The Death Bed, the Pcs Find Another Guest in the Mansion, Who Is Feverish and Dying

Total Page:16

File Type:pdf, Size:1020Kb

The Death Bed, the Pcs Find Another Guest in the Mansion, Who Is Feverish and Dying THEY SAY THIS HOUSE HAS UPDATED EDITION CHANGES The first edition of Under the Skin was well received but as I GOOD BONES.... began building more modules, I felt like it needed an update. nder the Skin is a one-shot adventure It was overwritten, and I was never satisfied with the quality involving a variation on the haunted house of the map. This edition is totally rewritten. It cleans up the scenario. It can be completed in a single three- maps and design, has adjusted the difficulty and pacing, and to-five hour session. It is best inserted into adds new mysteries and areas. I hope you enjoy it, and if you Uyour own campaign as an unexpected side already own the first edition, thank you for your support! I story to the main plot. As the adventure is suggest running this one even if you’ve already tried out the designed to be a mystery, it is optimal if the players stumble original, as they are vastly different. For those who want to into it. They should not go seeking out the house to “cleanse try the original, you will be able to find the old PDF on our it of its evil.” That is not the kind of adventure this is. Like website www.alignmentmayvary.com horror movies of old, this adventure should creep up on them. ACKGROUND This adventure is somewhat non-linear, in that it B takes place inside a single setting (a mansion) with no Charles LaCroix, his wife Maria, and their three children forced path that the players have to explore. Think of the (twin boys and a younger girl) lived in the LaCroix family map as an arena for the adventure’s enemies to face the mansion in a remote forest. Charles, a scholar by trade, players in. Within this arena, the adventure progresses in studied the mysterious flora and fauna that lived in the three chapters: forest. Of particular interest to him was an unusual mold he found in a huge cave network. The mold was able to shift its In A Place for the Night, the adventure starts as the players seek shelter from a storm, and find a mansion in the shape to attract predators and trick them. Charles believed woods. They are taken to a guest room and locked inside. that the mold might be an ancestor of the modern-day Mimic. Excited by his discovery, he brought a sample back to In The Death Bed, the PCs find another guest in the mansion, who is feverish and dying. He will press a key into his attic laboratory, dubbing it the Mime Mold. their hand and tell them to go to the attic, before expiring. That was his first mistake. If they go to the attic, the players learn the truth: the The Mime Mold proved to be more intelligent than master of the house and his family died long ago, absorbed by Charles had expected. When his five year old daughter, a malevolent Mold that takes the form of the family to lure Olivia, got into Charles’ lab, the Mime Mold took the form unsuspecting travelers to their doom. Once someone enters of a stuffed Owlbear, Mr. Huggables, which she innocently the home, the Mold traps them there, transforming the very took with her, thinking it a present from her father. That structure of the mansion to keep them prisoner, as it slowly night, the Mold enveloped and devoured her. Then, taking sucks the life from them. The sick man was one of these her form, it hunted down Maria and the twins and devoured unfortunate victims, and the players are next! them as well. Whether the players go to the attic or not, as they When Charles found out what had happened, a piece of wander the mansion, they start facing the Twins and other his mind broke. He recaptured the Mime Mold and began to manifestations of the Mold. They are hunted throughout experiment on it, seeking some way to bring back his family, the mansion while they seek for a way to destroy the Mold’s believing that their essence remained inside the Mold. But heart, which lives in the cellar. just as he was drawing close to finding a way to combat the Mold, it escaped and locked Charles in his own lab, trapping In the Finale, the PCs must escape the rapidly collapsing house. Only then will the nightmare finally be over. him until he died of starvation. The details of these scenarios are presented first, and Slowly the Mold took over the mansion, integrating itself then the Mansion is presented afterwards, along with a map into the very structure of the LaCroix mansion, populating and detailed descriptions of each room. Lastly, an appendix the it with deadly versions of the family. Then it waited, collects the monsters, items, and handouts you need to run baiting travelers into finding it. The dessicated bones of these the adventure. unfortunate travelers now fill the mansion walls. This adventure begins when the players become the latest Notes on Running the Adventure adventurers to fall prey to