Showing posts with label solo. Show all posts
Showing posts with label solo. Show all posts
Thursday, May 24, 2018
Solo: A Star Wars Story (Review)
I'm sitting in a hotel in Los Alamos as I write this, enjoying day three or four of what started as a work trip but then turned in to a sort of family road trip vacation. Along the way we decided, in our meanderings, to stop in Los Alamos and tomorrow we're off to see Bandelier National Park (as well as a plethora of local museums, Los Alamos has lots of those). But there does happen to be a small local theater, and we managed to catch Solo there tonight.
Fun movie! I will be honest and admit I wasn't that enthusiastic about Rogue One, which was a perfectly good movie but outside of Jyn Erso and the robot I really hard a hard time keeping track of everyone and why I was supposed to feel bad when they died. Director Krennick (was that his name) was also distinctive, but the most I remember about that movie was "Cool CGI Tarkin, cool CGI Leia, and oh, that's why there wasn't much of a fleet when the Death Star approaches Yavin's fourth moon."
Solo, on the other hand, was loaded with interesting characters who either you want to see more of, or who die and you actually feel like you had some reason to miss them. "Gee, would have been cool if she'd survived," type moments. It also had a ton of fan service. This may have been the most fan serviced movie ever, and probably will benefit from this aspect hot on the heels of the anti-fan service film The Last Jedi.
There is one scene, in fact, which took me quite by surprised (my son was not surprised apparently and also loved it) when a character very much thought Dead with the capitol D shows up. This is something the new extended universe foreshadowed, I guess, but hell it surprised me that this happened in a feature film.
Anyway, the real question is: can two new actors spice up a young coming of criminal age tale featuring Han Solo and Lando Calrissian? Yes, the answer is absolutely. Both actors pull this off quite well (imo) and I left this movie eagerly hoping it does well enough to see a series of future solo films. There are more tales to tell for both Han and Lando, and I would love to see this happen at some point.
This is about as far as I can get without going hip deep in to spoiler territory, but let's just say that Star Wars' first stand-alone heist film was fun, worked well, and held the spirit of Star Wars perfectly. It would be hard for fans (and haters) of The Last Jedi to dispute that this film was a good Star Wars movie, and fans of any prior films ought to find something here to enjoy.*
A+
*If you loved certain Han Solo tales from the Expanded Universe (i.e. Pre Disney) then you are going to be a little miffed, though. A lot of specific novels are now non-canon and completely irrelevant all of a sudden.
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!
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!
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.
THE
BULLOW LANDS
A Solitaire Adventure for 2nd to 4th Level Characters
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.
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.
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.
Monday, July 13, 2015
The Sunk of Tarsus - A Tunnels & Trolls solo adventure
In honor of Deluxe Tunnels & Trolls' final release (in PDF for now, print soon!) I am going to begin releasing my old T&T solos on the blog in celebration. These are the originals, except where I have made some changes over the years, and in some cases these have not seen print since the 80's in my old fanzine days.....keep in mind that all of the solos I release this week were written by a young me, between the ages of 14 and 19...I was a different, younger, more girl-crazy young man back then. Anyway, enjoy!
THE SUNK OF TARSUS
A T&T solo adventure for character levels 2-4
A T&T solo adventure for character levels 2-4
This scenario originally appears in an early issue of "The
Sorcerer's Scrolls," around 1987 or so. It is essentially unaltered from
the original, except for editing, additions in italicized text, and some
modifications I made in areas where the original document was unreadable, or
text was lost due to bad data transfer from the ancient 286 PC diskettes this
stuff was stored on.
The following solitaire adventure is suitable for use with Tunnels & Trolls 7.5 characters of levels 2-4. Magic is allowed in the text. To begin, go to The Introduction. Note: many of the ideas in the following adventure, while having been tailored to use in the world of Lingusia, are originated from various "real" religions and mythologies.
The following solitaire adventure is suitable for use with Tunnels & Trolls 7.5 characters of levels 2-4. Magic is allowed in the text. To begin, go to The Introduction. Note: many of the ideas in the following adventure, while having been tailored to use in the world of Lingusia, are originated from various "real" religions and mythologies.
Introduction: The Great Plains are a
vast territory in northern-central Lingusia, dominated by no kingdom, and
considered by most to be the territory of a handful of loose human and deo'del
kingdoms. The strongest city state is the Trade Capitol Karan in the north,
made powerful by the Guild of the Twelve, which is the esoteric, eternal order
of the most powerful mages in the world. This adventure begins about eight
hundred miles south of there, in a region dominated by no empire, and valued by
the free-spirited common folk of the land. For a good visual reference, think
of old Texas, especially around Lubbock, but with a sparse population of feudal
states. Instead of indians, sprinkle in some deo'dell tribes and towns; these
fierce, crocodillian-faced orcish beastmen are covered in light burgundy down,
with rough skin and dour temperament. Vying with these plains dwellers are are
sturdy race of nomadic people called the Kahuni'Lakwa, simple folk of Amechain
cultural descent, but of a remarkably peaceful nature.
You arrived in the Great Plains as part of a caravan to Karan some six weeks ago, and not a week later took up position as guard on a smaller south-bound caravan for the Cymeeri Kingdoms. Unfortunately, at the small city of Lakastor it was revealed that the lead merchant was a wanted debtor to the local lord, and he and all assets were seized, leaving you out of a job. You decided to continue on, hopeful that something lucrative or dangerous would come your way....go to paragraph 1.
1. The rain pours down in torrents on the grassy, flat plains around you as you trudge onward along the muddy road. The sky is a grayish dark, the light seeming to have no direction as you continue your journeys. You would almost certainly be under cover over right now if there was a place to take cover .... the Great Plains south of Karan are barren of anything taller then a blade of grass, and you have trudged through the murky plains for three days now in the unending rains. Already you have developed a severe cold, and your health may continue for the worse if the rains do not let up or you do not come to suitable shelter. An unfitting way to be stricken for one of such experience as you!
After an hour or so of slogging through the downpour, you finally see a grouping of buildings in the distance, jutting up from the flat ground, slightly covered in mist. As you get closer, you notice a long line of people garbed in black travelling down the main lane of the town.
You soon reach the town, and see a sign written in an unknown language. The town seems deserted, save for the long line of black- garbed natives continuing their walk to the other side of town. Most of the natives, you notice, are the small deo'dell beastmen so common in the great plains, intermixed with humans and dwarves.
Would you like to follow this morbid line of townsmen to see where they go (go to 2), or pass the town by, in search of a less peculiar town (3)?
