Cast JIG on the giant bat

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You raise the spell, and play a sweet tune. The bat begins to hop absurdly from from foot to foot, spinning around and holding out its wings. You toy with the thing for a few minutes, then grab it in one hand and lob it away into the trees, where it takes flight, not to return.

Smiling to yourself, you settle back down to sleep.

The second day of your journey begins in the morning cool. You feel the presence of your Spirit, close nearby. Its form has changed since you left Analland, just as you have changed, but it is still beside you. You can feel yourself getting accustomed to the fetid air of these hills. You have now ascended several hundred feet and can expect to make excellent progress before the end of the day.

As you crest the brow of a hill, you see something that makes you stop in your tracks. To your left is a clearing and in the clearing are several poles, planted firmly in the ground. And atop each pole is a head.

The heads are of all kinds and ages. Some are recently fixed while others have decayed and some are nothing but skulls and hair. There are human heads, Goblin heads, and one or two heads of creatures you do not recognise. All have sewn-up eyes and mouths.

A large X painted on a rock nearby is obviously intended as a warning not to venture any further. But ahead the road forks, left and right, and you cannot be sure which path you are warned not to take! The right-hand path continues to climb, and the left-hand path winds down the side of the hill.

Do you:

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