Let's Play Fighting Fantasy #8: Scorpion Swamp

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Once we finish our quest in this book, what should we do?

Do one of the other quests in this book
1
11%
Do both of the other quests in this book, one at a time
6
67%
Go straight for another book
2
22%
 
Total votes: 9

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Darth Rabbitt
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Let's Play Fighting Fantasy #8: Scorpion Swamp

Post by Darth Rabbitt »

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Hardy adventurer that you are, you have never been known to quail at a little danger. But you're no fool. You've always been far too wise to risk entering the dreaded Scorpion Swamp, infamous for the tangle of treacherous paths which criss-cross its slimy depths. with leading to the haunts of its disgusting denizens. The creatures that live in Scorpion Swamp have given rise to the most nightmarish legends.

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]
Skill, Stamina, and Luck

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.
(I rolled SKILL 9, STAMINA 22, LUCK 11. Pretty nice!)

Battles
1. Roll two dice. Add your opponent's SKILL score to the roll. The total is your opponent's Attack Strength.
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.
Escaping
On some pages you may be given the option of running away from a battle should things be going badly for you. However, if you do run away, the creature automatically gets in one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of cowardice. Note that you may use LUCK on this wound in the normal way (see below.) You may only Escape if that option is specifically given to you on the page. If you Escape, do not discard the records for the monster(s) you were fighting. Should you return to that clearing, it is possible that your foe(s) will still be there - and you may have to take up the combat where you left off.
Fighting More Than One Creature
If you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single monster, sometimes you will fight each one in turn.
Luck
On occasion, you will be called upon to Test Your Luck. When this occurs, roll two dice. If the result is equal to or less than your current LUCK score, then you have been Lucky. If the result exceeds your current LUCK score, then you have been Unlucky and you will be penalized. Each time you Test your Luck, you must subtract one point from your current LUCK score. Thus, you will soon realize that the more you rely on your LUCK, the more risky this will become.
Using Luck in Battles
You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.

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.
Restoring Skill, Stamina, and Luck
Skill
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.
EQUIPMENT
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
You will play a fighter in Scorpion Swamp. However, you will almost certainly find yourself given the power to cast magical spells before the adventure is over. If you deal with a wizard, he may give you Spell Gems. Each gem gives its owner the power to cast one spell one time. Then the gem vanishes.

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.
MAPPING
As you play, you will travel along the network of pathways that make up Scorpion Swamp. You will want to draw a map as you go. Unlike most adventures, Scorpion Swamp allows you to retrace your steps. A good map may spell the difference between life and death!

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.
Image
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.
HINTS ON PLAY
There are three possible quests in Scorpion Swamp. For each of the quests, there is one true path that is the best to follow. Make notes and keep your map faithfully. It may save your life . . . and, in any event, it will be invaluable in future adventures, enabling you to progress rapidly through to unexplored sections.

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!
BACKGROUND
Hardy adventurer that you are, you have never been known to quail at a little danger. But you're no fool. All your life you've heard tales of that awful marsh and its disgusting denizens. But the real danger of the swamp, so the tales go, is not the creatures that inhabit it, nor even the magicians and wicked men who haunt its paths.

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.
NOW TURN OVER
Image
The path that you must travel is a long one, for Scorpion Swamp lies to the far west of the kingdom. As you travel, you have many experiences that a less seasoned traveler would call adventures. To you, fighting Orcs and Goblins, defying evil wizards, and slaying giant wolves are all in a day's work. As you travel farther west, the mountains around you turn into hills, the hills to plains, and the plains to damp lowlands. you know that Scorpion Swamp cannot be far away.

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.
Last edited by Darth Rabbitt on Sun May 12, 2013 8:35 pm, edited 1 time in total.
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Post by SlyJohnny »

No need to kick off by being a dick; calmly explain to them that our name is Dicklong Eldritcock, not Smallprick McSnivellingbitch, and that their concern is touching but seriously we gots this.
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Post by JigokuBosatsu »

Agreed. Stroll on in confident style.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Post by Darth Rabbitt »

The villagers shake their heads as you turn towards the door, but make no further attempts to dissuade you. But, before you reach the door, a villager blocks your path. He is a short, middle-aged fellow with a black beard cut square across the bottom. At first you take him for a farmer, but he seems more interested in you than any farmer should be! He takes your arm and leads you to a table in the corner of the tavern. The others have gone back to their chatting, and you find yourself willing to hear what this quiet man will say to you. He introduces himself as Gronar. "If you really intend to brave the terrors of the swamp," he says, "you ought to have some purpose, rather than random mapping and beast slaying."