2. The line continues for some distance from the town, until it stops at a graveyard. There, the natives gather around as they listen to a large beastman priest (an Ugruk) speak before a heavily- decorated coffin. You also notice several large tables being ng set up with food underneath large tents. Behind the priest is a huge structure hidden beneath several tarps.
"Fellow townsmen and travelers," he says, "we are gathered here to mourn the passing of this great man, Lordar Hunta by name, who had worked so hard to aid us in the building of a better town. Lordar was a great man, and a devout follower of the great eat Ogron, and it was his gift of the weather which saw to it that our fields were plentiful year-round. He did many things for us as a whole, and as an individual was a very kind man who cared for each and every one of us as much as he did himself. He was truly a great man, and we mourn his passing. It is in his honor, and for his health that we now have this feast that his soul may be satisfied and leave us to go to Tarsus, and earn his seat in the Land of the Dead."
At that point, the mourning townsmen begin partaking in a large feast. You are rather surprised to see, out of the corner of your eye at many points during the meal, a transluscent shape moving about the table, engaging in the feast by breathing in the aromas of the meal. You, too, eat with the rest of them, just happy to see food.
Soon the meal finishes, and the Ugruk Priest of Ogron and Tarsus again climbs up on a pedestal where he says, "Having had our feast in a final honor and gift to the great Lordar, I now present his soul with a magnificent tomb!" At that several people ople rip off the tarps of the object behind the priest, revealing a huge, magnificent tomb with the whole history of all Lordar's great deeds written on it, a huge statue of him on the top, and numerous decorations of the Ogron Religion scrawled across ss it. Again, you notice the spirit out of the corner of your eye, watching the unveiling and the numerous treasures and his coffin being carried in to it.
"And so the mourning we feel for the deceased Lordar comes to pass, for now we have presented his soul with all that is necessary to keep it happy, so that it may continue on its journey to the Sunk of Tarsus," the priest says, slightly nervously, for he, as well as you and many others notice that the spirit refuses to leave, and just sits there, watching things happen. You also notice several people sneaking away from the burial, on their way home. More follow, and more after that, until pretty y soon there are only a few people left listening to the priest as he indirectly tries to get the spirit to leave.
Would you, too, like to peel away from the crowd and head on back to town (4), or would you like to leave for parts unknown (3)?
3. Okay, now, in face-to-face rpgs, when you're sitting around the table, this is where the GM shoe-horns you in to the adventure or gets aggravated at your stubborness and sends some grudge monsters after you. To keep up with tradition, read on:
You continue your journeys. Days later, you are finally nearing the Cymeeri kingdoms when you begin to enter a hilly region, the first noteworthy terrain you've encountered in three months. Suddenly, the ground erupts before you as the great, bellowing Worm of Ghaziri rears forth to suck you in to it's toothy, purple maw! We're talking a MR 92 monster here, out for your blood! It moves fast. Make a L3 SR SPD to escape on any round you wish, but lose 10 from your attack total if you try and fail. If you beat it, take 200 experience points and journey on in to the sunset. If you are devoured, then start a new character for this adventure, and avoid paragraph 3!.
4. You return to the town. There you see a large stone building being smashed to the ground by various townsmen and an ogre with a nasty disposition Would you like to ask why (5), see the local healer (7), or go to the nearest inn and get a nice dry r room (6)? You can also, leave, just zip up to para. 3.
5. You approach the man who seems to be directing the house- wrecking crew, and he says that this was the house of Lordar, and the best way to keep a spirit from coming back and making trouble in town is to remove its place of residence. Now go get a room (6), or see a healer (7).
6. You approach the Barrel Man's Inn, a 3 story building of stone (all the buildings are stone, you notice, probably due to the lack of sufficient wood for building in these parts). You talk to the inn keeper and find you can get a choice of two different rent rooms. Do you want a typical, bed and window room for 2 gold pieces (go to 8) or would you like a room with a decent, hot bath for 10 gold pieces (go to 9).
7. You ask where the nearest healer is, and you find that the person to consult is the Ugruk Priest named Maekar. You then go to Maekar's house and wait until he returns. He arrives not long after, a rather fustrated took on his face. He is suprised to see you sitting on his front porch, and takes you in from the weather.
Once inside, he asks, "Now, how may I help one so obviously as great as you?"
You explain that you came down with the cold sickness, from the rain, and you feel miserable.
Maekar says that he has just the right ritual for this. Ater several minutes of preparation, and a gearing up with his guardian spirit over a fire, he has you lie down on the couch and rest. Then, he begins a sort of magical first aid in which he attempts to suck the cold sickness and the spirit that caused it out of you. After several minutes, he pulls back, and exhales a ghastly amount of misty smoke. Instantly, you feel better, the devious little thing that was making you miserable gone. You thank him, and ask how much he would like in payment for the service.
You arrived in the Great Plains as part of a caravan to Karan some six weeks ago, and not a week later took up position as guard on a smaller south-bound caravan for the Cymeeri Kingdoms. Unfortunately, at the small city of Lakastor it was revealed that the lead merchant was a wanted debtor to the local lord, and he and all assets were seized, leaving you out of a job. You decided to continue on, hopeful that something lucrative or dangerous would come your way....go to paragraph 1.
1. The rain pours down in torrents on the grassy, flat plains around you as you trudge onward along the muddy road. The sky is a grayish dark, the light seeming to have no direction as you continue your journeys. You would almost certainly be under cover over right now if there was a place to take cover .... the Great Plains south of Karan are barren of anything taller then a blade of grass, and you have trudged through the murky plains for three days now in the unending rains. Already you have developed a severe cold, and your health may continue for the worse if the rains do not let up or you do not come to suitable shelter. An unfitting way to be stricken for one of such experience as you!
After an hour or so of slogging through the downpour, you finally see a grouping of buildings in the distance, jutting up from the flat ground, slightly covered in mist. As you get closer, you notice a long line of people garbed in black travelling down the main lane of the town.
You soon reach the town, and see a sign written in an unknown language. The town seems deserted, save for the long line of black- garbed natives continuing their walk to the other side of town. Most of the natives, you notice, are the small deo'dell beastmen so common in the great plains, intermixed with humans and dwarves.
Would you like to follow this morbid line of townsmen to see where they go (go to 2), or pass the town by, in search of a less peculiar town (3)?
2. The line continues for some distance from the town, until it stops at a graveyard. There, the natives gather around as they listen to a large beastman priest (an Ugruk) speak before a heavily- decorated coffin. You also notice several large tables being ng set up with food underneath large tents. Behind the priest is a huge structure hidden beneath several tarps.
