Interactive Narrative
The Paladin
Dungeons & Dragons is a medium of storytelling notable for its collaborative nature. The Dungeon Master (who “runs” the game) sets up the framework of the story and works hand-in-hand with their players to “build the house,” as it were.
Not every player is comfortable with this sort of improvisational acting and what you’ll find below was created for just such a player.
A flashback into her character’s backstory, meant to shed light on her motivations, past, and (unbeknownst to her) future, this was written as an interactive interlude during a play session.
I provided her choices along the way to allow her to shape her character’s reactions and experience as well as small spots to interact with others in the narrative, but, per her preferred style of play, the world largely took control of her story and set her on a path that would forever change the course of her (character’s) life.
Dramatis Personae
[Provided to the player before the session]
Albert & Lyra – Your parents.
Your father made his fortune in trade within the Moonsea region, largely through over-land caravans and some good business deals. Your mother runs a high-end jewelry store, but it’s more “something to do” that makes her feel fulfilled, rather than actually a successful money-making endeavor.
Hilda the housekeeper – Has worked as your parents’ housekeeper since before you were born. Nice, but a little bit of a frantic clean freak, so she probably wasn’t your favorite person when you were a kid.
Harlow the groundskeeper – You swear he’s half giant or something. Big. Bearded. Man of few words. Doesn’t like people messing up the grass and has a soft spot for bunnies. You always wondered if he and Hilda were a thing.
Tal – Your parents have been friends for years. She is one of your oldest and dearest friends. Mines and ore money.
Jem – You aren’t sure how his parents made their money. He and Tal have this on-again off-again kinda unhealthy thing going on. You don’t think too much about it.
Alli – He’s cute. Nice…and a rich kid party boy. Knows all the bars that don’t know him (or how old he is). Probably on a first name basis with a few women from the local brothel.
We enter on a memory. A night you’ve revisited countless times before.
A night that started at a party. A fancy party, full of rich guests and high society friends. Your parents’ 20th wedding anniversary…And your stubborn 16-year-old self, who had already delayed leaving your room for an hour.
[Knocks on the table]
“Kara,” you hear your mother’s voice from the other side of the door. “Are you dressed yet?”
You stand in your room in nothing but your small-clothes, staring at your bed where you’ve pulled three dresses from your wardrobe.
“Just pick one! Everyone is asking where you are, and I’m getting tired of rolling my eyes on your behalf. You’re so much better at it than I am.”
[The player is given the choice of three dresses:]
A knee-length bottle green dress with exposed shoulders and decorative gold accents.
A shimmery white and silver dress with side cutouts and metal epaulettes.
A navy dress that fastens around the neck and is open all the way down the back.
You open the door to the hall, and the sound of voices immediately fills the space. You glance over the balcony to see at least 75 people all mingling and drinking in the grand foyer and spilling into other rooms of the manor.
As you start to make your way down the stairs, you see Hilda the housekeeper buzzing about like an overly attentive and energetic bee—taking empty glasses, moving vases away from enthusiastic conversationalists, and you swear you just saw her catch a piece of food about three inches from the ground that had fallen off of someone’s plate.
Your mother stands at the foot of the stairs conversing with an older couple you’ve met multiple times, yet have zero recollection of their names. As you reach the bottom, your mother’s eyes meet yours and she smiles deviously—as only a mother can.
“Well, there she is! Kara, you remember the Graysund’s, Samantha and Thomas.”
“Oh my,” Mr. Graysund smiles very broadly at you. “Why, last time I saw you, you were only about this tall. My how you’ve grown! Your mother tells me your tutor says you’re doing exceptionally well. Maybe you’re looking to continue the family business, hmm? I’m sure your father would love to have you by his side…”
His wife waves him away. “Oh Thomas, leave her alone. I’m sure she wants nothing to do with all that. Take my advice, sweetie, find a good partner, let them earn the money, make sure they don’t do anything dumb, live in luxury. HA.”
“Oh, now, Samantha,” your mother speaks up, “there are many paths for many people! I’m sure Kara will find her way. And she is MUCH too young to be thinking about any of that partnering nonsense.”
“She’s a 16 year old girl, Lyra! And a pretty one at that! They’ll be coming to call pretty soon—if they aren’t already, huh, Kara? Kara…?
Out of the corner of your eye, you see a flash of purple shoot by, and hear Mrs. Graysund say something about “young people these days,” as your mind wanders from the conversation.
