Read-only archive of the Armageddon Games Forums Archive (2000–2026) · About this archive

[RPG] Sword and Sorcery Play-by-Post

533 replies · 502,118 views · Started 24 September 2014

[MENTION=38704]mrz84[/MENTION]
Zataka, you check your pack for a lantern, or at least you try to. It seems you misplaced it in the room with the first machine when you were rescuing the engineer! You resort to enchanting your blade with flames, filling the chamber with a gentle orange light.
You catch a glimmer from the corner of your eye, but as you approach it is consumed by the light of your blade. Sancireph tells you to quiet your blade, and when you do so the walls of the passage reveal blue runes, faintly glowing in the dark.
You cannot discern their purpose. Still, you follow them until you come upon a screen door, blocking off a study. Papers and books are scattered across the desk and floor and there is an ominous circle of these runes in the center of the room.
You presume that the chieftain of the ogres is not--in the traditional sense--a beast. You also realize that you have reached a dead end. Is there another way out of this place?
What do you do?

=====
[MENTION=56506]Tamamo[/MENTION]
Rossaria, your dinner guest begins to speak:
"I'm a surveyor, actually." He talks with his mouth full. Uncivilized.
"The baron sent me out here to assess the value of this property so it could be relisted. So you can understand my trepidation when the two of you were here. I was led to believe this place was abandoned."
You ask why he would bother knocking then.
"Well, you know how it goes with old buildings like this. Sometimes they get used by squatters, and I didn't really want to come in if there were any vagrants living inside. Not without some soldiers, at least."
You ask if he considers you to be one of these 'vagrants'.
"Oh, no, of course not. Two lovely ladies offering a veritable feast? That doesn't say transient to me."
He yawns. The herb are beginning to take effect.
"Dear, I'm terribly sorry. I should get going, I have a long ride back and I need to inform the baron that his records are-"
He slumps over into his meal. Red approaches.
"Well then, they're trying to repossess my manor, are they? This city has gone too long without feeling the sting of my power. I hate to waste a perfectly good dinner, but he might make a useful spy. How should we proceed, my dear?"
She places her hands on her hips, waiting for a response.
What do you do?

=====
[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, as you cling to the darkness you notice the ominous glow of blue runes on the walls of the passageway. Zataka's blade ignites and scares these symbols away with the touch of light, so you ask him to quench the flames so you can examine the symbols. They are blatantly magic, but not of a manner with which you are familiar. You can feel power radiating off of them, though; they are more than directions or secret messages. The passageway lined with runes leads to a screen door, which conceals a study. Looking inside, you see a ring of these runes on the floor and various research papers scattered on a desk and floor. It looks as if they have been knocked away forcefully by an unfamiliar party: this place was recently ransacked.
You recognize this as the den of some manner of wizard. Initially you assume Telivar is working more dark magic, but upon examining the notes you ascertain that it is not his handwriting, or even his purview of magic. The text is written in code but you are easily able to break it; the writer has swapped vowels with vowels and consonants with consonants.
Most of these seem to be orders addressed to the ogres. Which means that their leader probably isn't just some other ogre. If the dwarves of Audamar have this person prisoner... are they aware of just how threatening a wizard like this might be?
This spot is a dead end. You can go back and look for another passage, but you feel you might fare better with a little light. The cave is cold, after all, and your infrared sight is only barely differentiating walls from walkways.
What do you do?

The runes draw my interest, as on my world there were those who could use them as a means of combat called Rune Knights. However, these runes are clearly different and serve a different purpose I can't tell without careful study. I glance over the notes for anything of interest as quickly as I can and then proceed to exit the room with my greasword drawn, ready to reignite the flame enchantment. There must be another way out and unless my companion and I can find one, we are sure to be overrun by the ogres once they find their way through the rubble. Not to mention the safety of the gnomes who seem to have disappeared.

(Just an FYI, the gnomes are still following you. I just didn't feel the need to mention them because you were guiding them and they weren't doing anything)

I was unsure so I made mention of them just to be on the safe side. Disregard the disappeared part of my post then. :kitty:

If we don't send him back, they'll get suspicious. And will have a lynch mob with stakes and torches on our asses before tomorrow at sunrise most likely. So yes it would be best to enthrall him; he can serve more then just a spy though. We have access to a full alchemy lab hidden in the basement here. Let's see. I managed to get some glow caps while out exploring. We'll still need to find wolfsbane. Not to mention purchase 3 units of orichalcum. From what I've heard wolfsbane actually grows in this region although it's not common plant by any means. Those who know where to look, can find a plentiful supply. I say we use him as reconnaissance and an information broken. He's native to this reason it seems so he should be able to help us find some. You do your thing honey. I'm hitting the hay. I turn into my wolf form and curl up in front of the fire place.

