But now Scorpion Swamp holds out the lure of treasure and glory - and the choice of serving three wizards, each with a mission. YOU cannot resist the challenge!
HOW TO FIGHT THE CREATURES OF SCORPION SWAMP
Before embarking on your adventure, you must first determine your own strengths and weaknesses. You have in your possession a sword and a chainmail shirt, as well as a few pieces of gold for incidental expenses. You have been preparing for your quest by training yourself in swordplay and exercising vigorously to build up your stamina.
Too see how effective your preparations have been, you must use the dice to determine your initial SKILL and STAMINA scores. [references to the book's character sheet cut]
Roll one die. Add 6 to the result. This is your SKILL score.
Roll two dice. Add 12 points to the result. This is your STAMINA score.
Roll one die. Add 6 to the result. This is your LUCK score.
For reasons that will be explained below, SKILL, STAMINA, and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores. [advice on writing them down in provided space cut] Although you may be awarded additional SKILL, STAMINA, and LUCK points, these totals may never exceed your Initial values, except on very rare occasions, when you will be instructed on a particular page.
Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better.
Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score the longer you will be able to survive.
Your LUCK score indicates how naturally lucky you are. Luck - and magic - are facts of life in the fantasy kingdom you are about to explore.
Battles
2. Roll two dice again. Add your SKILL score to the toll. The total is your Attack Strength.
3. If your opponent's Attack Strength is higher than yours, the opponent has inflicted damage on you - deduct 2 points from your STAMINA.
4. If your attack strength is higher than your opponent's, you have inflicted damage upon your opponent. Deduct 2 points from your opponent's STAMINA.
5. If both Attack Strengths are equal, both attacks have missed. Start the next Attack Round from step 2, above.
6. Continue this combat until either your opponent's or your STAMINA is reduced to zero.
Whenever you wound an opponent, you may Test your Luck. Roll two dice; if the total score is equal to or less than your LUCK score, you have been Lucky. If the total is higher than your LUCK score, you are Unlucky. Whatever your result, you must deduct 1 point from your current LUCK score. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed him, and you deduct 1 less point of STAMINA than normal.
If you have been wounded, you can Test your Luck in exactly the same way. Remember to deduct 1 point from your LUCK whatever the result. If you are Lucky, the wound was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is more serious: deduct 1 extra STAMINA point.
Your SKILL score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your SKILL score. A Magic Weapon may increase your SKILL, but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying two Magic Swords. A SKILL spell (see later) will restore lost SKILL points.
Stamina and Provisions
Your STAMINA score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your STAMINA level may be dangerously low and battles may be particularly risky, so be careful!
Remember also that your STAMINA score may never exceed its Initial value. A STAMINA spell (see later) will restore lost STAMINA points.
Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value. A LUCK spell (see later) will restore lost LUCK points.
You will start your adventure with a bare minimum of equipment, but you may find or buy other items during your travels. You are armed with a sword and are dressed in chainmail. You have a backpack to hold any treasures you may come across.
MAGIC
There are twelve different magic spells that you may be able to use; they are described below. When you acquire a Spell Gem, mark it on your Adventure Sheet. If you have the chance to choose which spells you get, you may choose any kind of spell more than once - for instance, you could choose four Fire spells if you wanted to. Once a spell is used, though, you must mark it off on your Adventure Sheet. If you choose four Fire Spells, you can cast Fire four times, but no more - unless you meet another helpful wizard later and acquire more Spell Gems.
Magic spells are divided into three different types: Good, Evil, and Neutral. Anyone may use Neutral spells. However, good wizards may not cast Evil spells, and vice versa. You may use any spell that you can get . . . but you will not be able to get Good spells from an evil wizard, or Evil spells from a good wizard.
Neutral Spells
SKILL. When you cast this spell on yourself, it restores lost SKILL points equal to half your Initial SKILL score, rounded up. It cannot raise your SKILL score past its Initial level.
STAMINA. When you cast this spell on yourself, it restores lost STAMINA points equal to half your Initial STAMINA score, rounded up. It cannot raise your STAMINA score past its Initial level.
LUCK. When you cast this spell on yourself, it restores lost LUCK points equal to half your Initial LUCK score, rounded up. It cannot raise your LUCK score past its Initial level.
FIRE. This spell will set one medium-sized object (like a torch) on fire. The more inflammable the object, the better the spell will work.
ICE. This spell works by freezing water (or water vapor) into ice. It works best where there is water already present to be frozen.
ILLUSION. This spell will let you create one small, short-lived illusion. If you act in a way contrary to the illusion, the illusion will cease to fool anyone else and will be dispelled.
Good Spells
FRIENDSHIP. This spell will make one creature better disposed towards you. But it will not work on anyone or anything that cannot understand the idea of friendship.
GROWTH. This spell will accelerate the growth of one large plant or several smaller ones. It will not affect anything but plants.
BLESS. This spell may only be cast on another being - you cannot Bless yourself. It restores lost SKILL, LUCK, and STAMINA points to the creature that you Bless. Three points are added to each, but in no case may the spell increase anyone's points past their Initial level.
Evil Spells
FEAR. This spell will make one creature fear you - provided that it is a creature capable of feeling fear!
WITHERING. This spell will cause one large plant, or several small ones, to wither. It will not affect anything but plants.