"Fellow townsmen and travelers," he says, "we are gathered here to mourn the passing of this great man, Lordar Hunta by name, who had worked so hard to aid us in the building of a better town. Lordar was a great man, and a devout follower of the great eat Ogron, and it was his gift of the weather which saw to it that our fields were plentiful year-round. He did many things for us as a whole, and as an individual was a very kind man who cared for each and every one of us as much as he did himself. He was truly a great man, and we mourn his passing. It is in his honor, and for his health that we now have this feast that his soul may be satisfied and leave us to go to Tarsus, and earn his seat in the Land of the Dead."
At that point, the mourning townsmen begin partaking in a large feast. You are rather surprised to see, out of the corner of your eye at many points during the meal, a transluscent shape moving about the table, engaging in the feast by breathing in the aromas of the meal. You, too, eat with the rest of them, just happy to see food.
Soon the meal finishes, and the Ugruk Priest of Ogron and Tarsus again climbs up on a pedestal where he says, "Having had our feast in a final honor and gift to the great Lordar, I now present his soul with a magnificent tomb!" At that several people ople rip off the tarps of the object behind the priest, revealing a huge, magnificent tomb with the whole history of all Lordar's great deeds written on it, a huge statue of him on the top, and numerous decorations of the Ogron Religion scrawled across ss it. Again, you notice the spirit out of the corner of your eye, watching the unveiling and the numerous treasures and his coffin being carried in to it.
"And so the mourning we feel for the deceased Lordar comes to pass, for now we have presented his soul with all that is necessary to keep it happy, so that it may continue on its journey to the Sunk of Tarsus," the priest says, slightly nervously, for he, as well as you and many others notice that the spirit refuses to leave, and just sits there, watching things happen. You also notice several people sneaking away from the burial, on their way home. More follow, and more after that, until pretty y soon there are only a few people left listening to the priest as he indirectly tries to get the spirit to leave.
Would you, too, like to peel away from the crowd and head on back to town (4), or would you like to leave for parts unknown (3)?
3. Okay, now, in face-to-face rpgs, when you're sitting around the table, this is where the GM shoe-horns you in to the adventure or gets aggravated at your stubborness and sends some grudge monsters after you. To keep up with tradition, read on:
You continue your journeys. Days later, you are finally nearing the Cymeeri kingdoms when you begin to enter a hilly region, the first noteworthy terrain you've encountered in three months. Suddenly, the ground erupts before you as the great, bellowing Worm of Ghaziri rears forth to suck you in to it's toothy, purple maw! We're talking a MR 92 monster here, out for your blood! It moves fast. Make a L3 SR SPD to escape on any round you wish, but lose 10 from your attack total if you try and fail. If you beat it, take 200 experience points and journey on in to the sunset. If you are devoured, then start a new character for this adventure, and avoid paragraph 3!.
4. You return to the town. There you see a large stone building being smashed to the ground by various townsmen and an ogre with a nasty disposition Would you like to ask why (5), see the local healer (7), or go to the nearest inn and get a nice dry r room (6)? You can also, leave, just zip up to para. 3.
5. You approach the man who seems to be directing the house- wrecking crew, and he says that this was the house of Lordar, and the best way to keep a spirit from coming back and making trouble in town is to remove its place of residence. Now go get a room (6), or see a healer (7).
6. You approach the Barrel Man's Inn, a 3 story building of stone (all the buildings are stone, you notice, probably due to the lack of sufficient wood for building in these parts). You talk to the inn keeper and find you can get a choice of two different rent rooms. Do you want a typical, bed and window room for 2 gold pieces (go to 8) or would you like a room with a decent, hot bath for 10 gold pieces (go to 9).
7. You ask where the nearest healer is, and you find that the person to consult is the Ugruk Priest named Maekar. You then go to Maekar's house and wait until he returns. He arrives not long after, a rather fustrated took on his face. He is suprised to see you sitting on his front porch, and takes you in from the weather.
Once inside, he asks, "Now, how may I help one so obviously as great as you?"
You explain that you came down with the cold sickness, from the rain, and you feel miserable.
Maekar says that he has just the right ritual for this. Ater several minutes of preparation, and a gearing up with his guardian spirit over a fire, he has you lie down on the couch and rest. Then, he begins a sort of magical first aid in which he attempts to suck the cold sickness and the spirit that caused it out of you. After several minutes, he pulls back, and exhales a ghastly amount of misty smoke. Instantly, you feel better, the devious little thing that was making you miserable gone. You thank him, and ask how much he would like in payment for the service.
"Oh, no payment really in the way of money. However, I do have a certain
problem; we all do, really. You were a the funeral, no? You saw the spirit?
Well, that was Lordar, a rather nice man in life but not very understanding
indeath. He apparently died about four days ago, in mediation, when the rains
began, but no one discovered him untiltoday, since were were so used to his
long meditations. Well, his soul became very displeased at that, and despite
all our best efforts, it refuse to be satisfied and leave to the Sunk of
Tarsus. I know how to build a spirit trap, and I think it will be necessary,
but once caught I will need someone to carry it to the Sunk and deposit it
there so that the Spirit of Lordar will not bother us anymore. If you would do
that for use, we will be very grateful; an additional cash reward shall be
provided, of course, to satisfy the mercenary in you."
If you agree to the task, go to 10. If not, then go back to 4.
8. It's not much, but its something. You go down and order a meal for 1 gold piece. If you have seen the healer, go to 11. If you haven't, then as you are eating and sneezing from your cold, the waitress recommends you to Mackar, the priest of Ogron, who is well known for his healing powers. If you agree to see him, go to 7. If not, go to 11 and consider yourself 1 point lower in each attribute until your cold leaves you.
9. You rest for a while, change into dry clothes, and order a good meal for 2 gold pieces to your door. The waitress is a comely lass .... f you have lecherous tendencies you may make a pass at her (go to 12). If not, then be a good boy and eat your meal (13).
10. You tell Maekar that you will do all you can to help him capture the spirit and take it to the Sunk of Tarsus, the Land of the Dead.
"The first thing to do is to try and capture the spirit. It certainly won't go willingly, so we will use spirit traps. You shall help me make them."
After a good night's sleep in Maekar's house, the next day is spent taking stone pendants and chiselling out a rotating circular design in them, a sort of hypnotic amulet. Once some 20 of them have been finished, you and Maekar run about town hanging up the amulets and periodically checking them in the drizzling rain.
Make a L3 SR LK. If you succeed, go to 14. If you fail, go to 15.
