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The Three Brothers' Legacy



The following is a RP text adventure which allows the reader to choose their own paths to affect the outcome of the story as they progress. This can either be played individually or multiple people can RP through the adventure with someone leading as the GM and guiding the group through the text and choices. It was written as an immersive adventure to go along with the player-created house at 2 Glenmouth Path, Coplin, Lyndelby on the Meriadoc server, and we highly encourage you play through this adventure at the location for the full experience. Please enjoy!

(Written by the player of Anguloceyon.) 


 

- Chapter 1 -

 

You have been trekking through the Misty Mountains, exploring paths the dwarves once held that have been abandoned by all but wild animals since the great goblin wars. After passing through the ruins of Sundergrot you arrive in a peaceful glade where the little folk, the river holbytlan, have made a small neighborhood. None come out to greet you, though you see smoke haze against the sky from several chimneys. It’s quite clear that while they don’t mean to waylay you, they would rather you move along swiftly, so you do.

Near the end of the road out of town you see a curious path in the mountain cliffs. Searching this way and that you can find no sign that you are being watched, and this path is exactly the kind of mystery you went into the mountains for to begin with. You won’t be disturbing anyone by doing a bit of further wandering today, so up you go.

The path is long and narrow, with hardy brush sprouting from crevices in the rock, and precariously attached pines growing out above you, their trunks sprouting out like beams before they curved up towards the little sky available in this trench. The rock walls aren’t dwarf carved, but they do not look entirely natural either. It is as though a very patient hand came through daily, over centuries, and chiseled this or that portion away until there was an enticing blend of art and environment.

At last the path begins to swoop down again, and almost as soon as it does you see the walls open wide to reveal a large, verdant clearing beyond a stream that flows from higher in the mountain. The stream passes under an elven-styled gazebo, presumably down and out of the heights from there. The clearing holds prominent marble architecture, a kind of archway tunnel leading to a much larger structure nestled in the grey stones. The tall branches of soft purple flowering trees rise above a marble wall to the left of the archway and on the right above a statuary of three figures in a boulder garden.

You must pass through a trellis gate in a hedge row. The statuary is immediately in front of you across a sturdy looking bridge. To your left there is an annoyed snort and you see a pair of riding elk left to free graze inside the hedge. They have saddles and packs, but you doubt what is inside is free for the taking.

 

(Examine the elk: go to page 2)

(Cross the bridge: go to page 3)

 

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-Page 2-

 

One elk is a lordly male with dark fur and spiny antlers wearing a deep green livery. The other is a female with rich brown fur and a light patch of sandy brown that almost appears white down her throat. Both are equally lovely in their own way. The elk are certainly domesticated, but they also don’t know you and are wary at your approach. You decide not to get too close: those antlers are dangerous.

They have full packs, which are not emptied as their riders might have done to set up a long camp here, and there is not a smell of rotten food. Someone has been here recently and may be here with you right now. That’s a bit disappointing, that you aren’t the first to find the place, but also gives the chance of meeting a couple new friends. Maybe they’ll even convince one of the elk to let you take a ride.

For now though, the only way forward is over the bridge.

 

(Go to page 3)

 

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-Page 3-

 

You cross the bridge eagerly. Never did you expect to find a secreted elven realm within this part of the mountains. Not even the scholars of Rivendell suggested such a place might exist. This place existing beyond their knowledge promises much for you to discover.

As soon as you touch the banks of the far side, the sky darkens, yet the statues have a dim radiance as though untouched by that spell-gloom. The three figures each have a separate object in hand, one a mace, one a sword, and one a shield. Suddenly the swordsman turns its face to you, and though its eyes are blank it begins to speak. Then the next in line does likewise, then the last, each taking their turn to deliver a fixed message.

“Welcome to the Brothers’ Hold,”

“Where each of us preserved his love,”

“That our tales were ever told.”

“A hidden beauty high above,”

“Kept safe by mountain stout and steep,”

“Needs those who who take their joy thereof.”

“Walk the path.”

“Learn our ways.”

“And earn your keep.”

There is a sun glare on the white stones of the archway and on the statuary boulders, and when you can see again, the three figures have returned to their poses when you entered, but you also possess a plain metal scepter that you did not have before. Somehow this will be useful here, and you decide to keep it. The gloom remains over the bridge, to where the elk are obscured as they graze on the far bank.

You could possibly return to them, but you suspect that will be the end of your exploration here. The other choices before you are to go to the river-bestriding gazebo, enter the archway tunnel, or pass through the statuary into the yard beyond, though you suspect that last choice is not what the message wanted from you. There is also a ladder laid atop the wall to the left of the archway, but that seems like an unnecessarily silly way to enter with the doors all open and it might give the guardians the wrong impression that you intend to break in rather than follow the right path.

 

(Go back over the bridge anyway: go to page 4)

(Try the ladder: go to page 5)

(Explore the river gazebo: go to page 6)

(Climb through the statuary: go to page 12)

(Enter the archway tunnel: go to page 13)

 

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-Page 4-

 

Despite your desire to see new places and uncover lost lore, you decide that you’ve already seen enough here. You walk back over the bridge through the gloomy mist. Although you expect to see the grazing elk on the far side, when you finally step over the bridge you find yourself back on the road where you first saw the mountain path. You turn around to check and, as you suspect, the path has disappeared. You also have kept nothing gained from the elven keep.

Oh well.

There’ll be other mysteries for you to explore elsewhere. You whistle merrily as you walk down the road out of the mountains.

THE END.

 

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-Page 5-

 

You pull the ladder down from the wall and lean it against it. As you start to climb, you notice that you no longer have the scepter. Even worse, you feel a heavy sense of disappointment coming from the statues of the three brothers.

You quickly jump down and put the ladder back, but the damage has been done.

“You are not worthy.” the statues say in unison, and you realize that it would be pointless to try to explore without the scepter.

Oh well. Another lesson learned.

Maybe there will be other mysteries for you to explore elsewhere. For now, you hang your head in shame and walk away from the Brothers’ Keep.

THE END.

 

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-Page 6-

 

The gazebo is up a short and weathered path from the lawn bordered by hedges and decorative planters. When under the gazebo’s roof you can see the river’s path out of the mountains through a mossy arch gate. There is a tiered fountain in the center of the gazebo and a curved stair leading up to a cliff overlook on the far side of the fountain.

Wandering towards the stair shows that the middle level of the fountain holds a small setting for a gemstone of some kind. The setting is currently empty, and the water of the fountain flows down over the setting and would likely run over whatever is placed inside.

The location is very comfortable and airy. While you could easily spend hours here listening to the winds and falls, there is an urge to continue your exploration until you have found all this place can offer.

 

(Turn around and go back over the bridge through the gloom: go to page 4)

(Explore the clifftop overlook: go to page 7)

(Return to the lawn and climb through the statuary: go to page 12)

(Turn around and enter the archway tunnel: go to page 13)

 

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-Page 7-

 

The stairway up to the overlook is wide enough to feel secure despite the lack of rails near such dizzying heights. At the top of the cliff there is a half-arc colonnade giving a frame to your back so you can look out over an incredible vista. From this vantage you can see the entire valley down out of the mountains, all the pools and pristine groves on the sporadic flats where the world’s shape allows growth. Hardy trees with brown-green leaves or deep green needles rise like the banners of a marching army.

You can see in one of the firs nearby but outside of the river’s arch gate there is a nest that looks to be made of bronze wire rather than twigs. Inside the nest an eagle stirs and looks your way. The scepter thrums eagerly in hand.

 

(Call out a greeting to the eagle: go to page 8)

(Present the scepter to the eagle: go to page 9)

(Ignore the eagle and continue to enjoy the view: go to page 10)

 

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-Page 8-

 

“Hello mister eagle!” you call. “Pleasant weather we’re having up here, wouldn’t you say?”