As I am not a wizard, the notes and runes are of little more than academic interest to me. I instruct the gnomes who are still following Zataka to hide in the far corner of the lab. Judging by the looks of things, we will have to make our stand against the ogres here. At least we have advantage of not being able to be surrounded--there is only one entrance to the lab, and if there were a secret door, my elven senses would have detected it. I call to Zataka to join me in the doorway, so that the ogres will have to face us one at a time.

(Because everyone responded so quickly, here is a bonus update)

[MENTION=38704]mrz84[/MENTION]
Zataka, you cast a flame enchantment on your sword and make your way back to the chamber with the second extraction engine (that big machine they were using to drill). Looking around, you are able to locate a second passage you could use to escape, but the exit would have to be single file. You can feel the cold night air blowing in from this crack, meaning it leads outside. It also looks too small for the ogres to follow, but they might be able to approach from another direction.
Sancireph has recommended you set up an ambush in the study. You return to him and tell him about the exit, as well as your concerns about engaging several dozen ogres in combat.
You can hear the rubble shaking from the collapsed passageway. It is only a matter of time until the ogres are upon you.
What do you do?

=====
[MENTION=56506]Tamamo[/MENTION]
Rossaria, you watch your Lady in Red prick one finger with her fang and draw a smiling face upon the forehead of the sleeping man. The blood seeps through his skin and vanishes, leaving no trace of her touch. He smiles, drooling, as you fall asleep by the cozy fire.
(During the day, you will control the surveyor Edvart)
Edvart, you awaken in the manor you were meant to survey with a comforting coolness on your forehead, as if you were holding lemonade against your brow on a hot day. Your heart is racing, though you cannot explain why. Your meal remains half-eaten, with your host--the lovely pale lady in red--gone from the table. You are rather embarrassed by the meat on your face... for some reason you feel this incredible urge to impress her.
As you rise and wipe the sauce from your brow, you see a wolf curled up by the fire. This makes you flinch at first, until you ascertain that your host may have been a huntress or perhaps some manner of druid.
Taking your leave of the mansion, you set out to head back to town and tell your employer that the residence is inhabited. As you open the doors, the sun stabs at your eyes. Odd, it's never been that uncomfortable before. You've got a stinging headache. Still, the clean winter air is fresh and you decide to pick some wildflowers on your way back. For some reason you are drawn to Blue Rocket, even though they're wildly poisonous. Why would you want to gather wolfsbane?
As you enter town, you feel a shiver on your neck. Someone is watching you.
What do you do?

=====
[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, you begin to prepare an ambush for the ogres. As you set up barricades and corral the gnomes into the safest corner, you notice that Zataka has left the room. He returns after a few minutes, telling you that there is a passage that can accommodate your escape but not the pursuit of the ogres. He says he can feel the night breeze coming through the opening; it most certainly leads outside.
You insist it would be better to kill the ogres here so that they cannot stage further attacks, but Zataka is less confident. There are three dozen of them, after all, and it was an ordeal taking on handfuls in earlier situations. You explain that the terrain will be an asset in the fight, something you might lose if they catch you on your way back down the mountain.
The sounds of shaking rocks can be heard from the other chamber. It's only a matter of time before the ogres breach the rubble.
What will you do?

Edvart is no fool. He knows when he is watched, and he doesn't feel comfortable taking the wolfs bane back to the mansion I decide to play this person's game for a while I find a carrier pigeon and send the wolfs bane back to the mansion with a letter. "I'm being followed, be on guard." I wonder why I would say such a thing and why I would send them the wolfsbane back in the first place. I shrug and go out to the village to continue with my daily business. Only to be stop by a man decked out with a leather hat and a long coat. He stares deep into my eyes. As if he was trying to stare into my soul. He asks me where she is, and I tell him where's who. All of sudden pain and agony feels my body and my legs collapse. THE ABANDONED MANSION! NOW MAKE IT STOP! Now that wasn't so hard was it. Have a nice day. The strange man heads out towards the forest and disappears.

I think for a moment and realize the safety of the gnomes is our main priority. I instruct them the follow Zataka, then quickly set the barricades from the study in the passageway to impede the ogres. I see the first one round the corner and he is not an ogre-made, so I use some flint and tinder to set fire to the barricade, furthering our chances to escape, then follow Zataka and the gnomes to the exit.