the Mime Mold’s trap. Did the Because the mansion is explored non-linearly, it is recommended Mold take on more than it can chew in this case? Or will the that the Dungeon Master familiarize herself with its layout and players end up as its latest midnight snack? rooms prior to running the adventure. This adventure is meant to simulate the kind of anxiety that comes along with a survival horror experience. Generally, rests LACE OR THE IGHT should not be allowed, and PCs should feel like they are having to A P F N use up their spell slots and items to stay alive. The best game will The following opening assumes your players are currently endSample with them winning against the Heart just as they are at their traveling. Start by reading the followingfile text: final resources. It is approaching early evening and you are walking through That said, there is also some luck involved in this adventure, and if the DM feels the PCs need a bit of help, there are a forest which is growing darker by the moment. A mighty several ways they can be assisted, which are pointed out storm is settling in, so strong that even the cover of the trees throughout the text. does little to keep you warm or dry. You wander for hours, UNDER THE SKIN | AN ALIGNMENT MAY VARY MODULE 2 looking for a reasonable place to settle down, where you might be able to build a fire and keep the chill from seeping Conversation with Maria into your bones. If the players converse with Maria, they can learn the following: Assign every PC one level of exhaustion. Tell the players • Her name is Maria and she lives here with her three children, that the storm is picking up and they will need to find Olivia, Marcus, and Tom, and her husband, Charles. They’ve lived here for a long time, as long as she can remember. shelter or risk getting more exhaustion, or being killed by a • Charles is a brilliant man, an inventor and scholar, but very falling tree. reclusive and afraid of outsiders stealing his secrets. He’ll be Give the players a chance to try and figure out what to do. furious if he finds out she let them inside. At some point, one or more of them will most likely want • If players ask about Maria’s motives, they can make a DC 16 to make a check of some kind, maybe Wisdom (Survival) Wisdom (Insight) check. If they pass, they can tell that Maria is or Intelligence (Nature). Whatever they decide to roll, hiding something, but they cannot tell what it might be, though it seems to be related to her husband and children. If pressed, whomever rolls highest will find a footpath leading further Maria will say only that she fears that they have all changed into the woods. The well traveled path suggests someone recently, but says that maybe it is just her exhaustion speaking. uses it often and may actually live nearby. If PCs continue to She will not say more. linger, remind them that they need to find shelter or else face • If asked about her being on the front door, Maria will confirm more exhaustion levels that won’t be cured by sleeping out in this. She will say the man on the door is her husband, Charles, and that he carved the doors himself. the cold. And there may be things in the woods... After a short hike along the path (just long enough the storm is done or not. She has no food for them. She will for the weather to worsen) the players come upon the immediately lead the players to , making LaCroix mansion: B4: Twins’ Room no detours and not allowing PCs to wander off. She will then Eventually the path leads you through the woods to an repeat her warning and close the door, locking it behind her. expansive three story mansion, looming over a clearing Players can explore the room; see the room description like a protective golem. It looks remarkably well kept, and for what they can find here. The DM should play up how there are lights on in all of the windows, just visible through tired everyone is, and offer the benefits of a rest if the players the closed curtains. The path leads to the mansion’s front doors, a massive set of double doors beautifully carved in decide to try and sleep.
Recommended publications
  • Tales from the Tome
    Sample file Credits Design & layout: R.M. Jansen-Parkes Sample file Maps created with Campaign Cartographer 3 Images sourced through Adobe Stock Images and the Dungeon Masters’ Guild. Special thanks to Lauren Jansen-Parkes Legal DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. elcome to Tales From the If it hasn’t already been made obvious, Tome! This 60-page book is YOU WILL NEED ACCESS TO A COPY OF W designed to give DMs and ‘MORDENKAINEN’S TOME OF FOES‘ TO players alike the chance to test out some of USE THIS BOOK. the weird and wonderful new creatures In any case, I’ve had a great time writing features in Mordenkainen’s Tome of Foes. these five adventures, and hope to update We have five adventures on offer, this title with a sixth one soon - hopefully spanning almost every level of the game.
