Tuesday, July 14, 2015

The Bullow Lands - A Tunnels & Trolls Solo Adventure

I've been told that one of my modules might be missing a couple of passages, and for some reason I keep thinking it's this one....anyway, #2 in my celebratory release of classic solitaire adventures for T&T which I wrote back in the 80's....The Bullow Lands!


THE BULLOW LANDS
A Solitaire Adventure for 2nd to 4th Level Characters


"The Bullow Lands" originally appeared in The Sorcerer's Scrolls issue 15, circa 1986. As it was written by a fairly young me, I thought about rewriting this scenario in detail, but decided to let it stand on its own (with some minor tweaks) with the original text. This was a fun adventure, and notorious, I believe, for having the highest ratio of typographical errors to actual text in the pages of TSS. Hopefully history doesn't repeat! This edition has been theoretically revised for the 7th edition of Tunnels & Trolls, or so my notes say from when I was reworking it about four years ago. Enjoy!


The following Tunnels & Trolls solo adventure is designed for characters of levels 2-4. Magic using characters will find the opportunity for spell casting in the following scenario, and characters from 8 to 80 adds will find some challenge, but the lower level characters will definitely have a tougher go of it. To begin go to paragraph one.


1. For about a week now you have been trudging along the King's Road, working your way steadily toward Hyrkan'ien, the Capitol of the fabled Empire. You have stopped in Hyrmyskos, the legendary City of a Thousand Pits,where you enjoyed a week watching the arena games. An unexpected problem with a gambling debt has prompted you to move on to safer territory, however.
Having left behind the arid wastes of the Hyrkanian Desert, you find the land
becoming increasingly lush, green, and filled with life. The hamlets, villages, and keeps become more frequent, and the foot traffic along the road more frequent.

Some days have now passed, and as you move through a particularly, lush, swampy region a caravan appears in the distance. You soon reach it, and find that the twelve wagon caravan's crew and horses have been completely slaughtered. All around you lay
the dead and half eaten bodies of the merchant and his guards. The horses, too, have been devoured, and the remains now rot on the highways. As you search, you find many puddles of green goo, but no foes to been seen. Either the reapers took their dead
with them, or ... the green goo was the foes. To look for more clues, go to 2. To head  onwards to Capitol Hyrkan'ien, go to 3. To find any valuables in the caravan, go to 4.

2. Make a LI SR on 10 and a LI SR on LK. If you make them both, then go to 5. If YOU fail both of them, or just one, then go to 6.

3. You head onwards toward Capitol Hyrkan'ien, and by nightfall you find yourself looking for a place to rest for the night. You can hear far in the distance the sea coast, which means that not far away there should be fishing villages and small cities. If you would like to continue heading toward the sea coast, go to 7. If you would like to settle down along side the road for the night, then go to 8.

4. You search, and find that the marauders left nothing of value. You may now head on to the capitol (3) or look for clues as to who did this (2).

5. You search, and find a carefully hidden trail leading off into the bogs and light plant life around you. If you would like to follow this trail, then go to 9. If you prefer to head on to Hyrkan'ien, go to 3. if you would like to toot the caravan, go to 4.

6. You find nothing. Now, head on to Hyrkan'ien by going to 3.

7. As you head towards the distant roar of the oceans, you must make a L2 SR DEX. If you make it, then go to 10. If you fail, go to 11.

8. You settle down along side the road, building a small fire and cooking some preserved venison you caught a few days back. If you are a wizard, and you would like to cast a spell on yourself during the night, then go to 14. As you settle down to sleep, make a L2 SR DEX. If you make it, then go to 12. If you fail, go to 13.

9. You follow the dim trail for several miles into the bog land around you, and soon, as night sets in, you find yourself blindly stumbling forward, unable to see three feet in front of you due to the mist. The trail is lost, and you find yourself stuck in the bogs, with no idea of where you came from. Your only help is that you remembered the trail you followed as going east before it disappeared and all became too dark for you to see. If you have a means of making a light or a spell which does the same, then cast/start it up and choose which direction to go in: The east, which you presumably face at the end of the trail (15), the north, presumably to your left (16), the south, presumably to your right (17), or back west to the road (18). If you have a means of making a light and have done so, then you may follow the trail from its end back west to its beginning (19), but only if you have a light.