The gnomes take priority above all else. I lead them to the exit I found, taking the lead with my greatsword at the ready just incase. I take great care to keep an eye out for anything suspicious while in the tunnel. Once we exit I survey the immediate surroundings to find our way back to our other comrades and to the town, preferably in that order.

[MENTION=56506]Tamamo[/MENTION]
Rossaria, your rest is interrupted by another knock at the door. But the sun is at high noon. Could your little errand man be back so soon?
You perk your ears to the sound, and it is not a knock. Rather it is the sound of a club splintering the wood. That stuff is ebonwood, do these marauders have no sense about how expensive fine building materials are?
Your red lady will still be in her slumber for hours. Whoever the trespasser, it will be up to you to deal with the problem.
You expect you have about two minutes to prepare.
What will you do?

=====
[MENTION=60919]TheDarkOne[/MENTION] [MENTION=38704]mrz84[/MENTION]
Sancireph and Zataka...
The flames provide an excellent shroud as you make your escape from the cave. The ogres seem to be hesitant to approach through the inferno.

Sancireph, this is behavior with which you are unfamiliar; ogres you have encountered in the past were far too foolish to be concerned with self-preservation.

Zataka, you take point through the narrow passage in the event that there are dangers awaiting. Sancireph takes the back, with the gnomes in the middle between you. Thankfully, there are no hazards as you navigate the escape.

All-together you emerge, finding GRINGHAM the KNIGHT waiting for you at the opening with MALICHOR ( [MENTION=38796]Xyvol[/MENTION] ) the MAGE unconscious on his back. The HEAD GNOME ENGINEER is with them, but the MATH WIZARD is not.
"Where have you guys been? You step out for a few minutes, the gave shakes, and then this guy turns on the digging machine and goes limp! We were nearly buried alive."
You ask if he disabled the machine. He did not.
That means that the thing is still burrowing in the cavern. Is it enough to hope that it will bury itself before it reaches the dwarven settlement below?
You can see the gnomish town of Audamar down the mountain from your position. The storm has quelled. If you do not feel the machine is your problem, you could easily go back to the city and rally a militia.
What do yo do?

I am no fool, I know who it is.
Well if he's going to force his way through the door. Might as well help him out right? 😉

Maintaining my wolf form during the day is no problem, but it's tasking to maintain my Dire Wolf Form. Never the less I change into my dire wolf form and ram down the door and make a leap over the marauders I turn around and speak to the man with the leather hat and long coat who I have decided to name Serge.

INTIMIDATE!
You just don't know when to quit do you! Give up on your quest for revenge and move on my brother! Killing us won't bring your mate back. Besides you know as well as I do that this world is survival of the fittest, we're both rangers that hunt the most dangerous of all game for heavens stake. Now get the hell out of my sight before I rip you to shreds!

btw he's a werewolf too.

I ask if there is a way to inform the dwarven settlement of the ogres' plan as quickly as possible. I will deliver the message myself if need be. I also suggest that we find any able bodied (and preferably trained) combatants from the the town other than those present who could lend assistance to the ogre threat. The only other thing that concerns me at this point, is who is the ringleader of the ogres? clearly the owner of the rune-laden room is somebody not to be taken lightly and we found little evidence of their identity before having to retreat. I ask if they know anyone who is known to have knowledge of runes in the general area or in the known world for that matter. Once I am certain they have told me all the can, I suggest we make haste to the defense of the dwarven settlement.

I look back the way we came to see if any ogres are in pursuit. If they were smart enough to avoid the flames, then it's possible they may know of hidden passages which could take them around the fiery barricade and pursue us. However, the dwarven settlement is in danger. Being of elven descent, I am fast enough on my feet to get to the village and inform the dwarves of the danger. I volunteer for this duty and ask the knight if he can guard the passageway while Zataka helps the others escape.

[MENTION=56506]Tamamo[/MENTION]
Rossaria...
Serge scoffs, flashing his teeth. They begin to sharpen as he speaks.
"This isn't about revenge, anymore. This is about the leech maggot you are bowing to and her true agenda."
You snicker. His propaganda cannot sever the tie between you and the Red Lady, but you decide to let him blather at you, unaware his posse of vigilantes is quietly creeping away from the dangerous altercation.
"Her wicked magic tore my mate to shreds! But... the Red Lady did not intend to kill her. She is trying to separate the wolf from the person, but the beast is a part of us. Ebb was not her first victim and she will not be the last. YOU! Rossaria, you are her next victim!"
Fur engulfs his features as he too attains the form of a dire wolf. He seems pained by the exertion and you notice a scar across his belly as he transforms. Got too close to a hunter, did he?
He calls out to his men in a gutteral growl to chain you.
"If you will not see reason you must be detained until the Red Lady is no more."
He awaits their assistance. After a while, he becomes puzzled. He turns to yell at them and finds they have all fled.
His back is to you.
What do you do?

