|
Post by linflas on Apr 30, 2021 9:53:31 GMT
Hi, maybe i'm getting crazy but let's have a try with that unofficial Scorpion Swamp sequel. I've been re-penciling the illustrations for that project, that never got published.
It's a huge gamebook : 1052 quite large sections. But with several translators, maybe that can be achieved in less than 10 years
RETURN TO SCORPION SWAMP A collective project directed by Caithness, HDV, Jehan and Aragorn
Contributors : Skarn, Meneldur, Outremer, Niki, Orion, Guillaume, Plume.pipo, Fitz, Salla, Segna, Oiseau, Sombrecœur, Glutinus, Yavanna, P14 and Ookami
BACKGROUND For several days you have been riding west accross Khul, the dark continent of Titan. You have seen the hills flatten out, become plains, then turn into wetlands where the first swamp plants are already growing. The road is still passable, but the mud has long since replaced the gravel. Beyond a mound, the last relief of the landscape before the vast expanse of the Scorpion Swamp, you see the small town of Fenmarge. A village of a few hundred souls that shares, with Willowbend on the other side of the huge bog, the dubious honor of being the most isolated settlement in the rest of the land. When you see the small town, you feel a mix of pride and excitement. It was here that your father, one of Titan's great adventurers, accomplished his first notable feats, including being the first man to return alive from a full scale exploration of Scorpion Swamp. He was able to do this with the help of a magical Copper Ring. Not only did this ring allow him to always know north, but it gave off a characteristic heat that was proportional to the evil of any living thing your father encountered. It is therefore perfectly natural that he bequeathed this Copper Ring to you, his unique daughter. And it is just as logical that you also decided to choose the Scorpion Swamp to build your reputation. The Scorpion Swamp attracts its share of adventurers, even women. The inhabitants of Fenmarge do not react too much to your arrival despite your smart appearance and your near-new equipment. Arriving at the Blue Scorpion Inn, you tie your horse in front of the trough, attach your sword to your belt and step into the place. You know that entering and returning from the Swamp will not be enough to have a worthwhile adventure. If that were all it took, any low-level patroller could boast of having returned from the Scorpion Swamp. Your father had told you that he had come across a surprising number of people of all kinds in these swamps where no one could supposedly find the north. Therefore, if you are going to enter the dreaded swamp, you might as well find a mission to accomplish. And for that, what better than a stay at the Blue Scorpion, where all the rumors of the village are told? Turn to 1.
1 Young women like you don't often show up at the Blue Scorpion, so you initially attract some attention. But people quickly lose interest in the young adventurer, they have seen many others. You take a seat at the counter, deposit a silver coin, and order a refreshment. Then you announce your intention to venture into the Scorpion Swamp. The barkeeper shrugs nonchalantly: "That's just one more," he says. I don't know what there is about the Swamp that attracts so many people. Oh, sure, there are rare berries, slimy beasts with jeweled foreheads, swords that have grown out of trees... and there are the Masters too, God knows how long they've been there, or what they hope to find... Well, twenty years ago, a merchant, Poomchicken or something like that, even wanted to take his caravans through the Swamp... As expected, bandits got their hands on them... Nobody ever knew where he came from, Poomshocker, but he ran away with his tail between his legs... Dunno if he lost his shirt, but it was the first time he had suffered such a disappointment. The only one who stayed around, apart from the Masters, was old Selator. He still asks one or another adventurer to go and get him a magic plant from the wilderness, but he is no longer very interested in the Swamp. You have to admit that he is getting a bit senile sometimes, the good wizard... Because strange things have been happening in the Swamp lately." You are very interested in what the owner has to say, as it holds the promise of an exciting adventure. If you want to know more: About the Masters, turn to 861. About the things that happen in the Swamp, turn to 563. About your father's past achievements, turn to 657.
|
|
|
Post by schlendrian on May 2, 2021 14:33:03 GMT
So, how does the decision-making work?