11. The next day still shows no sign of letting up. You may now leave (go to 3), or you may visit the healer (7). If you have already visited the healer, but would like to do so again, taking up his offer, go to 10.
12. Make a L1SR CHR. If you fail, then she slaps your face and kicks the meal tray at you. When you wake up you have a nasty headache. If you make it, then read on. She brings the meal in, and starts up the tub. In minutes, the two of you are in the tub doing carnal acts best described by someone else in another magazine. Get 10 experience points for the effort, and consider yourself tired. Now go to 11.
13. You eat your meal, and have a good night's rest. Recover 4 CON if you are hurt. Go to 11.
14. While you and Maekar are sitting in his front living room, sipping hot cider and warming up from your trudging through the rain, a frightened deo'dell comes knocking at the door. After a few brief words in a strange language, Maekar turns to you and says, "Better finish that cider, good man! We seem to have caught our determined spirit!"
The two of you slog through the rainy terrain, until the peasant brings you before one of the stone amulets hung on the side of the general store, next to where the now completely knocked down house of Lordar once stood. Looking at the swirling pat tern on the amulet, you glimpse a ethereal ectoplasmic phantom swirling about with a mesmerized, hypnotic stare on its face.
Maekar removes the amulet from its wall, and hands it to you. "Here he is," he says. "If you can get him to the Sunk of Tarsus, where the dead dwell, and return safely, a large reward in gold shall await you. Oh, yes. To free the spirit, simply smash the amulet and run very fast."
Well, you've got it. Now, to head on south east to the Sunk of Tarsus, go to 16. If you want to get a good night's rest before you take off, go to 17.
15. After a few days of waiting, Maekar decides that the spirit probably has realized what the tricks are and knows how to avoid them. He then goes about his next plan.
"It is known that when a spirit is challenged to a race, it must do so in reverse. If you feel up to it, find the spirit and challenge him so, for a race to the west. The spirit will be forced to instead head east. I just hope you can run backwards without tiring."
So, you go out and make an attempt to challenge the spirit. While going along, you notice him out of the corner of your eye. "Ho, spirit!" you call, trying to get his attention. Make a L2 SR CHR. If you make it, go to 18. If you don't, go to 19.
16. You start off, whistling in the rain as you do. Maekar has given you a sturdy umbrella, so that helps. After about a day of struggling through mud and rain, it finally stops. In a few hours the whole storm up and disappears and the Sun God Naril, before evening strikes, shines down in all his warmth to enliven your spirits. Obviously, the storm was being kept in its state by the trapped spirit you know wear around your neck.
For another two days you march onward. Make a L1 SR LK for each day. If you fail the first, go
to 20 then return here. If you fail the second, then go to 21 and return here afterwards. Once you've overcome any problems, return here and end your journey at 22.
17. You have a tasty meal and a warm night's sleep in Maekar's house. The next day, you are surprised to see that the storm has finally lifted, the earth is drying under the light of Naril, and everything seems A-okay. After a good meal, you thank Maekar for his kindness and leave on your journey to the Sunk of Tarsus.
For each of the next three days, make a L1 SR on LK. Roll 1d6 for each of the three SRs you fail on the following list, and resolve them in order. When you are finished, three days have passed and you arrive at your destination (go to 22).
1: three bandits try to rob you! Each is MR 10, and will flee if one is killed.
2-3: Go to paragraph 20, and if you have already been there, go to paragraph 21.
4: Winter Wolves pace you, and if you fail a L1 SR CHA then 1d6 of them attack, each is MR 12.
5: You stumble on a corpse, which stands erect as you move away from it and attacks! The Ghoul is MR 28 and if you take damage you must make a L1 SR CON or become paralyzed for the next round, which lets it do a free attack against you.
6: You meet a troupe of Kahuni'Lakwa Nomads, who offer to sell you leather goods for half price, and for only 50 gold pieces you may buy a Rabbit Clan Talisman of Luck that lets you get a +5 bonus on your Luck for Saving rolls.
18. The spirit looks at you, and says in a low, cunning voice, "And what, pray tell, do you want, foolish person who lives yet does not want to?" So you challenge him to a race, "to the west, as far as possible". The spirit considers, then eagerly accepts. "Foolish person, to think you are better then me, juts because you are a live!" So, the two of you get geared up, ready, and take off, the townsmen cheering a sigh of relief. You quickly reverse your direction when you realize you're going the wrong way, not used to backwards running. Even for a relative veteran, running backwards for a few days .... that's right, days can be exhausting. Make a L2 SR on DEX and one for CON today, then a L3 SR on DEX and CON the next day, then a L4 SR DEX and CON the final day. If you fail one, then you become completely exhausted or trip up and rather unceremoniously plop yourself in the mud. If you do so on day 1 or 2, then the spirit laughs, says you are a complete dolt, and zips off roaring with laughter. Make a L2 SR LK. If you make it, go to 23. If not, go to 24.
If you crash and flop on the third day, then make a L3 SR LK. If you make it, go to 25. If you fail, go to 26. In any case, loose 10 pounds for the exercise (backward-flying faeries may lose a mere 5% of their weight, lest they disappear).
19. You uncouth, ugly sod! Get a face lift! Only kidding. Maekar thanks you for what help you tried to give, and you leave, wondering whether or not the spirit will ever go away, or this nameless town will forever be plagued with constant rains. Get 100 experience points, plus any extra for the effort, and pat yourself on a back for a good try. Also, a bit of gossip you hear some months later seems to indicate that while a certain 100 square mile area of the Great Plains has received non- stop rains for months, the villagers in the area have all moved away, permanently.
20. The day goes rather smoothly for you as you walk along, humming various out of tune tunes, and you have a fine meal of jack rabbit for lunch. Towards the evening, luck holds out even more, as you pass a farm house. Would you like to approach it and ask for shelter for the night, go to 39. If not, go to 40.
21. For two days now you have trudged along to the Sunk of Tarsus, and now, finally, you appear to be nearing the Sunk. In the distance a slight peculiarity in the ground, a hollow slit if you will, seems to indicate that you approach the Sunk of Tarsus. As you travel along, a sudden, deep, moaning comes to your ears. You look around for the source, but see nothing. A minute later the moaning comes again. This time you stop, and wait, very warily, to see what it might be. Out of the corner of your eye you see a ghost shimmering, white and with hollow, sightless eyes It is barely visible in the daylight, but you can see it. Slowly, the mouth of the ghost gaps open, and speaks barely audible words to you, "Knowest where thou heads, mortal?"
You respond, "yes the Sunk of Tarsus."
"Then perhaps you can help this pour soul travel there, brave mortal?"