10. As you travel along the road in the dark of the night, a net suddenly falls before you. You leap out of the way just in time, and turn to meet your opponents. Before you stand two short (3 foot tall) frog men, more commonly referred to as bully frogs. The bully frogs draw their daggers and begin approaching you. As you cast about, you see more glowing red eyes appearing in the mists and bushes surrounding you, and soon are surrounded by over twenty of the little monsters. If you are a wizard or rogue, and wish to surrender, then go to 20. if you are a warrior, and wish to surrender, go to 21. If you fight, go to 22. If you run, go to 23.

11. As you travel through the dark misty night, a huge net crashes down upon you, and soon twenty short frog-men, or bully frogs knock you out cold. If you are a wizard or rogue, go to 20. If you are a warrior, go to 21.

12. Luckily you saw that club out of the night crashing for your head. You pull the club hard as you catch it and a bully-frog tumbles out of the sparse scrub. It looks like a bipedal frog with articulated hands about half the size of a man. The creature attempts to bite you with its huge mouth glistening with teeth. The creature attacks! You have no time to cast spells or grab weapons, so fight it bare handed. The Bully Frog is MR: 8, and is armed with a 3 dice club. When you kill it, 20 more of the foul creatures emerge and attack, each MR: 8 and fight bare handed. The creatures are small enough to attack you eight at a time, and you can attack three simultaneously. However, the others cannot be avoided, and for each one you cannot attack, you must make a L2 SR DEX to keep from getting bitten. If one bites you, it will cause 1d6+4 damage initially (armor counts here) plus 1 additional point per turn (this occurs through the armor, and thus you must take it). Plate armor requires a maximum damage roll on the initial bite to penetrate, otherwise the bite failed. Fight the bully frogs. If you defeat them then you may inspect them for treasure (24), get the hell out of there (25), or break camp and then get the hell out of there (26). Alternatively you may also go back to sleep. As you go to sleep, a club comes down upon your head knocking you out. The creature wielding the club is a runtish frog-man, and it and its companions drag you away. If you can use magic, go to 20. Otherwise go to 21.

13. You are ambushed in the night! As the club strikes your head in the darkness, you can make out the huge, glistening eyes of some sort of frog man. Senseless, the frogmen bind you up and haul you off. Go to 21.

14. If you cast a hidey hole, then go to 28. If you cast a Hocus Pocus, go to 29. If you cast any other spell, then it was wasted.

15. You head in that direction, and after half an hour still find nothing. Make a L2 SR DEX. If you make it, then go to 30. If you fail, then you accidentally step off the side of a giant sunk, and fall fifty feet down. Should this happen, then you must take immediately 1d6XI0 points of damage, and if you survive, go to 31.