    [Show full text]
  • The Ruined City Welcome My Brave Heroes!
    The Ruined City Welcome my brave Heroes! Once again I need your help. But first let me tell you a story. A long time ago the mighty Bretonian Quest Knight, Adonar, was on his way home from the great crusade. In his hands he was holding a chalice crafted by the Lady of the Lake. The chalice was said to have the power to heal the deadliest wound and to be able to restore life to the dead. But he never reached his homeland. It is written that he was defeated by a mighty Chaos Warband and the chalice was lost. Many years later rumours have been heard of a small temple in the town of Schnappelburg, where priests perform the "True Healing". Two weeks ago Schnappelburg was overrun and ransacked by a evil Orc Warband. Now you must go to the ruins of Schnappelburg and find the holy chalice before the Orcs can find it. Act with haste my friends. The magic portal is prepared... Mentor Notes Wandering Monster: A "You are entering the Town Hall. A mean Goblin smiles at you and yells: 'Intruders!'" "As you open the door you see an innocent maiden: 'Thank you for saving my life. I'm Theresa. They killed everyone in town, but my father, our Wizard, has sealed the Tom on the Bretonian Knight and put the key in the bookcase in the library. Please take me out alive.'" B Use the evil Wizard to represent her. She has the same profile as the Elf, but won't fight monsters, even if they attack her.
    [Show full text]
  • THE WESTFIELD LEADER Thursday Night* THC UAMNO AMD MOST WKMU Cttcuutm WIEKIY Newspafft in UNION COUNTY
    435 E- ER0A3 ST. WESTFIELD. HJ Westfield Sale Days - Today - Tomorrow - Saturday Beginning Aug. 5 Stores, Banks Open THE WESTFIELD LEADER Thursday Night* THC UAMNO AMD MOST WKMU CttCUUTM WIEKIY NEWSPAFft IN UNION COUNTY EIGHTY-FIRST YEAR—No. 51 WESTFIELD, NEW JERSEY, THURSDAY, JULY 29, 1971 3« Ceats Townwide Youth Shot Events Feature PBA Releases Dead at Party Of Playfields Highlighting next week's events on "Misleading," the playgrounds will be "ShowOff A 20-year-old Westfield boy is hospital and notified police, Day" and "Round-Up Night." On dead and his friend held without Parents of the i*nia boy were Tuesday at 1 p.m. all children will bail at the Westfield police station not at home it the time of the te- meet at Roosevelt Jr. high 6chool as the result of a midnight shoot- ciient but polio* Mid the gun, « to participate in the (Recreation ing yesterday at the home of Albert .32 automatic, belonged to the fam- Says Mayor Commission's annual "Show Off Laitza, IS Virginia St. ily. Only one: shot had been lired Day." Events will include a hula John Herr of 758 Central Ave. died from the weapon. Acting Police hoop contest at 1, a twirling recital In a telegram to Governor William T. Cahill, Donn A. Soyder, mayor at 3:23 a.m. yesterday at Rahway hief Al Vardalis sail that (here was at 2 and an arts and craft exhibit at of Westfield, today requested immediate action on a code of ethics lot Hospital of abdomen wounds, no indication at this time that the.
    [Show full text]
  • The Curse of Glantri to Glantri and Destroy the Curse That Is There
    "So be it," intoned a deep voice, and the Dark Cleric smiled. Far, far away did the Beast's magic reach, and the cleric knew this. Great catastrophes and earthquakes were occurring all over Glantri and the Grand Council knew this couldn't be good. Then rode in the barbarians from the east with ease, led by the Seventh Son. The barbarians have wanted this land since the beginning of Time and the Seventh Son had known this. He used them just he had used the power of the Beast. The Dark Cleric charged into the fray with his Iron Staff and Iron Ring as the Kingdom of Wizards fell... the king. While he still holds on, you must go The Curse of Glantri to Glantri and destroy the curse that is there. by Angelo Bertolli This may be enough to release the king from the force that continues to try to rip his soul The Curse from his body. I have already sent a group to Glantri, but they have not returned." The Curse is 10th level magic, embodied in the Orb which made its appearance bursting up through the floor in the center of the He will meet the adventurers at the castle as soon as they're all castle of Glantri City, grasped by a large stone claw. The Orb is a together, telling them of the Curse on Glantri and of the perfect sphere 12" in diameter and it pulses with an eerie red importance for them to cooperate and "spare no expense." After all the Beast must be thwarted at every opportunity.
