<center><img src="https://robsdeskwv.neocities.org/Dungeon%20Entrance.jpg" width="500" alt="Book Cover">
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<font size="32">The Fate of Samille</font>
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<i>*Original Story and Web based reading adventure version created by <a href="https://robsdeskwv.blogspot.com/" target="new">Robsdeskwv</a> as a free public service.</i>
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This adventure has several path that you may choose from. Take warning some will lead to you demise!
I would suggest taking notes as you journey.
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Things have not transpired as you and your travel mate Samille had desired. The evil wizard Hurin has cursed Samille. You are Samille's only hope! You must venture into the underground maze lair of the wizard to locate the Dragon Stone and destroy it to lift the curse that is killing Samille. Time is short and so is Samille's life if you do not hurry and complete this quest.
You stand before the labyrinth entrance. The stench and darkness makes your hair stand on edge, but as you look back at Samille laying against the tree beside your horse Ludo you know what you must do.
You take in a deep breath and say to yourself,"By Grabthar’s hammer, by the suns of Worvan, you shall be avenged" and step forward into the darkness and down the [[stairwell]].
As you enter the stairwell the entrance closed behind you with a thunderous rumble after you entered! There is only one way now... fowrard to the [[entrance room]]The entrance room smells of death and decay and is lit by a torch on each side of the room to your left and right. You see that the room extis to the east and into a hallway.
Go into the [[hallway 1]]
Go back to the [[stairwell]] The hallway is made of old large stones and smells of mold and rot. YOu see that the hall leads to the northeat and to the south. Both ways are lit with torches along the walls. Both ways seem to look clear of any goblins or traps.
Explore [[hallway 2]] to the NW
Explore [[hallway 3]] to the S
Go into the [[entrance room]] to the EYou have come to a intersection in the tunnels. You can see that there are four different exits from here. All of them seem to be lit with torches. The path to the southwest seems to have a draft coming from down that hallway.
Explore [[hallway 4]] to the NW
Explore [[hallway 5]] to the NE
Explore [[hallway 6]] to the SW
Explore [[hallway 1]] to the SEYou are standing in a uninteresting hallway with three exits. The room to the east seems to be giving off some sort of green glow.
Explore [[glowing room]] to the E
Explore [[blue colored room]] to the SE
Explore [[hallway 1]] to the N
You are in a hallway sort of room that has a fork that exits to the south, southeast, and southwest.
Explore SE to [[hallway 2]]
Explore [[hallway 16]] to the S
Explore [[hallway 17]] to the SW
Ahead you see a room that looks to be tilted some and oddly decorated with odd shapes and colors flickering torches.
Explore the [[wonky room]] to the E
Explore [[hallway 2]] to the SEYou are in hallway with exits to the east and northeast.
Explore to [[hallway 7]] to the E
Explore to [[hallway 2]] to the NEYou see that there are three routes out of this hallway. To the west there is another hall. To the east there is room, but it is too dark for you to tell anything about it from here. The southwest there is some sort of oddly shaped room from what you can see from here.
Explore to [[hallway 6]] to the W
Explore the [[dark room]] to the E
Explore the the [[odd room]] to the SW
This room is dark and all you can tell is that there are two exits from the torch light coming from the exits. There is a straight hall to the northeast and there looks to be a winding hallway to the east that goes around turn you can not see past.
Exit to [[hallway 7]] to the NE
Venture into the [[winding hall]] to the E
This room is oddly shaped like a triangle. There is just a torch on the back wall and nothing else in the room. Your head almost touches the ceiling of the room as you stand here inspecting the walls.
Exit to [[hallway 7]] to the W
You trek down the winding hallway trying not to tocuh the walls. The seem to be covered in some sort of sticky substance. You don't dare touch it because you have heard bad stories about touching sticky things.
To the north around the corner there is a dark room and to the south there seems to be a chamber room lit with several torches. You can hear the sound of flowing water from the room to the south.
Explore the [[dark room]] to your W
Enter the [[chamber room]] to your S
You enter a large chamber room. Before you there is a large pool of water that stretches from the north wall to the south wall. You are not sure if you would be able to make a jump across it due to how wide it is. On the other side of the water you see a altar with books, scrolls, gems, and all sorts of items on it. Could the Dragon Stone be there?
Do you attempt to [[Jump]] the water to the other side?