=====

[MENTION=38704]mrz84[/MENTION]
Zataka...
Gringham shakes his head.
"Nope, you can't even get into the mountain without notarized credentials. I dropped mine somewhere on the way here. Audamarites are stubborn that way; they're too wrapped up in their bureaucracy to get anything done. If we're going to get help, it'll have to be from the gnomes."
You ask if there's anybody who knows about runes.
"The only wizard I know in the area is that TELIVAR guy. He pops in from time to time for raw materials, particularly if he's building on to his mansion. My cousin writes about him often, apparently he's very good for business. Still, from what I've heard he's a HEDGE WIZARD, and you'd need a PAPER MAGICIAN to translate runes."
...Isn't MALICHOR a paper magician? Maybe he could be roused. He's been weird since that dimension scramble, though.
You decide the conversation would best be continued in town, so you lead your comrades back to the INN where your sleep was interrupted. Sancireph asks if someone should guard this exit, but you reassure him that the passage is too small for the ogres to use as an escape.
"It's pretty late. Are we going to even be able to rouse a posse at this time of night?" Gringham says.
What do you do?

=====

[MENTION=60919]TheDarkOne[/MENTION]
Sancireph...
Zataka seems interested into getting help from the dwarves, but during his conversation with the knight GRINGHAM you get the impression that the stone folk will be less than accommodating during this crisis. Still, you decide it would be best to inform them of the danger, since it is their city that is under attack. You ask Gringham to stand guard at the opening, but Zataka assures you that the passage is too small for the ogres to follow. Looking through, you cannot even see the flames. You too are sure they will not pursue you this way; they would need to find another exit or the entrance you used to gain access to the cave, which will take time.
Zataka, Gringham, and the unconscious MALICHOR head back to the inn to discuss rounding up a gnomish militia for the crisis. You peel off from the group and make your way to the entrance of the mountain city.
Two guards are sitting on night watch. They are only wearing about half of their armor and they appear to be playing cards. Given the full moon there isn't much darkness in which to hide, but you manage to slip by them undetected.
As you enter the mountain you feel a crushing sense of vertigo. It is dizzying being surrounded by so much stone. Thoughts drift through your head about just how much mass of rock is looming above you. You stumble slightly, disoriented.
There's a sign that says MARKET DISTRICT, leading to a large cavernous opening. There is also a passage that says CUSTOMS veering off to the side. It looks like it comes back out further down the hall.
If you're going to be wandering around this place, it might be wise to steal some credentials to justify your presence. Still, the matter of the gnomish drilling machine is pressing; there's no knowing how long you have until the ogres break into the city.
What do you do?

I walk up to his side and tel hi i am not naive Red's magic died long ago i am the one hndling the transformation through medicine and alchemy text.

Stealing credentials would not be wise--I am not familiar with the ways of dwarves and do not know what they would consider valid credentials. My main purpose is to warn them of the danger to their city, so l look for the largest building. That would most likely be where I would find the high-ranking officials of the city. If I am accosted by guards along the way, I will tell them why I am here. With any luck, they will see reason and take me to speak with their leader (or king, or mayor, or whatever the dwarves call him).

I first ask Gringham to see to the militia or whatever accounts for a city guard in the gnomish town for help against the ogre threat. I tell them that if they question our claims they can come straight to me and I will persuade them as best I can personally if need be and to add that if they can obtain entry into the dwarven settlement without delay it would be of great help in avoiding a disastrous slaughter that could be avoided. After he leaves to hopefully summon our reinforcements, I attempt to rouse my comrade from his slumber and inquire not only of what has happened to him while we were separated in great detail, but also that if he is familiar of the runes I found (once I inform him of what they look like anyway) and if he can ascertain their purpose or even their origin.

"You're crying sis. I am sorry if i was wrong about your relationship take this stake and keep it hidden. Break it when you're in danger."

i go and wake red. we have the wolfsbane but we have to go back to snowland i saw hunters it is no longer safe here.

"very well lets go to to the lake again"

back to audimar...