16. As you travel along, make three L2 SR LK. For each one you fail, you encounter something on the following table. If you encounter something, roll to see what (ld6). If you make all rolls and survive all encounters, then go to 32.
1-You meet up with a band of 20 bipedal bully frogs. They attack you by biting. The creatures attempt to bite you with their huge mouths glistening with teeth. You have no time to cast spells or grab weapons when this creature attacks, so fight it bare handed. Each is MR: 8 and you may strike up to five of them at a time (or divide damage between five of them each round). For every five that you attack, however, five more will attempt to latch on to you with their voluminous maws full of teeth. Make a L1 SR vs. DX for each of the five bully-frogs trying to bite you. For each failure you have a frogman with a firm vice grip on a body part doing 1D4+4 damage the first round (minimum of 1 point regardless of armor except full plate), and 1 extra hit per round regardless of armor until slain (again, full plate ignores). At any given round you may opt to make a L5 SR vs. DX to avoid all attacks against you and deal a full round of hits to any frogmen biting you instead. If you fail that save you take the full round of hits from your opponents instead!
2-You have stumbled in to a pit of quicksand. Make a L3 SR vs. ST to burst free. If you fail, then you sink in to the stuff forever. If you are a sell caster then you may cast any spell that provides flight or levitation to escape. You may also cast a Hard Stuff (33) or Slush Yuck (34) spell to escape as well.
3-You are charged by a maddened alligator! He is MR: 50. You may choose on any combat round to try and subdue the alligator by wrestling with it until you force its mouth open. Make a L3 SR vs. ST to do this, and if you succeed then the alligator calms down and leaves (gain a 200 a.p. bonus). If you fail, you take the full hits!
4-You meet up with a party of Mulgoth Mud Men (there are a number equal to your character level +1).  They are enraged that a non-bogger is mucking up their beautiful swamp! The ferocious mud-beings attack you (each is MR: 2d6X5 and any time they do spite damage you must make a L1 SR vs. ST or become engulfed in a muddy attack designed to suffocate you! You take an extra 1D6 damage from this attack that is not stopped by armor).
5-You have wandered in to the territory of a small bog serpent, a form of wingless dragon native to the Bullow Lands. Make a L1 SR vs. LK to see if you saw him first. If you make it, then you may ambush the creature with one free round of attacks or a spell of your choice. The ferocious beast is MR: 200 and if it gets three 6’s on its damage dice then it breathes a noxious cloud of poison gas at you (make a L2 SR vs. CN or suffer nausea and weakness doing 1d6 temporary ST damage). If you spotted the creature first you may also elect to run….make a L1 SR vs. SP to get the hell out of there and avoid a fight! If you fail, then you lose your free opening attack and fight normally.  On any round, you may make a L3 SR vs. DX to strike its soft underbelly and do full damage while avoiding its attack….but if you fail, it lands on you and does full damage!
6-You come upon an ancient ruin in the swamps. If you want to avoid it, then do so and roll again. Otherwise, as you begin picking through the ancient stonework and debris, make a L2 SR vs. LK. If you make it, then you spot a pack of ghouls slowly slinking their way around you for an ambush! If you fail, then they jump you on the first round, doing full damage on the opening attack! There are 1d6 ghouls, and each is MR: 22. If you take any damage at all make a L1 SR vs. CN to avoid becoming paralyzed by their ghoul touch (for 1D6 minutes, which means you are toast as they eat you alive). If you defeat them, then make a L2 SR vs. LK and figure the difference by which you made the roll. That is the number you reference to determine what hidden treasure you find: 1-3: 1d6x200 gold pieces; 4-6: the gold, plus 1d6 precious gems worth 100 g.p. each; 7-9: as for the first two, plus a potent magical weapon, a fish spine sword that gets +20 adds when fighting any aquatic or amphibious creature! It is called Frogsbane; 10+: as before plus you find a fine pair of Boots of Swamp walking. They render you invulnerable to quicksand and you can even walk on water if you so choose.
17.  You head south in to the misty darkness, and after thirty minutes you find yourself wandering in an area pock-marked with curiously uniform hillocks dotting the land, each about ten feet in height with a twenty foot radius. If you would like to investigate one of these hills then go to paragraph 35. If you would like to press on then go to 36. If you would like to rest here then go to 37.
18.  As you head back to the road (or at least where you think it is), you stumble in to a trap! Make a L2 SR vs. DX. If you make it, then you narrowly sidestep a hidden pit. If you failed, then you have fallen in to a ten foot deep pit filled with six inch long wooden spikes (roll 2d6 for the number of spikes which impale you and roll 1d6 damage for each spike). If you still live after falling in to the pit trap, then a hidden swarm of frogmen hunters appear and drag you away. Go to 20 if you are a spell caster and 21 if you are not.
   If you avoided the spiked pit, then twenty frogmen come charging out of the mists and attack you! Each is MR: 8 and you may strike up to five of them at a time (or divide damage between five of them each round). For every five that you attack, however, five more will attempt to latch on to you with their voluminous maws full of teeth. Make a L1 SR vs. DX for each of the five bully-frogs trying to bite you. For each failure you have a frogman with a firm vice grip on a body part doing 1D4+4 damage the first round (minimum of 1 point regardless of armor except full plate), and 1 extra hit per round regardless of armor until slain (again, full plate ignores). At any given round you may opt to make a L5 SR vs. DX to avoid all attacks against you and deal a full round of hits to any frogmen biting you instead. If you fail that save you take the full round of hits from your opponents instead!
   If you kill them all, then you receive a 100 a.p. bonus for success and may search the area and bodies (38) or head for the road (39).

19. As you journey through the murky swamps in the dark, your light source brightens the way enough for you to spot a camouflaged pit trap ahead of you, followed by the luminous blinking eyes of a couple dozen hungry frogmen! Go to paragraph 18 and ignore the first paragraph (you avoided the pit trap).

