An Interactive Novel

The Mayor’s Mansion

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Outside the Mansion

You walk up to the Mayor’s residence, a large wooden mansion nestled toward the center of the city. The fog around the area has cleared in front of you, though as you turn around, you can still see the dense fog behind you. A small stream flows beside it that flows into the much larger river while large, iron pikes act as a fence to protect it from intruders. You look past the fence to see the windows of the residence glassed over while the roof is arched and somewhat frayed. The walls on the outside look old and dated, but are structurally sound. The front door is in the center of the home and is a dark brown color, just slightly darker than the color of the exterior of the home.

 

You walk around the fence, finding a loose iron pike in the fence. You shimmy it loose and create a hole large enough for you to get through. As you reach the yard inside the fence, you notice that the grass is very tall and unkempt, making you wonder how serious this mayor actually is about the preservation of his city. You move through the yard, looking around closely as you approach the house. You look at the windows, noticing that they’re all a little too high up in the air for you to climb in. Your only way into the mansion is through the front door.

 

You climb up a small flight of stairs to reach the front door. You look over your shoulder to make sure no one is coming, though with the fog being as dense as it is, you wouldn't be able to see anyone until they were already there. The street leading up to the mansion was vacant, leaving you enough time to break in through the front door. You walk up to the door knob and turn it slowly, expecting for it not to move at all. However, the knob turns slowly and the gears inside it click. The pin pulls back and the door opens up easily for you.

 

The door opens up wide, revealing a very dark and dusty hallway. You walk in and close the door behind you so no one can see you. The hallway appears to be covered in dust with all of the furniture that bordered the walls covered in a thick paste of dust and grime. You look down, noticing that your feet are leaving footprints in the dust, prompting you to think no one has been here in years.

 

You look out and see the hallway leading to a door at the end, but you also see a parlor to your left. Which direction will you head?

 

Head down the Hallway

 

Head into the Parlor

The Parlor

You walk into the parlor, finding the furniture covered in just as much dust as the room behind you. The center of the room as two couches, both looking at each other with a large coffee table in the center. Paintings surround the walls of the room with a large piano underneath one of the windows. The room is dim, with all of the light coming in through the dusty windows.

 

You look around the room and continue to examine it. You walk around the room, walking in a circle around the couches to examine all of the tables and bookshelves. You walk up to the first bookshelf and examine it closely, seeing old tomes and books that are covered in an equal amount of dust as the shelf they are sitting. The titles are all scratched out and contain a language you cannot read with the exception of one. The only book that you can see that has a title that is legible has only a single name on it: Dorveaux. You reach forward and grab the book, allowing your curiosity to overtake you.

 

The Dorveaux’s are a very proud family that founded the city of Sunshire in the image of the Goddess of the Moon and Shadows, Saeria. The master and Patriarch of the family, Regulus Dorveaux, was one of the most powerful followers of Saeria and respected by all of her priests and abbots because of his wealth and influence. His wife and three children all willingly served Saeria as well, opting to create a bastion for Saeria to thrive.

 

You turn the page, seeing images in front of you that you believe to be an old map of the city with several dark circles drawn on it in certain spots. You hold onto the book, placing it in your pack before turning and looking back at the way you came. Two doors close, startling you and blocking you from reentering the hallway. You look past it and over to the side wall, seeing an opening appear.

 

You look past the wall and see a hallway that leads to a room further out on the first floor of the mansion. You travel down the shadowy hallway, noticing that there isn’t much for dust or grime on the floor. The hallway is narrow but comes out in a very formal dining room. A large, ornate, wooden table is in the center of the room and set for visitors. Plates and chalices are set with candles in front of each of them and fine silverware beside them and a large, unlit, chandelier hangs from the ceiling. This room, unlike the hallway you entered in from and the parlor are void of any dust and grime. This room is very clean.

 

As you stand and examine the room, the chairs slowly back away from the table. You take a step back as the chandelier suddenly sparks to life and illuminates the room. You step back into the corner as you see five apparitions walk in from a neighboring room, opening a wooden door you didn’t see. The apparitions pay you no attention as they walk in and take their seats at the table. The male of the family sits at the head of the table while an older woman, sits beside him to his left. To her left, a younger male you perceive to be his son sits beside her. Across from them, two women have a seat to the right of the father.

