By Travis Bughi
Emily Stout has constantly recognized an easy lifetime of harsh farming, heading off thunderbirds, and working with minotaurs and gnomes. Born and raised at the nice Plains, she’s constantly dreamed of extra. She’s dreamed of being a wandering gunslinger, a valiant knight, or the rest that can take her past her basic, trapped existence. On her sixteenth birthday, she will get that opportunity. As tragedy moves the Stout kinfolk, Emily’s mom finds to her a mystery that has been saved hidden for a lot too lengthy. it's a mystery that might ship Emily to the outstanding urban of Lucifan, a urban governed via angels. yet Lucifan isn't the utopia apparently to be. There are brutal ogres, terrifying gargoyles, plotting leprechauns, and lots of different harmful creatures with both darkish and lethal plans. Emily’s existence has merely began to be became the wrong way up, and she’ll desire greater than her wit to come back out of it alive.
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Emily Stout has continuously recognized an easy lifetime of harsh farming, warding off thunderbirds, and working with minotaurs and gnomes. Born and raised at the nice Plains, she’s consistently dreamed of extra. She’s dreamed of being a wandering gunslinger, a valiant knight, or the rest that may take her past her easy, trapped lifestyles.
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Extra info for Beyond the Plains (World of Myth, Book 1)
For no more than several hours ago I was engaged in the composition of an heroic ode in iambic pentameters dedicated to this very mystery. Let me read it to you . ' With which he extracts a piece of parchment from his voluminous cloak, squints at it briefly, then declaims: When Grott he was a little lad His interest turned to all things bad And so it was in later years He turned out worse than most had feared Becoming something of a witch, Then later changing to a Lych. His enemies, so it is said, Thought him alive, yet saw him dead.
Exclaims the Fiend, not at all displeased. ' Which was, of course, the point, although you can hardly tell him that. In past adventures, the Fiend was often helpful if buttered up sufficiently. Since he seems friendly enough at this juncture, you venture to say, 'Sir Fiend, my master, Merlin, has charged me to seek out a fellow necromancer by 137 the name of Grott the Hoddle, this being a personage who owes him fifty golden pieces. Merlin has assured me Grott is alive, but the only indication I have of him is this tomb which clearly suggests to me he must be dead.
Or you can always try swimming back in which case you should throw two dice. Score 2-4 and you're right back 105-106 here. Score 5-8 and you'll swim to 92. Score 9-12 and you will get back safely, allowing you to retrace your steps to 59. 105 Yipes! Rolling down the corridor towards you is a giant fireball! You recognise it instantly, of course. This is exactly the sort of magical fireball you have used before in various adventures. It never misses and scores a straight 75 points of damage. If this kills you (and it's difficult to see how it wouldn't) go to 14.