CURSE. This is a very powerful spell, and not to be used lightly. When you cast a Curse, immediately roll one die and lose that many STAMINA points. However, something terrible - there is no telling what - will immediately befall your enemy, too.
When to Cast Spells
You may cast one of your SKILL, STAMINA, or LUCK spells upon yourself at any time except during combat. You may cast a spell on yourself just before a battle starts . . . but once the first blow has been struck, you may not use magic until the fight is over.
Other spells may only be cast when a paragraph specifically gives you the option of doing so.
Most of your adventures will take place in clearings within the swamp. Each clearing has a number to aid you in mapping. Each clearing connects to one or more paths leading out. Paths may lead to the north, south, east or west. A path may bend about, but it will always keep the same general direction. This is important. It means that if you leave one clearing by the southern path, you will enter the next clearing from the north, and vice versa. This will keep you from doubling back accidentally. When you reach a clearing, make a note of the direction in which you are traveling; it might be useful later.
In some of the clearings, you will meet people and creatures. Some of them can help you; others will attack you or hinder you in some way. It is up to you to decide how to handle each encounter.
It may happen that, in your wanderings, you will return to the same clearing again. In that case, you may find instructions in italic type. These instructions tell you what to do if you have already visited that clearing.
If there are no special instructions, you will proceed in the usual way each time you come to that clearing.
Here is a map of an imaginary part of the swamp, to give you some help in making your own maps.
As you can see, this player has marked the number of each clearing, and made notes about what he found there. He has also indicated the paths out of each clearing, so if he returns later he will know in advance in which direction he will be able to travel.
Not all clearings contain treasure; some merely contain traps and creatures which you will no doubt fall foul of. Many wrong turnings are possible . . . and even if you reach your ultimate destination, you may not find what you are searching for.
It will be realized that entries make no sense if read in numerical order. It is essential that you read only the entries you are instructed to read.
The one true way on each quest involves a minimum of risk and any player, no matter how weak on initial dice rolls, should be able to get through fairly easily once the best path has been discovered.
May the luck of the gods go with you on the adventure ahead!
No, the reason that so few return from Scorpion Swamp is very simple. The swamp is criss-crossed by numerous trails that twist and turn in all directions. No one has ever mapped them and lived to tell the tale. An evil fog hides the sky, so no one can set a course by the stars. Once you're well into the swamp, even compasses are unreliable. They may point north, west, or south-by-south-east, leading you around in circles until you drop from exhaustion.
So you've stayed well away from the swamp-lands. But although you don't know it yet, something is about to happen to change your fortunes . . .
As you walk along the King's highway, you come upon an old woman, crumpled in the dust. You carry her into the shade and give her a drink from your water-skin. She soon revives, but you walk with her to the next town, just to make sure that she will be alright.
You take your leave of her in the town market-place. "Bless you for your kindness," she says, when you part. "Wear this with my good wishes, and may you never lose your way." With that, she gives you a plain-looking Brass Ring. When you slip it on your finger, smiling your thanks, it feels loose. An hour later, as you walk down the highway again, you realize that it has altered its shape to fit you perfectly. You have a magic ring!
As you travel, you learn more about the Brass Ring's powers. The old woman must have been a powerful Witch, and she meant her blessing seriously. While you are wearing the Brass Ring, you will always know which way is North. Even in the deepest forest or in the twistiest town street, you will never be lost. Furthermore, the Brass Ring grows warm on your finger in the presence of evil, even when you are greeted in a friendly fashion. You spend a week with the forest bandits . . . rough men, but honest in their way . . . and the Ring is cool. But in the caverns, it warns you of evil magic and of foul undead. And in the towns, you find that no clever thief or lying merchant can fool you. The old woman's gift is valuable indeed to an adventurer like you!
Now you feel as though you ought to put the Brass Ring to some use worthy of its magic. Exploring Scorpion Swamp, with its unmapped maze of trails, might be the perfect task. And it might be profitable, too! So, with your mind set on glory and treasure, you set off towards the bogs and fens of Scorpion Swamp.
When you enter the little town of Fenmarge, no one finds you remarkable. Many travelers pass through here. Your sturdy helmet and sharp sword indicate you are a fighter not to be trifled with, but this is not uncommon.
But when, sitting in the local tavern, you announce your plan to explore the swamp, the listeners are dumbfounded. They cluster around you, pushing back the battered benches to make room. The swamp, they tell you, holds the bones of many such as you! Not only is it trackless and infested with vermin, monsters and starving bandits, but a group of wizards calling themselves the Masters have recently claimed Scorpion Swamp for their own. One of them - a big, burly man escorted by two great grey wolves - visited this very tavern last week. He didn't say much, they tell you, but he didn't seem the sort to welcome trespassers on his property!
As the conversation continues, you realize that the villagers are sure you will die in the swamp. "We can't let you go!" they say. One even makes so bold as to put his calloused hand on your shoulder to restrain you as you start to walk out the door. Will you:
Challenge them for their impertinence?
Politely explain that you are determined?
Dicklong Eldritcock (made from two unused names from the Citadel of Chaos Let's Play, I'm open to other suggestions)
SKILL 9/9
STAMINA 22/22
LUCK 11/11
Equipment: Sword, Chainmail, Brass Ring
Backpack: empty
(Fun fact: the Hints on Play section has actually been in every book so far, but I kept on forgetting to put it in.)
EDIT: added poll.