|
|
|
Post by linflas on May 2, 2021 17:36:48 GMT
Anyone may reply here with a section number. And you can say why you chose it. If several people reply, majority wins.
|
|
|
Post by Peter on May 4, 2021 7:31:46 GMT
I'm most likely already aware of my father's past achievements, and while it might be interesting to hear the locals' versions of them, it probably wouldn't be too helpful. Hearing about "things" happening in the swamp seems a bit vague, so I would choose to learn more about the Masters. Maybe there is a mystery to solve there, or a challenge of some kind regarding them.
|
|
|
Post by schlendrian on May 4, 2021 10:18:53 GMT
Pete's reasoning is sound, I second it.
|
|
|
Post by linflas on May 4, 2021 13:20:58 GMT
861 The innkeeper nods pensively. "The Masters... A wizard clique, actually... They came about twenty years ago and claimed Scorpion Swamp. No one objected... After all, who would want that mire? No one knows exactly how many of them there were at that time. Some say half a dozen, others claim twice that number... It is known that some are evil, others good, but each one has an amulet that prevents them from killing each other... That didn't prevent a few adventurers from killing one or two of them, but again, we don't know exactly how many remain... Each has his own sphere of influence: the Master of Frogs, the Mistress of Birds, the Mistress of Serpents... You get the idea. If I were you, I wouldn't trust them. No one really knows their goals or their powers." You then ask the landlord if he knows anyone in Fenmarge who would require an adventurer such as yourself. Doing a favor for a local bigwig should give you some fame, and even a better reward afterwards. Turn to 195.
195 The tavernkeeper ponders, then nods: "I see three. First, Captain Goldeagle. A good man. You can't be bearded like him and be evil. He commands a squad of Patrollers, of whom two have disappeared in the Swamp, and I know he's doing everything he can to find out what happened to them. If you go and see him, he will certainly put you in charge of this mission. However, I don't know if you can expect a big reward. The Patrollers are like the army... first the duty, then the payment, if you see what I mean. Then you might visit the Mistress of Serpents. " When the innkeeper says these words, you slightly shudder. He notices your surprise and smiles: "Yes... One of the Masters of the Swamp no longer lives into, but here, in Fenmarge. This poor girl doesn't dare to go back to the bog anymore. I don't know why, but to you, she might tell you if you agree to solve her problem. Don't worry, the Mistress of Serpents is a neutral witch. But then again, I don't know if she will be able to pay you cash." You then ask him who the third man is. The landlord remains silent, obviously troubled. "It's just that... that third man is not particularly recommendable..." If you wish to insist, turn to 516. If you prefer to follow the innkeeper's advice and choose between the two people he mentioned, you can visit Captain Goldeagle on 726, or the Mistress of Serpents on 117.
|
|
|
Post by Peter on May 6, 2021 7:45:43 GMT
Um... My initial instinct is to take the path of honour, and see Captain D. But why not live dangerously and experience the world of serpents?
Maybe we should find out about the one that we apparently don't want to find out about. But then again, maybe that will have a negative influence on our confidence (i.e. stat penalty).
Aargh! I'm undecided!
Ummm........
I think I might suggest that maybe we possibly try visiting the snake lady.
|
|
|
Post by schlendrian on May 6, 2021 16:37:45 GMT
Two persons missing in the swamp! My vote's for the captain.
|
|
|
Post by linflas on May 8, 2021 7:43:19 GMT
So we'll go with the Captain, as pete half-voted for him Oh btw, does "Deagledor" suit well as a translation of "Daigledor" (litteraly "of/from golden eagle") ?
|
|
|
Post by Peter on May 9, 2021 6:44:40 GMT
Captain Gold Eagle? Sounds noble.
