  With the ever growing networking capabilities and services offered to users,
attack surfaces have been increasing exponentially, additionally, the intricacy
of network architectures has increased the complexity of cyber-defenses, to
this end, the use of deception has recently been trending both in academia and
industry. Deception enables to create proactive defense systems, luring
attackers in order to better defend the systems at hand. Current applications
of deception, only rely on static, or low interactive environments. In this
paper we present a platform that combines human-computer-interaction,
analytics, gamification and deception to lure malicious users into selected
traps while piquing their interests. Furthermore we analyse the interactive
deceptive aspects of the platform through the addition of a narrative, further
engaging malicious users into following a predefined path and deflecting
attacks from key network systems.