The eagle cants its head in avian bewilderment and blinks at you. Maybe it doesn’t speak the common tongue like the stories would suggest they all can.

The scepter still thrums, but the strength is fading fast.

 

(Present the scepter to the eagle: go to page 9)

(Ignore the eagle and continue to enjoy the view: go to page 10)

 

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-Page 9-

 

You take the hint from the magical gift given by the statues and raise the scepter in front of you to show the eagle your possession. The bird cries out as one heralded and spreads its wings, bringing its grand body aloft and on a course to meet you. The creature is large and majestic, a true mountain eagle of Middle Earth, but you sense no imminent threat in its flight. Indeed, within the talons of one foot you see it carries a small stone.

The eagle flies up to the clifftop overlook and hovers before you. It extends the foot holding the stone, a dusty gem whose type you can’t determine for now. The meaning of the gesture is clear. You hold out your hand and the eagle deposits the stone before crying out once more and then spinning off to glide out of sight.

The coating of dust is too thick for you to merely wipe away from the stone, but looking at it you immediately recognize that the shape would fit the gazebo fountain. (Ignore any future prompts to return to the clifftop overlook.)

 

(Place the stone in the fountain setting: go to page 11)

(Leave and go back over the bridge through the gloom: go to page 4)

(Leave and climb through the statuary to enter the yard: go to page 12)

(Leave and enter the archway tunnel: go to page 13)

 

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-Page 10-

 

Best to let sleeping dogs lie. And awoken eagles too, you think. You tuck the buzzing scepter back out of thought and it soon ceases its prodding for you to do… something. Seems like you’ve gotten away with not heeding that call.

What a wonderful place to relax this is. You could stay forever, and you might spend more time here later. For now you take a deep breath of pungent, pine air and head back to the main entrance. (Ignore any future prompts to return to the gazebo and clifftop overlook.)

 

(Go back over the bridge through the gloom: go to page 4)

(Climb through the statuary to enter the yard: go to page 12)

(Enter the archway tunnel: go to page 13)

 

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-Page 11-

 

Rushing back to the fountain with your new prize, you slot it into the fountain setting. The water flows over the gem and washes it clean, showing a scintillating white opal with all the hues of wide skies present in shining trails across the surface.

Above the opal, in the curtain of fountain water, the face of the sword-bearing brother appears.

“I loved the great expanse of the sky, and the birds who flew freely in the vacant realm of heaven. You too must appreciate these glories to have found my soulstone. Bear it well and be always grateful for the wonders of the world.”

The gemstone flashes so brightly you must cover your eyes, and when you can see again, the face has gone from the waters and the opal has gone from the setting. The opal has, however, appeared on the scepter you carry. (You now have the Opal of Heaven! You may use this to choose prompts that require “Item 1”. Ignore future prompts to return to the river gazebo.)

 

(Go back over the bridge through the gloom: go to page 4)

(Climb through the statuary to enter the yard: go to page 12)

(Enter the archway tunnel: go to page 13)

 

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-Page 12-

 

You’re such a nonconformist. No trio of talking statues will frighten you off from climbing around on whatever you please or going wherever you like. You clamber up the boulders and between the statues, despite the rumbling growls they seem to give as you do.

The spell-gloom returns and the yard is quickly enveloped in the misty dark. When you finally see sunlight again you find yourself back on the road where you first saw the mountain path. You turn around to check and, as you suspect, the path has disappeared. You also have kept nothing gained from the elven keep.

Oh well.

There’ll be other mysteries for you to explore elsewhere. You whistle merrily as you walk down the road out of the mountains.

THE END.

 

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-Page 13-

 

You make your way into the archway tunnel. The delicate golden paisley roof is open to the sky, but still gives a comfortable shade. There is a dry fountain here with no indication of any settings missing. Perhaps there is a blockage to the water or perhaps the groundwater table has changed since this was built. You certainly aren’t an expert on these things and couldn’t begin to guess at how to repair it, even if you’d like to.

On either side of the tunnel there is a wide lawn. To the left you can see a small building, likely a guest house, beside a tall purple tree. To your right there is a low pool beside a similar tree and past that is a large structure with a doorway. The tunnel also continues forward towards the larger part of the elven building.

 

(Turn around and go explore the river gazebo: go to page 6)

(Exit left and check the guest rooms: go to page 14)

(Exit right and check the pool: go to page 20)

(Exit right and enter the doorway to the large structure: go to page 21)

(Continue straight ahead through the tunnel: go to page 26)

 

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-Page 14-

 

The guest rooms are a straightforward marble hall on a far corner of the yard. The great door is open for you to enter, and inside you see that there is a kind of sauna hall with off chambers which could be used for rooms.

You also have a sense that you are being watched, but you cannot see anyone in the main room or peeking out from the lodging.

 

(Flail around like an insane person to find anyone spying on you: go to page 15)

(Use “Item 2” if you hold it: go to page 16)

(This is too creepy. Return to the archway tunnel: go to page 13)

 

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-Page 15-

 

You begin to swing your arms in crazy arcs. “Where are you?” you call out as you wander aimlessly in the guest hall. “Show yourself!”

A deep, calm, male voice says, “Your magic is losing potency here.” He isn’t talking to you.

A mischievous female voice replies, “It was worth a try. Go ahead then.”

You are at once aware of a swift, strong form moving unseen nearby you. It handily maneuvers you into a lock hold, drives you out of the hall, and casts you into the yard. Once you’ve vacated the guest halls, the door is shut and a bolt slams behind.

You can pound on the door demanding entry, but it’s very obvious that you are no longer welcome inside here. (Ignore any future prompts to return to the guest rooms.)

 

(Return to the archway tunnel: go to page 13)

 

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-Page 16-

 

You sense that the sapphire in your scepter wishes to affect this room. You hold the scepter aloft, and the gem gleams. Suddenly there is a rush of steam as the sauna is brought to life.

The warm mist reveals the outlines of two figures on the walkway along the lodgings. One is a tall, lithe male elf with a wide-brimmed hat. The other is an agile woman’s figure.

“Your magic is not as potent as this,” the elf says to the woman while waving his semi-visible hand in front of his face.

“It was worth a try,” the woman says.

She releases her illusion, and you now see the elf is dressed in Sindarin shadow-walker’s garb with white-gold hair and brilliant green eyes. He bears a huge, curved sword sheathed on his back. The woman wears a kind of vales-folk tunic, Lothlorien scout boots, fingerless gloves that are thick enough to suggest plating below, and she has long, ruby hair and pale green eyes.

“Looks like you’ve found some of the treasures from the lads that made this place,” she says. “Do you need any help figurin’ out what to do with them?”

 

(Ask for hints: go to page 17)

(Politely decline assistance: go to page 18)

(Attack these two like an insane person: go to page 19)

 

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-Page 17-

 

You assure the woman that her advice would be very welcome, and her eyes gleam.

“I’ll be expectin’ to be paid in any liquor that you might find for givin’ you this advice,” she begins with a playful wink. “As you probably saw, the keep here was made by three elven brothers. They must want someone to take over as the caretaker, but they need it to be the right person, so they made tests to screen people for the job. We’ve been through the place and found a fountain for each of the brothers. There’s something you have to do at each place to prove you’re worthy of their gifts.”

You ask why these two didn’t perform the tasks at each fountain themselves, if they figured that out.

The elf speaks in an emotionless, authoritative way. “We no longer have possession of the scepter after climbing the ladder over the wall to access the yard.”

You knew that was a silly thing to do! You ask if the scepter you have is the same one they lost, and you wave it at them.

The woman quirks a brow as her pale-green gaze follows your motion. She quietly hums to herself as she glances toward the elf for a moment. He shakes his head, the two silently communicating, and then she looks back at you. “Guess it’s no longer for us to see.” Her lips curl into a devilish smirk. “But we’ll be here to enjoy the show if your attempt succeeds.”

