The Last Role of the Dice: A Fable Adventure – Part 3

A tale where YOU choose what happens next! Or at least vote for it. Read part 2 here
You’ve only had your memory back a few seconds and already you’re being attacked by thugs.

3

As the sword scythes swiftly towards you, your years of military training kick in and you stick out your index finger in a very convincing gesture. ‘Look! Behind you!’ The skinhead’s blade almost cuts off your fingertip, but he’s distracted enough to prevent any serious injury. In fact, all three enemies stop and look at the wall of the inn behind them, where the innkeeper has hung a not-especially-impressive painting of Bower Lake.

‘Will you look at that? Really captures the place, dun it?’ says Goon Number One. ‘Yeah, nice flowers too. The uneven brushstrokes bring the colours alive,’ adds Goon Number Two. The skinhead is furious with his associates: ‘Will you two knock it off? We’re in the middle of killing someone, remember? And besides, that painting is rubbish. Where’s the composition? Where’s the drama?’ Goon Number One isn’t about to let this lie. ‘Nah, that’s just a creative use of negative space that is.’

This could go on a while. You take the opportunity to escape the Don’t Go Inn and for once are glad to stand out in the foul air of Bowerstone’s Old Quarter. According to the woman last night, evil is coming, the Spire is waking up and all other sorts of trouble is brewing, looming and generally threatening to make life unpleasant. With the Hero King off inspecting a new irrigation system in Aurora, you suppose it’s up to you to stop it. Assuming the whole thing isn’t a hoax perpetrated by the Theresa Fan Club, of course. There’s one way to find out. The woman said the dice she gave you would tell you what to do. You just need to find a safe, quiet spot and see what they have to say for themselves.

You look around. There’s a coach getting ready to leave, although you can’t see its destination from where you stand. What look like three robed monks walk past you, perhaps heading to a nice, secluded monastery. And now you notice a familiar face coming in the opposite direction: Kidd, Page’s second-in-command during the rebellion. He may know of a thug-free zone where you can throw your dice around.

Will you...

  • Follow the robed monks? (34%, 80 Votes)
  • Walk over to Kidd and ask for his help? (33%, 77 Votes)
  • Jump into the back of the coach, hoping it takes you towards Brightwood, or at least away from the sword-wielding art-enthusiasts? (33%, 75 Votes)

Total Voters: 232

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