Do you attempt to [[Swim]] across the water to the other side?
Or do you head north to the [[winding hall]]?
Your leap of faith was well taken. There seemed to be an illusion platform mid way across the vast pool of water that you were able to jump to and then to the far landing.
On the alter you see the scrolls, candles, and books laid out all over the place. You search through, but see no Dragon Stone as it was described to you. You see one of the scrolls is unrolled and says "All those moments will be lost in time... like tears in rain... Time to die." Yep pretty sure I dont want to be messing with that scroll. Only some sort of crazy Batty person would do that. And I who am I kidding I only know one spell myself and I'm not even sure what it does.
The stone I'm looking for must be in another room.
Do you jump back across the water to the [[chamber room]] or do you [[Swim]] across the water back to the chamber room.You jump into the water in an attempt to swim across the vast pool. As you get just out of reach of the edge you feel a tug on your foot. There is something under the water! It grabs your leg and pulls you under!!
You have died at the hand of the water beast and left your travel mate Samille to perish.
Let us try that again...
[[Entrance]] This room is tilted to one side and it makes it hard to stand straight. The walls are decorated with random shapes and designs. The way the torches are flickering causes a hypnotic atmosphere in this room. You start to feel whoosie from all the visuals.
Do Explore [[hallway 5]] to the W, explore [[hallway 8]] to the SE, or explore [[hallway 9]] to the E
In one direction you see a room that looks to be tilted some and oddly decorated with odd shapes and colors flickering torches. The other direction you see there is a small clearing.
Explore [[wonky room]] to the NW
Explore [[small clearing]] to the E
In one direction you see a room that looks to be tilted some and oddly decorated with odd shapes and colors flickering torches. In the other direction you see a dim lit room that smells murky and of old fish.
Explore [[wonky room]] to the W
Explore [[mucky room]] to the E
This room smells of old fish and sea water. You see several barrels of fish and ale sitting along the walls. This must be some sort of store room.
Explore [[hallway 9]] to the W
Explore [[hallway 10]] to the S
In one direction you see a dim lit room that smells murky and of old fish. The other end of the hallway smells of wet dog. Standing here you are not sure which smells worse, but know you must venture on for Samille's sake.
Explore the [[room that smells like wet dog]] to the S
Explore to [[mucky room]] to the N
As you enter into the small clearing you are surrounded by light coming in from a small opening in the ceiling of the room. You see grass, moss, and vegitation all around you. You start to hear a humming and then see fairies coming from out of the vegitation. They start to swarm around you as their wings tickle you begin to giggle, but your giggles soon turn to screams as the faries start to eat and tear at your flesh. The faries have been with out food for so long they have consumed your flesh and bone as a meal for the ages.
Let us try that again...
[[Entrance]] This room seems to be glowing from some sort of substance on the walls. There is a green tint to the room and the only torch light is from the adjoining hallways. On the north wall you see the words "Nefralani was here" carved into the stone as if some one left their mark using their dagger to etch the wall. This room room smacks of sorcery and bodes ill.
Explore [[hallway 3]] to the W
Explore [[hallway 11]] to the E
You enter this blue colored room seeing a goblin guard blocking the northeast exit. To the south you see a goblin worker with a broom blocking the exit. The exits to the west and north west seem to be clear for what you can see.
Fight past the guard to [[hallway 11]] to the NE
Fight past the goblin janitor to [[hallway 12]] to the S
Run to [[hallway 13]] to the W
Run to [[hallway 3]] to the NWYou see that this room has exits in all four directions. To your north you see there is a room that for some reason smells like wet dog. The room to your west seems to be giving off some sort of glow.
Explore the [[room that smells like wet dog]] to the N
Explore the [[blue colored room]] to the SW
Explore the [[glowing room]] to the W
Explore the [[orange room]] to the S
You look around the room and see large three headed dog sleeping on what seems to be a large trap door. Ther is a small harp playing in the corner. You think to yourself that this would be a good time to to leave this room before Fluffy there wakes up.
The trap door is not a choice unless you want to loose a limb.
Explore [[hallway 10]] to the N
Explore [[hallway 11]] to the S
Explore [[hallway 14]] to the E
This room seems to just be a small closet type of room. You see brooms and boxes laying around.
This room only seems to have one exit to the east.