|
|
|
Post by linflas on May 10, 2021 8:14:35 GMT
726 If you have already visited Captain Goldeagle, turn to 76.
You leave Fenmarge in the swamp direction, which catches glances of the locals. Some of them look sympathetic, sure they know what fate awaits you there, others are more attracted by your curves than by the direction you take. But you don't care, and in any case, the Swamp is not your destination - at least for now. Indeed, once you leave the village, you head east. After a few minutes, as the tavernkeeper mentioned, you can see the Patrolmen's Quarters. It has obviously seen better days: it is a large stone building arranged around a square courtyard. One of the collapsed sides gives a feeling of complete dereliction. You begin to wonder if the Patrollers even exist, but you notice that the entrance to the courtyard, whose door is open, is guarded by two of them. You greet them and ask to see Captain Goldeagle. The one on the left answers you: "Follow me, but try to be quick. In his condition, it's not time to bother him too much." You lift an eyebrow at this, but follow him without saying a word. You cross the courtyard where a dozen patrolmen are exercising, some in archery, others in close combat. They all look surprised to see you: as always, barracks are purely male places, so you attract not only stares, but also a few whistles from the more daring. Nevertheless, you are so used to it that you don't pay attention to it anymore and follow the patrolman into the main building. He leaves you in front of the door of the captain's office. You knock twice, and a muffled voice invites you to enter, and so you do. Captain Goldeagle's office is modestly furnished, but with a certain amount of taste and without excessive pomp. Sure, there is a carpet, but it's not very thick and has obviously known better days. The walls are covered with hunting trophies, which you can be sure are Goldeagle's achievements. His desk is in the corner of the room, facing you, and the captain is sitting there. He stands up to greet you, and you can't suppress a shiver of horror and surprise as he walks towards you: indeed, the man is tall and clean-cut, and abundantly bearded, as the tavernkeeper of Fenmarge has told you, but you can't take your eyes off him: they are completely white. Goldeagle is blind!
"Hello, Miss. Please sit down and tell me why you came." You are speechless. How could he guess your gender? After a few seconds, you pull yourself together and take a seat. Goldeagle walks around his desk and goes back to sit in his own chair. You explain to him that you are an adventurer in search of achievements, and that you have learned about the missing patrollers. "And you want to help us... It is all to your credit, miss. Let me explain the story in detail. It all started a few months ago, when some merchants decided to reopen the old road that Poomchukker had opened twenty years ago. As you probably know, the waterways of the swamp are always changing, and the map of old Poomchukker was no longer of much use. But you know tradesmen: when there's a profit involved, they seem to lose all their common sense. As captain of the Patrols, I tried several times to dissuade them, but they didn't respond. And of course, they all disappeared. I had very little hope of finding them, but I decided to search anyway. It only lasted a couple of weeks, because two of my men also disappeared without leaving a trace. I've been on the job for twenty years, but I've never lost two men in two weeks. There is something very strange going on in the swamp, but I can't figure out what. So if you really want to be useful, try to find the missing Patrollers and Merchants. If you could also find out why they disappeared, that would be even better. Do you accept doing this?"
If so, turn to 949. If you are not interested in this mission, you can leave the barracks and go see the Mistress of the Serpents (turn to 117) or go back to the innkeeper to ask for more information about the third "disreputable" sponsor (turn to 935). If the innkeeper has already told you, you can go directly to this sinister character by going to 549. If you want to ask Goldeagle about your reward first, turn to 1042.
|
|
|
Post by Peter on May 14, 2021 9:34:24 GMT
I think we're committing to Goldeagle's mission. Let's not mess about by wandering around the town. I'm sure the reward will be "handsome", whether it's monetary or just through enhanced reputation.
