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You and your party approach the Tower gate. Your party consists of an Orc barbarian, Human bard, Halfling rouge, Assimir cleric, Drow druid, Elf ranger, and a Dragonborn Paladin.
The landscape swirls toward the Tower, phasing in and out of existence. The path ahead is cracked and broken, and you struggle to comprehend what is real.
The Tower door appears open, but becomes a wall when you aren’t looking straight on. Your companions gather to explore the options, and you come up with two solutions.
You can either [[look for a real entrance->Another way]] , or have the Orc [[break the wall down->Have your companion break down the wall]].
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Your Orc friend steps forth, prepared to throw himself at the "door" with all his might. A mighty clang rings out, followed by the sound of stone crumbling around you. The Orc arises from the rubble, clutching his shoulder. Slightly beaten, you choose to [[Approach the center of the room]].(set: $orcwound to true)
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You and your party surround the tower, examining it for entrance points. Though the terrain is difficult to maneuver, the Elf finds himself a tree and discovers a flickering on one of the tower walls. Though it’s rather high up, you could make an attempt to enter through it.
[[Go back ->The Tower front]]
[[Enter the Window]]
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The Drow summons a great stalk, with steps lining the outside. Though the staircase is somewhat unstable, you each make your way up and through the window unharmed.
[[Approach the center of the room]]
(set: $orcwound to false)
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The room appears larger on the inside than on the outside. The back wall is lined with two staircases, with a grand fireplace between them. A red and gold carpet sits in the center, and that is where you find him. The Dice Master.
Approaching the center of the room, the DM laughs. “Did you really think that I wouldn’t have a backup plan?” he said, pacing the wall. You have no time to decipher his words before your Dragonborn companion screams in agony.
His skin stretches and bubbles as he shifts into a true dragon, his claws the size of your head. The DM scurries upstairs and the dragon stands in your way.
(if:$orcwound is false)[[[ What do you do?->B]]](if:$orcwound is true)[[[ What do you do?->A]]]
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The battle begins, and the floor shifts beneath you. You and your party exchange blow after blow. Your Orc companion goes in for a strike, but his injuries make him slow. The dragon catches him with his claws, killing him. Though you each fight valiantly, none of your party can deal a blow strong enough to fell the dragon, and you all fall in battle.
Secret (bad) ending
[1/9]
(t8n-depart:"dissolve")+(t8n-arrive:"blur")+(t8n-time:1s)[[Back to Start->The Tower front]]
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The battle begins, and the floor shifts beneath you. You and your party exchange blow after blow. Your Orc companion goes in for a strike, jumping off an incoming attack from the dragon. The Orc slashes down from above and deals a fatal hit to the dragon. Wounded, your party proceeds upstairs. (set: $wounded to true) (set: $deaddragon to true)
[[Go upstairs]]
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[[Attempt to slay the Dragon]]
[[Distract the dragon and make a break for the stairs.]]
[[Talk the dragon down]]
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[[Slay the Dragon]]
[[Distract the dragon and make a break for the stairs.]]
[[Talk the dragon down]]
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The Dragonborn before you was once a friend, so you reason that his true self is in there somewhere. The bard plays a calming tune and the druid uses her magic to calm his nerves. As you begin to talk him down, the words appear to have some effect on him, but he bursts into a rage before you can finish. The cleric steps in to cast a shielding spell, followed by a spell to put the dragon to sleep. You decide to leave him there for the time and [[Go upstairs]] (set: $deaddragon to false)
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Your bard summons a minor illusion to distract the Dragon. The dragon is entirely taken with the illusion, chasing it about. Just as everyone makes it up the stairs, the Dragon rages, having broken the illusion. You can hear his roars and feel the heat of the fire, but he cannot follow you.
(set: $deaddragon to false)
[[Go upstairs]]
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Once you’ve made it up the stairs, you reach a room with spiraling bookshelves. There are desks littered with materials for making potions. On one of the desks, you spot a finished potion, though you can’t identify what it is from this distance. The aisles are patrolled by monsters shambling about. Their bodies contain multiples of dice from the heads of previous adventurers. Getting past them and to the next floor should be easy enough, but getting that potion would mean a fight.
