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About the StoryThe brave companions enter the old wizard's tomb in search of wealth and adventure. Many have done so before but no-one has ever returned. Direct barbarian, cleric, mage and thief towards great wealth and survival of the trials of Arram's tomb.
65th Place - 25th Annual Interactive Fiction Competition (2019)
The Gaming Philosopher
Yes, it embraces the clichés of the genre. But it doesn’t embrace all of them; in particular, it subverts the idea of being an adventuring party. The constant bickering – reminding me of my first D&D group, from before we had realised how to set up a good RPG session – is what makes it fun, and then the end at which everything suddenly disintegrates is the cherry on top.
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Number of Reviews: 2
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You're in a party with a mage, a barbarian, a cleric and a thief. You're plundering a tomb, and you have to choose which of three paths to take. Taking them in the right order with the right strategy can grant you success!
The formatting could use work. All the paragraphs run together, and they need more line breaks (I think you can do that in Twine by adding a completely blank line between paragraphs).
The only woman in the party exists only to be an object of affection, which is disappointing.
This game isn't really trying to push any boundaries or grow beyond its sources, but it it has many of the essentials of a good D&D adventure.
Things you don't notice until they are absent., December 2, 2019
Formatting is a tedious, thankless job, but it’s essential if you want an audience to connect with your work. I understand the author’s choice to cut that particular corner, but it undermined the final piece.
If you're willing to work through the presentation issues, it's a competent story about a group exploring a dungeon.
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