Do you agree with him or disagree?
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Post by Whatever »

We are intrigued by his talk of "purpose" and wish to subscribe to his newsletter.
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Post by SlyJohnny »

Efforts and courage are not enough without purpose and direction, according to John F. Kennedy. If we follow in his footsteps and diverge shortly before we get shot, we should have it covered.
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Post by JigokuBosatsu »

Agree. He won't exposit otherwise.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Post by Darth Rabbitt »

You agree with Gronar. Your journey would be much more interesting if you had a mission to accomplish, as well. He nods. "There are three men in this village now," he tells you, "who cannot go into the swamp themselves. But each one has need of a strong fighter willing to venture there. The first of the three is an old wizard devoted to the cause of Good." He stops to quaff a long draught from his mug.

Do you want to hear him out or interrupt him to say that you will serve only Good?

(Why the hell would we want to say that?)
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Post by Whatever »

Maybe he gives us a prize? But anyway, hear him out.
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Post by CapnTthePirateG »

hear him out
OgreBattle wrote:"And thus the denizens learned that hating Shadzar was the only thing they had in common, and with him gone they turned their venom upon each other"
-Sarpadian Empires, vol. I
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Post by Darth Rabbitt »

Gronar orders another pitcher of ale and settles back in his chair. "Selator is the good wizard," he says. "Grimslade appears to serve the forces of evil, though a simple man like myself cannot be sure about such things. And Poomchukker is a very strange fellow indeed. No one knows much about him, but he is powerful. Each of them has made it known that he seeks a champion to enter the swamp. More than that you will not learn without visiting them." Will you:

Help the good wizard Selator?
Risk aiding the forces of evil if the profit is right, and visit the sinister Grimslade?
Take your chances with the mysterious Poomchukker?

(This seems like our first real choice. Also, Poomchukker is an amazing name.)
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Post by SlyJohnny »

Poomchukker. Though Selator is a pretty cool name. I'm not sure if self-described evil wizards who voluntarily go by monikers such as Grimslade can necessarily be trusted to make good on their offers of payment.

By the way, do you intend to make a map as we go?
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Post by Dr_Noface »

I say the wizard Grimslade, because the real adventure is probably slaying his evil ass.
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Post by Whatever »

Definitely Poomchukker, how can we turn that down?
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Post by Username17 »

They have so far given absolutely no justification why anyone would choose to not work for the Good Wizard. Therefore we should join up with Poomchukker.

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Post by Darth Rabbitt »

(Poomchukker it is by a 3-1 margin. I'll map if that's desirable. Also, I have to use this image I found, in part because it's hilarious and in part because it saves me some scanning that takes time and I'm a lazy fuck.)
Image
Gronar tells you to seek out Poomchukker in the village market. As soon as you enter the tangle of streets and shops, you are lost. You ask for directions several times, and eventually a group of laughing young boys escorts you to a large house on the edge of the market. You knock on the door - and it is answered by a Goblin! Not a Goblin warrior like those whom you have fought, but a Goblin serving-girl. She escorts you to a library where Poomchukker sits. He is one of the oddest men you have ever seen . . . very tall and immensely fat, with an elaborately braided beard and bright red skin! You tell him your story and ask if he is looking for someone like you. "Yes, I am," he rumbles. "But what makes you think you can live in Scorpion Swamp when so many others have died there?"

Do you tell him about the old woman and the powers of the Brass Ring you wear, or simply smile and say you are a skilled fighter?
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Post by CapnTthePirateG »

The latter.
OgreBattle wrote:"And thus the denizens learned that hating Shadzar was the only thing they had in common, and with him gone they turned their venom upon each other"
-Sarpadian Empires, vol. I
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Post by JigokuBosatsu »

Skilled, skilled fighter.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Post by Whatever »

Darth Rabbitt wrote:Even in the deepest forest or in the twistiest town street, you will never be lost.
Darth Rabbitt wrote:As soon as you enter the tangle of streets and shops, you are lost.
Wat.
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Post by Darth Rabbitt »

(Apparently the Brass Ring cannot handle the power of Poomchukker.)

