armor and an extensive collection of books that belong to his missing master, Markinson. He sits on the bed and notices a leather pouch on the floor. Grabbing it, he dumps the contents onto his hand. Gold pieces glint in the firelight. He dumps them back into the leather pouch. Who or what would destroy a defenseless town and have no interest in its valuables? Perhaps the neighboring town of Gandornia is under attack, too. It is rumored that trolls attack it daily in attempt to breach its walls. Could the support of King Harnisch IV’s troops have failed to defend its walls? Could the trolls have already reached the westernmost town of the Delorian Empire? Where did all the inhabitants go? To where did master Markinson, the valiant Paladin, disappear? He promised to return home a few weeks ago. He once foretold that an evil force would attack the lands of Delorian in silence and leave no trace of its killings; could this be the day he was talking about? As a young squire from the Delorian Lands, he gathers his most valuable belongings and sets out on an unexpected adventure in search of his master, and in search of answers to why Vandor has been razed. |
|
|
|
THE CREATION OF A DELORIAN EMPIRE SQUIRE
Choose 3 out of the 7 items for the journey and type them in the forum for me. 1. The first item is the Magician’s Book of Torax, bought one day at the market auction. The book has odd writings that only magicians can read. Unfortunately, as a squire training to become a knight, this book is of no direct use to you. 2. The second item is the Paladin’s Book of Spells and Skills. This was a token of Markinson’s appreciation for the good service maintaining his weapons, horse, armor, and keeping a clean stable. If you choose to take this book on the journey, the following skill and spell may be helpful: A. Survival: When hungry, the ability to find nourishment in any terrain is possible. B. Sleep spell: the ability to put a living creature into a sleeping trance with movements of both hands. 3. There are rations in the cottage for three days. 4. A rope with hook. 5. Two torches. 6. A small leather pouch with twenty gold pieces. . 7. A bottle of confusion dust. Choose 2 out of the 3 remaining combat items and type them in the forum for me. 1. A two handed battle axe carved by master armorers. 2. An oak crossbow and ten arrows. 3. leather armor just your size. |
|
|
|
Draven has a .308 scoped in on his scull from 300 meters
|
|
|
|
Edited by
35TOO
on
Thu 03/05/09 07:25 AM
|
|
Draven has a .308 scoped in on his scull from 300 meters |
|
|
|
Draven has a .308 scoped in on his scull from 300 meters |
|
|
|
|
|
|
|
Sure Thats going to be big enough,, and a .308??? come on,,,, get some real mans guns
|
|
|
|
THE CREATION OF A DELORIAN EMPIRE SQUIRE
Choose 3 out of the 7 items for the journey and type them in the forum for me. 1. The first item is the Magician’s Book of Torax, bought one day at the market auction. The book has odd writings that only magicians can read. Unfortunately, as a squire training to become a knight, this book is of no direct use to you. 2. The second item is the Paladin’s Book of Spells and Skills. This was a token of Markinson’s appreciation for the good service maintaining his weapons, horse, armor, and keeping a clean stable. If you choose to take this book on the journey, the following skill and spell may be helpful: A. Survival: When hungry, the ability to find nourishment in any terrain is possible. B. Sleep spell: the ability to put a living creature into a sleeping trance with movements of both hands. 3. There are rations in the cottage for three days. 4. A rope with hook. 5. Two torches. 6. A small leather pouch with twenty gold pieces. . 7. A bottle of confusion dust. Choose 2 out of the 3 remaining combat items and type them in the forum for me. 1. A two handed battle axe carved by master armorers. 2. An oak crossbow and ten arrows. 3. leather armor just your size. |
|
|
|
Chosen are the Axe and armour. Set out to deliver the land from evil, and get some experiance under my belt
|
|
|
|
very good and what items do you choose?
|
|
|
|
2,6,7
|
|
|
|
DELORIAN EMPIRE SQUIRE SKILLS
Choose 2 out of the 6 skills for the journey and post them on the forum. 1. SCOUT - The ability to see and find secret doors, hidden entrances and buried items. You can also travel easily in mazes, track footprints and follow enemies without being detected. 2. DIPLOMACY – The ability to negotiate with lords, political leaders, and adversaries. 3. ACROBATIC SKILLS – The ability to climb steep hills, scale buildings, throw items with precision, avoid surprise attacks, and to hit a target while riding a horse in battle. 4. ADAPTATION – The ability to understand and speak different languages, including slang from other cultures. You can also disguise yourself as a local in new towns and read foreign signs, letters and books, except for magicians’ books. 5. CONCENTRATION – The ability to resist mental attacks that attempt to gain control over your body or mind, resist heat or cold for short periods of time, and to remain calm under pressure. 6. WEAPON SKILLS - The ability to draw and use a weapon more efficiently while in battle. You are also able to use two weapons at the same time in intense situations. |
|
|
|
DELORIAN EMPIRE SQUIRE SKILLS Choose 2 out of the 6 skills for the journey and post them on the forum. 1. SCOUT - The ability to see and find secret doors, hidden entrances and buried items. You can also travel easily in mazes, track footprints and follow enemies without being detected. 2. DIPLOMACY – The ability to negotiate with lords, political leaders, and adversaries. 3. ACROBATIC SKILLS – The ability to climb steep hills, scale buildings, throw items with precision, avoid surprise attacks, and to hit a target while riding a horse in battle. 4. ADAPTATION – The ability to understand and speak different languages, including slang from other cultures. You can also disguise yourself as a local in new towns and read foreign signs, letters and books, except for magicians’ books. 5. CONCENTRATION – The ability to resist mental attacks that attempt to gain control over your body or mind, resist heat or cold for short periods of time, and to remain calm under pressure. 6. WEAPON SKILLS - The ability to draw and use a weapon more efficiently while in battle. You are also able to use two weapons at the same time in intense situations. DRIVE TWO M1 TANKS AT ONETIME........ |
|
|
|
3 and 6
|
|
|
|
Seeing the cottage and town destroyed is too much to bear. You only wanted a fresh deer to surprise master Markinson when he returned home. The best thing to do, you decide, is to try to get some rest. You lie down, and a few minutes later, you hear a woman scream for help.