Explore the [[orange room]] to the E
In your haste to exit the blue colored room you run into the darkly lit room and run face first into a gelatinous cube. The cube holds you and pulls you in slowly to your untimely pain filled death!
Let us try that again..
[[Entrance]] To the west you see there is a room off in the distance that smells of wet dog for some reason. To your north there is a room you can hear music coming from. To your south there is some sort of weird room.
Explore to [[room that smells like wet dog]] to the W
Explore to the [[music filled room]] to the N
Explore to the [[weird room]] to the S
You hear the beautiful music that drew you to this room. It consumes you and as you stand in wonder the music starts to get louder and louder. It has an enchanting hold over you. You are frozen by the melodic trace you have been placed. As the music get even louder you feel the pain of the volume! In once last crescendo the music climaxes as you explode.
Let us try that again...
[[Entrance]] This room seems not to fit in down here with the rest of the rooms. It is all clean and shiny. The floor is marble and the ceiling is lined with stained glass. You can see there is a door leading to a hallway to your south and there is a hallway to the north.
Explore [[hallway 14]] to the N
Explore [[hallway 15]] to the S
You step into the room and the door behind you clicks locked. Well no going back that way.
In front of you there stands three doors. A green one, red one, and blue one. They all look exactly the same except for their color. The only thing that is unsettling is the large trail of blood that leads across the floor towards the red door.
Go through the [[red door]]
Go through the [[blue door]]
Go through the [[green door]]
This room is full of oranges. Piled all over the place all the way to the ceiling. You see there are two exits, one to the north and one to the west.
Explore [[hallway 11]] to the N
Explore [[hallway 12]] to the W
As you go through the red door it closes behind you and the light that was luminating the room fades away. There seems to be no exit from this room. The door behind you seems to have locked itself. "What is it with all these blasted doors locking behind me!" you mutter to yourself. You feel around at the walls of the room in the dark and find a lever on the wall.
Do you [[pull the lever]]?
Or give up and start over at the [[Entrance]] and start over?Evidently the blue door was not the best choice as you open the door an explosion tears from behind the doorway killing you instantly!
Let us try that again...
[[Entrance]] As you step through the green door it slams shut behind you. You attempt to reopen the door but it is no good, the door is locked! "What is it with all these blasted doors locking behind me!" you mutter.
The only way out of the room you see is a small shallow path to the north that you would have to crawl through. You can hear music coming from the path.
Explore to the [[music filled room]] to the N
Pulling the lever opens a secret path leading out of the room. Light shines in from the now open door
Explore the [[secret path]]
You exit the secret path into what looks to be a vast old library room. You see a desk in the middle of the room with a open scroll, candy dish, and small bottle with some blue liquid in it. The room is lit with candles everywhere and old books piled on shelves that reach the ceiling. Around the room there are stone statues and a basket in the corner full of swords and shileds.
You see a little sign by the dish of candy that says "Eat me" and on the bottle a small tag that says "Drink me". Upon inspection of the scroll it says to open the secret door say allowed the secret chant, "Klaatu barada nikto" at the top of your lungs.
You look around and wonder if they have any books from Rose Estes, but then remember there is no time for that now. Samille is laying at death's door and you must hurry to save him.
Do you [[recite the words]]?
Eat the [[weird candy]]?
Drink the [[mystery liquid]]?As you belt out the words at the top of your lungs, "Klaatu barbara nikoli", a secret door from behind a book shelf swings open a library giant comes in and stomps on you! As you lay there in your demise the giant looks down at you and puts his finger to his lips and says, "Shhh this is a library".
Let us try that again...
[[Entrance]] As you unwrap and enjoy a piece of what seems to be a buttery candy the dish topples over on the desk. The weight of the candy was holding the dish in place over a secret switch that now clicks active. You hear a creaking in the distance and notice that one of the book shelves in the far corner of the room opens to reveal a secret door.
Venture through the [[secret door]]
You take the odd bottle and pinch your nose and chug the oddly smelling weird liquid. As you take the last swallow you start to spazm and shake... "What is happe..." you try to say as your body starts to stiffen. You can see in the distance as a secret door opens from behind a book shelf and a library giant emerges. The drink was a giant ale and turns mere mortals to stone. The giant picks your now stone body up and places you in a empty corner and postitions a candle next to you to display you like a new piece of art in his little library and says, "You will be a nice additional next to Perseus".
Let us try that again...