[[Fight the Dicemalgamations]]
[[Sneak away from harm]]
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If the twisting and turning terrain didn't make you sick before, these monsters did the trick. Faces and dice swirled inside, with the faces distorted beyond recognition. As the monster notices your presence, you strike your staff like a match, flinging the resulting fire at the amalgam. The monster is relitively unfazed, and strikes back with surprising speed. It catches you on the side, sending you both tumbling to the ground. Before you have the chance to register what happened, the monster is off you. Your compainons each get a good hit in, and dispatch the enemy. (if:$wounded is true)[Without thinking, you bring your hand to the side the monster struck. Your arm is now missing. (set: $badlywounded to true)(set: $wounded to false)]
[[Nab the potion]]
[[Carry on to floor 3]]
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The monsters seem preoccupied with guarding the desks and shelves, so they don’t notice as you and your party dash up the stairs.
[[Carry on to floor 3]]
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A potion of transfiguration sits on the table. It looks like it can change the form of something. You grab the potion.
(if:$badlywounded is false)[(set: $wounded to true)]
(set: $potion to true)
(t8n-time:1s)[[Continue up->Carry on to floor 3]]
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(if:$badlywounded is true)[Though you try to fight, your wound is too grevious to fight with. The DM strikes you, sending you to the ground. You only have moments to worry for your compainions before it all goes dark. Ending [3/9]]
(if:$orcwound is true)[While engaged in the fight, you notice your Orc companion fall to his knees. The brief distraction is enough for the DM to get in a good strike. Somehow, each companion comes to the aid of the Orc, banding together to dispatch the monsters pursuing them. With this, they are all able to come to your side, allowing you to kill the DM once and for all, though much worse for wear. Ending [4/9]]
(if:$wounded is true)[Your wounds make it difficult to fight, but you fight nonetheless. Your companions, seeing your pain, flood to your side. With everyones power combined, you defeat the DM, and dispach the smaller monsters soon after.[5/9]]
(if:$wounded is false)[You easily match the DM's power, deflecting blows and trading hits. You soon see an opening, and send a mote of fire at the DM, causing him to burn up. The monsters that surround you dissapear with his death, and you are victorious! Ending [6/9]]
(t8n-depart:"dissolve")+(t8n-arrive:"blur")+(t8n-time:1s)[[Back to Start->The Tower front]]
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Knowing that your team is the greatest chance you have, you dodge attacks from the DM while aiding your friends in dispatching their monsters. The more you defeat, the faster they fall. Eventually, it's just the DM left. With the full force of your team behind you, you easily pommel the DM, and he falls. The power of friendship wins again! (if:$deaddragon is true)[Except for the Dragonborn...]
Ending [7/9]
(t8n-depart:"dissolve")+(t8n-arrive:"blur")+(t8n-time:1s)[[Back to Start->The Tower front]]
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The pain in your side proves too much. You know in your heart you can't win here. Though your compainions still fight, you dash down the stairs and out of the tower. Now you can only hope your compainions survive the fight...
Ending [2/9]
(t8n-depart:"dissolve")+(t8n-arrive:"blur")+(t8n-time:1s)[[Back to Start->The Tower front]]
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There before you stands the Dice Master. He quivers and shakes in fear. "You may have thought you won", he yelps. His face becomes more serious, alert. He goes from a shaking, sniveling wimp into a calmer, militant stance. "But the battle has only begun". Everyone readies their weapons, but the DM summoned monsters to hold them back. There in the center, you are left with him, a direct challenge.
What do you do?
(if:$deaddragon is false)[[[Call out for the Dragon ->dragon]]]
(if:$badlywounded is true)[[[ Run->Run]]]
[[Fight]]
[[Help your team]]
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The DM attempts to get away from the dragon, but the effort was in vain. In a manner of seconds, the DM turns to ash and bone. The dragon peers at you with sadness in his eyes.
(if:$potion is true)[[[Hold up the potion->reborn]]]
[[Turn away->goneaway]]
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The dragon's gaze sets upon the potion. His eyes light up in recognition. The dragon slowly moves his head toward you, setting it on the floor beside you. You give him the potion, and his form gently returns to a plain dragonborn. As he's crying and apologising, you gently pet his head to comfort him. After such a long battle, its finally time to go home.
Ending [8/9]
(t8n-depart:"dissolve")+(t8n-arrive:"blur")+(t8n-time:1s)[[Back to Start->The Tower front]]
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As you turn, you feel a great gust of wind as the dragon takes off. You are uncertain if you will ever see him again...
Ending [9/9]
(t8n-depart:"dissolve")+(t8n-arrive:"blur")+(t8n-time:1s)[[Back to Start->The Tower front]]
]