Jumping out of bed you realize it was all but a dream. Forgetting about sleep you grab the most important items. The trip to Gandornia will be long, and Blitzerun, Markinson’s strong warhorse, will be of good use. Outside, he waits patiently for his master. A crow glares at you from the tip of a smoldering beam, then flies away amid a cacophony of cries. Ignoring the crow, you ride out of town and look back sadly, remembering the neighbors, friends, and family you had loved. Blitzerun carries you quickly down a dirt pathway, away from the town, away from the memories, into a day that begins quietly, with no birdsong, or owls hooting, or even rabbits challenging each other in the brush. Ahead, the Mystic Woods appears. It is said that elves hide there, that many bad things have happened in those woods, and that one should stay out of them. Unfortunately, the route through the Mystic Woods is the only route that leads to Gandornia. You enter dubiously, and after only a short while, you hear strange noises just beyond some huge boulders that partially block the pathway through the woods. You calmly halt Blitzerun and stare at the source of the noise. 1. If you want to listen more closely to the noises behind the boulders type 1 on the forum. 2. If you want to ignore the noises and continue heading into the Mystic Woods type 2 on the forum. 3. If you want to get off the horse, draw a weapon and head towards the huge boulders type 3 on the forum. |
|
|
|
3
|
|
|
|
Hoping off Blitzerun, you draw your weapon and cautiously walk around the boulder. A filthy woman is sitting on the ground with her arms folded around her legs. Your eyes meet instantly and see the shock in her face.
She draws a dagger and charges. Responding only by instinct, you raise your weapon and stab her. The woman falls. You drop your weapon in horror. As she falls into your arms, you realize she is just a young woman who must have been in some trouble. You ask yourself how you could have let this happen. She tries to speak through her pain, and hear faintly, “Beware of” she coughs up some blood and tries again. “Beware of ... the,” and with that she dies. As you close her eyes, you notice a strange marking on the inside of her left arm. It seems to be some marking burned into her skin. The drawing is of an eye inside an inverted triangle. The sun is setting and you must continue. Climbing onto Blitzerun, you snap the reigns and enter the Mystic Woods. “Beware” keeps playing in your mind and the sight of that burned marking and the dying woman’s blood on your hands leaves you confused and distracted. You dwell on thoughts of your destroyed hometown. The temperature drops as soon as you enter the Mystic Woods. Blitzerun picks up his pace; he is uneasy, and you are, too. You feel that something is watching you from the undergrowth. Paranoid, you find yourself checking the forest behind you every few minutes, each time expecting to see someone in the road. Suddenly an arrow whizzes past your shoulder, taking a chunk of your skin with it. Caught by surprise, you fall from the saddle and hit the ground hard. A moment later, a giant net descends on top of you. Barely conscious from the hard fall, you vaguely register the presence of many slender elves around you. They point their long spears at you and warn not to move. You try to convince them that you mean no harm, but you get no reaction. They seem to be deciding what to do. 1. If you have a bottle of confusion dust and want to use it then type 1 in the forum. 2. If you have a battle-axe and want to use it then type 2 in the forum. 3. If you have none of these items or wish not to use them then type 3 in the forum. |
|
|
|
1
|
|
|
|
DELORIAN EMPIRE SQUIRE SKILLS Choose 2 out of the 6 skills for the journey and post them on the forum. 1. SCOUT - The ability to see and find secret doors, hidden entrances and buried items. You can also travel easily in mazes, track footprints and follow enemies without being detected. 2. DIPLOMACY – The ability to negotiate with lords, political leaders, and adversaries. 3. ACROBATIC SKILLS – The ability to climb steep hills, scale buildings, throw items with precision, avoid surprise attacks, and to hit a target while riding a horse in battle. WHAT IF THE OTHER GUY IS DRIVING A TANK????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? 4. ADAPTATION – The ability to understand and speak different languages, including slang from other cultures. You can also disguise yourself as a local in new towns and read foreign signs, letters and books, except for magicians’ books. 5. CONCENTRATION – The ability to resist mental attacks that attempt to gain control over your body or mind, resist heat or cold for short periods of time, and to remain calm under pressure. 6. WEAPON SKILLS - The ability to draw and use a weapon more efficiently while in battle. You are also able to use two weapons at the same time in intense situations. |
|
|