Fantasy Adventure

How to play
Three things happen here: you take a quest, you travel to the place, and you fight what lives there. Clear two lesser monsters on the road, then the boss named in the HUD. The moment the boss dies you are back with the quest giver. You then choose one reward: an upgraded weapon or an upgraded magic power, or you may decline to keep your current gear. You only carry one of each. Weapons do not grow with your level; a better blade only comes from quest choices.
You carry 5 health potions and 5 magic charges. Drink a potion any time β€” while travelling, or mid-fight (in a fight it costs your turn, so the monster still swings). Potions restore 60–80% of your maximum health, scaling with your level. Cast uses a charge and never misses. Potions and charges both refill to 5 when a quest is paid out.
Every new game rolls your village, your starting weapon, and one weak magic trick, so no two runs open the same way.
Open Save / load progress under the message box for a code that stores your adventurer. Paste a code back there and press Load to restore that run β€” it works after a reset, on another browser, or on another device.
The story is written by the dungeon master. Hits, health, and inventory are rolled on this page. Level 1 starts at 50% hit chance and gains 1% per level. Your max HP also rises each level; monster HP scales with you.
Health 20 / 20
Level 1
Potions 5 / 5
Hit chance 50%
Location β€”
Weapon (1 slot) β€”
Magic (1 slot) β€”
Quest None
Boss None
Minions slain β€”
Companion None
Dungeon Master
Scenes from the Chatflow Β· combat on this page
Save / load progress

If you want to save your progress in this game, copy this code to your clipboard and keep it somewhere safe. To return to a saved adventurer, paste its code into the box and press Load β€” your stats come back and the story picks up where you left off.