If you say yes, then go to 27. If not, then go to 28.
22. After three day's travel, you have finally reached your destination. In the dark of the night you kept going, seeing that not far off a slit of black in the Great Plains marked the Sunk of Tarsus. Now you are here, and wish you weren't.
Before you is a vast, empty void. The blackness is so thick you cannot see more then twenty feet down the hole which must be a hundred miles in diameter, but you know, indeed, that it must be as deep. A low echo of wind like moaning rises from the vast, colossal pit, and you know it is not the wind.
Overcoming your sense of dread, would you like to see to it that the amulet (note: if you won the ghost over by wrestling or a race, then it is curled up into a ball which fits in your hand, awaiting its fate) and the ghost within receive safe deliverance by traveling down the hole, on a nearby path downward (29),or would you prefer to cast it down the hole, preferring to begone from this place as fast as may be (30)?
23. While you sit and think, you notice the ectoplasmic form of the ghost begin to shudder, then burst in a cacophony of whispers, "I know not this place! I am not where I belong! Woe!" It continues its moaning for some time, during which you sneak away. Apparently you just may have gotten rid of the spirit, though not in its entirety. You return to the town, and tell the of your success at getting it away. Go to 31.
24. The spirit takes off for the town, and you follow, grumpily. Eventually you return to town, and apologize for your failure. Maekar thanks you for your attempt, and gives you a bag of 100 gold coins for the effort. Take 175 experience points for the effort and any experience points for anything else, and may you have better luck with spirits else where!
25. As you get up, you look around, and suddenly notice that not too far away is the thin slit in the plains that indicates the Sunk of Tarsus is near. You look at that then look at the ghost, who notices what you are looking at. "Ha, man, for your thoughts on getting me to that vast pit of the dead are in vain. If you truly wish to do so, then wrestle with me!" The ghost suddenly drops into a crouching position, ready for you to come at him. If you wrestle, go to 32. If not, take a hike to 24.
26. She looks saddened, comments on your pure heart, then disappears in a whiff of smoke. You sleep the rest of the night, and leave in the morning. Return to the last paragraph of 16.
27. The ghost seems almost gleeful, in contrast to its prior sadness. It motions you to follow it, and after a long while you come upon a huge, deep sunken rift with carved stairs winding down.
"Follow," it moans, and you do. After at least fifty feet of winding stairs, you appear to have entered a room, and light a torch. As you do, you find that in the center of the room is a large coffin, in which lies a massive, but mummified corpse. The ghost slowly shimmers into it.
You approach the coffin, and stare at the massive body, realizing the ghost wants you to, probably, carry the body to the edge of the Sunk and take it, too, into the realm of the dead.
As you ponder the situation, a large, corpse- hand, attached to a mummified arm, attached to a long dead bod grabs you by the throat and tries to dislocate your head from its resting place on your shoulders. take your adds, and add your unarmed combat value. Compare it to the total value of the mummy (MR: 52). If you beat it, you rip yourself free. If not, then you take the damage said and go for another try. If you end up short a head, tough luck and try again. If you don't, then you whip out your weapon, toss your combat spell, or whatever, and if you beat the mummy in fair combat, the ghost screams and soars off into damp earth.
If you appear to be losing, unable to win, make a L1 SR IQ and if you succeed, go to 34.
If you win, you thoroughly search the tomb and find, among other things, several murdered bodies and a collected treasure equivalent to four goes at the treasure table in the rule book. Now go to 22.
28. The ghost curses you and leaves. Not long afterward, you see in the distance a mummified corpse of huge size running toward you, screaming bloody murder. Make a 3 L2 SRs on SPD. If you make all three, then you outrun the beast and make it to the Sunk of Tarsus; go to 22. If you fail any SR, then you must fight the mummy with whatever you've got. It is MR: 52. If you win, go to 22.
29. Okay, it's your neck, pal. You slowly traverse the narrow path winding downward, until you find that your only guidance is the hand that is clutched against the wall. You try to light a torch, but wisps of frigid air thwart your best efforts at lighting the spunk with flint and tinder.
After some time of moving through the chilling, windy darkness, you find that the path levels out and you are now on flat ground. From the shadows of the rift comes a voice that escapes as a whisper among the eerie howling winds. The spectral voice speaks. "Who is the mortal that seeks Death?"
You respond with your name. Lies don't usually go off well, you're pretty sure, in a land of the dead.
"What, may I ask, does a mortal who seeks death wish?"
"I which to bring this soul," you say, pointing to the thing in question, "to his rightful place, that he may not trouble those who still live."
"Then time has been wasted for you, mortal, for he who is dead but does not believe it must come of his own free will." You look rather startled by this. Would you like to continue this bandy of words with the dead being (35), shall you free the soul to convince the dead Lordar that he is dead (36), or shall you attack the spirit before you (37)?
30. You toss the spirit into the void, and never hear the fall. If you won the spirit at a race or wrestling, then its huddled form is gone forever; go to 31. If you had an amulet, then not too long afterward, a rather nasty, hollow voice says, "So, trickery, eh? Well, let's see if you like trickery back!" A sudden premonition of dread overcomes you as you turn around, and see, charging up the nearby path from the abysmal sunk, a huge, black thing which seems to try and be both a massive man and animal at the same time. It shouts a roar of combat, and races towards you, black horns sprouting from its head. Your dead. It's MR is 88. If you win, then go to 31 after a long walk home. If you lose, then go to 38.
31. You return, and tell Maekar and the rest of the townsfolk of your journeys, and they are gratified at your removal of the spirit. Maekar, afterwards, approaches you,and says, "We are all pleased that you eliminated the ghost, for though it was once a great man, it was incapable of understanding that it was truly dead, or did not want to. Here, as promised, is your reward. Everyone," Maekar jestures to the townsfolk around him, "chipped in." Roll on the treasure generator 6 times for your reward, accumulative, and any score of copper is considered gold, Maekar again thanks you, as do the villagers, and all say that if ever you need a place of sanctuary, come here. You thank them, and after a night's carousing you are off into the great world again, in search of more adventure! Oh, yes. Get 500 experience points and any extras for this adventure.
32. You begin your combat with the spirit. It is considered to have a STR and CON equal to yours. Go to it like regular, unarmed combat. If you win, then the spirit curls up into a tiny ball that fits in your hand and gives in; go to 22. If you lose, go to 24.
33. All right, you have a great time during the night. In the morning you wake up to find yourself sharing your bag with a bone-dry skeleton. Hmmm. Weird peasant girls around here. You pack your bags up and ponder the metaphysics of having intercourse with a ghost. Go back to the last paragraph of 16.