20. You are dragged for many miles through the slimy Bullow Lands, until you are brought in to a region filled with carefully sculpted mounds of precise size and shape. The frogmen drag you forth in to an open maw alongside an especially large hillock. At last, in the utter darkness of some sort of dank, tomb-like enclosure inside the hill, they toss you to the ground. Faint light from the luminous eyes of the bully-frogs provides barely enough illumination for you to see the dark, spectral form of a hideously decayed corpse dressed in thick, royal robes with a crown bend over your badly wounded body. “Yesssss my pets, yes. This one will do nicely!” He cackles with a hideous voice, and a freezing chill suddenly sweeps through your body.
   “You are happy, master Andralak?” One of the frogmen bellows, followed by a loud croaking noise. They shuffle nervously, as if afraid of repercussions for failure.
   “Oh, yes indeed. Hook him up to the machine!” The terrible lich gestures to a corner where you can barely make out some sort of hideous contraption, filled with wicked spikes that connect to drainage lines, caked with blood. “His sanguine essence shall feed my hunger, and aid me in awakening my precious child.” The lich moves to a strange device to control the hideous machine as the frogmen reach down to drag you over.
   This is your big chance! Make a L3 SR vs. SP to sprint up and flee the darkened tomb before you are killed. If you make it, then you dash out in to the night, running wildly until you reach what you hope is safety (go to 39). If you fail….
   …Andralak’s frogmen hook you up to the evil altar, and he throws a long lever. Sudden, searing pain as hollow spikes penetrate your veins overwhelms you, and then you slowly lose consciousness as the blood from your body is sucked away in to a strange, embryonic machine made of glass and tubing nearby. Inside, a hideously deformed fetal creature croaks out a cry of delight as it is bathed in your blood. The beast begins to swim around in murky water clouded with your blood, then begins gnawing furiously at the enclosure of its glass womb with hideous teeth, eager to finish you off…..but luckily you pass out from blood loss long before then!

21.  The frogmen drag you in to the middle of a great camp built out of reeds, branches and thickets. You pass by numerous huts filled with bully-frog women and children, who stare with a salacious hunger at your man flesh. At last they present you to the master chef, a beast named Cookie who places you in a fine marinade made from freshly squeezed gnomes and fermented fish juice, then fries you up on a great bonfire, after which the entire village descends upon you in a mad feeding frenzy! Gad! Eaten by frogs! And you were so good, too. Flipper-licking good, that is!

22. The creatures leap in and attack you with their giant maws glistening with teeth. 20 of the foul creatures emerge and attack, each MR: 8 and fight bare handed. The creatures are small enough to attack you eight at a time, and you can attack three simultaneously. However, the others cannot be avoided, and for each one you cannot attack, you must make a L2 SR DEX to keep from getting bitten. If one bites you, it will cause 1d6+4 damage initially (armor counts here) plus 1 additional point per turn (this occurs through the armor, and thus you must take it). Plate armor requires a maximum damage roll on the initial bite to penetrate, otherwise the bite failed. If you defeat them, then you run like hell to the sea side town (25).

23. You soon out distance the runtish creatures on the road. Eventually you reach the sea side fishing town (go to 25).

24. You find nothing. Suddenly another group of bully frogs leap at you. Return to the paragraph you arrived from, and defeat them, and then make another choice.

25. You arrive at the town of Nevall. You tell the locals about the doomed caravan, the bully frog infestation, and everything else. They soon form a massive hunting squad and enter the Bogs, killing off the infestation. They give you 200 gold pieces as a reward for your services. You yourself get 10 X.P. per paragraph you went through, 10 X.P. per bully frog killed, 10 X.P. per level of each saving roll successfully made, and 200 X.P. overall for everything.

26. As you pack up camp, another group of bully frogs arrive and attack. Return to the paragraph you came from and settle combat, and then choose again.

27. The gods reach down and squish you with their thumb, for there is no 27, dolt, and if
you are reading this then naturally you must have been cheating!

28. In the night, through the hidey hole, you see a large band of bipedal frog men, or bully frogs, arrive in the night looking for food. As they pass by, one of them enters your hidey hole! To silence him, make a L2 SR LK. If you make it, then you manage to strike him before he shouts. If you fail, then he lets out a huge croak and you find yourself with a swarm of bully frogs attacking (go to 22).

29. You cast a hocus pocus of something very large and very tough. Make a L1 SR LK. If you make it, then any predators during the night are fooled by the illusion. if you fail, then a band of bipedal frog men, or bully frogs attack (go to 22).

30. You stop yourself from stepping off the sudden edge of a deep sunk (a phenomena of Lingusia in which every now and then massive areas of ground simply sink an average of 40-50 feet for no reason). You look deep into the mist, but cannot penetrate the depths. To find a way down the sunk, go to 40. If you wish to slide down the side you're at, go to 41. if you want to head off in another direction, go to 42.