 

You look on as several other apparitions come out of the door and place food in front of them. “We must thank Saeria, the Goddess of the Moon and Shadows, for the bountiful buffet placed in front of us,” says the father, who you perceive to be Regulus Dorveaux. “Through her love and her teachings, we will see to it that the inferior teachings of those who oppose her will be quashed and her followers will be sent to their final reward.”

 

Your eyes are glued to the table as you listen to the message from the patriarch. You look up as the man at the table looks away from the food and his family and looks up at you. “All those who oppose her,” he says ominously while staring into your eyes. The lights in the chandelier go out suddenly, darkening the room. The apparitions disappear before your eyes and the lights come back on in the chandelier. On the table, a large apparition stands on the table in front of you. His clothes are tattered, but he appears to be wearing what looks to be formal wear. From the door, two other apparitions appear, also wearing similar clothes.

 

Commence Battle with Fallen Servant x 3

 

The servants fall to the ground and disappear after being defeated. The lights from the chandelier go out and the room changes before your eyes. The plates and chalices on the table are now no longer clean, but covered in grime and a thick dust while the table is now also covered and made to  look the furniture in the rest of the home. The door where the food was being brought out of is still open while the door behind you to the parlor closes.

 

You walk through the door and into the kitchen. The floor is filthy and covered in dust, much like the rest of the house. You look across the counter, noticing several sharp knives and other and cutlery in plain sight. You become instantly uneasy as you notice the sharp objects, taking into account how the interactions in the dining room took place.

 

As you’re staring at the knives, they start to rattle slightly. The clanging of the metal against the stone counters echo through the room. Your eyes remained focused as the first knife is raised off of the counter and in the air. Behind the knife, you can see another of the apparitions appearing, followed by three more. You stare at the servants in their formal wear, waiting on them to begin hurling the knives at you. Without hesitating, you draw your weapons and attack the apparitions before they can start heaving the blades.

 

Commence Battle with Fallen Servant x 4

 

The apparitions disappear into the air and the knives stop rattling. You breathe a bit more comfortably as you look around the room some more. The windows are still covered in a thick film, but there is enough illumination to show you that there is a flight of stairs that lead down to a basement at the far end of the room. The door back into the dining room shuts as your eyes reach the stairs. Your left with only one option, and that is to travel down the staircase into the basement.

 

The basement is very dark, with three small candles hanging from the ceiling. The air is thick and musty, almost as if it hadn't been disturbed in years. Grime covers the handle of the stair-rail as you descend into the dark basement. As you walk into the room, the candles flicker and illuminate the room. You look around, noticing a small bed in the corner of the room that appears to have been slept in recently, followed by a small table beside it with several books stacked neatly on top of it.

 

You take a few steps in, feeling a dense chill in the air. You close your eyes and breathe slowly, taking in the atmosphere and expecting something to come and ambush you. As your eyes open, you look in front of you to see a blue specter. He’s possesses a man’s face and a muscular body with a sheet hanging off of his body and shackles hanging toward the floor. He smirks lightly as he opens up his hand and releases a blue aura toward you.

 

Commence Battle with Mansion Guardian

 

The specter fades into the air with his face scorn after his defeat. As he vanishes, a shard drops from the ceiling and lands on the hard floor in front of you.

 

Acquire one of the following: Shard of the Cleric, Shard of Resurrection, Shard of the Initiate, Shard of Perception,  Shard of the Trickster

 

You reach into your pack to see that the book you picked up earlier is glowing. As you hold it in your right hand, it opens up to a marked page, showing a script that is hard to decipher. You look at it closely, seeing an image next to the script that describes it. You see a man standing in the center of an image, conjuring some form of magic.

 

The book closes in your hand and you’re left with only an idea. You need someone adept in magic to assist you in translating the text you find, and only one man comes to mind.

 

All players gain 200 shard experience.