Suddenly, gleaming purple-sleeved arm slips into yours.
“Well, there she is: the belle of the ball!” You immediately recognize the voice of your friend Tal. “Excuse me, folks, we have places to be!” And she steers you away from the conversation.
“Finally decided to make your debut? I’ve been here for over an hour with these people, and no on will serve me a drink. Oooh, is this a new dress? I like it. The style fits you.”
[Depending on the dress chosen…]
“Plus it’s easier to do this” and she turns and bites you on the shoulder then takes off towards the table of hors d'oeuvres.
“Plus, it’s easier to do this,” and she pokes you in the side, before she taking off towards the table of hors d'oeuvres.
“Plus it’s easier to do this,” and you feel as she takes a piece of whatever nut she had been snacking on and drops it down the base of your back where it comes to rest…right between your butt cheeks, before she takes off towards the table of hors d'oeuvres.
She comes back with two small cakes and shoves one at you
“C’mon, eat this and let’s get out of here, the boys are waiting outside.” You follow as she winds her way through the crowded entryway towards the front doors.
As the two of you get about six feet from the entryway, the tall bearded figure of your father suddenly slides between you and the doors. “And where do you two think you’re going?”
He gives you a knowing glance.
“You don’t want to mingle with the masses? Get to know your future customers and colleagues?”
From far off, you hear your mother’s voice. “Albert! Albert!”
He closes his eyes and sighs. “I wanted to something small. Me. You. Your mother. Fancy dinner. Somehow that became half the city in our house.”
“Al!”
He glances in the direction of his wife’s voice. “…Oh gods, she’s with the Graysunds.” He leans in. “Save yourselves.”
He begins to walk away before turning back. “…And be safe.” He straightens his jacket and continues back across the room towards your mother.
Tal pulls at your arm. “Ok, let’s get the FUCK out of here.”
She moves towards the door, grabbing the handle before—
“Tal! Tal! Talis!”
Tal turns toward the voice, an exasperated grimace stretching across her face.“Oh-yeah-hey-mom-we-were-just-gonna-go-out-to-the-you-know-where-the—” She whips open the door and pushes you out of it, quickly following out into the courtyard, the door slamming behind you both.
You lean against the closed door, the muffled curses of Tal’s mother on the other side.
“Think she bought it? Let’s go!”
You streak off across the lawn, dodging between guests.
[The player makes an “Acrobatics” check by rolling a die to see if they manage to stay upright as they move through the crowd. It’s a little tough because her dress is tight.]
Tal leads you towards the storehouse that sits on the manor grounds, and around the side where Jem and Alli are waiting. They are both dressed dapperly, and currently sharing a flask.
Alli speaks out “There they are! Oh…wow. That is quite the dress, Kara.”
“Really, Alli?” Tal says.
“What?? I’m just saying it’s a nice dress! I’m just being polite!”
“Yeah, well, I already covered that, and now you’re being creep.”
Alli rolls his eyes as Jem speaks up: “Well, I think it’s an awful dress, if that helps.”
Tal reaches forward and pinches his cheek. “It doesn’t.”
Jem lightly smacks her hand away from his face as Tal turns back to the group. “Well, if we’re gonna go…let’s go!”
The four of you take off across the manor grounds towards the front gate—how fast are you moving?
[The player gets to decide how fast the group is moving. The slower they move, the easier the next dice roll will be…]
You hear the gruff voice of Harlow the groundskeeper from out of the darkness. “Huh? Who goes there? The party’s inside!”
[The player rolls a “Stealth” check. The check is either helped or hurt by the speed at which the group is moving. A faster escape means more noise and less ability to hide amongst the trees and shrubbery. The may have an improvised run-in with Harlow or the might successfully hide and avoid him altogether.]
You make it to the gate, and you all rush through it.
On the other side of the gate, the city of Phlan is now laid out around you…
Where are you going?
[The player is given three choices…]
Merry Jane’s
There’s a lot of smoke in those hallways…
You make your way across town to Merry Jane’s.
Tal: “Ugh, this place should serve food. It always makes me so hungry.”
Jem: “I’ll buy you street meat later.”
Alli: “Oh, you know Street Meat? He’s not my style, but whatever gets you off.”
Tal: “Ew, Alli.”
Smoke wafts out of the door as you walk in. Alli takes the lead, finding an empty-ish room where you all take seat on round cushions on the floor. A worker comes through with several different samples of products, and Alli makes a few selections. Things are smoked, things are snorted, Tal passed on an eyedropper of some kind.