31. You are at the bottom of the sunk. Will you try to get back up (43) or explore the place (44)?

32. You soon come out of the bog. In the distance is a town along the sea shore. As you head towards the town, go to 25 if you have met bully frogs, and go to 45 if you haven't.

33. Roll a 1d6. On a 1-3 you were in only a little bit when you cast Hard Stuff. On a 4-6 You were half way in. in the first case, you manage to free yourself. In the second case, you are stuck and only a Slush Yuck (or similar spell which lets you fly or levitate) will free you. If you have to regain strength to cast the spell, then return to the paragraph whence you came and make SRs as indicated until all STR is recovered. Then, you may cast the Slush Yuck, but now the quicksand is back to normal! Return to the encounter and check your options.

34. The slush yuck turns the quicksand into water, and you swim to the shore. Good thing that freak occurrence happened. Now, return to the paragraph and continue.

35. You find that each of the hills have a tomb like entrance placed in the side so as to be not readily noticeable. They hills are arranged in a circle, and in their center is a hill bigger than the rest. It has a jarred entrance. To enter, go to 46. To leave this place, go to 36.

36. As you do so, you find yourself surrounded by over two hundred bully frogs. To attack, fight them all. each is MR: 8, and the come at you 8 at a time, and if they bite you then they hang on causing I point of damage/turn regardless of armor. You may fight for as many turns as you have STR, but thereafter begin losing 1 STR/turn until you drop from exhaustion. If this happens before you kill them all, then go to 20 if you can use magic, and 21 if you can't. If you defeat them then eventually you come out of the Bullow Lands and come across another King's Road (go to 47).

37. Go to 36 to see what happens.

38. You find nothing on the bodies, and another band of bully frogs attack. Return to the paragraph whence you came and settle this dispute.

39. You soon reach the road and head to the sea shore and the nearest fishing village (go to 25).

40. You find a small path down. Will you risk it (48) or turn and scram 42)?

41. You slide down the steep slope, and soon find yourself hitting the speed barrier. By the time you hit ground, your screams are still trying to catch up. Bwah-ha-ha! Er..... Take 1d6X10 damage. if you make it, then you arrive at the bottom (31).

42. You are soon lost. Make a L2 SR LK. If you make it, then you eventually find the road and follow it to the sea side fishing village. If you know of the bully frogs, then go to 25. If you don't, then go to 45.

43. Make six L3 SR DEX. if you fail the first, fall and take 1 CON point of damage. If you fail on the second or third, take Id6 damage and try again. If you fail on the fourth or fifth, take 2d6 damage and try again. If you fail on the sixth, then make a L4 SR DEX to catch on and pull yourself up anyway (go to 42 and leave). If you make more than eight saving rolls and are still in the sunk, then the bully frogs who have made this deep mud hole their home show up-all 200 of them. The frogs attack at the rate of eight at a time, and you can attack three/turn. However, the others will attempt to latch onto you, doing damage in full, and then 1 point thereafter per turn regardless of armor. To avoid this, make a L2 SR DEX per bully frog trying. If you run more combat rounds fighting than you have STR points, then you fall over unconscious (go to 20 if you can use magic, 21 if you can't). If you win, then continue trying to get out at your leisure.

44. You find nothing save for an army of repulsive, bipedal bully frogs, 200 in all. Go to para. 43, ignore everything else, and read up on how to fight the bully frogs. If you win, then try to escape at 43 (but ignore the bully frog remarks).

45. The villagers give you a warm meal and thank you for the information on the caravan. Take 10 X.P. per level of SR successfully made, 10 X.P. per paragraph traversed, and as many X.P. as any monster's MR you killed. As a bonus, you get 200 X.P. in general. Now, continue to Hyrkania!

46. You enter the dark tomb, and travel down a steep stairway. You hit bottom, and suddenly the room is filled with a dim glow. Before you sits a corpse, long dead, sitting on a throne. He hisses to you, "I am Andralak, one of the original wizards of Lingusia, when magic was new. After two-thousand years of rotting after being killed by the apprentice Xauraun Vestillios the geas that has kept me from reviving as a lich has dissipated. Now, I have enslaved the Bully Frogs of the Bullow Lands to seek out and find wizards to invigorate my blood with the ability to cast magic. You have intruded upon me, so naturally I must take your blood." You look behind you and find a mass of bully frogs guarding the door. Before you is the Lichen. If you are a warrior, you may either attack (49) or be drained of your life essence. If you are a wizard, you may attack (50) or be drained as well.