She won’t give any more advice about what you’ll find, since that would spoil the efforts the brothers put in to challenging people. And the elf doesn’t wish to speak with you at all by the blankness in his face. (Ignore future prompts to return to the guest rooms.)

 

(Go back to explore the river gazebo: go to page 6)

(Go check the pool in the other yard: go to page 20)

(Return to the archway tunnel and continue ahead: go to page 26)

 

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-Page 18-

 

You thank the woman for her offer, but people who cast illusion magic are not to be trusted. Whatever she tells you is as likely to be misdirection or outright lies as helpful information.

“Suit yourself,” the woman says with a disinterested shrug. “We’ll be here enjoyin’ the show if your attempt succeeds.” Her lips curl into a devilish grin.

Attempt at what, you aren’t entirely sure, but possibly it’s to do with the scepter and the message of the statues. (Ignore future prompts to return to the guest rooms.)

 

(Go back to explore the river gazebo: go to page 6)

(Go check the pool in the other yard: go to page 20)

(Return to the archway tunnel and continue ahead: go to page 26)

 

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-Page 19-

 

“Vile sorcery!” you scream and launch into an attack at the two strangers who just offered to give you advice.

As an experienced world-wanderer you’re a fair threat in combat, but it’s immediately clear that you are sorely outmatched. The woman easily dodges aside and prepares a distracting dagger toss that throws an assailant off-balance. The elf is lighting made flesh. He snakes around any strike set against him, but rather than wield his horribly elegant sword, he smacks you into unconsciousness with the edge of his hands.

When you come to you are back in the yard outside the guest rooms and the door has been bolted shut. Seems like you’re no longer welcome in there. (Ignore future prompts to return to the guest rooms.)

 

(Go back to explore the river gazebo: go to page 6)

(Go check the pool in the other yard: go to page 20)

(Return to the archway tunnel and continue ahead: go to page 26)

 

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-Page 20-

 

This portion of the divided yard is a relaxing expanse of lush grass and flowering trees. The archway tunnel encloses one side and the mountain the other. There are open passages to the tunnel all the way up to the main structure.

The pool you saw is a wide disc of calm water with gentle ripples from the slight flow allowed by its construction. You are tempted to toss in a coin to make a wish, but as you would be the first to do so, that feels at once inappropriate. The feature is lovely in its own way and you couldn’t wish it to be better.

Still, there is something in this fountain that calls for more than mere appreciation. If you can’t think of what to do, it is best that you move on.

 

(Go back and explore the river gazebo: go to page 6)

(Go to the large structure in this yard and enter the doorway: go to page 21)

(Cross through the arch tunnel and explore the guest rooms: go to page 14)

(Return to the archway tunnel and continue ahead: go to page 26)

 

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-Page 21-

 

The doorway is the entrance to a grand outdoor hall. The sound of rushing and trickling water fill the space, echoing off the golden lattice curves of the roof. A curved stair leads up to an exquisite fountain fashioned as a swan spreading its wings possessively over bowls of water that spill one to another until joining in a great ivy-rimmed pool below. A large golden birch has grown up in a canopy over the swan and has spread out through the roof, untended or intentionally wild.

In the swan’s mouth is a hanging lantern that glows with a soft blue light. When you draw near to the lantern, your scepter thrums.

 

(Do nothing but appreciate the fountain, then move on: go to page 22)

(Present your scepter to the swan: go to page 23)

(Grab the lantern: go to page 24)

 

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-Page 22-

 

Like all else in this place, the view is beautiful and the setting serene. You bask in the wonderful calm of the swan fountain hall for what seems like forgetful hours, ignoring the call of the scepter until it relents and grants you your quiet moment.

You have a deep sigh of contentment before moving on with your exploration. (Ignore future prompts to return to enter the door of the large structure.)

 

(Go back to explore the river gazebo: go to page 6)

(Cross through the arch tunnel and explore the guest rooms: go to page 14)

(Return to the archway tunnel and continue ahead: go to page 26)

 

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-Page 23-

 

You hold your scepter high overhead to the grand swan, and as you do the carved swan bends its neck, dipping the lantern into the upper bowl. When it brings the lantern up again, you see the side-face glazing has gone and within the frame of the lantern sits a fair teal sapphire.

Within the cascading water of the fountain a face appears, that of the shield-bearing brother.

“I loved the wonder of water, the many forms it takes and the creatures who dance their lives within its embrace. You too must appreciate these glories to have found my soulstone. Bear it well and be always grateful for the wonders of the world.”

The gemstone flashes so brightly you must cover your eyes, and when you can see again, the face has gone from the waters, the swan fountain and lantern have been restored to their first positions, and the sapphire that was within the lantern is now affixed to your scepter.

Wasn’t there a large pool of water nearby? You suddenly think of that but could put the intrusive thought out of mind. (You now have the Sapphire of Torrents. You may use this to choose prompts that require ‘Item 2.’ Ignore future prompts to enter the door of the large structure.)

 

(Take the sapphire to the pool in the yard: go to page 25)

(Go back to explore the river gazebo: go to page 6)

(Cross through the arch tunnel and explore the guest rooms: go to page 14)

(Return to the archway tunnel and continue ahead: go to page 26)

 

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-Page 24-

 

Forget using your magical scepter. You can reach that lantern easily enough.

You make a grab for it, but the swan fountain suddenly animates and disdainfully draws the lantern up out of reach. You swing your arm out again, but this swan is a giant, its neck alone matches your height, and you can’t come close to taking hold of the lantern.

In your frenzied efforts you notice that the scepter has stopped thrumming. When that settles you down and you stop trying to grab the swan’s lantern, the statue returns to stillness and you sense that you have spoiled the moment here.

Oh well. It’s time you move on anyway. (Ignore future prompts to return to enter the door of the large structure.)

 

(Go back to explore the river gazebo: go to page 6)

(Cross through the arch tunnel and explore the guest rooms: go to page 14)

(Return to the archway tunnel and continue ahead: go to page 26)

 

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-Page 25-

 

You reach the pool and with the sapphire in your scepter, the inviting vibration beckons you to present the item, which you do at once.

Within the subtle ripples of the water an image takes form. The shield-bearing brother stands on an ornate dais of burgundy hue before a cavern lake and he performs a dance, an elegant fish-like slither from side to side that seems easy enough to replicate. You find yourself copying him, if only in part, as the image shifts in the pool, and you weave through the air to chase the scene. It’s almost as if this teaches you the dance. (You may now choose to perform the fish dance when prompted. Ignore future prompts to return to the yard pool.)

 

(Cross through the arch tunnel and explore the guest rooms: go to page 14)

(Return to the archway tunnel and continue ahead: go to page 26)

 

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-Page 26-

 

As you continue on through the archway tunnel, you pass through a central pavilion with bench seating on the side with the pool yard. Then, you enter another tunnel path which ends at a door leading into the elven keep. There is a bright tree garden in the yard to your left and you now have a better view of the doorway in the large structure to your right.

Somehow you have the sense that once you pass the doorway inside you won’t be welcome to come and go freely again. If there are any points outside you wish to explore, it is best you go to them now.

 

(Go back to explore the river gazebo: go to page 6)

(Head to the door of the large structure in the right yard: go to page 21)

(Head to the tree garden in the left yard: go to page 27)

(Enter the elven keep: go to page 30)

 

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-Page 27-

 

The brilliant pinks, yellows, and greens of the tree garden are a lovely contrast to the white marble of the elven keep’s walls. There is a wide space of wall in the middle of the garden also, and the winds feel like they gather up there. Above you, you can see that there is a balcony which overlooks the left yard. (If you have obtained ‘Item 1’, your scepter starts to thrum.)

While the sights here are pleasant and the winds curious, there seems to be little point in remaining.

 

(Use “Item 1” if you have it: go to page 28)

(Go back to explore the river gazebo: go to page 6)

(Head to the guest rooms in this yard: go to page 14)

(Return to the archway tunnel and continue ahead: go to page 26)

 

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-Page 28-

 

The opal in your scepter gleams, and you understand at once. You can use the power of the stone to harness the winds here and fly! Perhaps you can use this to reach the balcony area.

