An Interactive Novel

Muren’bell’s Gauntlet

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While in Sunshire, you find yourself traipsing slowly down one of the side streets. The air has a bit of a chill, though not uncomfortable as you walk through the city at your leisure. Though trying to remain inconspicuous, not particularly wanting to be bothered, you are approached by an unsavory looking man who happens to be carrying a few trinkets. He stands in front of you and looks you up and down, noticing your weapons and armor. “You may do just nicely,” he mutters quietly while salivating at your appearance.

“My apologies, travelers, I do not mean to spook you, but you do seem to possess a certain quality that I am looking for,” he says while averting his attention from your possessions to your eyes. “My client, the Great Muren’bell, is searching for great warriors to compete in a small tournament for his amusement. Those who survive and conquer the field will be rewarded handsomely. Is this something that interests you?”

You smirk and look at the man in front of you as he points to a wooden door in the side of a building. With a shrug and a nod, you turn toward the door to see a bright orange hue, followed by a loud roar echoing from behind it. You breathe slowly and walk toward the door. “Good luck, travelers,” remarks the man in the alley as you walk down a single stair to the door. You place your hand on the iron knob and turn it, pushing the door open to reveal a very brightly lit room.

Several men and women, all dressed regally, sit around a large recessed pit. Behind them, several booths are setup to handle wagering and refreshments. “You here to fight?” asks a man on the inside of the door. He breaks your concentration on the surroundings, but over his shoulder, you see the body of a competitor being drug from the arena. You breathe slowly and nod. “Fantastic,” he says. “Head down that path and get into the challenger’s waiting room. Make sure you walk in front of the bulk of the crowd so they can get a good look at you. Seeing what you’re bringing into the arena, a few of them may fancy quite a wager.”

You smirk and walk past the man, following the path toward the room that you were directed to. To your right is the pit where you will be fighting, where you see the dirt has patches of blood soaked into it. To your left, the audience is full of aristocrats and nobles hailing from various neighboring cities. You see a few crests on their regalia, most notably Werz and Fierrak, the two closest cities to you, though a few other cities are represented.

You make your way past the audience and down a small flight of stairs into the challenger’s preparation room. You find old, rusty weapons that are in shambles and unusable, as well as some equipment that is paper-thin and merely for show. You examine all you can find and get an uneasy feeling: the challenger is typically fodder for the champion in this arena.

The Sunshire Fightclub

Upon accepting your role in the tournament, you step into a small room with an iron gate. You wait patiently for the door to open, and when it does, the crowd erupts and cheers for you. Blood is coating the dirty floor and you walk in to find the reigning champion, Sturkelius the Proud, is flexing for the crowd. His armor is in piece, though barely. He's seen a great deal of contact and he stands around the crowd with his hands out, accepting their adulation while you enter the arena. The crowd points to the door as you walk into the arena with Sturkelius immediately turning and looking at you. He smirks while holding out his large greatsword, pointing the tip at you before hulking toward you. With his sword behind him, he charges toward you, hoping to make quick work of you. 

 

Commence Battle with Sturkelius the Proud

 

Sturkelius the Proud has fallen to your might with his body falling to the ground and the blood from his abdomen spilling onto the sand. His eyes are still open as his life slowly fades away. He stares up at the ceiling of the makeshift arena, his final sight is of a bland ceiling. As he faded away, several people in white tunics run out and drag his body out of the arena with the blood leaving a trail to the door. You walk over and pick up his weapon, taking stock of how pristine it is, though you wonder just how useful it can be. 

 

Acquire: Brass Great Sword

 

As you hold the weapon, you are not given much of a respite. You look toward an iron door to see it open slowly. A grey smoke comes from the hinges as it opens up to the arena. Trintelli the Bold, the famed archer from Chelosk, lurches forward while clutching his large bow. Stories of his greatness can be heard in pubs throughout Dun-I and to see a champion like him in the arena sends a chill down your spine. He looks at you and smirks before pulling an arrow out of the quiver strapped to his back. "Nothing personal," he mutters before pulling back on the string of his bow. The crowd erupts as Trintelli prepares to fire, forcing you to prepare to dodge his strikes and defeat the famed archer. 

 

Commence Battle with Trintelli the Bold.

 

Trintelli the Bold drops to his knees with blood pouring from his face, arms, and legs. His torso is bruised from the impact of your abilities and you suspect he has suffered a great amount of damage. His eyes roll into the back of his head before he topples over into the bloody, sandy ground. He lets go of his bow and it rests beside him as the men in white tunics run out of their designated entrance to remove the competitor. As the men pull him away, you reach out and grab his bow to take as a prize.

