THE ADVENTURER’S ADVENTURE
By Gary Day
The Adventurer completed his first quest many years ago, and has been in training since then at a local guild, where he aims to prove himself worthy of knighthood. He has been visited by Treguard (for whom he has the utmost respect) many times whilst at the guild. Treguard has been able to help him develop into an adept adventurer, capable of surviving by the use of both his sword-arm and his wits. The Adventurer has spent four years in preparation for his challenge for knighthood. It is on the stroke of midnight that he is awoken from his sleep, with Treguard standing at the end of his bed.
Treguard:
It would appear that you are now ready to embark on a quest for knighthood, young squire. Do you accept the challenge?
Adventurer:
I do accept the challenge, Treguard. What is it you would have me do?
Treguard:
I shall brief you when you arrive at my castle, as there is much to discuss. I shall return at the stroke of midnight tomorrow night, so spend today making any final preparations that you require. Upon my return, your quest shall have officially begun.
Adventurer:
Thank you, Treguard. I shall be ready for you tomorrow at the stroke of midnight.
Treguard:
Very well. Spellcasting: R-E-S-T.
With the casting of the spell, the Adventurer falls into a deep sleep. He awakes at sunrise and remembers the words of Treguard. He needs to pack everything that he requires to take with him. He prepares his horse for the journey ahead, and he also spends much of the day cleaning and preparing his armoury. He knows that any quest for knighthood will require him to defend the innocent, and that will usually be in combat, unlike during his previous experiences with Treguard, where combat was not a part of the quest. However, he senses that this will be a different type of quest altogether, although much will be similar. He wonders what type of quest he will be asked to complete, and what enemies and characters the adventure will contain. As midnight draws nearer, the Adventurer begins to contemplate the key rules that he has learned while at the academy, and tries to mentally prepare himself as best as he can for the ordeal ahead. At the stroke of midnight, the Adventurer is waiting by his horse in anticipation of Treguard’s appearance. It does not take long before he is confronted by a familiar dark outline; it is a portal. He takes the reins of his steed and begins to lead his horse forwards.
It is strange for the Adventurer to be back in the throne room of Knightmare Castle. Treguard is sitting upon his throne, awaiting the Adventurer’s arrival. Once Treguard sees the Adventurer, he stands up and approaches him.
Treguard:
Welcome back to Knightmare Castle, Adventurer. I have some good news and some not so good news for you. The good news is that your quest for knighthood will begin tonight; the bad news is that it cannot take place in my dungeons. I will be able to aid you with what knowledge I have, but even I do not know much about the dungeons you must travel to and conquer. You must cross the land to the Castle of Chivalry, and only once this castle is conquered will chivalry have been earned. I have a portal that will lead you to the outskirts of the castle. It would appear that Mogdred has been setting up a challenge there for a long time, and so some of the challenges may be similar to ones he has set before, but I suspect most will be fairly new and devious ideas that he has conjured up with the time he has had. There will be more information I can give you once you arrive at the castle, but your first task is to get there. Please do not hesitate on the path, for I would hate to see one fall before the first hurdle.
Adventurer:
Fear not, Treguard, for I am ready for the task at hand
Treguard:
You are indeed brave, Adventurer; possibly the bravest of all the dungeoneers to have completed my Dungeon. However, bravery must not be at the expense of wisdom and intelligence. Well, there is no purpose in delaying your quest any longer, so turn to face the portal and step boldly forwards with your steed.
The Adventurer mounts his steed and rides through the portal.
The Adventurer begins to ride forwards, towards the Castle of Chivalry. The path is straight and so the Adventurer picks up much speed along the path. It is then that a monster manages to come out from the ground and block his path. The Adventurer pulls on the reins, and the horse raises his front legs. The Adventurer decides that to avoid the monster would be the best course of action, and manages to ride towards the monster and leap over it, and continue on his journey. The Adventurer rides up the winding path towards the castle entrance and, as he ascends, he spies a prisoner in a cell looking out and pleading for aid. However, there is no obvious means to rescue him, so he continues to ascend towards the top. As the Adventurer reaches the top, he sees that the portcullis is loose and ready to fall. Without hesitation, the Adventurer rides forward at full speed to beat the falling portcullis. He manages to ride through the entranceway just before the portcullis falls.
As the Adventurer enters the castle, he is blinded by a bright light, which forces him to fall off his steed. A cackle is heard, his steed disappears and then a large face appears. It is Mogdred.
Mogdred:
Ah, an adventurer. Look upon Mogdred, Adventurer; look upon Mogdred and quail! You have survived the passageway into my castle, but you shall never leave here alive. Mwwwhahahahahaaaahahahaaha!