 

(Lets fly!: go to page 29)

(I’ll stay on the ground, thank you. Go back to explore the river gazebo: go to page 6)

(I’ll stay on the ground, thank you. Head to the guest rooms in this yard: go to page 14)

(I’ll stay on the ground, thank you. Return to archway tunnel and continue ahead: go to page 26)

 

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-Page 29-

 

You point the scepter toward the balcony and up, up, up you fly! A little too fast... You soar above the wall and see a lovely upper garden with a beautiful balcony terrace, a gazebo, and a ramped overlook, but the winds don’t seem to be carrying you toward it. Instead, you continue straight up, above the trees and above the mountain slopes. You’re ascending a little too fast and a little too high! In fact, this is way too high! The sensation is both exhilarating and frightening. You finally come to a stop, and the sight of the surrounding landscape is breathtaking. Then, just as quickly as you ascended, you start to descend. You close your eyes, fearing the worst, but you somehow manage to land safely, and gently, on the ground. Maybe there’s a bit of a learning curve to this magic? That or perhaps you’re not meant to go to the balcony yet.

 

(Lets fly again!: go to page 29)

(Go back to explore the river gazebo: go to page 6)

(Head to the guest rooms in this yard: go to page 14)

(Return to archway tunnel and continue ahead: go to page 26)

 

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- Chapter 2 -

 

-Page 30-

 

At the entrance to the keep there is an immaculately arranged fountain and resting bench opposite across a rose-stoned path. There is an inner lawn of deep cavern grass. The dissolve light from the translucent white backing wall of the fountain is plenty to keep this lawn in growth.

To the left of the door there is a stirring as a large tree cat, white furred with dark spots, stretches at the sound of guests. You are startled by the presence, but the cat blinks lazily at you and rests its head down again. Somehow this creature feels significant, but you cannot quite say.

The doorway out has been taken by that same unmenacing spell-gloom from the bridge which gently urges you forward. You aren’t sure you are welcome to walk out again, but the path ahead is inviting.

 

(Follow the rose-stone path: go to page 31)

(Try to leave through the door: go to page 34)

 

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-Page 31-

 

This part of the path leads you through an in-earth grove. The trees here have sweetly fragrant blossoms hanging like censers off the paved way.

Ahead of you is an incredible glass-sealed terrarium. Beams of light fall within on a contained pond and its bank of mossy stones. There is a turtle sunning on one of the stones. On a whim you tap the glass with your knuckle. The turtle drowsily raises its head to look at you through the glass, then scuttles into the water and paddles into a little cave and out of view. Somehow this creature feels significant, but you cannot quite say.

 

(Follow the rose-stone path deeper into the keep: go to page 32)

(Turn around and exit through the door: go to page 34)

 

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-Page 32-

 

As the path continues you see birdcages in one of the trees which grows in the lawn. Bright songbirds sit within, some asleep, and others, alerted to you, breaking out into happy calls.

There is plenty of seed in their feeding dishes, and as you look, one bird cleverly works its door open and flits out to dance along the branches. These birds are not caged as prisoners, but provided these as homes of a sort. Somehow these creatures feel significant, but you cannot quite say.

 

(Follow the rose-stone path deeper into the keep: go to page 33)

(Turn around and exit through the door: go to page 34)

 

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-Page 33-

 

The path has a flower-bedecked arch at the exit of this room. Nearby you see a group of white-furred monkeys grooming one another and playing on a rock. They do not give you any notice as they go about their business, and you sense that the are quite accustomed to having people wander through next to them. Somehow these creatures feel significant, but you cannot quite say.

 

(Turn around and exit through the door: go to page 34)

(Follow the rose-stone path deeper into the keep: go to page 35)

 

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-Page 34-

 

You pass through the shadowy veil in the keep’s door. Although you expect to see the archway tunnel once more, when you finally exit the gloom you find yourself back on the road where you first saw the mountain path. You turn around to check and, as you suspect, the path has disappeared. You also have kept nothing gained from the elven keep.

Oh well.

There’ll be other mysteries for you to explore elsewhere. You whistle merrily as you walk down the road out of the mountains.

THE END.

 

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-Page 35-

 

You feel like you have been wandering now for hours, enjoying the sights of the elven keep, so it is fitting that you arrive at a room with cushions and a hammock which would invite a weary wanderer to take a rest beside a small, simple fountain under a silver-blue trellis. There are two paths further in from here. Ahead of you, a path continues on into a hallway with a domestic feel. To your left, and a cobblestone path looks to lead to a stone room.

You could also very easily take a nap here. It is perfectly furnished for that.

 

(Have a nap in the room: go to page 36)

(Take the path towards the stone room: go to page 37)

(Take the path into the domestic area: go to page 52)

 

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-Page 36-

 

In spite of all the magic you’ve experienced here, you choose to let down your guard and enjoy a rest in this quiet room. The sound of running water and the sighing boughs of the underground grove lull you to sleep with ease.

You have a pleasant dream which you forget upon waking, but after your eyes open you do hear a scuffling sound from the stone room.

 

(Exit the keep through the front door: go to page 34)

(Take the path towards the stone room: go to page 37)

(Take the path into the domestic area: go to page 52)

 

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-Page 37-

 

You enter the room and are frozen in your tracks. Directly ahead of you is a burrowed cleft in the rough stone wall which lines this part of the keep. Within that gap, under a bower of roots and dried leaves, is a sleeping earth dragon, a massive deep claw.

There is a door leading out from here, but you will have to pass by the dragon to reach it. There is also what appears to be a collection of treasures in the corner by the door out. You could try for those also.

 

(Wake the dragon up: go to page 38)

(Creep to the treasure in the dragon’s room: go to page 39)

(Creep to the door in the dragon’s room: go to page 42)

(Nope! Turn around: go to page 51)

 

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-Page 38-

 

“Hello mister dragon,” you say, and brace for a charge.

The dragon stirs, hoists its bulky head on the thick stump of a neck, and blinks its oval-pupil eyes at you. It opens its beak wide and… yawns. Then nestles back into its comfortable rut.

Huh. A domesticated dragon. You won’t have to creep around this room after all.

 

(Walk to the treasure: go to page 39)

(Walk to the door: go to page 42)

(Turn around and go another way: go to page 51)

 

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-Page 39-

 

You were right! One of the chests here is cracked open. Inside is an unbelievable wealth of gold and gemstones. The brothers were not worried about thieves, for some reason.

The other chest is closed. You give it a quick trial, but it is in fact sealed shut, and you can see no outer lock to even attempt to pick. Is this where the real wealth of the keep is located? Probably not as the chest has a label on it which reads, ‘Creampuff’s treats.’

 

(Take some of the open treasure: go to page 40)

(Walk to the door: go to page 42)

(Turn around and go another way: go to page 51)

 

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-Page 40-

 

You’re going to take some of that free treasure.

Are you sure you want to do that?

 

(Absolutely. Grab it up: go to page 41)

(In that case, no. Leave it and walk to the door: go to page 42)

(In that case, no. Turn around and go another way: go to page 51)

 

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-Page 41-

 

You rummage through the gold and gems and start to grab a handful, but as soon as you’re about to clutch some, there is a frightful shriek from the earth dragon. It is standing to its massive feet and glaring at you. This was a mistake.

With heart pounding you start to back out, but that isn’t going to be enough. Creampuff scratches at the floor preparing to charge, and then launches after you.

If it wasn’t for the smaller doorways he has to wriggle through, you’d be a goner. You manage to stay a few steps ahead of the giant beast and his snapping beak.

In your terror, you run straight back to the front door of the keep and leap into the spell-gloom.