Say yes so we can hit the swamp. We don't need to get bogged down with negotiations over rewards.
|
|
|
Post by linflas on May 18, 2021 10:18:37 GMT
949 As you accept, you feel Goldeagle's relief. He thanks you, then tells you to visit the wizard Selator so that he can lend you some of his Magic Gems. "I think you'll really need them," the captain says as he leads you back into the hallway. He gives you a hearty handshake before closing his office door. What a brief interview! The patrolman who had escorted you is still waiting in the corridor, and he waves to you to follow him. You think in petto that this boy is much too thoughtful not to have some idea in mind, but you might as well take advantage of that to get information from him. In a casual mood, you ask him why the captain is blind. He replies with surprise: "He wasn't born blind, missy. Actually, he got blind a fewtime ago: he was in the swamp, leading a small squad to try to find the missing people, see. And then, we don't really know what happened, missy: the squad came back without him, and we were starting to worry when he finally showed up two days later, completely blind. Sure we all feel sorry for him, but especially for his wife and kids, you know, missy." Pensive, you briefly greet the soldier and leave the Patrolmen's House towards Selator's home. Turn to 920.
920 "A small house on the edge of Fenmarge," Goldeagle told you. But which one is it? You walk around in circles for a few minutes, conscious of being perfectly ridiculous, before finally finding Selator's house, which is indeed not very impressive: a tiny little house that looks like something out of a fairy tale, with a small garden carefully maintained in front of the entrance. You push open the gate and enter the garden, only to be met with a sight that is hard to believe: the mage Selator, wearing gloves and carrying pruning shears, trimming with infinite care a small shrub with bright white flowers. You cough discreetly to show your presence, and the fat Selator gets up as fast as he can. "Good morning, little lady! What can old Seltator do for you? What can he do for you? You come from Mr. Goldeagle? And you want some Magic Gems? Venturing into the swamp? What courage, miss! Adventurer ? Ah, I like adventurers very much. Thanks to one of them, I was able to get this Antheric Bush, did you know? A good boy, not older than you. And surely this is a beautiful plant, isn't it?" Stunned by the old man's incessant chatter, you can only manage to make a few brief assents. However, he finally stops and lets you enter his house, which is in an indescribable disorder. You wait for a long time before Selator manages to get his Magic Gems back, which does not prevent him from continuing to tell you about his life, the swamp, the antheric and many other things. After many yawns, you can finally choose 12 gems from the list of good and neutral gems. You finally say goodbye to Selator, but not before he has talked you into coming to his house for tea once your quest is complete. You shudder at that, and the feel of ending your life in the swamp no longer seems so distasteful! Turn to 15.
Before entering the first clearing, let's go with the rules. Launching dice... and here are our lady's stats. SKILL: 10 STAMINA: 17 LUCK: 9
Now you may choose 12 gems : NEUTRAL SPELLS: SKILL (restores half of initial skill score, rounded up), STAMINA (same as skill but for stamina), LUCK (same as skill but for luck), FIRE (set medium-sized object on fire), ICE (freezes water or vapour water), ILLUSION (creates a small, short-lived illusion)
GOOD SPELLS: FRIENDSHIP (make one creature disposed towards you), GROWTH (accelerates growth of one large plant or several smaller ones), BLESS (restors 3 lost skill, luck and stamina points to the creature you bless, not yourself), FORCE (didn't exist in Scorpion Swamp : increase your Attack Strength by 2 points during one fight only)
I'll go with section 15 when you have posted your gem list.
|
|
|
Post by Peter on May 20, 2021 10:35:39 GMT
Hang on, I'll have to think about this. Some Staminas for sure, at least one Friendship and Bless, Force looks good, probably need Luck.
Let me contemplate for a bit.
|
|
kieran
Baron
Posts: 2,437
Favourite Gamebook Series: Fighting Fantasy
|
Post by kieran on May 20, 2021 15:40:52 GMT
How about 1 of each, plus an extra ICE and STAMINA?
|
|
|
Post by Peter on May 21, 2021 7:07:33 GMT
Not a bad idea. I agree.
|
|
|
Post by Peter on May 21, 2021 7:17:55 GMT
By the way, I love your illustration of the captain. The textures of his outfit and the wooden desk are very nicely portrayed.
|
|
|
Post by linflas on May 21, 2021 15:21:50 GMT
Thanks So we'll continue with what kieran suggested for the gems. Prepare for mapping !
|
|
|
Post by linflas on May 25, 2021 11:56:11 GMT
15 You are in clearing 1. The ground is spongy but does not yet hinder your progress. The brightness coming from the south makes the air more peaceful. You really feel like you're in a forest, and not in the cursed place that rumours have it... Damn peasants! The north of the clearing is a bit darker, a path seems to run under the trees. The south, east and west are more sparsely vegetated, and perhaps more suitable for a 'gentle' exploration of this supposedly terrible swamp. Where will you continue this amazing adventure?