    [Show full text]
  • Beneath Spire Rock 09.Pages
    BACKGROUND In the time before the Great Rain of Fire, the men of Blackmoor had several survey stations set up around the northern polar rim to monitor the Beastmen that had been driven into those areas. A spur of rock jutting from beneath a depression in the glacier made for the perfect location for one such station, sheltered from the frigid winds, and far enough from the magic-nullifying zone that blanketed the great opening into the center of the planet. Scientists and technomancers conducted research on the anti magical region, and its effects on the local flora and fauna. Some of these specimens were placed in hibernation, to be shipped across the Brunian Sea to be studied at the University. But then disaster struck: The planet heaved and roiled like a thing alive and enraged. The skies blackened, and the rains of molten stone and elemental Fire began. The bed of ice in which the station had been built sheltered it from the worst of the punishment. The station’s Throne relays tumbled and blew away like petals under a giant’s breath, and flaming stone sealed the access shaft. The earthquakes and wrenching of the lands around the station upset several of the scientists’ experiments, and also knocked one of the dragonstone reactors offline. One of the staff was caught in the outflow vent as the reactor’s shielding collapsed, and fell to possession of one of the demonic entities that had been trapped in the black dragonstone at the core of the power plant. Other, weaker demons, diffused through the station, some of them able to find refuge in the remaining scientists and staff.
    [Show full text]
  • The Mad Manor of Astabar (V3) [David Dudka] [5E].Pdf
    AAAn Epic MMMini Quest Dungeon Module The Mad Manor of Astabar An adventure for characters level 1-3 For twenty years Astabar’s Manor sat abandoned, gaining notoriety as a cursed place of magic and danger. The good folk of Havehollow avoid it at all costs but at the behest of a beautiful and mysterious bard the characters venture forth to explore the home of the once great wizard. The Mad Manor of Astabar is an epic Mini-Quest by Survive RPG and offers a compelling adventure that is great for a one-off session, convention play or for use as a side quest to your campaign. Mini-Quests are designed for any D20 fantasy system. Also check out other free adventures like Beware The Wyvern Wood, Maze Of The Man Bull, The Hollowing Of Greyhaven, The Baron's Bastard, Song Of The Siren Queen, Rise Of The Vampire And Revenge Of The Kobold King. The Mad Manor of Astabar Written by David Dudka This adventure can be used with any D20 rules system and is designed for low level characters although can be easily adapted for higher levels. The story can be used as a standalone adventure or inserted into an existing campaign as the action takes place while the characters are passing through the village of Havehollow. If you are not the game master for your group this is probably where you should stop reading. Now her spirit haunts the area around Havehollow Background & SetSet----upupupup seeking adventurers who would finish what she started and unravel the secrets of the Mad Manor wenty years ago the village of Havehollow of Astabar.
    [Show full text]
  • Collectors Checklist by Richard © 2001, Version 2.7
    Dungeons&Dragons Collectors Checklist by Richard © 2001, version 2.7 Well met and welcome to the Collectors Checklist! I made this checklist for myself to keep track of what TSR products I own. Many times was I in the position to photocopy (“Xerox”) a module or booklet that the owner didn’t wish to sell. So gradually my collection expanded with not only genuine products but also with photocopies. Since the coming of the officially digitized classic products (PDF) it is even harder to keep track of what product you own in what format. With the Collectors Checklist you will be able to sort your whole Dungeons&Dragons collection, no matter what the format is! For those out there who haven’t got a clue, here’s how to use the Collectors Checklist: TSR-Code : The product’s publishing code Sub-Code : When a product belongs to a specific group of products it carries this code Title : The product’s title (dah!) Hardcopy : Check this if you have the original item Copy : Check this if you have a copy (Xeroxcopy for instance) of the original product PDF : Check this if you have a digital copy(.pdf/.doc/etc.) of the original product HINT: you can even write down the number when you own more than one copy of a product ; ) If you think any items are missing, please mail me at [email protected] . Feel free to copy/share/print this list. Please visit these websites for the best Dungeons&Dragons archives on the Internet : http://www.acaeum.com http://home.flash.net/~brenfrow/index.htm .