 

(Go to page 34)

 

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-Page 42-

 

The door leads outside. You can sense the fresh air before you even pull on the handle. The inner keep has a pleasant smell, but the fragrances are very powerful, unlike the breeze-borne scents of the yard.

This door does not have a magical fog which tells you not to enter. Instead, there is a clear path up some stairs. Since it is the only path, you may as well take it.

 

(Go to page 43)

 

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-Page 43-

 

You have arrived at the balcony to the upper yard of the keep. The landing here is elegant with white stone and jade inlay, bits of filigree forming delightful patterns to muse on as you walk around. The view over the guest hall yard in this place is breathlessly spectacular. The warm tones of the tree garden below and the cool tones of the guest hall and magnificent fountain blend beautifully.

The winds that gather on the wall in the tree garden rise up and curl away at the balcony rail. (If you have obtained “Item 1”, your scepter starts to thrum.)

Behind you there is a private piece of lawn with a singular white-bark tree, but it is set within a wider yard that may hold more interesting discoveries.

 

(Use “Item 1”: go to page 44)

(See about the white-bark tree in the back lawn: go to page 45)

(Move into the back lawn: go to page 46)

 

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-Page 44-

 

Using the power of the opal, you harness the power of the winds to take you safely back down to the yards outside. The sensation of weightlessness as the air carries you brings a gleeful smile. You could do that over and over. Maybe you’ll have time to, later. Was there anything you were wanting to do down here?

 

(Explore the river gazebo: go to page 6)

(Explore the guest hall: go to page 14)

(Explore the pool on the right yard: go to page 20)

(Explore the doorway to the large structure in the right yard: go to page 21)

(Enter the keep through the main door: go to page 30)

(You’re good after all. Ride the winds back up to the balcony: go to page 43)

 

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-Page 45-

 

The tree is kept separate from all the others in this place, where the cliffs rise up like an enclosing shell. There must be a reason why.

As you make an examination of the tree, you are startled by the realization that there is a face within the trunk!

After you settle down again, you can look a bit more closely. It isn’t the face of any of the statues from the entry, but it is certainly elven. Your scepter doesn’t react, and there seem to be no other clues here. It is an oddity beyond you to explain for now, but you feel glad that you have seen it here all the same.

Deeper in this back lawn you see a grand gazebo that has a fountain within it, much like the one which led to the clifftop overlook, though this one has mossy stone sealing it within the cliffs, apart from a few crescents of sky between the roof and the walls. You decide this is your next stop.

 

(Go to page 47)

 

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-Page 46-

 

Deeper in this back lawn you see a grand gazebo with a fountain within it, much like the one which led to the clifftop overlook, though this one has mossy stone sealing it within the cliffs, apart from a few crescents of sky between the roof and the walls. You decide this is your next stop.

 

(Go to page 47)

 

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-Page 47-

 

The gazebo is a very pleasant, secluded place. The winds without are muted, as are all the noises of the mountain, such as the taps of fallen stones, though these echo in from the cliffs that surround the lawn.

The fountain is made to flow almost silently, so as not to interrupt those other sounds. On the fountain’s upper bowl you see a clear, brown topaz set within. Your scepter thrums.

 

(Present the scepter to the topaz: go to page 48)

(Ignore the scepter and the gemstone: go to page 49)

 

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-Page 48-

 

You bring your scepter up, and as you do, a face rolls into view within the curtain of the water falling below the topaz. It is the face of the mace-wielding brother.

“I loved the breadth and depth of the earth, the stability and support it offers all creatures. You too must appreciate these glories to have found my soulstone. Bear it well and be always grateful for the wonders of the world.”

The gemstone flashes so brightly you must cover your eyes, and when you can see again, the face has gone from the waters and the topaz has gone from the setting. The topaz has now appeared on the scepter you carry.

There is little else to do up here, so the only way ahead would be back into the keep, unless you wish to try leaping off the balcony- perhaps that might be safe enough with the right magic item. (You now have the Topaz of Earth. You may use this to choose prompts that require ‘Item 3.’ Ignore future prompts to return to the back lawn.)

 

(Use “Item 1” to leap off the balcony: go to page 44)

(Walk down the stairs and re-enter the keep: go to page 50)

 

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-Page 49-

 

You have no need of bothering with scepters and gemstones. That’s not your motivation to see the world. So instead you find a bench to sit at and enjoy the garden like a good guest. The minutes pass by like sands through a fine sieve. When you feel sufficiently rested, you get up and walk back down the stairs to the keep.

As you re-enter the stone room, you glance toward the earth dragon for a moment and he seems to be looking at you expectantly. After staring at each other for several seconds, he lets out a disappointed huff and closes his eyes. You’re not quite sure what that’s about, but you wouldn’t want to stick around and risk the chance of annoying him. With nothing left to do in this room, you exit it, leaving the creature to his slumber. (Ignore future prompts to return to the stone room.)

 

(Go to page 51)

 

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-Page 50-

 

As you re-enter the stone room, your scepter begins to thrum, and the earth dragon’s eyes jolt open. He looks at you expectantly, seeming to be eager about something. You remember the sign on the chest, “Creampuff’s treats” and so, you stand in front of it and wave your scepter with the topaz gemstone affixed. There is the noise of a latch coming free.

Creampuff shrieks behind you, like an enormous, excited puppy.

Inside the chest there is a pile of what look to be dull stones, but by the topaz you magically understand these will be unopened geodes, crystals growing within rocky shells. Apparently the dragon thinks of these as snacks.

You walk over to Creampuff with one of the geodes in hand. “Want one?” you ask.

Creampuff bobs his head and snaps his beak. You toss the geode at him. He snatches it mid-flight and munches happily. You didn’t know dragons could look happy, but there it is. (You’ve made a friend for life!)

After offering the creature a few more geodes, and a few pats on the head, you bid him farewell and continue on with your journey. (Ignore future options to return to the stone room.)

 

(Go to page 51)

 

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-Page 51-

 

You re-enter the hammock room and consider which way to go next. There’s the path that leads into a hallway with a domestic feel, there’s the cobblestone path that leads to the stone room, or you could go back down the rose stone path and exit the keep.

 

(Take the path towards the stone room: go to page 37)

(Take the path into the domestic area: go to page 52)

(Exit the keep: go to page 34)

 

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-Page 52-

 

The hallway is a short bend that leads you to an impressive dining hall. There is a massive hearth on your left across another lawn of cavern grass. The hearth fire is still crackling with an inviting and useful flame. To your right is a self-service bar with many bottles of what you presume are very fine liquors. A slab table with a half-arc of bench seating is the centerpiece of the room, fit for a noble gathering under the flowering arches above the seats. A small, hardly noteworthy fountain murmurs to the right of the table area, by a doorway leading further into the keep.

 

(Explore the hearth: go to page 53)

(Explore the seating: go to page 59)

(Explore the drinks: go to page 60)

(Examine the fountain: go to page 61)

(Continue ahead to the door: go to page 62)

(Turn around and choose another path: go to page 51)

 

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-Page 53-

 

That hearth is too impressive to ignore. You walk up and the fire gathers together with purposeful animation, almost welcoming you with warmth and light. At the peak of the hearth, set in the capstone, you can see a red garnet, opaque but carved into gleaming facets. Your scepter doesn’t react to it.

As you ponder that there is a confidently petulant voice from out of the hearth.

“Excuse me, were you planning to use me at all?”

A partial image of a face, eyes and mouth at least, has appeared in the flames. It blinks at you and waits.

 

(Explain that you are collecting gemstones and want this one: go to page 54)

(Excuse yourself from the fire: go to page 55)

(Back away. Slowly: go to page 57)

 

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-Page 54-

 

“I’ve been getting gems all over the place,” you tell the fire. “I think this garnet above you is the next one I need.”

“Oh no its not,” the fire tells you. “That one is mine, and no one else’s. Look, I’ll keep you warm or heat your food, but leave my gem alone, got it?”