Time passed, Alli disappeared and reappeared several times.
Jem and Tal apparently start going from off again to on again.
Who knows how many hours later, the four of you stumble out into the street.
The Beard & Barrel
Dwarf-owned. Interesting decor. Famous for its strong concoctions and infamous for its lack of ID-ing.
You make your way across town to The Beard & Barrel.
Tal: “Ugh, this place always has a weird vibe.”
Jem: “Not into dwarvish decor?”
Tal: “Just because my father owns a bunch of mines doesn’t mean I want to drink in one.”
Alli: “Well I like it here.”
Tal: “Yeah, because they never ask how old you are and you’ve never met a bartender who wouldn’t invite you and your coin back.”
Alli: “Yes, exactly.”
The smell of ale and whiskey hits you like a wall as you open the door. The interior of this place is beautifully and intricately crafted—if you like mines, that is. Jagged stone walls outline booths and the bar itself looks like it’s been crafted from black metal ore, expertly carved to look natural in its environment yet still be perfectly functional. The dwarf behind the bar also looks as though he was chiseled from stone. You watch as he places drinks on a little wooden cart that hangs from the ceiling. He pulls a few levers and the cart streaks away towards its destination, following the small metal tracks that wind their way through the room and around the tables.
Drinks flow. Shots are tossed back. Dwarvish songs are sung. Alli disappeared and reappeared several times. Often with more drinks or a random woman by his side.
Who knows how many hours later, the four of you stumble out into the street.
Tal slurs out: “Oh my gosh, Kara, what was up with you and that bartender?”
Jade & Grace
Gambling, drinking, burlesque. Good time.
You make your way across town to Jade & Grace.
Tal: “Ugh, this place always has a weird vibe.”
Alli: “Alcohol, gambling, and nipple tassels—what is there to hate?”
Tal: “That’s what I’m talking about, there’s always a weird crowd here.”
Jem: “Don’t worry, Alli will find us a good spot. He knows half the girls here anyway.
Tal: “Yes, that’s the crowd I’m talking about! Him!”
Alli: “Don’t hate me just because I’m a social butterfly.”
The smell of smoke and whiskey hits you like a wall as you walk in. You wind through the tables—Alli waving and nodding to several people along the way. He wends his way through and finds a table close to the show going on. Currently two fairly curvy women—one dressed in a white (for what little dress there actually is) and the other red. Each has dragon-like wings attached to their arms, and they seem to be performing some sort of feather—or “scale” dance, if you will—and mimicking a kind of battle through their sensual and rhythmic movements. Jem disappears for the tables, and Alli quickly orders a round of drinks.
More drinks flow. Shots are tossed back. Coins are showered onto the stage.
Who knows how many hours later, the four of you stumble out into the street.
Tal slurs out: “Oh my gosh, Kara, what was up with you and that bartender?”
“Wait a second wait a second,” you hear Alli call out. “Come here.”
You look to where he’s pointing and see an older man, passed out in a nearby alley, a bottle held loosely in his hand.
The other two begin to follow him towards the man.
[The player is prompted for her character’s actions but can do little to stop her drunk friends.]
There’s a dull rumbling of thunder as Alli steps towards the passed out man. He elbows Jem and they both bend over him and begin to search through his pockets.
Jem pulls back with some coins and tosses a few to Tal, who laughs and sticks her tongue out as she holds them up to you. They glint in the light of the torch lamps, as rain starts to fall.
Alli picks up the bottle from the man’s side, drains it…then throws it at the ground close to him.
It shatters and the man wakes with start and a yell—and then Jem kicks him in the side. He screams as Alli hits him in the gut.
From the end of the alley, you hear a yell. “WHAT’RE YOU DOING?”
[The player is again prompted for her character’s actions as her friends scatter, sprinting from the rain-soaked alley.]
It pours as you run through the winding streets of the city. Finally, you reach the gates of your family manor, rain soaking you down to your bones. You’re not even sure what time it is. You walk across the lawn, past the storehouse, the stables, the old oak tree, and to the front door.
You push and it creaks open…and your eyes fall upon a red stain splashed across the floor of the entryway.
You stand shivering as your brain tries to make sense of the shock of scarlet. All you hear is the sound of the rain behind you…and then quick steps.
Hilda comes from the other room.