[[Entrance]] As you look around the room you see there are three exits one to the north, west, and south. You know that you have been venturing though this undergound labyrnith for some time now and need to hurry to save Samille.
Do you venture [[north]], [[south]], or [[west]]?
As you enter the room you see 3 doors before you, a green one, a red one, and a blue one. What shall you do?
Venture back to [[hallway 4]]
Or open the [[green door]]
Open the [[red door]]
Or will you open the [[blue door]]?You are in a hallway and see exits to your north and south.
Explore N to [[hallway 4]]
Enter the [[small room]] to the S
As you enter the room you see that it is a small round room wiht only a table in the middle of the room with a lit candle lighting the room. As you look at the table you notice there is a small cup with dice in it on the table as well.
Venture north back to [[hallway 17]] or do you [[roll the dice]]?As you pick up the cup to roll the dice you notice that the cup was covering a switch on the table. You hear a click and then a gust of dust puffs from around a outline of a secret shaft to the south
Explore the [[secret shaft]] to the south or return to [[hallway 17]]?As you finish crawling through the small secret shaft you exit into a larger room. As you exit the shaft a gate closes and locks over the shaft entrance. "Well no going back that way", you think to yourself.
As you look around the room you see that there is a rope hanging down from the ceiling that leads into a small exit above you. You also see a door with a flimsy lock on it and a door that is standing open slightly on the oposite wall.
Will you [[climb the rope]]
[[Bust the lock and use the door]]
or go through the [[unsecured door]]?As you start to climb the rope it starts to give way with your weight. A large boulder that was tied to the other end of the rope drops from above and pins you to the floor. "Why didnt I listen to my Uncle Wiley about climbing strange ropes" you think to yourself as you pass into darkness.
Let us try that again...
[[Entrance]] As you kick open the door and enter the room the door swings shut behind you. "Damn all these self locking doors! They must be Spartan made" You cry out. You see that there is a sword floating in the middle of the room in a beam of light coming from the ceiling in front of you. "This could come in handy when I find that wizard" you think to yourself. In the distance past the sword you see a hallway that leads to the north.
Do you [[grab up the sword]] for wizard killing or do you exit to [[hallway 18]] without the sword?
As you step through the door you walk up on a party of goblin guards taking a meal break from their post. They turn and see you and immediately start to scream out alerting others that there is an intruder in the lair. They grab you up and throw you into a prison cell.
After some time of sulking in the cell wondering what you will do next you notice that the only goblin guard that is outside your cell has refocused himself on his meal with his back to you. You see that the key to your cell is on his belt and with in reach.
You see that there is a loose stone in the corner of the cell but your not sure if you can get it loose to use to knock out the guard and grab his key.
Do you take the stone and attempt to [[knock out the guard]] with it and grab the key or do you just [[go for the key]]?As you work at pulling the large stone loose to use as a goblin wacking weapon you notice light from behind the now unlodged stone. There seems to be a secret escape route benihd the stone. The route looks so small though, you may not fit through it, especially since you ate so well before you and Samille went treking this morning.
Do you take your chances with [[smacking the guard]] or squeeze through the [[escape route]]?You slowly try to edge close to the cell door and reach for the key on the goblin's belt. As you reach for it you start to slowly pull it off of the clip and the goblin notices your attempt. He grabs your hand and pulls you forward slamming your head against the cell door. The goblin then takes his sword out, mutters "You shall not pass", and runs you through for your escape attempt.
Let us try that again...
[[Entrance]] You take the rock with both hands and hold it above you head. You steady your aim to get it to line up between the cell bars to hit the goblin in the back of the head. You swing it forwad with massive force yealling out,"Oye Prick!"...CLANG!!!! The stone hits against the cell bars! You miss-judged the size of the stone and it did not fit between the bars. The goblin turns arounds and gives a distorted evil chuckle and pulls out his sword and snorts, " Never start with the head, the victim gets all fuzzy." and runs you through for your escape attempt.
Let us try that again...
[[Entrance]] As you squeeze through the escape route in the wall of the cell you see a small door at the end of the tunnel with light shining through the cracks in the old door.
Do you keep going through the [[secret door]] or do you go back to the cell and start [[smacking the guard]] with the stone? As you start down this exit you seem to notice the floor is slanted down hill in front of you and there is some sort of oil on the floor. You have a hard time getting your footing and the only thing to do is slide down the floor into the [[hallway 12]] below you.