“Hm,” you ponder. “There is a fountain in this room. I really think that garnet might belong on my scepter.”

“I really think you better not try it.” The fire builds in intensity and darkens. Smoke fills the upper hearth too quickly to be drawn out the chimney and spills out into the room. You didn’t know fires could become irritated, but there it is.

 

(Grab the gem anyway: go to page 56)

(Back away, slowly: go to page 57)

 

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-Page 55-

 

“No thank you,” you stutter as politely as you can. The fire may be nice enough to ask, but you sense a bit of annoyance behind the words, and you don’t want this to be the way you get to know one another. “I’m just exploring the place.”

You wave the scepter as an indication that you are permitted to be here.

The fire goes, “eh,” and turns away from you. You didn’t know fires could turn, but there it is. The flames spread back out into a normal arrangement so that you could almost doubt what you’ve just seen. (Ignore future prompts to explore the hearth.)

 

(Explore the seating: go to page 59)

(Explore the drinks: go to page 60)

(Examine the fountain: go to page 61)

(Continue ahead to the door: go to page 62)

(Turn around and choose another path: go to page 51)

 

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-Page 56-

 

You’re getting that hearth garnet.

Are you sure you want to do that?

 

(In that case, no. Back away from the fire: go to page 57)

(Absolutely. Grab it up: go to page 58)

 

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-Page 57-

 

Talking fires tend not to be the kind of people you want to meet. You tiptoe back from the hearth as if that makes you invisible.

The fire goes, “eh,” and turns away from you. You didn’t know fires could turn, but there it is. The flames spread back out into a normal arrangement so that you could almost doubt what you’ve just seen. (Ignore future prompts to explore the hearth.)

 

(Explore the seating: go to page 59)

(Explore the drinks: go to page 60)

(Examine the fountain: go to page 61)

(Continue ahead to the door: go to page 62)

(Turn around and choose another path: go to page 51)

 

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-Page 58-

 

No talking fire is going to tell you what to do. You reach right out to take hold of the garnet, though your arm is now passing through an angry soot cloud.

“Right! I warned you,” the fire says. It puff out where the eyes and mouth would have cheeks, then spews a gout of flame.

The heat is so intense you don’t have time to realize you’re being burned down to ashes.

A few hours later an earth dragon stumbles in and has a snack of what’s left of you.

Oh well.

THE END.

 

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-Page 59-

 

This is a wonderful table, but the magic of the keep hasn’t set it for you and you’re not about to start making a meal with so much left to learn here. You take a few more moments to appreciate the decorating, but then it’s time to move on. (Ignore future prompts to check the seating.)

 

(Explore the hearth: go to page 53)

(Explore the drinks: go to page 60)

(Examine the fountain: go to page 61)

(Continue ahead to the door: go to page 62)

(Turn around and choose another path: go to page 51)

 

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-Page 60-

 

Just as you suspect, there is a collection here to make a lush faint. You could have a nightcap every day for a decade and not run down the options. Well, maybe only a year. But it would be a long time, you can tell that much.

For now though, you’d rather keep your wits sharp as you explore. (Ignore future prompts to check the drinks.)

 

(Explore the hearth: go to page 53)

(Explore the seating: go to page 59)

(Examine the fountain: go to page 61)

(Continue ahead to the door: go to page 62)

(Turn around and choose another path: go to page 51)

 

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-Page 61-

 

Yep, this is a pretty ordinary fountain. You get the sense it could be used to gather fresh water for drinking or cooking. It is certainly near enough for either purpose. What you don’t sense is any reaction from your scepter. You enjoy a quick, refreshing lap of cool water, then you’re ready to move on. (Ignore future prompts to check the fountain.)

 

(Explore the hearth: go to page 53)

(Explore the seating: go to page 59)

(Explore the drinks: go to page 60)

(Continue ahead to the door: go to page 62)

(Turn around and choose another path: go to page 51)

 

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Page 62-

 

This is where you can move on further into the keep. The doorway out of the dining hall leads down into a dark tunnel deep down through the mountain. This looks like a last place to explore, somehow. Was there anything else you wanted to do? (If you have been to the balcony and you have “Item 1”, you notice your scepter thrum.)

 

(Turn around and choose another path: go to page 51)

(If you meet the requirements, you can check the scepter: go to page 63)

(You’re ready to move ahead: go to page 64)

 

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-Page 63-

 

The opal in your scepter gleams and, as you concentrate on it, three places that you have seen here suddenly come to your mind: the guest hall, the outside pool, and the doorway to the large structure outside. You understand the significance at once. You can use the power of the stone to transport you to those areas! (Make a note of Page 62. You may explore the keep further and then return to this page when you are ready to move deeper inside.)

 

(Use it to return to the guest hall: go to page 14)

(Use it to return to the right yard pool: go to page 20)

(Use it to return to the doorway of the large outside structure: go to page 21)

(Turn around and choose another path: go to page 51)

(You’re ready to move ahead: go to page 64)

 

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-Chapter 3-

 

-Page 64-

 

The tunnel hall has earth-hewn walls. Vines spread over the ceiling and dangle in your way, and the more you brush them aside, the darker the tunnel seems to become. You look back the way you entered and see only the same monotonous, shadowy walls now. You may have been walking for hours; time has become unanchored in the sunless depths of the keep.

Then you push aside a last veil of stringy plant fiber, and there is brightness ahead of you. You are in a small grove of trees with wide limbs and dull green foliage. Past this slender strip of vegetation there is a glimmering lake. Sunbeams fall freely from heights too grand for you to discern their origin, and the golden columns of light are like slanted pylons in the water. A stone-fashioned gazebo rises from the grove near the sun-break and hangs over the surface of the lake.

There is a dais with a burgundy mosaic pattern directly in front of you, like a short pier into the lake. Across the water from that there is a statue of a pair of fish, each one aimed at a waterfall on the cave beyond. That statue is set at the base of a run of stairs which begin to your right and proceed around the walls of the lake, supported cleverly on white arches. When your eye goes up the stairs you see what looks to be a floor above you, jutting out from the cavern’s natural boundary.

 

(Stand on the dais at the lake’s edge: go to page 65)

(Go to the gazebo over the lake: go to page 66)

(Climb the stairs to the upper floor in the cavern: go to page 67)

 

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-Page 65-

 

You stand on the tiles of the dais, and realize this spot is arranged to be the focal point of many of the cave’s echoes. You can still hear your steps walking up to the center, like rocky chimes returning to you. From here you can very clearly see that the floor above is part of a room that the stairs will reach. You can also see more symmetry in the division of the waterfalls on either side of the fish statue, and that feels significant somehow. But unless you had a hint, you would be at a loss as to why.

 

(Check the gazebo over the lake: go to page 66)

(Climb the stairs to the upper floor in the cavern: go to page 67)

(If you have seen the fish dance, you may perform it here: go to page 68)

 

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-Page 66-

 

You take the short ramp up out of the grove to the gazebo. Strangely, you are already above the caps of the wide trees, and can now see the side of a room formed by the floor which juts out from the cave above. There is an open window there, and a falcon rests on a cushioned perch within, preening its wings. If the bird has noticed you, it is utterly disinterested.

The sunlight over the water is a bit more dilute from this angle, making the lake seam less mystical, though still superb. What a wonderful place to relax this would make. Later. (Ignore future prompts to check the gazebo.)

 

(Stand on the dais at the lake’s edge: go to page 65)

(Climb the stairs to the upper floor in the cavern: go to page 67)

 

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-Page 67-

 

The shape of the stairs is fitted nearly perfectly to the cave’s own shape. You have ever a wall of rock to your right hand, except at those bridges that span the lake below, far, far below by the time you reach the end of the stairway. The twin waterfalls faced by the fish statue fall one within the curve of the path and the other at the culmination. There is a little spray making the stone steps shiny and slick, but amazingly your footing feels secure all the way up.