    [Show full text]
  • Whisper & Venom (Pathfinder)
    Compendium Lead Design…………………………..Zach Glazar Written by .…………………………. Zach Glazar & John Hammerle Edited by ………………………... John Hammerle Illustrated by …………………. Lloyd Metcalf Pathfinder conversion……...Jeffrey Tadlock Additional Pathfinder Advisement/Proofreading....Damon Palyka Regional & Town Maps by ……….Alyssa Faden Adventure Maps by...............Lloyd Metcalf Cover by .…………………………………………….Jeff Dee Dungeon Maps by …………………………Lloyd Metcalf Proofreading ……………………….........Beverley Jayne Map Rosette Artwork……….........………...Cory Winn Based on Original Material by……………………….Zach Glazar Compendium An Adventure for Fantasy Role-Playing Games Written by Zach Glazar & John Hammerle Illustrated by Lloyd Metcalf Regional & Town Maps by Alyssa Faden Pathfinder Conversion by Jeffrey Tadlock Cover by Jeff Dee Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. PART I The Whisper Vale The Digital Edition of Whisper & Venom has been enhanced for in game use. Featured Buttons Key - Creature Image Map Quick Link Player Illustration Return to for Players Link Previous View he Vale is an isolated valley on the northern periphery of Tcivilization. This region had been tied economically and culturally to a succession of titular aristocrats, arrogant despots, The Whisper and feckless bureaucrats far to the south. Centuries of foppish reign ended abruptly from a horrific onslaught of disease. An- Vale tiquated notions of de jure birthright have kept the Vale from he Meander River is born at the convergence of two cirque fading off the map. Cartographers, not rulers, ultimately define headwalls at the valley’s peak. Its source consists of two empires.
    [Show full text]
  • HP Lovecraft & the French Connection
    University of South Carolina Scholar Commons Theses and Dissertations 2015 H.P. Lovecraft & Ther F ench Connection: Translation, Pulps and Literary History Todd David Spaulding University of South Carolina - Columbia Follow this and additional works at: https://scholarcommons.sc.edu/etd Part of the Comparative Literature Commons Recommended Citation Spaulding, T. D.(2015). H.P. Lovecraft & eTh French Connection: Translation, Pulps and Literary History. (Doctoral dissertation). Retrieved from https://scholarcommons.sc.edu/etd/3152 This Open Access Dissertation is brought to you by Scholar Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. H. P. Lovecraft & The French Connection: Translation, Pulps and Literary History by Todd David Spaulding Bachelor of Arts State University of New York at Geneseo, 2006 Master of Arts University of South Carolina, 2010 Submitted in Partial Fulfillment of the Requirements For the Degree of Doctor of Philosophy in Comparative Literature College of Arts and Sciences University of South Carolina 2015 Accepted by: Jeanne Garane, Major Professor Alexander Beecroft, Committee Member Michael Hill, Committee Member Meili Steele, Committee Member S. T. Joshi, Committee Member Lacy Ford, Vice Provost and Dean of Graduate Studies ©Copyright by Todd David Spaulding, 2015. All Rights Reserved. ii Dedication To my best friend, my wife and everything in between, Nathacha. iii Acknowledgements I would like to thank Dr. Jeanne Garane whose guidance, suggestions and editing has helped me beyond belief. Thank you for your patience and willingness to help me pursue my interests. I would like to personally thank the following French experts on H.