 

Scenario Complete. Visit the Store

 

The Journey Continues in Chapter 2: A Little Help From the Mage

The Hallway

You walk down the hallway to a small wooden door, You place your hand on, what you perceive to be a brass door knob, and turn it slowly. You feel a push against you, throwing the door open and knocking your hand off of the knob. A white mist appears from the door and sends chills down your spine. You breathe slowly and look ahead, finding a wooden staircase waiting on you.

 

With a slow exhale, you walk forward and start your ascent. Once you reach the top of the stairs, you find yourself in a small hallway that has two doors, though the second one appears to be blocked off by a large bit of furniture. The only way through is to the door that is right in front of you.

 

You walk through the door and find yourself in a bedroom. Dust and grime cover the floors, much like downstairs as you walked in. In the center of the room, a large bed borders the center of the back wall and the windows are in front of you to the right side of the room. On the wall across from the windows, two large paintings, both covered in dust, are hung from the wall while a small end table is sitting on the right side of the bed with a vase of wilted flowers.

 

You move into the room and look around at all of the intricate details. The door behinds you slam, startling you but giving you a brief bit of pause. You feel uneasy again as the air starts to send chills down your body.

 

You look over to the two windows, seeing them turn eerily clear in front of you. The fog leaves them and dissipates. You stare at the windows as they change, though the sound of ruffling prompts you to turn around abruptly. You see the portraits start to stir, forcing you to step back away from them. You keep your eyes clear as four apparitions appear, two coming from the portrait and two from the windows.

 

Commence Battle with Mansion Apparition x 4

 

The apparitions dissipate and the room changes in front of your eyes. The large, hanging portraits alter their appearance and now have large gashes in them while the windows are now boarded up so no light can get in. A light above the bed, hanging from the ceiling, illuminates the room and allows you some vision.

 

You hear a light movement behind you. You turn slowly to see a door in the wall opening up, revealing a hallway that leads to another room; the room that was boarded up in the hallway. The light above the bed flickers out with a light in the other room illuminating, leading your way along the path.

 

The hallway is eerily compact as you walk through to the next room. You walk in to find a very small room filled with crates, trunks, and other empty vessels. You see a small chair and a table beside it. The door to the room slams shut as you enter, locking you in. The light hanging from the room illuminates the slightly, though the lack windows along the walls keep the light locked in.

 

On the table in front of you rests a small black book. The chair slowly moves in front of you on its own, forcing you to back up toward the door. A light flickers from above it and in front of the table appears four apparitions. An older, well-dressed man is sitting in the chair with the book to his side with three children all sitting in the floor. “Sacrifice,” he says while looking down at them. “To serve Saeria is to sacrifice yourself for the greater good. In order to fully devote yourself to the teachings of our Lord and our Master, we must give in to her will and serve her without question. We must serve without insolence. We must serve her willfully and give ourselves to her and her teachings without question.”

 

He pauses for a moment while looking at his children. “Your mother has already prepared herself to make the sacrifice for Saeria and the three of you will be making your sacrifice soon. It will not hurt and you will be able to serve her for the rest of eternity without having to worry about having to answer to Vesya’s tyranny. The man sits back in the chair and looks back at you while resting his hand on the book. “Because we cannot have total control unless we are able to bend the laws of Dun-I and the laws of Vesya.”

 

The apparitions disappear and a light appears above you, coming from the ceiling. You look over to the right to see a ladder hanging placed against the wall. You walk over to the table and grab the book, opening it up to see what secret’s the old man was keeping. As you scroll through it, you can only read a few of the passages because they are in the text of the old world, though the images appear to be that of some old knowledge and old magic. You cannot confirm this, but you know someone who might.

 

You walk over to the door, now possessing knowledge about this mayor and what was going on in Sunshire. You turn the doorknob, finding that you are now locked into the room. With a soft exhale, you turn around to see the ladder leading up to the attic. Though uneasy, you know that is where the mansion is sending you.

 

You scale the ladder slowly and push open a hatch in the ceiling, revealing an entry into a large attic. You poke your head through to see several wooden rafters propping up the roof with two large windows at the end providing ample illumination. You climb up and the hatch closes behind you.