A last bridge crosses the full breadth of the cavern lake and leads to the upper room brought out of the under-mountain. Blue glass windows on the right show the position of a smaller, private room within, and solid stone of deeper blue indicates a more secure portion of the chamber on the left.

You could see within, but there is again a kind of gloomy shadow at the entrance. This time, however, you feel invited to pass through by the subtle buzz from your scepter.

 

(Stand on the dais at the lake’s edge: go to page 65)

(Go to the gazebo over the lake: go to page 66)

(Enter the final room of the keep: go to page 69)

 

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-Page 68-

 

You have seen this before! This is where the brother of the water gem did his fishy dance. Yes, it’s a bit embarrassing, but oh well. There isn’t anybody around watching you.

You weave and slither in the air on the dais, just as you learned the movements.

There is a rumbling from within the falls behind the fish statue. Suddenly a teeming school of fish, river trout of some variety with mottled brown and black scales and green bellies, come in their mass out the left water fall and fill the lake. They swim about and about, feeding on invisibly small prey in the cool waters.

Then you hear a sharp, hungry scream from above. A falcon flies down into view and makes a pass over the trout before selecting one in a lethal dive. The water foams as the trout thrashes, but the falcon’s grip is unbeatable. Mighty wings bring both predator and prey up, up, up in a wobbly ascent before the falcon takes its meal out of view as it flies into the upper chamber.

The rest of the school, while frightened for themselves, resume their feeding after losing one of their member. As swiftly as they arrived and spread through the lake, the school gathers into a loose group that swims up the opposite waterfall and then out of view. The rumbling repeats, and the cavern is left as it was when you arrived. (You have fed the falcon. You may use this to select prompts which require it. Ignore future prompts to return to the dais.)

 

(Go to the gazebo over the lake: go to page 66)

(Climb the stairs to the upper floor in the cavern: go to page 67)

 

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-Page 69-

 

You hold your breath as a precaution. You might be wrong about the invitation after all. Then you step through the subtle mist into the upper chamber.

There is a soft light from a crystal lamp with a floral pattern to your left by some very fine couches. Near to the couches there is what looks to be a small, personal library, though some of the collection has been strewn across the tabletop, a shameful state of affairs to anyone who cares for books.

To your right there is what looks to be a personal office with a cluttered desk. A falcon on cushioned perch sits behind the desk near an open window, perhaps a guardian of sorts.

Directly ahead of you, however, there is a blue marble slab set waist high. On top stands a pedestal basin dish of water. Set in the rock wall above that is the scepter you were given when you were greeted by the statues of the brothers. You check, and, sure enough, the scepter is gone from your possession. Mounted on the wall its gemstone settings are bare, just as when you received it.

The fog in the doorway has gone solid and imposing now that you are within. Once more you know that to leave that way is to end your journey. This far in, you won’t do that quite yet.

 

(Head right to the scepter: go to page 70)

(Explore the office: go to page 73)

(Examine the library: go to page 76)

 

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-Page 70-

 

You need to uncover the mystery of the scepter now, and approach the slab. A slender shaft of golden sunlight pours down upon the item, staging it as the most prominent feature.

The pedestal dish is filled with water which is glassy and deep blue in the shallow metal container. You don’t feel inclined to drink this, as you suspect it is stale tasting. This isn’t for refreshment, but some other purpose.

 

(Look more closely at the basin dish: go to page 71)

(Reach for the scepter: go to page 72)

 

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-Page 71-

 

The basin dish is filled with water to make a mirror! The angle where the dish was set gives you a perfect view of the scepter, but of little else other than the stones that bound the room. Somehow the scepter looks different, but as it is fixed in the light, you can’t make out exactly what detail is changed.

 

(Now’s the time to take the scepter: go to page 72)

(Give up on this place and make for the office: go to page 73)

(Give up on this place and make for the library: go to page 76)

 

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-Page 72-

 

You can feel the warning in your fingers like a dull static charge they must push through: this is the last action you are to take in the brother’s keep. There is still time to back away and explore the upper room. Once you take hold of the scepter, it will be too late.

 

(Back away and explore the office: go to page 73)

(Back away and examine the library: go to page 76)

(You’re ready. Take the scepter: go to page 84)

 

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-Page 73-

You make for the side room office of the upper chamber. Before you set foot inside the falcon is eyeing you warily. It won’t let just anybody inside, it seems.

You are at least able to stand close enough to see the contents of the desk: mostly scrolls and codices, some piles of coins and dishes with nuts and sticks of fragrant herbs. There is most interestingly a delicate brass key with a red satin ribbon tag through the loops in its handle. That might be useful somehow.

 

(Try to take the key: go to page 74)

(If you have fed the falcon: go to page 75)

(Turn around and go to the scepter: go to page 70)

(Turn around and go to the library: go to page 76)

 

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-Page 74-

You try to reach for the key on the desk, but the falcon flaps its wings and screams at you. It hasn’t attacked, but the threat is real. You aren’t welcome to rummage as you please here.

Oh well. (Ignore future prompts to explore the office area.)

 

(Head to the scepter: go to page 70)

(Examine the library: go to page 76)

 

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-Page 75-

 

The falcon eyes you warily as you approach, but as it has a feast of underground river trout to keep itself occupied, courtesy of your dancing, it ignores you rummaging around on the desk.

The clutter really is too much, but that key is definitely what you want. You pick it up and give the guardian a little salute on your way out of the office. (You now have the red ribbon key. You may use this when prompted for ‘Item 4.’ Ignore future prompts to return to the office.)

 

(Head to the scepter: go to page 70)

(Examine the library: go to page 76)

(If you have learned of ‘Melody’: go to page 83)

 

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-Page 76-

 

This is truly a sorry state for a library to remain in. There are some half dozen books all cast about on the counter top of the library. They all seem to have been pulled off a backless bookcase, but you notice that the ends of the bookcase seem familiar. That’s it! One side looks like the trellis at the entrance to the keep when you first came inside. The other side looks like the grove in the cavern lake.

You look more closely at the books and see that there are no titles on the covers, but rather images of embossed silver thread in the figures of different animals on each book. One has a turtle. Another has a monkey. There are also an earth dragon, a falcon, a great cat, and a songbird. There must be something significant about all this.

 

(Give up on this for now: go to page 77)

(Arrange the books on the case: go to page 78)

 

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-Page 77-

 

This really shouldn’t be your responsibility, honestly. If someone left their reading out, that’s on them. You’re ready to move on. Maybe you’ll get a second wind for this, and maybe you won’t.

 

(Head to the scepter: go to page 70)

(Explore the office: go to page 73)

 

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-Page 78-

 

There is something about these books and that empty shelf. Maybe if you figure out how they should be sorted and replaced to their casing you’ll understand better. But what is the right order?

 

(Use dragon, monkey, turtle, falcon, songbird, cat: go to page 79)

(Use cat, turtle, songbird, monkey, dragon, falcon: go to page 80)

(Use monkey, dragon, falcon, songbird, turtle, cat: go to page 81)

(Use turtle, cat, falcon, monkey, songbird, dragon: go to page 82)

(Give up on arranging the books: go to page 77)

 

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-Page 79-

 

You set the books on their case. There’s letters on the spines, but they just make gibberish. You could rearrange the books, or you could move on.

 

(Use cat, turtle, songbird, monkey, dragon, falcon: go to page 80)

(Use monkey, dragon, falcon, songbird, turtle, cat: go to page 81)

(Use turtle, cat, falcon, monkey, songbird, dragon: go to page 82)

(Give up on arranging the books: go to page 77)

 

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-Page 80-

 

You set the books on their case. There’s letters on the spines, and they spell out the word ‘melody.’

On a whim you look at the other books and there is one with that exact title. You take it from the shelf and see that it has a lock sealing the covers and a red satin ribbon bookmark laid within on a certain page. You might know what to do with this already, but you might not. (You have found a lock. You may use prompts which require this knowledge.)