    [Show full text]
  • Dragon Magazine Dungeon Grimtooth's Traps the Strategic
    over art this month has been rendered for us by long-time contributor Dean Morrissey. Inspiration for Dean’s painting came from this month’s adventure of Niall of the Far Travels, “The Cube from Beyond” by Gardner Fox. Title page and interior art are also courtesy of Dean’s talented hand. Gar will have further accounts of Niall in upcoming issues of The Dragon, so don’t go ’way. This month The Dragon welcomes game designer, advertising agency ex- ecutive, and new publisher/editor of The Space Gamer, Steve Jackson. Steve (in my opinion) makes the game he designed even greater with his variant “Stellar Conquest for Two.” It is our hope that Steve will find time in his busy schedule to contribute to The Dragon again in the future. FEATURES The Cube from Beyond— Gardner F. Fox ............4 Up on a Soapbox this month is Larry DiTillio. Larry examines an aspect Up on a Soapbox Larry DiTillio .................... 8 of D&D not integral to the game, but important nonetheless, as his article Sorcerer’s Scroll— Gary Gygax .....................10 “Painted Ladies and Potted Monks” relates to the older player/younger player relationship that has been discussed under “Out on a Limb” over the Sage Advice— Jean Wells .......................... 12 past few months. Readers should also examine Dragon Rumbles as an Honorable Samurai Designer Speaks!— Dan Campagna...... 14 introduction to Larry’s piece. Leomund’s Tiny Hut— Lenard Lakofka ..............17 The History of Immer— G. Arthur Rahman ...........20 There’s a little something for everyone in this month’s issue. Samurai fans The Dragon #36½ ...............................
    [Show full text]
  • 1 | Encounters in the Savage Underdark Table of Contents
    Sample file 1 | Encounters in the Savage Underdark Table of Contents Encounters in the Savage Underdark Background: Nimgyu Cover Artist: Dante Ezio Cifaldi Internal Art: Matt DeMino, Liz Gist, Jean Lorber, Sadie Lowry, George Sutherland, Luiz Prado, Patrick E. Pullen, Ludovico Tellatin, Rick Hershey, Sinereous Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games Cartography: CHGuise, Goose Prints, Peter Harris, Jean Lorber, Jeff C. Stevens, Dyson Logos, Tal Aviezer & Carolyn Fox Editor: Christopher Walz Produced By: Jeff C. Stevens Layouts: Jeff C. Stevens www.jeffstevensgames.com DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. SampleAll other original material in this work is copyright [2020] by Jeff C. Stevens and published under the Community Content Agreementfile for Dungeon Masters Guild 2 | Encounters in the Savage Underdark Table of Contents About this Supplement Welcome to Encounters in the Savage Underdark – a supplement containing encounters and mini- adventures for use in your Underdark or subterranean campaign, or when the party decides to explore that mysterious cave they just passed.
    [Show full text]
  • Silver Game Guide
    Silver Game Guide All the women of Jarrah have been taken captive by the vile sorcerer, Silver. He is looking for the perfect consort, or so he told his children. His plans are far more diabolical than anyone can imagine. He wishes to form an alliance with the dark god, Apocalypse, and his children have no clue as to what is really going on. His son, Fuge, stands by him and follows all orders to the letter. His daughter, Glass, is a little more pragmatic. She is not so foolhardy and even holds a grudge against her father for killing her mother. Now that you know the enemy, it is time to learn of good guys. David is the leader of the small group. His wife, Jennifer, was taken captive by Fuge, and he vowed revenge. He is a warrior at heart, with strong ideals and an even stronger heart. Over the course of his travels he meets up with five other heroes like himself who vow to help him until the end. These are Sekune, Vivienne, Jug, Cagen and Chiaro. Together, the six of them vow to put an end to Silver's ironfisted rule. The heroes travel through various realms that differ from each other like night from day. They go to the land of the dead, an arctic land, a vile swamp and even to a cathedral at the bottom of the sea! Over the course of their travels they collect many weapons and artifacts, all of which will be put to use. Using these, they will have to fight monsters both great and small, including a pair of dragons! The game hosts beautifully made backgrounds and wonderful music.
    [Show full text]