North? Turn to 748. East? Turn to 863. West? Turn to 61. South? Turn to 220. (back to Fenmarge)
|
|
kieran
Baron
Posts: 2,437
Favourite Gamebook Series: Fighting Fantasy
|
Post by kieran on May 25, 2021 19:41:51 GMT
How about wandering off to the west before delving into the heart of the swamp?
|
|
|
Post by linflas on May 26, 2021 14:30:44 GMT
61
The muddy path you trudge along (because of the swarms of insects that attack you, no doubt delighted to find a new prey) finally leads to a new clearing where you hope to take a well-deserved rest. You enter clearing 44. If you have been there before, turn to 536
You enter a small clearing, defnitely smaller than you expected. The trees, several metres high in this part of the swamp, block out most of the sunlight. The threatening shadows seem to be constantly moving across the grass-poor land. The ground, on the other hand, is very dry, and your feet do not get stuck in the hard, cracked mud. In the middle of the clearing is a dilapidated stone building that appears to be the remains of an ancient temple. Despite your knowledge of this type of building, you are unable to determine which cult or civilisation it belonged to. The building has probably been abandoned for decades, as vines and weeds surround the mossy stone. You listen briefly, and realise that there is no birdsong. Only the gentle wind rustles the leaves above your head. Apart from this motley construction, it would seem that the clearing is of no interest. But perhaps you will find some interesting accessories or useful information inside this ruin? If you decide to enter through the main entrance, turn to 41. If you prefer to leave to the west, turn to 237. If you choose to leave to east, turn to 15.
I guess you enter the ruined temple.
41 You enter the building with no qualms. At first glance, it seems that despite the age of the place, someone lives here, as the passageway is clear, and faint lights inside make you think that there are lit soot lanterns here, proving a semblance of civilization in these ruins. Your feeling is confirmed immediately, as you see a man sitting on a stone throne. The throne is not entirely made of stone, since the armrests are made of wood and feature a strange animal with a flat head, a long beak and sharp claws. As for the man, he has a baby face, is dressed in a sort of waistcoat and loincloth made of tropical tree leaves, and wears a headdress made of long, multicoloured feathers. Finally, a necklace made of tiny skulls is dangling around his neck.
He holds out his bony finger towards you, while his other hand stirs a wooden stick: "You, what are you doing here? Who are you to violate the walls of my territory? Who are you to enter my home? Who are you to violate the walls of my territory? Who are you to enter my home? Who are you to violate the walls of my territory? Who are you to enter my home?" "I am an adventurer," you reply, wondering why this person repeated his sentences three times. "I didn't want to disturb you, but I'm looking for..." "Here, one does not seek anything, but passes on one's way. And those who seek their way pass nothing, but this is something that happens relatively rarely, all the eclipses of the sun of the full moons. Seekers who seek, we find, but seekers who find, we don't seek either. I don't need a rude adventuress disturbing me during my five-year nap. You are not the unwelcome one, and you are certainly not the benevolent one, but as you seemed to ignore the rules of propriety, I will not hold it against you and allow you to leave without a word... Right?" The man has just put his ear to the ground, as if he were waiting for someone to speak, but you have not spoken to him. It seems that the man is concentrating on a conversation that he can only hear. Perhaps one of his advisors is hidden by the throne? You decide to take a step to find out, but a sudden movement stops you: "Freeze, wanderer! DON'T MOVE, I SAID! Here, stay still. I have a mission for you. You see, I am the Master of Platypuses (a creature you have never heard of). Or rather, the NEW Master, because the old one abandoned his role months ago. He is a coward, a filthy coward who abandoned us all during the third war against the Southern Baronies! The Seagull Empire ran us over! He crushed us! He's gone, and I hear he's lurking in the lost underworld of this temple. I know he's plotting to take his place, now that things are better above ground. But he is a traitor and deserves death! So I hire you to destroy this evil man... If you accept, I will give you the treasure that is in the chest under my throne, the least I can do." If you accept the new Master of Platypuses' offer, turn to 648. If you decline the offer and head for the exit, turn to 683.