 

Acquire: Wooden Bow

 

His body is removed from the arena quickly and the crowd above you screams, hoping to see more of your gifted abilities. The door to the left of the round arena starts to move. Chains creak as the door drops into the ground to reveal your next opponent. The Wizard of the Fallen Pillar walks out of the room slowly, using a staff to keep himself upright. He possesses a reputation that precedes him, though not much is known about his history. His robes are ornate and pristine and his beard hangs down to the center of his torso. With his entrance, the crowd erupts in adulation and turns against you. Their hero has entered the arena and you are now his foil.  "Good luck," he says with a smile as he pounds the tip of his staff into the ground, shooting sparks around it and teasing the crowd with more of his power. 

 

Commence Battle with The Wizard of the Fallen Pillar

 

The Champion Wizard falls to his knees after a close battle. He props himself up on his staff while looking forward at you. He smirks at you and nods, acknowledging his defeat before dropping his staff to the ground and disappearing into the air. The crowd is in awe, silent, as the staff rolls toward your feet slowly. 

 

Acquire: Simple Staff

 

The crowd is still silent as they still try to fathom the defeat of the legendary wizard. His tricks were great, but he was of no match to your might. You are feeling the effects of the gauntlet, but you know there is another battle to come. You stand in the arena patiently. Your feet are on the sandy ground as you look up into the crowd, analyzing the faces of those who are standing above you: lords, merchants, and other members of the wealthy elite.

 

A wooden door opens up behind you, the door that you came from originally. Emerging from it is a young woman in elegant gear. As she steps out into the arena, two of the nobles in the audience rise to their feet and applaud respectively. Marisel the Devout, a young knight from Kastellas, stands before you. Her gear is magnificent, though it does show a few signs of wear from scores of battle. "Good evening," she says before pulling the sword out of its sheath and holding it firmly in her right hand. On her left, she equips a shield that shows scores of damage. The crowd joins with the few nobles and stands to applaud the young knight, who is a skilled tactician and knight. She twirls the knight while keeping her eyes trained on you, showing how little she cares about the people who are clapping for her. "Good luck to you soldier," she says firmly. "But you have chosen your faith and I will give you no quarter."

 

Commence Battle with Marisel the Devout

 

The knight from Kastellas drops to one knee with her sword propping her up. You walk up and hold your weapon against her throat. She looks up at you and nods, accepting her fate after you have bested her. She looks down at the ground, her blonde hair parting to the side by her neck so you have a clean shot. You stare at the pale white skin that is now exposed, contemplating your next move as the audience looks on. You pull your weapon back and place your hand on her neck, patting it comforting before walking away. You have beaten her and have opted to show her mercy.

 

She looks up at you as the crowd applauds, shocked to see that her head is still attached to her shoulders. She stands up and looks at you as the crowd applauds. "You're not like many of the others here, champion. Had I fallen to one of the men you beat before, there is no doubt I would be having an audience with Vesya." She pauses while walking over and picking up her sword to place it in her sheath. However, she takes off her shield and hands it to you as a reward.

 

Acquire: Brass Shield

 

"You are quite powerful. I look forward to serving beside you as this new threat has emerged," she says while reaching out to shake your hand. You embrace it and nod, looking into her steely eyes before she releases her grasp and walks away to the same door that she emerged from. You breathe slowly as the crowd erupts in approval and adulation for your skill. You have bested four of the strongest champions in all of Dun-I, but the applause suddenly stops.

 

"Very impressive," says the large man from the booth in the center of the arena. He walks down the stairs and straight into the pit where you're standing. "Your strength is far greater than I imagined. The doorman said you were just going to be fodder for the champions, but I do suppose an underdog can come in and take the crown from time to time." He stands still and crosses his arms. "Perhaps you'd like one more challenge today? We won't go to the death, just almost. I promise, it will be a great show of sport and I guarantee, that if you defeat me, the rewards will be incredible."

 

The great Muren'bell, champion of the Merdool Arena, stands before you and issues a challenge. The crowd looks on in shock as they wait patiently for your answer. Will you take on the great Muren'bell?

 

No, He’s way too big and I’m not willing to be embarrassed. Decline the Challenge

 

Yes, The only way to be the best, is to defeat all challengers. Accept the Challenge

 

Accept the Challenge

You accept Muren’bell’s challenge, standing in front of him while he smiles at you. He walks over to the rack and grabs two large great axes, wielding them both simultaneously. He smiles earnestly as he waves the axes in the air.

 

Depending on the outcome, your adventure does not end.

 

Commence Battle with Muren’bell

 

If you defeated Muren’bell, go to Victorious

 

If Muren’bell defeated you, go to Defeat

 

Decline the Challenge

You shake your head and opt to walk away from Muren’bell, taking your riches and returning to Sunshire. "Pity," says the large Muren'bell as he shakes his head in disappointment. "Finding a worthy opponent is difficult, but I respect your decision." 