He gives a deep rumbling laugh, and you are certain that you see the bookshelves quiver. He is not at all offended by your reticence. In fact, he is now convinced that you are the fighter he needs. "I will tell you my secret," he explains. "I am not a wizard at all, but merely a merchant from another land. I have bought many powerful spells and artifacts. Thus people believe that I am a mighty magician, and I let them think so because they treat me with more respect."

You ask what Poomchukker wants in Scorpion Swamp. "Information," he replies. "If I had a map of the path through the swamp, I could send caravans through, and save weeks and weeks of time in my trading. If you can bring me a map showing a clear path to the town of Willowbend, on the north side of Scorpion Swamp, I will pay you half the money that I save during the first year." You realize that this could amount to hundreds of gold pieces, but you are still wisely cautious. "If you are not a wizard, what magic can you give me to help me survive the swamp?" you ask. He laughs deeply. "I told you that I buy many magic spells. Each of these gems will let you cast one spell." He spills a box of glittering gems on to the table. "You may pick any five to take. I do not think you should need that many, but I am generous." Turn to the Magic Spells section in the front of the book and pick any five spells . . . but choose only from the Neutral list, because that is the only sort of spell that Poomchukker has been able to buy. List the Spells on your Adventure Sheet.

You shake hands with Poomchukker - his grip is surprisingly strong - and the Goblin girl takes you downstairs. You walk through the busy market and across Fenmarge towards the swamp. Your quest is this: find your way north across the swamp, to the town of Willowbend, and return to Poomchukker with a map.

You are on the southern edge of Scorpion Swamp. Thanks to the Brass Ring, you will always know which way is north . . . but you must still make a map! You decide to map each path you follow, and each clearing you enter, so that you will know which way to go if you return to a clearing.

You quickly find a path leading north into the swamp. A huge sign, crudely painted on a boulder, reads: "STOP! SCORPION SWAMP! TURN BACK!" A skull and cross-bones completes the grisly picture. Bravely, you stride past the warning and enter the swamp. You see that it would be foolish to step off the path into the much, so you follow the trail where it leads.

You are in Clearing 1. Actually, this is no more than a wide spot where three trails meet. The ground is very shaky and wet, and huge insects flit over the pools of water that dot the ground.

Do you want to step carefully across to another trail, or rather just jump over the soft part?

(So we need to determine how to proceed, and more importantly select our spells.)

Map:
[1]
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Post by Whatever »

I vote we take one each of fire, ice, illusion, skill, and stamina. We'll probably need the special effect spells to bypass obnoxious puzzles, we'll definitely take Stamina damage after some fights (and we have no Meals), and taking Skill damage is hugely detrimental. We have enough luck, probably. A second Stamina spell might not be a bad choice, though.

Let's step carefully. Jumping into mud puddles is good times, but this is not the place for it.
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Post by JigokuBosatsu »

One of each of those is a good choice.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
You can buy my books, yes you can. Out of print and retired, sorry.
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Shrapnel
Prince
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Location: Burgess Shale, 500 MYA
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Post by Shrapnel »

First: Our name is awesome, it stays. The only other thing it could be is "I, Live Only To Destroy Our Mutual Enemies" Aimless.

Second: It's not Poomchukker, it's Spoon Checker.

Third: I say that our magic is this: SKILL, STAMINA, LUCK, FIRE, and ICE.

FOUR: WE JUMP LIKE A FREAK.
Last edited by Shrapnel on Thu May 09, 2013 4:13 am, edited 2 times in total.
Is this wretched demi-bee
Half asleep upon my knee
Some freak from a menagerie?
No! It's Eric, the half a bee
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Foxwarrior
Duke
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Post by Foxwarrior »

Fire, Ice, Illusion, Skill, Stamina

Jump over the crocodiles!
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Darth Rabbitt
Overlord
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Post by Darth Rabbitt »

(OK, so it's one of each Neutral spell other than Luck.)

Roll two dice. (7.) If the result is equal to or less than your STAMINA (it is less than 1/3 of Dicklong's STAMINA), you made the jump. Otherwise, you fell short, caught your leg in the mire, and twisted your arm slightly when you landed. Subtract 1 point from your SKILL. You may now leave the clearing. Will you travel:

West?
East?
South?

Dicklong Eldritcock
SKILL 9/9
STAMINA 22/22
LUCK 11/11
Equipment: Sword, Chainmail, Brass Ring
Backpack: empty
Spells: Fire x 1, Ice x 1, Skill x 1, Stamina x 1, Illusion x 1
Map:
[1]
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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