|
|
|
Post by Peter on May 27, 2021 8:10:54 GMT
Let's see. He's a bit odd, but there's probably some sense in his ramblings. He hates the old master for abandoning them during a crisis. So the old master may be a coward, or this may be a biased opinion of the course of events, or he may even have a cunning plan to defeat their conquerors. So if we kill him, we are either removing an unfit leader, assisting a dishonest usurper, or eliminating a community's last chance for survival.
My preferred action would be to have a look around the underworld, to see if we can find and talk to this ex-master, to get his side of the story. So let's accept the Australian Master's offer and see what we can discover.
|
|
kieran
Baron
Posts: 2,437
Favourite Gamebook Series: Fighting Fantasy
|
Post by kieran on May 27, 2021 20:45:56 GMT
Makes sense to me
|
|
|
Post by The Count on May 27, 2021 22:43:32 GMT
Platypuses are cute so anyone who abandons them is clearly evil and must be punished!
|
|
|
Post by vastariner on May 28, 2021 9:13:30 GMT
But sending someone out to kill a platypus fan seems to be a bit evil in itself. Perhaps we have a platypus fundamentalist?
|
|
|
Post by Peter on May 29, 2021 10:37:09 GMT
A platymentalist? A monotreme extremist?
Of course, platypuses should be revered as an evolutionary oddity, being one of the few mammals that lays eggs. They also have several other unusual features, such as -
Oops, I'm blabbering. Let's proceed to the duck-billed flat-foot's underground hide-out.
|
|
|
Post by The Count on May 29, 2021 11:41:01 GMT
its probably nothing to do with the story, but there is no chest under his throne in the illustration.
|
|
|
Post by a moderator on May 29, 2021 18:04:06 GMT
Maybe he's lying or deluded about the chest, and the picture is a hint.
|
|
|
Post by linflas on May 29, 2021 19:44:59 GMT
its probably nothing to do with the story, but there is no chest under his throne in the illustration. Absolutely, I forgot to pencil it.
|
|
|
Post by linflas on May 31, 2021 7:04:32 GMT
648 "Very good," the Master of Platypuses says. "Listen well my friend, listen to what you have to do (his eyes begin to shine). Behind this throne is a small trap door that has been closed for almost three months now. The labyrinth below is not very dangerous, but the former Master of Platypuses is there, lurking somewhere, but not under a carpet! Mounting a rebellion against me, the one and only true new Master! All I ask is that you kill him and bring me his medallion!" "His medallion?" you reply." But without it..." "Yes I know, without it I am not really a Master. But you believe me, don't you? He was once Master, if he hadn't abandoned us, we wouldn't have had to suffer so many defeats! I rebuilt the Platypus empire without him! Come on, help me!" You nod eventually, slightly sceptical... maybe you'll find an answer to your questions in the depths of the ground. But most of all, you want to get rid (temporarily) of that stupid character who just threw himself on the floor and grabbed your leg while whining. You end up following the metal rungs along the wall and go deeper into the darkness. At the bottom, the Master of Platypuses throws a torch at you so that you can use it to light your way. Then he throws you a rope which you tie around your waist and tie the other end to a rung on the ladder, in order to find your way back through the temple. The duct is divided in two parts: one going north and the other going south. For north, turn to 202. If you prefer south, turn to 810.
Well... not a very interesting choice I admit...please vote !
EDIT: added rope and torch in inventory.
|
|