 

All players Gain 200 Shard Experience

 

The Party Earns 500 Gold.

 

Scenario Complete. Visit the Store

Defeat

Muren’bell laughs as he holds the axes in his hand. You’re on your knees, waiting for the finishing blow. “Get up,” he said as he tosses the axes to the side and walks toward you to extend his hand. “I told you this wasn't going to be to the death, just almost. You fought bravely, but you’re still not enough to defeat the great Muren’bell!”

 

You grab Muren’bell’s hand and stand up, looking into the eyes of the giant human. “Thank you for your attempt. It was quite spirited.”

 

All Players Gain 200 Shard Experience

 

The Party Earns 1000 Gold.

 

Scenario Complete. Visit the Store

 

Victorious

“That’s enough!” shouts Muren’bell as he falls to one knee and looks at you. The crowd is stunned as they look at the host shouting for mercy. He looks up at you and smirks. “You are quite gifted. I’ll have to get back to work so that I can perhaps best you next time.”

 

He rises to his feet and walks over to the wall. He motions up to his booth and requests that they drop his chest down to him. He catches the small chest and tosses it to you. “That’s something that my family has had for many generations. I hope it serves you well.”

 

Acquire: Muren'bell's Breastplate

 

Acquire One of the Following: Shard of the Flagellant, Shard of the Depraved, Shard of the Cursed, Shard of the Adept, Shard of Mending, Shard of Swiftness

 

“Perhaps we will see each other again soon. I’d love another chance to defeat you.”

 

All Players Acquire 400 Shard Experience

 

The Party Earns 2500 Gold.

 

Scenario Complete. Visit the Store

 

Marisel the Devout
Marisel the Devout Boss
Hit Points Defense Physical Magic Speed
700 6 6 8 8
Recovering Strike (11+) Deal physical damage to a single target for the total amount of the cards plus physical bonus. Recover hit points worth the total amount of the cards plus magical bonus.
Recovering Cleave (19+) Deal physical damage to all targets for the total amount of the cards plus physical bonus. Recover health equal to the total amount of damage done to all targets plus magical bonus.
Muren'bell
Muren'bell Mega-Boss
Hit Points Defense Physical Magic Speed
1100 12 15 0 20
Equip Muren’bell takes two turns sequentially
Equip All Cards that have a value of ten played into Muren’bell’s field remain in the field after an ability is used.
Thundering Slam (10+) Deal physical damage to all targets. Muren'bell's Physical Bonus is increased by 5 for the rest of the encounter. This ability stacks infinitely.
Growing Slam (20+) Deal physical damage to all targets. Each target takes an additional ten damage for the next two turns. Muren'bell's Physical Bonus is increased by 5 for the rest of the encounter. This ability stacks infintely.
Finale (30+) Deal physical damage to all targets for the total amount of the cards plus physical bonus plus 30. Remove all cards from everyone’s fields.
Sturkelius the Proud
Sturkelius the Proud Boss
Hit Points Defense Physical Magic Speed
580 14 14 0 6
Weakening Slam (11+) Deal physical damage to a single target plus physical bonus. Target’s physical bonus is reduced by five for the next two turns.
Weakening Cleave (14+) Deal physical damage to all targets plus physical bonus. All target’s physical bonus is reduced by five for the next two turns.
Mighty Cleave (18+) Deal physical damage to all targets plus physical bonus plus twenty. All targets must discard two cards. If a player cannot discard two cards, player takes thirty damage.
Trintelli the Bold
Trintelli the Bold Boss
Hit Points Defense Physical Magic Speed
520 4 18 18 20
Stunning Strike (11+) Deal physical damage to a single target for the total amount of the cards plus physical bonus. Target is stunned for one turn and cannot draw a card for that turn.
Enfeebling Blast(14+) Deal magical damage to a single target for the total amount of the cards plus magical bonus. Target takes an additional 5 damage at the end of the next two turns.
Deafening Wave (18+) Deal both physical and magical damage to a single target equal to the total amount of the cards plus both physical and magical bonus. Trintelli the Bold takes an additional turn.
The Wizard of the Fallen Pillar
The Wizard of the Fallen Pillar Boss
Hit Points Defense Physical Magic Speed
500 4 0 30 10
Roaring Blast (11+) Deal magical damage to a single target for the total amount of the cards plus magical bonus. Target discards a card from his or her hand. If a card cannot be discarded, deal an additional 10 damage.
Piercing Blast (14+) Deal magical damage to a single target for the total amount of the cards plus magical bonus. Target discards two cards from his or her hand. If a card cannot be discarded, deal an additional twenty damage.
Destructive Wave (18+) Deal magical damage to all targets for the total amount of the cards plus magical bonus. All players must discard two cards or take twenty additional damage per card.
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