Mogdred’s face disappears and the Adventurer enters a dungeon with four doors. Above each door is a different symbol. The first has a picture of a frightknight, the second has a picture of a red dragon, the third has a picture of a staff, and the fourth has a picture of an elf. The Adventurer wonders what each picture is a symbol for. The Adventurer wishes for some aid in deciphering the images, but then another face appears. This time it is a much more familiar face; it is Treguard.
Treguard:
Well done, Adventurer. You have survived the entrance to the castle and have reached the Room of Choice. This is not my Dungeon, Adventurer, so you would do well to heed any warnings from anyone you may meet here, as my knowledge is somewhat restrictive. Here you must decide upon the adventure that you will undertake. You may choose to fight and defeat a frightknight, fight and defeat a red dragon, retrieve the Staff of Power, or free the elf captive. All quests are just and noble, but you must choose your destiny.
With that, Treguard’s face disappears and the Adventurer is left all alone with the choice to make. The Adventurer decides that fighting a frightknight or red dragon may prove to be too difficult, so turns to the other two. He remembers the face of a trapped person on his way up, and decides that he cannot leave the prisoner behind bars. He chooses to rescue the elf and faces the doorway. After a deep breath, he walks boldly forwards.
The Adventurer enters a red room with a large wall in front of him; exits are to the right and left. He looks upon a table and sees a loaf of bread, a key, a bar of gold and a lamp. The Adventurer is feeling very hungry and decides to devour the bread while he contemplates which objects to take. As he finishes his bread, a face appears in the wall before him. It is Igneous.
Igneous:
I am Igneous of Legend. Face me or perish. Please me or depart in ignorance. Three riddles I have, and truth I seek. One truth and you may pass, two will earn you information, and three commands me. Fail all three and I feed on you! Here is my first. A man approached the oracle, and he asked who the smartest person in the land was. The oracle proclaimed this man to be it. Taught people, he did, but face trial he did as well. Rather than exile, he drank hemlock and ended his life. Who is this man that I speak of?
The Adventurer ponders for a moment and then realises the answer.
Adventurer:
Socrates.
Igneous:
Truth accepted. Here is my second. The greatest warrior of all time travelled overseas to a distant land. There he killed a prince in battle, but he was defeated by an arrow to the heel. Who is this warrior that I seek?
The Adventurer knows this one straightaway.
Adventurer:
Achilles.
Igneous:
Truth accepted. Here is my third. It tolerates the moon and stars, but cannot abide the sun. Banish it with torchlight and you’ll see it turn and run. What is this I speak of?
The Adventurer ponders this question but does not know the answer. Straining for thought, he gets interrupted by Igneous.
Igneous:
AN ANSWER, NOW!
The Adventurer draws a blank, so just says the first thing to comes into his head.
Adventurer:
Nothingness.
Igneous:
Falsehood. Darkness was the truth I sought. Two is the score, you may learn more. The key to your success is not on the table. The password is battleaxe. Rock I was, and rock I now become.
Igneous begins to fade into the wall and the Adventurer turns to the table to look at the objects once more. The Adventurer heeds Igneous’s advice and leaves the key, and so takes the gold and the lamp. The Adventurer faces the right-hand exit and walks forward.
The Adventurer enters a room that appears to be an empty tavern. It looks like it has been ransacked a few times recently. The tables are all broken and the chairs and stools are all destroyed, save for two stools around a small circular table. The barmaid is standing there, very distraught. She turns and sees the Adventurer, and approaches him to begin a conversation.
Marta:
‘Ello, stranger. Sorry that the tavern is in a bit of a mess, but some goblins came in. They managed to trash the place and scare away my customers. Anyway, what can I do for you?
Adventurer:
I’m on a quest to free an elf from this castle; I was wondering whether you had any information that could help me find him.
Marta:
An elf, eh? I’m guessing that only Mogdred would be capable of capturing one of them, and he resides in the lower levels. To get there you need to find a well, and there is a well further ahead. You’ll need to get past a guardian and a causeway to get to the well, though. I overheard that the causeway has a combination. I think it was red, blue, yellow, and it would keep looping like that. Not sure whether the traveller attempted the causeway, mind you, and I’ve never seen him since, but that’s all I’ve heard about it. Is there anything else Marta can do for you?
Adventurer:
Is there anything else you can tell me about the path ahead?
Marta:
Hmmm, nothing springs to mind….
While Marta is mid-sentence, the sound of a goblin horn can be heard.
Marta:
You’d best be off, quick, Adventurer, as the goblins will be here soon, no doubt to ransack my tavern again! I’ll never get this fixed if they keep breaking everything up!
Adventurer:
Fear not, my lady, for I shall defend you!
Will the Adventurer send the goblins packing, and earn Marta’s eternal gratitude? Find out next time.