[MENTION=56506]Tamamo[/MENTION]
Rossaria, you and Red arrive in the lake at the center of the DEAD FOREST, emerging from the great vampire bloom just as the sun had set. You can hear distant sirens from the mountain village Audamar. It seems there's some kind of scuffle there, but it is no concern of yours.
You know of a hut not far from this lake where you store materials and conduct your experiments. With Red you travel the short walk to this place, only to find everything askew.
This place has been ransacked. A squatter? What were they brewing in here?
There are a few scattered notes, but what concerns you are the runes inscribed along the walls of the hut. Is it safe to be in here?
What do you do?
(Rossaria is one day ahead of the rest of you in the timeline. Do not assume that things that are occurring in her region apply to you or you might get confused)

=====

[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, you enter the tallest building and are immediately greeted by a dwarven woman in a red shirt and khaki pants.
"Hello, welcome to Mark, the world's largest chain of department stores! How may I be of assistance?"
...What?
You say that you need to talk to the person in charge.
"That would be the floor manager. I think he's in hardware right now."
You follow the hanging signs, each labelled with a number and the wares that are sold within. Eventually you find the hardware department and the "manager".
You tell him that you need help; ogres are drilling their way to the city.
"Hmmm, do you know what kinda drill bit they're using? That heavy igneous stone needs a diamond tip bit."
You tell him that's not important.
"Well, are they putting in support struts? Mining is dangerous work you know. You'll need at least 2 by 6s, but 2 by 12s will be better."
You try to explain to him that these creatures are coming to his town to kill everyone.
"They're going to need some work wear for that. Check aisle twelve."
FACEPALM.
Okay, clearly the tallest building is not the center for political activity.
Where do you try next?

=====

[MENTION=38704]mrz84[/MENTION]
Zataka, Gringham takes off like a bullet and you turn your attention to Malichor. You draw one of the runes on a sheet of paper and then pour a cup of coffee down his throat. He chokes briefly but then rouses. He sounds very ill.
You ask what the rune means.
"Deflect. These are used as protective wards to bend magic away from something"
That makes sense; the wizard in the cave must have been aware of the proximity of other magicians and been trying to conceal something. A circle of wards like that would deflect even the teleportation possible with Darkspace.
...The dwarves have this magician in custody? It can't be another ogre, they would have killed it on capture... right?
You hear loud stopping and the sound of steam coming from outside. You leave Malichor to rest and go to see what the commotion is.
Gringham is leading a pack of four steam mechs, roughly twelve feet tall.
"The cavalry's here."
What do you do?

I inquire if they have the papers/whatever we will need to enter the dwarven settlement. Whether or not they do, we make haste to assist in the defense of the dwarves. We have no time to lose so I hang onto the side of the lead mech until we reach the entrance of the settlement where I will inform the guards of the situation and hope that Sancireph has been able to inform the leaders of the settlement of the impending danger.

I throw Red aginst the wall and put a knife to her throat and a press a stake against her chest.

Silence leech. You told me Ebb tried to kill you. It was nothing but a lie. How many werewolves have you killed with false promises. And do you even love me! Give me one reason i should trust you and not tie you to a tree and watch the sun burn you to ash maggot.

Tears begin flowing from her eyes.

Don't you dare start crying. You'll make me cry too.
I lower my arms and fall in her arms sobbing.

The answer is six. I had to be sure the experiment would work she said. Pressing me against her Bosom. I gave up on Ebb she was the sixth but then I met a Necromancer who told me about a potion that can cure even the deepest lycantrophy. The beast was an infliction he said. The reason my experiments failed is...

I press my lips against hers stealing a kiss.

shut up and make the potion Red i trust you

Enable autodrink

[MENTION=38704]mrz84[/MENTION]
Zataka, as you approach the entrance to the dwarven city under Audamar the two guards on duty raise their swords and signal for you to halt.
"Present your credentials for entry"
One of the steam mechs raises its arm, though, and begins charging a ball of lightning from its blaster cannon.
"Here are my credentials" the pilot calls from inside.
The two soldiers step aside, frightened. You have gained entry into the city under the mountain.
There is a long hallway leading to some kind of market, as well as a side path going to immigration and customs. What a weird place. It sort of reminds you of some of the cities back home, though.
What sort of opposition will you face within, though?
What do you do?

=====

[MENTION=56506]Tamamo[/MENTION]
As the potion passes your lips your fingers begin to blur. Shadows leap off of your body and you black out.