 

You find yourself standing on a large piece of wood that straddles the rafters that are holding up the second floor ceiling. It’s sturdy enough for you to walk on without the thought of falling through. You take a few steps and walk around, noticing that there are several open trunks in the attic. You walk over to one, finding it empty. You walk over to the one beside it, also finding it empty.

 

You step back into the center of the room after inspecting a few of the trunks. You turn around and prepare to walk back to the hatch when you see, what you think is a beautiful woman, standing in front of the far window. She turns around and smiles at you. Her eyes are beautiful and brown with pale skin and long, dark hair. She’s wearing a tightly fitting dress that accents the curves on her body. She moves toward you slowly, appearing as if she is gliding across the floor though you can see her feet striking the ground. A smirk is adorned across her face as she moves closer to you. Once she’s a few feet away, she holds up her hand and blows, what appears to be a pink powder, from the palm of her hand toward your nose.

 

The fine powder goes up your nostrils and you are immediately dropped to your knees.

 

All players discard all but two cards in their hands and discard all cards in the field but one.

 

You are entranced by the woman as she kneels down to put her face in front of yours. You try to snap out of it, placing your hands on the ground and pushing yourself up. An awkward feeling comes over you as you shake your head to snap out of it. You look up at the woman, seeing her peel the dress off of her to reveal a black, leathery dress with a whip on her side. Her eyes start to glow red and she opens her mouth, revealing a set of fangs.

 

She pulls the whip off of her side and cracks it while looking at you.

 

Commence Battle with Mansion Succubus

 

The succubus looks on at you with fear in her eyes. Defeated, she drops to her knees and fades away into a black mist, escaping out of a small hole in the ceiling. Where her leather dress was, a small shard is remaining.

 

Acquire one of the following: Shard of the Cleric, Shard of Resurrection, Shard of the Initiate, Shard of Perception,  Shard of the Trickster

 

You look out to the far end of the attic to see an exit from the house. A large pole allows you to slide down and land back outside. The book in your pack is starting to glow, alerting you that you need to get it to the twins as quickly as possible.

 

All players gain 200 shard experience.

 

Scenario Complete. Visit the Store

 

The Journey Continues in Chapter 2: A Little Help From the Mage

Fallen Servant
Fallen Servant Minion
Hit Points Defense Physical Magic Speed
60 3 7 0 9
Smash (15+) Deal damage to a single target for the total amount of the cards plus physical bonus. Fallen Servant leaves the highest valued card in the field while discarding the rest.
Mansion Apparition
Mansion Apparition Minion
Hit Points Defense Physical Magic Speed
40 3 0 14 9
Flay (15+) Deal damage to a single target for the total amount of the cards plus magical bonus. Fallen Servant leaves the highest valued card in the field while discarding the rest.
Mansion Guardian
Mansion Guardian Boss
Hit Points Defense Physical Magic Speed
400 4 0 5 8
Phantom Strike (11+) Deal damage to a single target for the total amount of the cards plus magical bonus. Recover health equal to the total amount of the damage dealt.
Phantom Blast (15+) Deal damage to all targets for the total amount of the cards plus magical bonus.
Absorb (18+) Deal damage to a single target for the total amount of the cards plus magical bonus. Recover health equal to the total amount of the damage dealt.
Mansion Succubus
Mansion Succubus Boss
Hit Points Defense Physical Magic Speed
350 4 7 2 8
Magic Drain (11+) Deal damage to a single target for the total amount of the cards plus physical bonus. Mansion Succubus gains 3 Magic for the rest of the encounter. Target loses 3 magic for the remainder of the encounter. This ability stacks.
Physical Drain (15+) Deal damage to a single target for the total amount of the cards plus magical bonus. Mansion Succubus gains 3 Physical for the rest of the encounter. Target loses 3 Physical for the rest of the encounter. This ability stacks.
Empowering Crack (18+) Deal damage to a single target for the total amount of the cards plus both physical and magical bonus. Mansion Succubus gains 5 Physical and 5 Magic for the rest of the encounter. This ability stacks.
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