This book holds powers beyond those the stranger's tales led you to believe. Staring intently at each page you search for the answers to Grove's deliverance, but the arcane text reveals something more ominous. In the center of the room an altar glows incandescently, bearing the mighty volume, "The Book of Fate". The Temple walls are lined with majestic statues of the fabled guardian gatekeepers of the Realms. "Behold" he mutters breathlessly, "The Temple of Fate." With a final heave, the chaos reveals the cyclopean gates of a hidden temple as described by the stranger. Amid a cloud of dust, rubble, and fetid fumes, turrets and statues of lost heroes thrust violently into the chamber. The chamber shudders, great cracks forming in the moldy dungeon walls. Great foreboding fills your heart as he intones a guttural chant: glowing light fills his eyes while his body thrashes and gesticulates wildly in an eldritch trance. He cowers in the shadows while you dispatch denizens of the dark, clearing the way for your urgent quest.Īt long last, the stranger calls for you to "Halt". The Stranger leads you into the bowels of the Dungeon, through endless passages and twisting corridors. The hero and the Stranger discover the Book of Fate. You must protect the town from these foreboding prophecies, you must once again step boldly across the threshold of that ancient dungeon gate in search of your true Fate. The townsfolk look to you, their new champion, to take up this perilous quest and guide the stranger through the dungeon in search of the ancient temple. Within its pages lies the key to Grove's salvation. Of the temple's secrets, he divulges only the greatest: hidden within is an ancient tome- The Book of Fate, which maintains the balance between these realms. Finally he speaks of Khaos, the realm of eternal turmoil. He weaves enchanting tales of the wealth and glory to be found in these mysterious realms: Druantia, the land of verdant forests Typhon, with cities of ice long-since fallen from the clouds Aquatis, where murky waters entomb lost souls and Prometheus, a world of cracked earth and flaming towers. The Stranger, a withered old man hunched over his gnarled cane, speaks cryptically of new evil to befall Grove, of ancient secrets locked within a temple, buried deep inside the dungeon's catacombs - of gateways to Undiscovered Realms. Your heroic courage has won freedom for the town of Grove, prying its people from the clutches of the Dungeon's manxome scourge.Īs you feast upon the generous bounty brought forth by grateful townsfolk, the appearance of a mysterious stranger casts a shadow across the festivities. It is here that you will determine your Fate.īattle-worn and weary, you emerge from the dungeon depths, triumphant. It is here that you will test your worth, and perhaps find fortune and glory along the way. Within these walls lies the path to infinite adventure. Minstrels sing of the great feats of heroes long gone, and statues ring the square, a testament to their deeds.Īfter traveling many hard and dusty days, you and your faithful companion arrive at last in the fabled forest town, which waits beneath the long shadow of the Gate. Journeys are planned, and legacies are made. Here great tales are told by the Inn's fire. The town of Grove has ever been the safe haven at the Dungeon's mouth - a watering hole and resting place for weary adventurers. Many adventurers have passed over that ancient threshold - some to find fame, glory, and wealth beyond telling, and others never to return. Its doorway leads to infinite possibility, to subterranean lands fabled in stories and myths. Since oldest living memory, the Dungeon Gate has stood in the heart of the Old Wood. The hero overlooks the town of Grove, and the Dungeon Gate.
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