Rossaria, the last thing you can remember is standing in a field at night. You were supposed to meet your friend to discuss something important, but it seemed like you were early. The cold air and howls of the night frightened you, but you can't remember anything after that.
You're in a run-down shack. There's a woman next to you... a stranger with hair of red and skin of ivory. You have a very uneasy feeling about her; something tells you that you are not safe.
She smiles. You see the distinct flash of fangs as her grin widens.
"It was a success."
Heavens above, this thing is a vampire. You scream.
What do you do?

Huntress, the last thing you remember is the beautiful shine of the full moon driving your spirit into a frenzy. It is tradition; every time the moon illuminates the night you take to the fields and snatch a sacrifice. Drinking their soul replenishes your might and gives you the strength to persist for another month. Times have been scarce, though. You saw a young woman waiting near a barn, but she flees before you can strike. Then, darkness. A lunar eclipse? You awaken in a forest unfamiliar to you, but you know there is something very wrong here. The wilds have been drained of their essence, leaving a lifeless husk. You wouldn't even be able to hunt small game here.
Looking around, you notice a shack nearby. There is the stench of blood hanging in the air but it is putrescent. Dead. Another soul drinker is near, but it is not a beast of spirit like you.
What do you do?

(The potion has split you into two beings, the woman you were before your curse and the spirit of the beast that infested you)

=====

[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, resolving that the biggest building isn't the solution you return to the city and look for something a little less grandiose. You think you've found it when you find a building that is scaled to average dwarven height. It's an assembly hall. You suspect they conduct matters of state in here, which would explain why the building is scaled for dwarves and dwarves alone. You wonder what makes this particular city so callous about its bureaucracy, but before you can ponder further you are stopped by a guard.
"What are you doing here?!"
What do you do?

I grab the stake off the floor and rush at red. She dodges and wrestles it away from me breaking it. SURGE appears with stake launcher and decked out in his usual gear.

He points it at her as his eyes start glowing.

Unfortunately she does'nt remember you Red that potion reverses the memories back to when some one was bitten an creates wolf spirit. I was an undead bounty hunter long before i was a werewolf. You greater vamps are small fry compare to my usual hunts. Nothing personal bu you die now.

I take this moment to grab my equipmen and sneak out.

I quickly explain the situation to the guard and that I am here to warn them. I ask to be taken to someone in charge so that I can explain to them what is going on. I stress to the guard that time is of the essence. I am hoping that the dwarves' natural distrust of elves will not count against me here--although I am only half-elven, there are still obvious signs of my elven heritage.

[MENTION=56506]Tamamo[/MENTION]
You're a day ahead because when Rossaria and Red went back to Red's mansion they hypnotized a local into fetching some ingredients for them. You had to wait for daylight to send Edvart out for the wolfsbane, and the other werewolf didn't attack until nightfall.
Thus you're on the second night of the full moon.

Conversely, the players who remained in Audamar tried to sleep at the inn but were interrupted by ogres. It's only just coming to daybreak for them.

In other words, you sent Red off to bed for daybreak and that put you one day ahead.

I attempt to locate the area around where the drill will open for the ogres. If any guards approach I attempt to inform them of the incoming ogres and that they could be entering the city any time now. I stress the importance of avoiding a dwarvish bloodbath and will offer to suffer any consequences for my actions once the ogres have been dealt with.

as i race towards the villages shadows of wolves surround me.
DO YOU NOT REMEMBER US. WE ARE YOUR KIN.

I DONT KNOW WHO YOU ARE BUT GET OUT OF MY HEAD.

VERY WELL CHILD. SEEK OUT THE WISE WOLF.

bump. i fall on my ass and look up an see a dwarf with an axe and torch. i sceam.

easy elf you look like you've seen some serious shit. I suggest you rest. i live in the villag being attacked hence the sirens. but i have a cabin near by.

I follow the dwrf and pass out in his bed. i dream of woman with a wolfs tale.

Find me she says but be careful.
Th beas travels by moon light.

I awaken to fine the vampire curle up in a bal sittin at the edge of the bed. The dwarf is in a unconscious but still breathing.

She looks up at me. Even i i turn you there are no guarantees i can restore your memories.

I wa selfish an because of me you life is a shell of what it once was. You will never see me again.

As she turns to leave and is out the door i rum up to her and wrap my arms around aroun her stomach.

I cant live like this when ever i see your face my heart aches for some reason tell me ywho you are damn it.

She turns around and he eyes meet mine but instea of red they are green lik the elf she once was. I Camilla Redwood and you can call me red. Her eyes return to their red color and she bites my neck flooding me with desire passion an thirst.