34. A sudden flash of insight comes to mind, and you show the spirit trap which hangs around your neck at the killer zombie. Make a L1 SR LK. If you fail, then return to the paragraph whence you came and keep at it. If you make the SR, then the mummy stares, and slowly the malevolent phantasm is drawn in, hypnotized the swirling design. Now you have to ectoplasmic bodies swirling within. Go back to the paragraph you came from, and consider this battle a victory.
35. You try to persuade the spirit otherwise, but it does not listen. Go back to 29 and make another choice.
36. You do so, snapping the amulet in two, and the spirit looks at you defiantly, "You have tricked me, and you shall pay!" "Now wait a minute!" You begin, and proceed to work out a logical way of making the ghost realize that it should stay here, where it belongs. Make a L2 SR IQ. If you make it, then go to 38. If not, then the spirit orders you away; go to 30 and ignore the first paragraph.
37. You hew the skeletal, cloaked thing down, only to see another standing behind it, which also goes down as easily, but behind it is another, and another, and another ..... Go back and make a rational choice.
38. The spirit, after listening to you, says, "Ah, I see that you are right. In my fervent insistence on getting back at the people whom I once loved for ignoring me for three days after my death, and for refusing to admit that I was, indeed, dead, I have brought about much grief. I am sorry for the troubles I have caused, and I shall stay here, in my own realm of death, where I belong." With a sigh of relief you leave. Go to 31.
39. You approach the door to the small hut, knock, and await a response. The door opens, and you are greeted by an amazingly beautiful woman in here early thirties, with raven-black hair and a body that sure doesn't quit. She introduces herself as Helena, a lone widow in the area who lost her husband and child in a fire several years ago. She is very hospitable, and you have an excellent meal with her.The only bothering thing about it was her suggestions of how you would make a great husband. During the night, she invites you to her bed and you accept, being the hearty, healthy fellow that you are. After a night well spent, you awake in the morning to quite a change of scenery from what you saw yesterday. Looking about, you find yourself lying on a crumpled old wooden bed, a skeleton beside you, in a house which has been deserted for years, and severely fire damaged.
Somewhat shaken, you resume your journey and ponder over the events that transpired last night and whether or not you just had intercourse with a ghost also, you promise yourself to find out if there are any bad side effects or such at the local religious temple library. Can't be too careful as a delver, now. Go back to the last paragraph of 16.
40. During the night, while sleeping under the chill light of The moon Selene, you are startled to find yourself wakened by a beautiful, middle aged woman with raven black hair standing over you, nude. She asks you, breathlessly, to take her into your arms, to which you either say yes (go to 33) or no (26).
If you agree to the task, go to 10. If not, then go back to 4.
8. It's not much, but its something. You go down and order a meal for 1 gold piece. If you have seen the healer, go to 11. If you haven't, then as you are eating and sneezing from your cold, the waitress recommends you to Mackar, the priest of Ogron, who is well known for his healing powers. If you agree to see him, go to 7. If not, go to 11 and consider yourself 1 point lower in each attribute until your cold leaves you.
9. You rest for a while, change into dry clothes, and order a good meal for 2 gold pieces to your door. The waitress is a comely lass .... f you have lecherous tendencies you may make a pass at her (go to 12). If not, then be a good boy and eat your meal (13).
10. You tell Maekar that you will do all you can to help him capture the spirit and take it to the Sunk of Tarsus, the Land of the Dead.
"The first thing to do is to try and capture the spirit. It certainly won't go willingly, so we will use spirit traps. You shall help me make them."
After a good night's sleep in Maekar's house, the next day is spent taking stone pendants and chiselling out a rotating circular design in them, a sort of hypnotic amulet. Once some 20 of them have been finished, you and Maekar run about town hanging up the amulets and periodically checking them in the drizzling rain.
Make a L3 SR LK. If you succeed, go to 14. If you fail, go to 15.
11. The next day still shows no sign of letting up. You may now leave (go to 3), or you may visit the healer (7). If you have already visited the healer, but would like to do so again, taking up his offer, go to 10.
12. Make a L1SR CHR. If you fail, then she slaps your face and kicks the meal tray at you. When you wake up you have a nasty headache. If you make it, then read on. She brings the meal in, and starts up the tub. In minutes, the two of you are in the tub doing carnal acts best described by someone else in another magazine. Get 10 experience points for the effort, and consider yourself tired. Now go to 11.
13. You eat your meal, and have a good night's rest. Recover 4 CON if you are hurt. Go to 11.
14. While you and Maekar are sitting in his front living room, sipping hot cider and warming up from your trudging through the rain, a frightened deo'dell comes knocking at the door. After a few brief words in a strange language, Maekar turns to you and says, "Better finish that cider, good man! We seem to have caught our determined spirit!"
The two of you slog through the rainy terrain, until the peasant brings you before one of the stone amulets hung on the side of the general store, next to where the now completely knocked down house of Lordar once stood. Looking at the swirling pat tern on the amulet, you glimpse a ethereal ectoplasmic phantom swirling about with a mesmerized, hypnotic stare on its face.
Maekar removes the amulet from its wall, and hands it to you. "Here he is," he says. "If you can get him to the Sunk of Tarsus, where the dead dwell, and return safely, a large reward in gold shall await you. Oh, yes. To free the spirit, simply smash the amulet and run very fast."
Well, you've got it. Now, to head on south east to the Sunk of Tarsus, go to 16. If you want to get a good night's rest before you take off, go to 17.
15. After a few days of waiting, Maekar decides that the spirit probably has realized what the tricks are and knows how to avoid them. He then goes about his next plan.
"It is known that when a spirit is challenged to a race, it must do so in reverse. If you feel up to it, find the spirit and challenge him so, for a race to the west. The spirit will be forced to instead head east. I just hope you can run backwards without tiring."
So, you go out and make an attempt to challenge the spirit. While going along, you notice him out of the corner of your eye. "Ho, spirit!" you call, trying to get his attention. Make a L2 SR CHR. If you make it, go to 18. If you don't, go to 19.
16. You start off, whistling in the rain as you do. Maekar has given you a sturdy umbrella, so that helps. After about a day of struggling through mud and rain, it finally stops. In a few hours the whole storm up and disappears and the Sun God Naril, before evening strikes, shines down in all his warmth to enliven your spirits. Obviously, the storm was being kept in its state by the trapped spirit you know wear around your neck.
For another two days you march onward. Make a L1 SR LK for each day. If you fail the first, go
to 20 then return here. If you fail the second, then go to 21 and return here afterwards. Once you've overcome any problems, return here and end your journey at 22.