 

(Use “Item 4”: go to page 83)

(Go check the scepter: go to page 70)

(Go explore the office: go to page 73)

 

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-Page 81-

 

You set the books on their case. There’s letters on the spines, but they just make gibberish. You could rearrange the books, or you could move on.

 

(Use dragon, monkey, turtle, falcon, songbird, cat: go to page 79)

(Use cat, turtle, songbird, monkey, dragon, falcon: go to page 80)

(Use turtle, cat, falcon, monkey, songbird, dragon: go to page 82)

(Give up on arranging the books: go to page 77)

 

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-Page 82-

 

You set the books on their case. There’s letters on the spines, but they just make gibberish. You could rearrange the books, or you could move on.

 

(Use dragon, monkey, turtle, falcon, songbird, cat: go to page 79)

(Use cat, turtle, songbird, monkey, dragon, falcon: go to page 80)

(Use monkey, dragon, falcon, songbird, turtle, cat: go to page 81)

(Give up on arranging the books: go to page 77)

 

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-Page 83-

 

With unrestrained enthusiasm making your hands tremble you fit the key into the lock and try a turn. Success! The lock click and pops open.

Without a moment’s thought you open to the page with the ribbon marker and read.

“Creampuff is almost out of geodes. Must make sure to restock soon.

Caurethir got nippy about leaving the pots in front of the hearth. He said the burn was on us for letting them sit where they could get so hot. Sadly he is the best flame spirit willing to stay here. Why must they all be so uppity?

The enchantments for the trials of worthiness for the next caretaker are now nearly complete. The last step will be to dip the scepter in the mirror and repeat the incantation: ‘By air the breath, by water the life, by earth the body.’”

You eye the scepter and the basin pointedly. You are fairly sure you have it all figured out now. It is time. (You have knowledge of the incantation. You may use this when prompted.)

 

(Go to page 84)

 

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-Page 84-

 

You take hold of the scepter. There is no flash of light to suggest anything has happened. You wave it around. Still no flash. The gemstone settings remain empty.

Was this it? What else is there you can do?

 

(Give up: go to page 85)

(Check the basin dish again: go to page 86)

 

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-Page 85-

 

There’s nothing left that has your interest here. The fog remains at the door to the chamber, but you’ve had enough and are ready to leave.

You pass through the shadowy veil in the upper room’s door. Although you expect to see the stairs and falls once more, when you finally exit the gloom you find yourself back on the road where you first saw the mountain path. You turn around to check and, as you suspect, the path has disappeared. You also have kept nothing gained from the elven keep.

Oh well.

There’ll be other mysteries for you to explore elsewhere. 

THE END.

 

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-Page 86-

You peer over the metal rim of the basin mirror. Inside the water you see the scepter reflected, but you can also see three gemstones affixed to it: opal, sapphire, and topaz.

 

(If you do not have Item 1, Item, 2, Item 3, and knowledge of the incantation: go to page 87)

(If you have Item 1, Item2, Item 3, and knowledge of the incantation: go to page 88)

 

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-Page 87-

 

You have a sense that the mirror image wants to accept the scepter in your hand to become realized. You dip the scepter inside the mirror, and it sinks deep into the water, deeper than the dish should allow.

When the water in the basin is almost to your fingers, you draw out the scepter again. It has not changed from the plain metal it was when you set it inside.

You look at the basin once more, and the reflection is now also plain metal as the scepter you hold. Whatever magic was at work has run its course. Did you succeed? You think not.

Oh well.

It was interesting all the same.

 

(Go to page 85)

 

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-Page 88-

 

As you make ready to perform the incantation, there is a prickling feeling down your spine. Wasn’t there another group here in the keep with you?

 

(If you have used Item 2 in the guest rooms: go to page 89)

(If you have not used Item 2 in the guest rooms: go to page 90)

 

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-Page 89-

 

You glance behind you, scepter hanging in hand over the mirror basin. At the doorway the red-haired woman and elf you met outside have entered the chamber.

“Nice work,” the woman says. “But we’ll be takin’ over from here. Hand over the scepter.” She beckons with curling fingers for you to pass her the scepter. The elf stands by with an unemotional gravity to his silence.

 

(Give the woman the scepter: go to page 91)

(Attack! Defend your claim to the scepter: go to page 92)

(Quickly perform the incantation: go to page 93)

 

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-Page 90-

 

You glance behind you, scepter hanging in hand over the mirror basin. At the doorway two figures have entered the chamber. One is a tall, lithe male elf with a wide-brimmed hat. The other is an agile woman’s figure.

The elf is dressed in Sindarin shadow-walker’s garb with white-gold hair and brilliant green eyes. He bears a huge, curved sword sheathed on his back. The woman wears a kind of vales-folk tunic, Lothlorien scout boots, fingerless gloves that are thick enough to suggest plating below, and she has long, ruby hair and pale green eyes.

“Nice work,” the woman says. “But we’ll be takin’ over from here. Hand over the scepter.” She beckons with curling fingers for you to pass her the scepter. The elf stands by with an unemotional gravity to his silence.

 

(Give the woman the scepter: go to page 91)

(Attack! Defend your claim to the scepter: go to page 92)

(Quickly perform the incantation: go to page 93)

 

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-Page 91-

 

 

She simply seems too confident about what is happening here for you to refuse. Plus she’s too adorable for you to deny a request.

You hand over the scepter and tell her about the incantation.

“Very nice,” she says, amused with the account of your exploration. “Now stand back all of you. Let’s see this magic at work. By air the breath, by water the life, by earth the body.”

She dips the scepter inside the mirror, and it sinks deep into the water, deeper than the dish should allow. When her fingers reach the water, she tries to pull the scepter up, but it sticks. She tugs fiercely, but the scepter doesn’t budge. In fact, her efforts to wiggle the item free only send it slightly deeper with ever jostle, and it never rises higher.

“Can you give this a try,” she asks the elf. By now she has both hands on the scepter’s handle.

The elf steps forward, slips his hand in underneath hers and strains to pull. You can tell that he is far mightier than he appears. Still the scepter does come up by any measure.

“I believe it has refused us,” the elf says dryly.

“Are you sure?”

The elf nods.

“Fine,” the woman says at last. “Drop it in.”

The elf releases the scepter, and it slips into the basin, then is gone. The woman looks at you, then shrugs. She beckons the elf with a flick of her head to follow her through the mist at the door. Both of them walk into the gloom and vanish from your sight. You are left alone once more.

 

(Go to page 85)

 

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-Page 92-

 

Not a chance. These two prowlers aren’t going to steal your moment after you put in all this effort. The sheer arrogance of it makes you see red and you launch at them in a frenzy.

You are simply no match for them.

The woman swings at you with retractable claws inside her gloves, foiling your charge as you must suddenly dodge.

The elf is right behind with a step into your retreat where he puts you into a hold, causing you to drop the scepter. He uses his incredible strength to walk you straight out of the room while the woman stoops down to claim the treasure for herself.

“Bye-bye now,” she says in a teasing sing-song.

You pass through the shadowy veil in the upper room’s door. Although you expect to see the stairs and falls once more, when you finally exit the gloom you find yourself back on the road where you first saw the mountain path. You turn around to check and, as you suspect, the path has disappeared. You also have kept nothing gained from the elven keep.

Oh well.

There’ll be other mysteries for you to explore elsewhere.

THE END.

 

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Page 93-

 

You aren’t going to be stopped at this point.

“By air the breath, by water the life, by earth the body.”

You dip the scepter inside the mirror, and it sinks deep into the water, deeper than the dish should allow.

When the water in the basin is almost to your fingers, you draw out the scepter again. It emerges with all three gemstones affixed.

There is a flash of light at your back, and you calmly turn around. As you suspected, the spell-gloom at the door has gone away, you are alone in the chamber, and you know you have been welcomed as the next caretaker of the Keep of the Three Elven Brothers!

THE END.