The trail takes you to a small open spot where, years ago, a great tree fell and dragged down several others. This is Clearing 32. (I Live Only to Destroy our Mutual Enemies has been here before.)
You recognize the clearing where you met the Scorpion and the Dwarf. There is nothing left now but a few scraps of bone and leather armor.
You leave the clearing.
Do you go north or east?
(North leads to crossroads.)
You find yourself at a crossing of paths. Which way will you go?
North?
South?
East?
West?
(Now North.)
You know that a Ranger is a fighter on the side of Good, and no doubt familiar with the swamp. He can be trusted with your story. He has heard of Selator, and would like to help. He offers you some healing herbs which clear your head and restore 1 lost SKILL point. (I Live Only to Destroy our Mutual Enemies has already found the Antherica bush.)
The Ranger approves of your bravery. "Now all you have to do is get out of Scorpion Swamp again. Good luck! Travel south from here, then east, then south again at the Eagle's nest, then west and south, and you will be close to the southern edge of the swamp." You thank him for his help, making a note of his directions, and leave.
There are two paths leading out of the clearing.
Do you go east or go south?
(I assume East, since we haven't been that way.)
You tell the Master of Gardens about your quest. (I Live Only to Destroy our Mutual Enemies has already found the Antherica bush.)
The Master of Gardens is delighted. You promise to ask Selator to send him some Antherica berries, and you describe the path to the place where you found the bush. He gives you a magic gem containing one Good spell (you choose the type.) Then you resume your travels. There is only one path leading from this clearing; you take it, going back to the west.
(So now we know of 5 Masters. But there's something else that is actually pretty damn funny to me. We have 1 undetermined Good spell, 2 undetermined Neutral spells, and 1 undetermined Potion.)
You return to the clearing where you met the Ranger.
(I Live Only to Destroy our Mutual Enemies parted from him in friendship.)
There is no sign of the Ranger now; he has melted into the woods.
There are two paths leading out of the clearing.
Do you go east or go south?
(Now I assume we go south.)
You find yourself at a crossing of paths. Which way will you go?
North?
South?
East?
West?
(I imagine we return to the area we were before.)
The trail takes you to a small open spot where, years ago, a great tree fell and dragged down several others. This is Clearing 32. (I Live Only to Destroy our Mutual Enemies has been here before.)
You recognize the clearing where you met the Scorpion and the Dwarf. There is nothing left now but a few scraps of bone and leather armor.
You leave the clearing.
Do you go north or east?
(East, and now we're back where we started.)
You are back in the clearing where the great Eagle nested. All you see is the old tree and the nest. (I Live Only to Destroy our Mutual Enemies fought the Eagle.)
You have no reason to linger. You have a choice of three paths. Will you travel:
South?
East?
West?
(I assume south, since the two areas we haven't explored, and the exit, are both that way.)
Ahead of you there is an opening in the trees. You investigate. You are in Clearing 35. You can see the wide Foulbrood River, running east and west. A great stone bridge crosses the river. It looks totally deserted.
Do you go on to the bridge or do you distrust the bridge and rather turn around?
(I assume we cross, since we know it's safe.)
The bridge is old but in good repair. (I'm assuming we choose to go south, as once more going in the direction we came from would be identical to not having crossed the bridge at all.)
You have returned to the clearing where you met the horde of Scorpions. You look around to see whether they are still about. Yes . . . there they are, coming towards you from all sides! You are ready for them this time.
Your reactions are quick. You have time to decide how to deal with the Scorpions. Will you:
Stamp on them and strike with your sword?
Cast a Fire Spell?
Leap over them to safety?
(I assume jump, since we know we can't fail with our current STAMINA score.)
Roll two dice. (5,2=7.) If the total is less than or equal to your STAMINA (it is), you jump over them. If the total is greater than your STAMINA, you do not leap quite far enough, and you are stung. Lose 3 points of STAMINA.
Hurriedly, you choose an exit. Will you go:
North?
East?
West?
(Haven't been East of here either. So I assume we go that way.)
You come across a small, overgrown clearing. You are in Clearing 3. You look around, but you see nothing. There are three exits. Will you go:
South?