“Oh my gosh, Ms. Kara. I have already apologized to your mother and your father, but I feel as though I must also apologize to you. I was NOT diligent in my efforts, and some old woman got MUCH too eager in her telling of some awful story and now,” she gestures at the liquid on the floor. “…Wine…everywhere.”
[The player answers and Hilda answers back.]
You stumble your way—still tipsy, still soaking—across the entrance, around the spilled wine, up the stairs, into your room, and onto your bed.
You hear a knock at the door. Your father peeks his head into the room.
“Ah, I thought I heard you come back. Enjoy your evening?”
[The player answers (or doesn’t) and her father answers back.]
“Well, however you’re feeling now…I guarantee it will be much worse in the morning. Goodnight.”
Your vision fades into darkness as sleep takes you.
…
You awake with a start.
A slam echoes through the halls.
You don’t know if it’s been three minutes, or three hours. Your head is still swimming.
A scream pierces through the house. Adrenaline hits you and your mind clears just a little and only one word pops into your mind: Hilda.
Hurried steps echo up the stairs from the other side of the door.
[The player is prompted for an action and may choose to do whatever they like, but they are drunk, unarmed…and 16 years old. If and when they look for a hiding spot, they’re presented with four choices…]
The Window
That’s quite a drop…
The Window
You move towards the window, turning the latch, and grabbing the frame. Lightning strikes and the courtyard beneath you is suddenly alight. A dozen black shadows move along the grounds. You duck down quickly. The window may not be the best idea. At least not yet.
The Wardrobe
”Too many options” is finally a good thing.
The Wardrobe
You whip open the doors to the wardrobe and climb in between the dresses, jackets, and skirts. Your back meets the wood on the other side as you peer through a small gap in the doors.
The Desk
Your tutor never covered this…
The Desk
You move quickly towards your desk, slide out the chair and crouch under the table. This doesn’t seem like it’s going to do much to hide you.
The Bed
The classic spot.
The Bed
You quickly straighten your blankets so they flow over the sides and slide under the bed. The small sliver of light between your mother’s old quilt and the floor is your only view into the rest of your room.
[The following is adapted depending on the player’s choice of hiding spot.]
Lightning flashes, briefly lighting up the room around you. You feel the floor shake with the thunder.
You hear the pounding of feet in the hallway. Then your father’s voice. “Who are you! Who sent you? GET OUT OF MY HOME!” Swords clash. Vases shatter. Someone falls. A guttural scream. Silence.
Another scream pierces the air and your door bursts open.
From beneath the bed, you see bare feet and the hem of silk nightgown gliding across the floor.
Heavy steps boom from the hallway as two pairs of boots follow, drops of blood trailing alongside them. The boots slow their pace as they step towards the cowering feet in the corner.
You hear your mother’s wavering voice. “Why?”
A rough voice answers back, “It’s just business.”
More blood splashes across the rug and your mother collapses to the floor. Lightning flashes again, and she gasps as her eyes find yours.
You hear the rough voice again. “That’s it. Time to go.”
The other pair of boots replies, “Wasn’t there a daughter?”
“She’s already been taken care of. Tell the others to finish up.”
Both pairs of boots turn and stalk out of the room, but your eyes don’t leave your mother’s face. She’s pale. With a pained expression, she raises her finger to her lips. As she moves her hand, you see a pool of blood slowly spreads onto the floor from her stomach. Tears sting your eyes as another flash of lightning, lights up the room. She reaches her hand out towards you and you grip it tightly.
Scraping, booming, and shouting echoes through the open door.
You lay there, blood continuing to spread, holding your mother’s hand and gaze as the life slowly leaves both.
As the house quiets, the storm roars on, and you slide out from beneath the bed. Long past tears, you move numbly through the hall. Your father’s body lays at the top of the stairs, his cutlass still grasped in his hand.
You spot Hilda’s crumpled form in the entryway, the wine stain now covered by a more menacing scarlet. Wind and rain whip through the wide open front doors.
You stumble towards them, through them, and out into the night. The cold rain hits your skin and you let out a sob as you fall to yours knees. You grip the mud as you did your mother’s hand.
Something in you burns and a scream tears itself from your throat.
Lightning blossoms across the sky and the ground rumbles beneath you. Like a shadow in the clouds, you see an enormous silver-white shape with glowing eyes, a scaled snout, and monstrous, draconic wings. You feel a presence. Cold…yet it warms you.
Lost in the storm, your scream dies, but the fire of vengeance does not.