As you start down the hallway a gate drops behind you blocking your path to where you came from. As you look forward you see torchs lighting a way towards a [[stairwell]].
You enter into a large chamber room. At the far wall you see the wizard Hurin sitting in a throne chair. As you approach he speaks out to you, "I see that you have made well of my underground maze. You have ventured all this way, and for what? To save your partner that lay cursed by his own doing? He should have never tried to steal from me!"
You step forwad slowly scanning the room for the Dragon Stone, then you see it. It lay beside Hurin on a small table.
"Yes! Yes, I have come all this way to save his life! You said that the only chance to save his life was to best your challenges. Well here I am. I have bested your challenges and came to the end of you maze wizard!"
"You fool you think the maze was the challenge?" the wizard chuckles. Hurin stands from his throne and takes the Dragon Stone in his hand and approaches you. "The challenge is not the maze. The challenge is a riddle.A riddle for life. If you get it correct I will lift the curse, but if you fail I will take your life as well."
Do you attempt to [[grab the stone]] or take on the wiazard's [[riddle]]?
As you reach for the stone Hurin pulls his hand back and says,"You are not worthy to hold the stone. Not even I would surrender anything so precious!" With that Hurin pulls out his wand and chants, "Avada Kedavra!" You fall lifeless to the floor.
Let us try that again...
[[Entrance]] You look at Hurin and say, "Do your best wizard."
Hurin chuckles then conveys his riddle.
What is it-
That we love more than life,
Fear more than death,
The rich want it,
The poor have it,
The miser spends it,
And the spend-rift saves it?
Choose wisely for one will save you and your friend and the other will kill you both.
You stand there and ponder, "Why couldn't he just asked me to guess what's in the box? That would have been easier".
What say you??
Answer [[nothing]]
Answer [[gold]]
Answer [[time]]
Asnwer [[women]]
Answer [[fame and glory]]"Inconceivable! You are a wise one. I am evil wizard as you say, but I am also a wizard of my word". With that Hurin opens his hand and lets the Dragon Stone drop to the stone floor and shatter into a hundred pieces.
"Your friend is free of my curse. Go now and leave my sight and never come back to this place. Go, go now or I shall taunt you again." Hurin points his old finger to a door at the back of the room.
[[Head through the door]]
Hurin smirks at you and says, "Oh you silly boy". Hurin snaps his fingers and you fall to the floor dead.
Let us try that again...
[[Entrance]] Hurin smirks at you and says, "Oh you silly boy". Hurin snaps his fingers and you fall to the floor dead.
Let us try that again...
[[Entrance]] Hurin smirks at you and says, "Oh you silly boy". Hurin snaps his fingers and you fall to the floor dead.
Let us try that again...
[[Entrance]] Hurin smirks at you and says, "Oh you silly boy". Hurin snaps his fingers and you fall to the floor dead.
Let us try that again...
[[Entrance]] You emerge from the undergound maze and see Samille standing by the tree drinking water from a jug. You run to him laughing with joy. "You did it!" Samille yells to you. "Yes I did Samille." As he pats you on the back and you both start to pick up your travel sacks and head back on to the road to your home town you look at Samille... "You know that is the last time I let you get me into trouble trying to save you like that."
With a grin Samille chuckles and says, "But it was only one dragon egg. I didn't think he would miss it and boy does scrambled drogon make a great breakfast. By the way are you hungry??"
"Damnit Samille.. Always thinking with your stomach"
"Well I'm not a performing monkey." replies Samille.
You both chuckle as you walk off heading home from a long days journey.
The End...
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Think there were other routes you could have taken to save Samille?
Head back to the begining and see... [[Entrance]]
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</center>You step forward and take firm grip with both hands on the hilt of the sword. You hold it above you head in triumph of the moment and image the damage you can do to the wizard with it. Just then the sword starts to shake as if trying to break free from your grip. The sword breaks free from your hold and starts to flurry around the room. This was no normal sword, it was an enchanted sword! You try and run to escape the sword, but it swings around and strikes you in the back. Tis more than just a scratch.
Let us try that again...
[[Entrance]] As you enter the hallway the floating sword starts to swinging around the room behind you as if enchanted by the wizard. The only way to escape is to go further north to [[hallway 16]]. You know that there is no coming back this way since yo have nothing to fight of that crazed magic sword.