East?
West?
(South should lead us to where the Swamp Orcs are. East is definitely new.)
As you walk along, you sense that you are far to the east of the point where you entered the swamp. You wonder if you have taken the right paths. Suddenly, you step into a grassy glade. This is Clearing 21. (I Live Only to Destroy our Mutual Enemies has not been here before.) There is a crystalline pool in the middle of the clearing, with an inviting sandy beach to one side. There are no other paths leading out. Will you:
Leave and go back to the west?
Watch a while for danger?
Drink from the pool?
I Live Only to Destroy our Mutual Enemies
SKILL 8/10
STAMINA 16/20
LUCK 11/11
Equipment: Sword, Chainmail, Brass Ring
Backpack: Antherica Berry
Amulets: None
Potions: 1 potion (Skill, Stamina, or Luck; restores any score to Initial value. Note: this Luck potion does not increase Initial LUCK.)
Spells: Skill x 1, [Any 1 Good Spell,] [Any two Neutral spells]
Map:
..................[19]->[27]....[11]
.....................^................^
[W]....[15]<-[X]->->->->[07]
..^........v......^.................v
[10]<-[28]...[32]<-[16]<-[30]
...............................^
..........[33]->[20]...[35]
............^.......v........^
[14]...FOG....[09]->[13]->[03]->[21]
..^........^.......^................v?
[23]<-[29]->[05]->[24]->[26]
............^.................v.......v
..........[18].............[17]...[08]
............^.................v
..........[34]...............v
............^.................v
..........[04]<-[01]<-[12]->[25]
(Key: Ignore ellipses.)
3: Nothing here.
4: The now-friendly Master of Wolves' house, where he yiffs lives with his two Wolves.
5: A former battleground. Contents unknown, and now gone.
7: A clearing occupied by a now friendly Giant. He was upset because he lost his handkerchief, which is the Red Cloak that the Thief carried, but we gave it back to him and now he's our BFF.
8: The home of the Master of Frogs. He likes Violet Jewels.
9: A dead Thief's former picnic site. The Thief carried a Red Cloak, which is now ours.
10: An encampment of surprisingly friendly Brigands.
11: The last Antherica plant, guarded by two Wolves.
12: A tree hollow that is the home of a now dead Bear. It has no loot.
13: A clearing filled with Scorpions. Fire repels them but does not kill them.
14: A tropical clearing inhabited by the Mistress of Birds and her Parrot. If you serve Good she will give you a potion and a ride to Clearing 16.
15: Home of some Will-o'-the-wisps.
16: The former nest of a dead Eagle, with a perfectly lootable Gold Chain that is now ours.
17: The abode of the now-dead Master of Spiders, and his Spider Amulet.
18: Home of the dreaded Sword Trees. Fire is not very effective against them.
19: Some boulders which a Ranger perches on. He's friendly to servants of Good.
20: A cliff overlooking a river.
21: A pool of clear water. May or may not be drinkable.
23: The legendary Fear Flowers, which damage the SKILL of any soul unfortunate enough to come across them.
24: A patch of freshly cut Crab Grass.
25: The home of the recently slain Pool Beast. It had a Violet Jewel embedded in its forehead that has been looted.
26: The home of some recently killed Swamp Orcs, whose bows cost you a SKILL point if you don't have a Golden Magnet Charm.
27: The home of the Master of Gardens. As a Good wizard, he is friendly to other servants of Good, and gives them a spell gem.
28: A pool of dead Slime.
29: Home of a healed Unicorn, which gives out two Spell Gems (Luck and Friendship) as a reward.
30. A patch of quicksand. Avoid.
32: The home of a dead Giant Scorpion that had been eating an equally dead Dwarf, carrying a Potion to make Dwarves Handsome (that is detrimental to humans.)
33: A riverbank.
34. A stream, which can be frozen.
35: A bridge which is safe to cross.
W: The town of Willowbend. The Bent Spear is a good place to stay, restoring 2 STAMINA.
X: A crossroads.
FOG: Poisonous fog that deals 2 STAMINA damage when walked through.