47. Get X.P. equal to the MR for any Bully Frogs you killed, 10 X.P. per level of each saving roll you made successfully, 2000 X.P. for the adventure in general, and 10 X.P. per paragraph traversed. Now, on to Hyrkania's Capitol!

48. You slowly head down the path, when suddenly the ground slips out from under you and you plummet to the bottom; go to 31.

49. You attack. Make a L3 SR DEX. If you make it, then you struck the Lich before his spell went off, but the spell did go off for it was already set. The Lich has an MR:100. The Lich spell is a Rock-a-Bye spell, and you fall asleep if you don't make a L4 SR IQ. If you make it, then enter regular combat with the lich. The lich uses Cralltester, a magical Long Sword of 10 dice. If you fail, then the lich drains your essence. Every time the lich hits you, take the damage done to you off of CON and STR. When your STR reaches 0 you have been drained of your essence, and you fall over a blithering idiot. The bully frogs then eat your body. If you defeat the lich, then the bully frogs flee in terror and you get the spoils of the Lich's tomb (go to 51).

50. Make your attack. If it is physical, then go to 52. If it is magical, go to 53.

51. You find the magical long sword Cralltester, and it will alert you silently to any danger within twenty feet of you. You also find 3d6XI00 in gold pieces, and Id6 items of jewelry (roll on the treasure generator). Also, you wizards find a book of 6th-8th level spells. You soon escape from the bog and arrive at the sea coast town (25).

52. go to 49 and proceed from there.

53. Check on the following list of spells/ paragraphs for the spell you cast then go to the appropriate paragraph to see what happens. Take note that the Lich is MR: 100 and uses a magic long sword Cralltestor of 10 dice. If you cannot cast any more spells, you may go to 50 and choose another form of attack. Take That you Fiend-64; Blasting Power-55; Freeze Pleeze-56; Oh Go Away-57; Whammy/Vorpal Blade-58; Yassa Massa59; Glue You-60; Rock-A-Bye-61; Disspell-62; Dum Dum-63.

54. The spell hits the lich dead on. Subtract damage, and if you killed him, then go to 51 and see what's in the tomb. If you didn't, then he casts a spell at you, a rock-a-bye. Add your STR, IQ, and CHR. If your total does not exceed the lich's MR, then you have fallen asleep; go to 20. If it does, return to 53 and choose another spell.

55. The bolt hits the lich, and does double damage (hey, if you rotted for about 2000 years before you revived, wouldn't you be a little dry, and flammable especially? But I'm sure your to busy jumping for joy to argue). If you destroyed the lich, check out the tomb at 51. If you didn't, his spell strikes-a yassa massa. Compare your combined STR, IQ, and CHR to the Lich's MR. If it is lower, then you are enslaved; go to 20. If your total is higher, return to 53.

56. The freeze pleeze does only half damage to the lich, as his dead body has little worry of the cold. -In turn, you must avoid a L2 Take That You Fiend spell. The Lich casts the spell with 72 IQ points damage, but if this overwhelms you, then he will modify it (and he is tough enough so that he CAN modify it) so that you are merely knocked out (1 CON). If you lose, then go to 20. If you absorb the shock, go to 53 and retaliate.

57. All of the Bully Frogs watching the fight go away. The lich responds by blasting you with a Hellbomb burst. Tough.

58. Your weapon is now whammied/vorpalled up enough to attack the lich. However, while you cast the spell the lich cast one of his own-a Mutatum Mutandorum. You suddenly find yourself struggling to get up and off the ground, but all you do is roll a round on your pussy purple body. The lich turned you into a baby purple worm-the earliest stage of those dreaded beasts which supposedly died out hundreds of years ago. The lich then casts a rocka-bye on you, and when you awaken, you are whole again- go to 20.

59. The spell takes no effect and the lich, insulted, disintegrates you with a Hellbomb burst.

60. The Glue You spell stops the lich from moving, but he can cast a spell Medusae. You suddenly turn into hard stone, unable to move. They soon reverse the affects and you are taken away by the bully frogs; go to 20.

61. The spell takes no effect. Suddenly you are struck by a mind pox that the Lich threw, and the bully frogs seize you. Go to 20.

62. Whatever the Lich was casting has been dispersed. You may now return to 50 and choose your mode of combat. If you choose hand to hand, ignore anything about a rock-a-bye spell.

63. The Lich is offended that you would use that spell on him and blasts you to bits with a Hellbomb burst. Tough.





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