17. You have a tasty meal and a warm night's sleep in Maekar's house. The next day, you are surprised to see that the storm has finally lifted, the earth is drying under the light of Naril, and everything seems A-okay. After a good meal, you thank Maekar for his kindness and leave on your journey to the Sunk of Tarsus.
For each of the next three days, make a L1 SR on LK. Roll 1d6 for each of the three SRs you fail on the following list, and resolve them in order. When you are finished, three days have passed and you arrive at your destination (go to 22).
1: three bandits try to rob you! Each is MR 10, and will flee if one is killed.
2-3: Go to paragraph 20, and if you have already been there, go to paragraph 21.
4: Winter Wolves pace you, and if you fail a L1 SR CHA then 1d6 of them attack, each is MR 12.
5: You stumble on a corpse, which stands erect as you move away from it and attacks! The Ghoul is MR 28 and if you take damage you must make a L1 SR CON or become paralyzed for the next round, which lets it do a free attack against you.
6: You meet a troupe of Kahuni'Lakwa Nomads, who offer to sell you leather goods for half price, and for only 50 gold pieces you may buy a Rabbit Clan Talisman of Luck that lets you get a +5 bonus on your Luck for Saving rolls.
18. The spirit looks at you, and says in a low, cunning voice, "And what, pray tell, do you want, foolish person who lives yet does not want to?" So you challenge him to a race, "to the west, as far as possible". The spirit considers, then eagerly accepts. "Foolish person, to think you are better then me, juts because you are a live!" So, the two of you get geared up, ready, and take off, the townsmen cheering a sigh of relief. You quickly reverse your direction when you realize you're going the wrong way, not used to backwards running. Even for a relative veteran, running backwards for a few days .... that's right, days can be exhausting. Make a L2 SR on DEX and one for CON today, then a L3 SR on DEX and CON the next day, then a L4 SR DEX and CON the final day. If you fail one, then you become completely exhausted or trip up and rather unceremoniously plop yourself in the mud. If you do so on day 1 or 2, then the spirit laughs, says you are a complete dolt, and zips off roaring with laughter. Make a L2 SR LK. If you make it, go to 23. If not, go to 24.
If you crash and flop on the third day, then make a L3 SR LK. If you make it, go to 25. If you fail, go to 26. In any case, loose 10 pounds for the exercise (backward-flying faeries may lose a mere 5% of their weight, lest they disappear).
19. You uncouth, ugly sod! Get a face lift! Only kidding. Maekar thanks you for what help you tried to give, and you leave, wondering whether or not the spirit will ever go away, or this nameless town will forever be plagued with constant rains. Get 100 experience points, plus any extra for the effort, and pat yourself on a back for a good try. Also, a bit of gossip you hear some months later seems to indicate that while a certain 100 square mile area of the Great Plains has received non- stop rains for months, the villagers in the area have all moved away, permanently.
20. The day goes rather smoothly for you as you walk along, humming various out of tune tunes, and you have a fine meal of jack rabbit for lunch. Towards the evening, luck holds out even more, as you pass a farm house. Would you like to approach it and ask for shelter for the night, go to 39. If not, go to 40.
21. For two days now you have trudged along to the Sunk of Tarsus, and now, finally, you appear to be nearing the Sunk. In the distance a slight peculiarity in the ground, a hollow slit if you will, seems to indicate that you approach the Sunk of Tarsus. As you travel along, a sudden, deep, moaning comes to your ears. You look around for the source, but see nothing. A minute later the moaning comes again. This time you stop, and wait, very warily, to see what it might be. Out of the corner of your eye you see a ghost shimmering, white and with hollow, sightless eyes It is barely visible in the daylight, but you can see it. Slowly, the mouth of the ghost gaps open, and speaks barely audible words to you, "Knowest where thou heads, mortal?"
You respond, "yes the Sunk of Tarsus."
"Then perhaps you can help this pour soul travel there, brave mortal?"
If you say yes, then go to 27. If not, then go to 28.
22. After three day's travel, you have finally reached your destination. In the dark of the night you kept going, seeing that not far off a slit of black in the Great Plains marked the Sunk of Tarsus. Now you are here, and wish you weren't.
Before you is a vast, empty void. The blackness is so thick you cannot see more then twenty feet down the hole which must be a hundred miles in diameter, but you know, indeed, that it must be as deep. A low echo of wind like moaning rises from the vast, colossal pit, and you know it is not the wind.
Overcoming your sense of dread, would you like to see to it that the amulet (note: if you won the ghost over by wrestling or a race, then it is curled up into a ball which fits in your hand, awaiting its fate) and the ghost within receive safe deliverance by traveling down the hole, on a nearby path downward (29),or would you prefer to cast it down the hole, preferring to begone from this place as fast as may be (30)?
23. While you sit and think, you notice the ectoplasmic form of the ghost begin to shudder, then burst in a cacophony of whispers, "I know not this place! I am not where I belong! Woe!" It continues its moaning for some time, during which you sneak away. Apparently you just may have gotten rid of the spirit, though not in its entirety. You return to the town, and tell the of your success at getting it away. Go to 31.
24. The spirit takes off for the town, and you follow, grumpily. Eventually you return to town, and apologize for your failure. Maekar thanks you for your attempt, and gives you a bag of 100 gold coins for the effort. Take 175 experience points for the effort and any experience points for anything else, and may you have better luck with spirits else where!
25. As you get up, you look around, and suddenly notice that not too far away is the thin slit in the plains that indicates the Sunk of Tarsus is near. You look at that then look at the ghost, who notices what you are looking at. "Ha, man, for your thoughts on getting me to that vast pit of the dead are in vain. If you truly wish to do so, then wrestle with me!" The ghost suddenly drops into a crouching position, ready for you to come at him. If you wrestle, go to 32. If not, take a hike to 24.
26. She looks saddened, comments on your pure heart, then disappears in a whiff of smoke. You sleep the rest of the night, and leave in the morning. Return to the last paragraph of 16.
27. The ghost seems almost gleeful, in contrast to its prior sadness. It motions you to follow it, and after a long while you come upon a huge, deep sunken rift with carved stairs winding down.
"Follow," it moans, and you do. After at least fifty feet of winding stairs, you appear to have entered a room, and light a torch. As you do, you find that in the center of the room is a large coffin, in which lies a massive, but mummified corpse. The ghost slowly shimmers into it.
You approach the coffin, and stare at the massive body, realizing the ghost wants you to, probably, carry the body to the edge of the Sunk and take it, too, into the realm of the dead.
