You are a traveling tinker, leading your pack mule through the forest. Branches criss-cross the path so much that you walk continuously in shade. Ferns and moss carpet the forest floor. The day is peaceful.
You are half a day from Bobeck village. You've traveled this route many times, to Frankfurt and back to Dresden again.
2) Take the left path to a meadow.
3) Take the right path to a creek.
You enjoy your lunch by a babbling creek, watching little fish dart in a calm bit of water. You gradually notice the croaking of toads has joined the sound of running water. One, two, three, you count the toads as you locate them. Eight, nine, it's funny how many you can find once you look carefully.
When you reach twelve it is a king among toads, easily four times the size of the others. It hops forward as you watch until it is directly in front of you. It croaks and drops a golden ring from its mouth, not two inches from the toe of your boot.
6) Pick up the golden ring.
7) Leave the ring where it is.
You reach down and pick up the ring. It has the look and weight of real gold. As you examine it, the toad croaks again and drops a human finger onto the ground. Is the toad larger than it was? It is six times the size of its brethren. You feel frozen in place with your hand clenched around the ring. The toad, which is plainly larger now, croaks a third time and drops the rest of the hand at your feet.
12) Throw the ring as far away as you can.
13) Stomp on the toad.
You stomp hard on the toad. It squashes and snaps at the same time. Your foot slides and finds purchase again to stomp stomp until the wobbly pile of flesh is flattened into the mud.
All the toads have ceased croaking. You gather up your mule and walk away as fast as you can short of running.
You feel calmer when you meet up with a band of trappers going the same way, until they show off their prize catch - a two-headed wolf pelt. You don't look closely enough to tell if it is stitched together or not.
The village, when you finally arrive, feels sinister. Night is falling.
26) Go to the inn with the trappers.
27) Bed down in a hay loft.
The main room is crowded. It is noisy and boisterous. You carry your dinner to your room and eat alone, spinning the gold ring around your finger. You later venture out to fetch a pitcher of water for washing. You return with it to your room, walking carefully so you don't spill, and tip it over the basin. Instead of water, an arm falls out with a dry thud, severed at the wrist and elbow. You stare at it dumbly.
52) Turn the pitcher over again.
53) Get out of the room.
You rush out of the room and run to the stairs, almost colliding with the maid coming up. You catch her elbow to steady her.
"Heavens, I almost took a tumble there," says the maid.
106) Give the gold ring to the maid.
107) Tell the maid to bring you more water.
"I must leave tonight, but I'll be back," you tell the maid. "Here is payment for the meal, and to keep my room for a few days." You press the gold ring into the maid's hand.
"As you say, miss. We'll keep the room freshened and ready for your return."
"No, don't disturb it. Don't go in. I'll be back soon," you assure the maid as you back down the stairs. You have no intention of returning.
You pack your disgruntled mule and pull it out into the night with you.
212) Stay in the moonlight.
213) Take shelter away from the inn.