As you ponder the situation, a large, corpse- hand, attached to a mummified arm, attached to a long dead bod grabs you by the throat and tries to dislocate your head from its resting place on your shoulders. take your adds, and add your unarmed combat value. Compare it to the total value of the mummy (MR: 52). If you beat it, you rip yourself free. If not, then you take the damage said and go for another try. If you end up short a head, tough luck and try again. If you don't, then you whip out your weapon, toss your combat spell, or whatever, and if you beat the mummy in fair combat, the ghost screams and soars off into damp earth.
If you appear to be losing, unable to win, make a L1 SR IQ and if you succeed, go to 34.
If you win, you thoroughly search the tomb and find, among other things, several murdered bodies and a collected treasure equivalent to four goes at the treasure table in the rule book. Now go to 22.
28. The ghost curses you and leaves. Not long afterward, you see in the distance a mummified corpse of huge size running toward you, screaming bloody murder. Make a 3 L2 SRs on SPD. If you make all three, then you outrun the beast and make it to the Sunk of Tarsus; go to 22. If you fail any SR, then you must fight the mummy with whatever you've got. It is MR: 52. If you win, go to 22.
29. Okay, it's your neck, pal. You slowly traverse the narrow path winding downward, until you find that your only guidance is the hand that is clutched against the wall. You try to light a torch, but wisps of frigid air thwart your best efforts at lighting the spunk with flint and tinder.
After some time of moving through the chilling, windy darkness, you find that the path levels out and you are now on flat ground. From the shadows of the rift comes a voice that escapes as a whisper among the eerie howling winds. The spectral voice speaks. "Who is the mortal that seeks Death?"
You respond with your name. Lies don't usually go off well, you're pretty sure, in a land of the dead.
"What, may I ask, does a mortal who seeks death wish?"
"I which to bring this soul," you say, pointing to the thing in question, "to his rightful place, that he may not trouble those who still live."
"Then time has been wasted for you, mortal, for he who is dead but does not believe it must come of his own free will." You look rather startled by this. Would you like to continue this bandy of words with the dead being (35), shall you free the soul to convince the dead Lordar that he is dead (36), or shall you attack the spirit before you (37)?
30. You toss the spirit into the void, and never hear the fall. If you won the spirit at a race or wrestling, then its huddled form is gone forever; go to 31. If you had an amulet, then not too long afterward, a rather nasty, hollow voice says, "So, trickery, eh? Well, let's see if you like trickery back!" A sudden premonition of dread overcomes you as you turn around, and see, charging up the nearby path from the abysmal sunk, a huge, black thing which seems to try and be both a massive man and animal at the same time. It shouts a roar of combat, and races towards you, black horns sprouting from its head. Your dead. It's MR is 88. If you win, then go to 31 after a long walk home. If you lose, then go to 38.
31. You return, and tell Maekar and the rest of the townsfolk of your journeys, and they are gratified at your removal of the spirit. Maekar, afterwards, approaches you,and says, "We are all pleased that you eliminated the ghost, for though it was once a great man, it was incapable of understanding that it was truly dead, or did not want to. Here, as promised, is your reward. Everyone," Maekar jestures to the townsfolk around him, "chipped in." Roll on the treasure generator 6 times for your reward, accumulative, and any score of copper is considered gold, Maekar again thanks you, as do the villagers, and all say that if ever you need a place of sanctuary, come here. You thank them, and after a night's carousing you are off into the great world again, in search of more adventure! Oh, yes. Get 500 experience points and any extras for this adventure.
32. You begin your combat with the spirit. It is considered to have a STR and CON equal to yours. Go to it like regular, unarmed combat. If you win, then the spirit curls up into a tiny ball that fits in your hand and gives in; go to 22. If you lose, go to 24.
33. All right, you have a great time during the night. In the morning you wake up to find yourself sharing your bag with a bone-dry skeleton. Hmmm. Weird peasant girls around here. You pack your bags up and ponder the metaphysics of having intercourse with a ghost. Go back to the last paragraph of 16.
34. A sudden flash of insight comes to mind, and you show the spirit trap which hangs around your neck at the killer zombie. Make a L1 SR LK. If you fail, then return to the paragraph whence you came and keep at it. If you make the SR, then the mummy stares, and slowly the malevolent phantasm is drawn in, hypnotized the swirling design. Now you have to ectoplasmic bodies swirling within. Go back to the paragraph you came from, and consider this battle a victory.
35. You try to persuade the spirit otherwise, but it does not listen. Go back to 29 and make another choice.
36. You do so, snapping the amulet in two, and the spirit looks at you defiantly, "You have tricked me, and you shall pay!" "Now wait a minute!" You begin, and proceed to work out a logical way of making the ghost realize that it should stay here, where it belongs. Make a L2 SR IQ. If you make it, then go to 38. If not, then the spirit orders you away; go to 30 and ignore the first paragraph.
37. You hew the skeletal, cloaked thing down, only to see another standing behind it, which also goes down as easily, but behind it is another, and another, and another ..... Go back and make a rational choice.
38. The spirit, after listening to you, says, "Ah, I see that you are right. In my fervent insistence on getting back at the people whom I once loved for ignoring me for three days after my death, and for refusing to admit that I was, indeed, dead, I have brought about much grief. I am sorry for the troubles I have caused, and I shall stay here, in my own realm of death, where I belong." With a sigh of relief you leave. Go to 31.
39. You approach the door to the small hut, knock, and await a response. The door opens, and you are greeted by an amazingly beautiful woman in here early thirties, with raven-black hair and a body that sure doesn't quit. She introduces herself as Helena, a lone widow in the area who lost her husband and child in a fire several years ago. She is very hospitable, and you have an excellent meal with her.The only bothering thing about it was her suggestions of how you would make a great husband. During the night, she invites you to her bed and you accept, being the hearty, healthy fellow that you are. After a night well spent, you awake in the morning to quite a change of scenery from what you saw yesterday. Looking about, you find yourself lying on a crumpled old wooden bed, a skeleton beside you, in a house which has been deserted for years, and severely fire damaged.
Somewhat shaken, you resume your journey and ponder over the events that transpired last night and whether or not you just had intercourse with a ghost also, you promise yourself to find out if there are any bad side effects or such at the local religious temple library. Can't be too careful as a delver, now. Go back to the last paragraph of 16.
40. During the night, while sleeping under the chill light of The moon Selene, you are startled to find yourself wakened by a beautiful, middle aged woman with raven black hair standing over you, nude. She asks you, breathlessly, to take her into your arms, to which you either say yes (go to 33) or no (26).
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